Jump to content

Hero A Day...Sorta...


Enforcer84

Recommended Posts

Monday August 23rd, 2004SingularityPlayer: NPC Villainess

Val Char Cost
20/60 STR 10
20 DEX 30
20 CON 20
15 BODY 10
18 INT 8
18 EGO 16
25 PRE 15
18 COM 4
6/35 PD 2
6/35 ED 2
5 SPD 20
8 REC 0
40 END 0
45 STUN 10
6" RUN02" SWIM04"/12" LEAP0Characteristics Cost: 147
Cost Power END
60 Density Manipulation: Multipower, 60-point reserve
5u 1) Density Enhancement: Density Increase (12,800 kg mass, +40 STR, +8 PD/ED, -8" KB), Costs END Only To Activate (+1/4) (50 Active Points) 4
5u 2) Intangibility: Desolidification (affected by Force, Gravitic, Magnetic Attacks), Costs END Only To Activate (+1/4) (50 Active Points) 4
46 Disruption Touch: Energy Blast 4d6, No Normal Defense (PD Force Field; +1), Affects Physical World (+2) (80 Active Points); No Range (-1/2), Linked To Desolidification (-1/4) 8
16 High Density-Augmented Defenses: Armor (8 PD/8 ED) (24 Active Points); Linked to Density Increase (-1/2) 0
10 Lighter Than Air: Multipower, 15-point reserve, (15 Active Points); all slots Can only use when intangible (-1/2)
1u 1) Density Decrease: Gliding 15" (15 Active Points); Costs Endurance (-1/2), Can only use when intangible (-1/2) 1
1u 2) To The Sky: Flight 4" (8 Active Points); Only To Rise Up (-1), Can only use when intangible (-1/2) 1
Basic Escape Toolkit
2 1) Microexplosives: RKA 1/2d6 (10 Active Points); 2 Charges (-1 1/2), OAF (-1), No Range (-1/2) [2]
3 2) Miniaturized Laser Torch: RKA 1 point, Penetrating (+1/2) (7 Active Points); OAF (-1), 10 Charges (-1/4) [10]
5 3) Pepper Packet: Smell/Taste Group Images 1" radius, Uncontrolled (+1/2), Usable As Attack ("sticks" to person who breathes it in; +1) (12 Active Points); OAF (-1), Only Affects Victims Who Inhale It (-1/4), 1 Continuing Charge lasting 1 Hour (victim can cancel effect by smelling something else equally strong, wind or rain may remove the pepper; -1/4) [1 cc]
3 4) Pick Gun: Lockpicking 11- (7 Active Points); OAF (-1)
Modified Dragonfly Battle Armor
26 1) Light Armor: Armor (13 PD/13 ED); OIF (-1/2) 0
30 2) Antigravity Pack & Jet thrusters: Flight 15", Reduced Endurance (0 END; +1/2); OIF (-1/2) 0
5 3) Left Gauntlet Blaster: As Right Gauntlet Blaster 0
50 4) Right Gauntlet Blaster: EB 10d6, Reduced Endurance (0 END; +1/2); OIF (-1/2) 0
4 5) Sensory/Communications Suite: +4 versus Range Modifier for Hearing Group; OIF (-1/2) 0
4 6) Sensory/Communications Suite: +4 versus Range Modifier for Sight Group; OIF (-1/2) 0
6 7) Sensory/Communications Suite: HRRP (Radio Group); OIF (-1/2), Affected As Sight And Hearing Groups As Well As Radio Group (-1/2) 0
5 8) Sensory/Communications Suite: Hearing Group Flash Defense (8 points); OIF (-1/2) 0
7 9) Sensory/Communications Suite: LS (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 1 Hour (+0); OIF (-1/2) [1 cc]
7 10) Sensory/Communications Suite: Mental Defense (14 points total); OIF (-1/2) 0
3 11) Sensory/Communications Suite: Nightvision; OIF (-1/2) 0
5 12) Sensory/Communications Suite: Sight Group Flash Defense (8 points); OIF (-1/2) 0
5 Nighthunter Treatments: Nightvision 0
VIPER Fang
35 1) VB-S1D "Shower" Blaster Pistol: EB 7d6, Autofire (5 shots; +1/2), 60 Charges (+1/2) (70 Active Points); OAF (-1) [60]
13 2) VIPER Fang: HKA 1d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2); OAF (-1) plus Range Based On STR (+1/4) for up to 30 Active Points of HKA; 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use HKA until Charge is recovered; -1/2) [1 rc]
Powers Cost: 362
Cost Martial Arts Maneuver
VIPER Brawling
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 3) Punch: 1/2 Phase, +0 OCV, +2 DCV, 6d6 / 14d6 Strike
3 4) Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 / 12d6 +v/5, Target Falls
Martial Arts Cost: 15
Cost Skill
8 +1 with All Combat
6 +2 with VIPER Blasters
20 +4 with HTH Combat
4 PS: VIPER Agent 14-
3 Scholar
2 1) KS: The Local Underworld (3 Active Points) 13-
2 2) KS: The Superhuman World (3 Active Points) 13-
3 3) KS: VIPER (4 Active Points) 14-
3 Concealment 13-
3 Shadowing 13-
7 Stealth 15-
3 Streetwise 14-
7 Tactics 15-
3 Teamwork 13-
3 WF: Small Arms, Blades
Skills Cost: 77
Cost Perk
5 Money: Well Off
5 Vehicles & Bases: Hideout
3 Well-Connected
3 1) Contact: Underworld Fence (Contact has useful Skills or resources) (4 Active Points) 12-
4 2) Contact: VIPER Nest Leader (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) (5 Active Points) 8-
4 3) Contact: VIPER Agents (Former Paramour who will help her) (Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 12-
Perks Cost: 24
Val Disadvantages
5 Distinctive Features: Preternaturally Neat, Nothing Is Unpolished Or Out Of Place (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish)
25 Hunted: VIPER 11- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Ambitious And Opportunistic (Very Common, Moderate)
15 Psychological Limitation: Amoral And Greedy (Common, Strong)
20 Psychological Limitation: Unable To View People As Anything More Than Tactical Weapons And Targets (Very Common, Strong)
15 Reputation: VIPER traitor, 11- (Extreme)
15 Social Limitation: Secret Identity (Frequently, Major)
10 Vulnerability: 2 x BODY Gravity Based Attacks (Uncommon)
10 Vulnerability: 2 x STUN Gravity based Attacks (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 275Total Experience Available: 275Experience Unspent: 0Total Character Cost: 625

Height: 1.61 m Hair: Dark Purple
Weight: 50.00 kg Eyes: Purple
Appearance: A small, well built, exquisitely featured Chinese woman with long, dark purple hair and amythist colored eyes. She wears a suit of battle armor, iron gray, but highly polished. The suit has no helmet, the controls are based on a circlet she wears on her forehead. Over this she wears a red tabbard and black sash.

 

 

 

Singularity is visually and name wise based on a character from the Creators Universe trading cards, and created by Karl Story. Though looking at the card now, I see visually she is quite different in my eyes...

Personality: Singularity is a rising star in the criminal underworld. She is smart, tough, and capable. She has connections in VIPER still that enables her to keep one step ahead of them. She is looking to join a team, with sights on potential leadership, to further her protection. Seeing that many supervillains indeed are on VIPER's bad side, she feels she will be successful.Quote:"This is going to be a very bad day for you."Background: Alison Chen always knew she wanted to be a crimelord. She joined VIPER when she was 20. Physically capable and very intelligent, she rose quickly in the ranks. She worked with the Night Ops teams, and then joined the prestigious Scarlet Serpents. She was on the fast track to Nest Leadership when she was struck with superhuman powers; literally. Chen's team had been instructed to capture a man known as The Benefactor. A metahuman whose sole power was the bestowal of superhuman abilities to others. Having tracked the man down and managing to defeat his superhuman thugs, Chen herself captured the Benefactor. He attempted to bribe Chen with superpowers of her own if she let him escape, the idea of creating an army of superbeings for VIPER did not sit well with him.

Without hesitation, Chen took the bribe, gaining the ability to alter her own density. Then she killed the Benefactor and her remaining agents. Taking as much of the extra gear her team had been assigned as she could she disappeared into the night. Singularity appeared about three months later. VIPER desperately wants to destroy her for her treason, but she has thus far eluded them.

Powers/Tactics: Singularity has a variety of options. She is a skilled hand to hand combatant with the ability to become a brick, or an intangible ghost. She is well trained, tactically sound, and possessing of an armored battle suit, VIPER sidearm, and a combat knife. Her superhuman powers have been incorporated into what was already a dangerous package.Campaign Use: If you'd like to tone Singularity down, the easiest way is to get rid of her VIPER gear. Drop the powered armor, knife, and side arm. To make her more potent, increase the amount of gear and or weapons for her. Give her a VIPER rifle, and perhaps a combat ready vehicle. Alternately, you could increase her Density powers or give her powers over gravity as well, but since there are quite a few Gravity Based supers in my world this might make her a bit redundant.
Link to comment
Share on other sites

  • Replies 739
  • Created
  • Last Reply

Top Posters In This Topic

Tuesday August 24th, 2004HeartbreakerPlayer: NPC Villain

Val Char Cost
20 STR 10
23 DEX 39
20 CON 20
10 BODY 0
18 INT 8
26 EGO 32
25 PRE 15
22 COM 6
8/14 PD 4
8/14 ED 4
5 SPD 17
8 REC 0
40 END 0
40 STUN 10
7" RUN23" SWIM15" LEAP1Characteristics Cost: 169
Cost Power END
75 Emotion Control: Multipower, 75-point reserve
5u 1) Group Inspiration: Aid Any Emotion-related Characteristic 2d6, Can Add Maximum Of 22 Points, One Power At A Time (+1/4), Ranged (+1/2), Area Of Effect (4" Radius; +1), Selective Target (+1/4) (75 Active Points); Others Only (-1/2) 0
7u 2) Group Panic: Drain PRE 2 1/2d6, Delayed Return Rate (5 Points per Minute; +1/4), Personal Immunity (+1/4), Ranged (+1/2), Area Of Effect (5" Radius; +1) (75 Active Points) 7
4u 3) Inspirational Speech: Aid Any Emotion-related Characteristic 3d6, One Power At A Time (+1/4), Area Of Effect (4" Radius; +1) (67 Active Points); Others Only (-1/2), Incantations (-1/4) 0
3u 4) Inspire: Aid Any Emotion-related Characteristic 3d6, One Power At A Time (+1/4), Ranged (+1/2) (52 Active Points); Others Only (-1/2) 0
5u 5) Instill Fear: Drain PRE 3d6, Delayed Return Rate (5 Points per Minute; +1/4), Ranged (+1/2) (52 Active Points) 5
4u 6) Telepathic Empathic Manipulation: Mind Control 12d6 (Human class of minds), Telepathic (+1/4) (75 Active Points); Only To Alter/Inflict One Emotional State (-1) 7
5u 7) True Emotion Reading: Telepathy 8d6, Reduced Endurance (1/2 END; +1/4), Invisible Power Effects (Fully Invisible; +1/2) (70 Active Points); Empathy All Emotions (-1/2) 3
5u 8) True Empathic Manipulation: Mind Control 12d6 (Human class of minds), Reduced Endurance (1/2 END; +1/4) (75 Active Points); Only To Alter/Inflict Emotional States (-1/2) 3
2u 9) Weaker Sculpting: Major Transform 2d6 (alter, remove, or add psychological limitations related to or reflecting emotional states), Works Against EGO, Not BODY (+1/4), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1) (67 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), No Range (-1/2), Limited Target Humans (-1/2) 7
10 Emotion Detection: Detect Emotions (Mental Group) 13- (Unusual Group), Discriminatory 0
10 Fearful Haste: +4 with DCV (20 Active Points); Costs Endurance (-1/2), Instant (-1/2) 2
27 Laser Pistol: Killing Attack - Ranged 2 1/2d6, Armor Piercing (+1/2) (60 Active Points); OAF (-1), 12 Charges (-1/4) [12]
13 Psionic Defenses: Power Defense (20 points) (20 Active Points); Only Works Against Limited Type of Attack (Psionic Effects or SFX; -1/2) 0
12 Reinforced Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
15 Simple 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) 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]
20 Willpower: Mental Defense (25 points total) 0
Powers Cost: 224
Cost Martial Arts Maneuver
Generic Martial Arts
4 1) +1 HTH Damage Class(es)
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 4) Kick: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike
4 5) Punch: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
3 6) Throw: 1/2 Phase, +0 OCV, +1 DCV, 5d6 +v/5, Target Falls
1 7) Weapon Element: Clubs
Martial Arts Cost: 25
Cost Skill
10 +2 with HTH Combat
6 +3 with Laser Pistol
25 +5 with Mental Combat
3 Breakfall 14-
3 Bribery 14-
3 Bureaucratics 14-
3 Conversation 14-
3 Emotion Control 14-
2 Gambling (Card Games) 13-
3 High Society 14-
3 Interrogation 14-
3 Oratory 14-
3 Paramedics 13-
15 Persuasion 20-
3 Scholar
1 1) KS: Criminal Underworld (2 Active Points) 11-
2 2) KS: Diplomacy (3 Active Points) 13-
1 3) KS: Heroes and Superteams (2 Active Points) 11-
2 4) KS: History (3 Active Points) 13-
2 5) KS: Psychic Surgery (3 Active Points) 13-
2 6) KS: Psychology (3 Active Points) 13-
1 7) KS: Sexual Positions and Techniques (2 Active Points) 11-
2 8) KS: Sociology (3 Active Points) 13-
2 9) KS: The Psionic World (3 Active Points) 13-
1 10) KS: The Superhuman World (2 Active Points) 11-
15 Seduction 20-
3 Shadowing 13-
3 Stealth 14-
3 Streetwise 14-
2 Survival (Urban) 13-
3 Teamwork 14-
5 WF: Common Melee Weapons, Small Arms, Laser Pistols
Skills Cost: 138
Cost Perk
3 Well-Connected
1 1) Contact: GRAB (2 Active Points) 11-
1 2) Contact: The Defilers (2 Active Points) 11-
1 3) Contact: The Destroyers (2 Active Points) 11-
1 4) Contact: The Elite (2 Active Points) 11-
1 5) Contact: The Ultimates (2 Active Points) 11-
Perks Cost: 8
Val Disadvantages
0 Dependent NPC: Torque (Brother) 8- (As powerful as the PC)
15 Hunted: MC8 8- (Mo Pow, Harshly Punish)
20 Hunted: PSI 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: Torque (Kid Brother) 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Capture)
15 Psychological Limitation: Addicted to "playing" with people's emotions (Very Common, Moderate)
10 Psychological Limitation: Guilt over "failure" to maintain his discipline (Uncommon, Strong)
15 Psychological Limitation: Lecherous (Very Common, Moderate)
15 Psychological Limitation: Overconfidance (Very Common, Moderate)
15 Psychological Limitation: Self absorbed, petty, hedonistic (Common, Strong)
15 Reputation: Fallen Hero, 11- (Extreme)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 214Total Experience Available: 210Experience Unspent: 0Total Character Cost: 564

Height: 1.84 m Hair: Black
Weight: 84.00 kg Eyes: Brown
Appearance: A classically handsome young man with perfect complexion, short black hair, brown eyes and a devilish smile. He wears a black bodysuit with a broken heart over his own. A white belt, vest, and holster complete his uniform. He wears no mask.Personality: Selfish to the core, Heartbreaker only cares about his wants or needs. At least publicly. Inside, there is tremendous guilt and shame for allowing himself to fall to this level. He doesn't know that his mind was altered, but he may someday become aware of it. Should that happen, PSI will be the target of his wrath.

As it is now, Damian loves toying with people. Particularly women. He was always somewhat shy as a youth and had trouble talking to girls. Now he can have them hanging on his every word, give themselves to him willingly and be gone before they feel anything but love for him. He still prefers to work with others, using his powers to aid and support them.

Quote:"It's me, Damian, you LIKE me, remember?Background: Damian Penbrook is the son of silver age heroine Spirit and her husband, Trevor Penbrook. Raised by his folks to be a decent, hardworking, superhero in training, Damian was a good child and very disciplined in the use of his ability to sense and manipulate the emotions of others. He might have become the hero his parents always wanted if he had not fell prey to the evils of PSI. Damian became a hero, calling himself the Inspiration, and began his career. Kind, compassionate and the ultimate team player, he often worked with other solo heroes. He wanted desperately to join a team of heroes and that too may have saved him. He moved to Millennium City when he turned 19, and set about finding some heroes to work with. He enjoyed some success working with Nightwind, Kinetik, Cavalier, and even, Sai. But he was still new to the game, somewhat naive, and PSI discovered his abilities. Psymon and his super powered agents initially tried a frontal assault, but Inspiration managed to rebuke their psionic assaults long enough for his SOS (developed by Cavalier) to reach the MC8 facing the combined might of the MC8 and the Inspiration proved too costly, and PSI cut and ran.

But during the fight, the Inquisiter managed to pierce his defenses briefly and came away with the knowledge used to bring the Inspiration down. Damian was lonely. Using psionic amplifiers (purchased from ARGENT) and cooperative efforts from Inquisitor and Psymon, Damian was nudged to start using his powers to make people react favorably to him. At first he managed to keep it to a minimum, PSI assumed they had failed and tried to have him eliminated. This too failed, but Damian left Millennium City for a while. It was during his travels that he began to really sink into the psionic suggestion planted. He used his powers to make people trust and like him, this helped him survive without a steady income. Slowly he became more and more prone to using his powers for personal gain. Using his emotional control to make women fall in love with him was the final stroke. After this act, the portion of his personality that had so strongly controlled his powers erroded entirely and he was a hero no longer.

It took a few more months of denial, rationalization, and self delusion, but eventually Heartbreaker was born, Damian had fallen to the other side and began working as a criminal. He has worked with a number of groups and seeks to find a group of villains to "call his own".

Recently, as he knew he would, Damian's brother Pierce, a powerful telekinetic has sworn to bring his brother back to the light. Although Pierce, going by the nome de guerre Torque, is fully capable of defeating Heartbreaker in combat, he lacks Damian's strength of will and Damian often plays on his emotions to escape.

Powers/Tactics: Heartbreaker is a well rounded combatant. He understands that his abilities are unpredictable, some people gladly pummel their best friends, or react to anger and fear by lashing out at thier tormenter. He has studied asian fighting styles and carries some weapons to make himself more versitile. He's no martial arts champion but he can catch an unsuspecting hero unawares with his prowess.Campaign Use: A team mate waiting to happen. He tries to work with others as he's more effective that way. If you want a more loner or simply weaker version, drop the inspiration slot of his MP and lower the pool to 60. For a tougher Heartbreaker, bring his combat abilities up slightly, and increase the pool to 90 pts.
Link to comment
Share on other sites

Wednesday August 25th, 2004Dr. TectonicPlayer: NPC Vilain, Wannabe Mastervillain

Val Char Cost
30 STR 20
23 DEX 39
20 CON 20
10 BODY 0
18 INT 8
11 EGO 2
15 PRE 5
10 COM 0
10/30 PD 4
10/30 ED 6
5 SPD 17
10 REC 0
40 END 0
45 STUN 10
21" RUN02" SWIM06" LEAP0Characteristics Cost: 131
Cost Power END
15 Vibration Command: Elemental Control, 30-point powers
26 1) Quake Blast: Energy Blast 8d6, Only Does Knockdown, Not Knockback (+0), Explosion (+1/2) (60 Active Points); Extra Time (Full Phase, -1/2), Only Affects Targets On The Ground (-1/4) 6
40 2) Quake Cancellation: Telekinesis (40 STR), Megascale (1" = 1 km; +1/4), Area Of Effect (8" Radius; +1) (135 Active Points); Only To Stop Earthquakes (-1 1/2), No Range (-1/2) 13
45 3) Shaken Apart: Dispel Technological Objects 16d6, One At A Time (+1/4) (60 Active Points) 6
10 4) Vibro Punch!: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2) 3
25 5) Vibro-Blast: Energy Blast 8d6 (40 Active Points) 4
15 6) Vibro-Field: Force Field (15 PD/15 ED) (30 Active Points) 3
15 7) Vibro-Gliding: Running +15" (21" total) (30 Active Points) 3
25 8) Vibro-Phasing: Desolidification (affected by sonics, vibration, air-based) (40 Active Points) 4
19 9) Vibro-Tunneling: Tunneling 5" through 8 DEF material (34 Active Points) 3
46 10) Voice Negation: (Total: 75 Active Cost, 58 Real Cost) Drain Voice Powers 4d6, One Power At A Time (+1/4), Ranged (+1/2) (70 Active Points); Limited Range (25") (-1/4) (Real Cost: 56) plus Darkness to Hearing Group 1" radius (5 Active Points); Only Prevents Speech, Not Hearing (-1), Only Affects One Person (-1/2), Instant (-1/2) (Real Cost: 2) 8
10 Armored Costume: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2) 0
4 Increased Mass: Knockback Resistance -2" 0
24 Vibro-Sense: Detect Physical Vibrations (Touch Group) 13- (Unusual Group), Discriminatory, Range, Targeting Sense (30 Active Points); Only When In Contact With Ground (-1/4) 0
Powers Cost: 319
Cost Skill
10 +2 with Ranged Combat
3 Demolitions 13-
3 Electronics 13-
3 Inventor 13-
2 KS: The Superhuman World 11-
3 Mechanics 13-
3 Paramedics 13-
3 Shadowing 13-
3 Stealth 14-
3 Streetwise 12-
4 Survival (Temperate/Subtropical, Desert) 13-
3 Scientist
2 1) SS: Electrical Engineering 13- (3 Active Points)
2 2) SS: Environmental Engineering 13- (3 Active Points)
2 3) SS: Kinetics 13- (3 Active Points)
2 4) SS: Mechanical Engineering 13- (3 Active Points)
2 5) SS: Physics 13- (3 Active Points)
2 6) SS: Seismology 13- (3 Active Points)
2 7) SS: Sonics 13- (3 Active Points)
2 8) SS: Structural Engineering 13- (3 Active Points)
3 Teamwork 14-
3 Ventriloquism 13-
3 Vibration Control 13-
Skills Cost: 68
Cost Perk
40 Followers: Tremor Troopers
15 Hidden Underground Lair
5 Money: Well Off
Perks Cost: 60
Val Disadvantages
10 Enraged: If mocked (Common), go 8-, recover 14-
10 Hunted: Local Hero 8- (As Pow, Harshly Punish)
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish)
5 Physical Limitation: 2x Normal Mass (Infrequently, Slightly Impairing)
10 Psychological Limitation: Haughty and Irritating (Common, Moderate)
20 Psychological Limitation: Megalomania (Common, Total)
15 Psychological Limitation: Overconfidance (Very Common, Moderate)
10 Psychological Limitation: Short tempered (Common, Moderate)
15 Social Limitation: Secret Identity (Frequently, Major)
15 Unluck: 3d6
20 Vulnerability: 2 x STUN From Sonic Attacks (Common)
Disadvantage Points: 150

Base Points: 200Experience Required: 228Total Experience Available: 228Experience Unspent: 0Total Character Cost: 578

Height: 1.80 m Hair: Blonde
Weight: 210.00 kg Eyes: Brown
Appearance: A well built man with a slim build that belies his increased mass. He wears a golden, lightly armored costume with a grand, high collard, red cape. On his chest is a sundered mountain. His boots, and guantlets are red as is his torso from just under his chest to his vitals.Personality: The accident apparently altered the normal personality of David Watson, making him a petty, megalomaniacal, wannabe world conquerer. Dr Tectonic is cliche after cliche. Quote:"None can stand the awesom seismic powers of Dr Tectonic!"Background: David Watson is a former researcher with Stone Industries. He worked in Arizona as an assistant on a hush hush seismology project. The device was to null the vibrations around an Earthquake epicenter, minimizing the damage. David accidentally desstroyed the lab when he neglected to sterilize the tools he was using to maintain the seismic disruptor. The energy field reacted badly to the grime on his tools and exploded (one has to wonder how something so sensitive would have been any use anyway) David was thrown far from the accident, when he awoke he claimed to have been in the halls outside the lab. The cause for the explosion was never officially documented.

David left Stone Industries and took the name Dr. Tectonic. He would brin America and then the world to their knees if his every whim was not met by the frightened populus. He gathered some easily impressed thugs and after knocking off a small town bank, purchased them guns and body armor. They would be his "Tremor Troops".

Thus far, Dr. Tectonic has been less than successful as a mastervillain. But he is learning.

Powers/Tactics: Control over vibrations. He prefers to attack with "Earthquake" style attacks based on the ground, but he will use a straight vibro blast or (even better) a vibro-punch!

 

His agents are low end thugs.

Campaign Use: A low end menace. Suitable for single heroes to fight. If you want to make him more of a thug, remove his trappings of Mastervillainy (Base, extensive science background, and agents) and use him as a rent a thug with big dreams.

To make him more potent is more difficult, aside from simply increaseing his EC, you should also increase his versatility, give him a gadget pool for his Master Weapons and some area affecting attacks.

Link to comment
Share on other sites

Thursday August 26th, 2004Wrecking MachinePlayer: NPC Heroine

Val Char Cost
40 STR 30
21 DEX 33
25 CON 30
15 BODY 10
13 INT 3
11 EGO 2
20 PRE 10
14 COM 2
8/24 PD 0
8/24 ED 3
5 SPD 19
13 REC 0
50 END 0
50 STUN 2
11" RUN04" SWIM023" LEAP0Characteristics Cost: 144
Cost Power END
18 Questionite Wrecking Ball: (Total: 47 Active Cost, 18 Real Cost) Hand-To-Hand Attack +8d6, Can Only Be Used By Characters With STR 40 Or Above (+0) (40 Active Points); OAF Durable (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 16) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) (Real Cost: 2) 4
8 Increased Mass: Knockback Resistance -4" 0
48 Steel Hard Skin: Armor (16 PD/16 ED) 0
11 Sturdy Physiology: Life Support (Extended Breathing: 1 END per 5 Minutes; Longevity 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0
Athletic Abilities
20 1) Astounding Leaps: Leaping +15" (23" forward, 11 1/2" upward) (Accurate) 2
2 2) Strong Strokes: Swimming +2" (4" total) 1
10 3) Swift of Foot: Running +5" (11" total) 1
Powers Cost: 117
Cost Martial Arts Maneuver
Dirty Infighting
4 1) Block/Chin Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm roll
4 3) Eye Gouge: 1/2 Phase, -1 OCV, -1 DCV, Flash 4d6
5 4) Hoist 'n' Heave: 1/2 Phase, -2 OCV, -2 DCV, Grab Two Limbs, 20 STR to Throw
4 5) Kidney Blow: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
4 6) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4 7) Punch/Backhand: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike
5 8) Roundhouse/Two-Fisted Smash: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike
3 9) Tackle: 1/2 Phase, +0 OCV, +0 DCV, +v/5; You Fall, Target Falls
3 10) Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls
1 11) Weapon Element: Chain & Rope Weapons
1 12) Weapon Element: Clubs
Martial Arts Cost: 42
Cost Skill
6 +2 with Small Arms
20 +4 with HTH Combat
3 AK: New York City 12-
3 Bureaucratics 13-
2 CK: NYC 11-
3 Combat Driving 13-
3 Criminology 12-
3 Deduction 12-
3 Forensic Medicine 12-
3 Interrogation 13-
2 PS: Private Investigator 11-
2 PS: Social Worker 11-
3 Paramedics 12-
3 Scholar
2 1) KS: Criminal Law (3 Active Points) 12-
2 2) KS: Dirty Politics (3 Active Points) 12-
2 3) KS: Drug Trafficking (3 Active Points) 12-
2 4) KS: Evidence Dispersal (3 Active Points) 12-
2 5) KS: Extortion Rackets (3 Active Points) 12-
2 6) KS: Law (3 Active Points) 12-
2 7) KS: Organized Crime (3 Active Points) 12-
2 8) KS: Social Work (3 Active Points) 12-
2 9) KS: Sociology (3 Active Points) 12-
2 10) KS: Street Gangs (3 Active Points) 12-
2 11) KS: The Black Market (3 Active Points) 12-
1 12) KS: The Superhuman World (2 Active Points) 11-
2 13) KS: The Underworld (3 Active Points) 12-
3 Shadowing 12-
3 Stealth 13-
3 Streetwise 13-
2 Survival (Urban) 12-
2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
3 WF: Small Arms, Chain & Rope Weapons
Skills Cost: 100
Cost Perk
3 Well-Connected
3 1) Contact: Cab Driver, Julian Ichnar (Contact has significant Contacts of his own, Good relationship with Contact) (4 Active Points) 11-
5 2) Contact: Crime Fighter I (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) (6 Active Points) 11-
3 3) Contact: Local Fence; Paul Buchanon (Contact has significant Contacts of his own, Contact has useful Skills or resources) (4 Active Points) 11-
5 4) Contact: NYPD Records Clerk, Joshua Banks (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8-
1 5) Contact: School Secretary; Louise Mason (2 Active Points) 11-
2 6) Contact: Street Hustler, Angel Ruiz (Contact has significant Contacts of his own) (3 Active Points) 11-
Perks Cost: 22
Val Disadvantages
5 Dependent NPC: Jason Walker, on again off again boyfriend 8- (Normal; Useful Noncombat Position or Skills)
10 Hunted: Bulldozer 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Hunted: Minor Crime Family 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25 Hunted: VIPER 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
5 Physical Limitation: Increased mass (150 KG) (Infrequently, Slightly Impairing)
20 Psychological Limitation: Code Vs Killing (Common, Total)
10 Psychological Limitation: Enjoys a good fight (Common, Moderate)
15 Psychological Limitation: Protective of innocents (Common, Strong)
15 Reputation: Heroic Detective/Social Worker, 11- (Extreme)
15 Social Limitation: Public Identity (Frequently, Major)
Disadvantage Points: 140

Base Points: 200Experience Required: 85Total Experience Available: 85Experience Unspent: 0Total Character Cost: 425

Height: 1.70 m Hair: Red
Weight: 150.00 kg Eyes: Green
Appearance: An attractive woman with a slim, but muscular build. She has long red hair she wears in a pony tail, green eyes, and fair skin. She wears no costume, but has several sets of reinforced clothing made for her by a designer who she saved back in '95. She wears jean and t-shirts, covered by a long tan colored coat. Her wrecking ball is at her waist, the chain wrapped in a specially made holster. The ball itself is about 14" in diameter and covored with 2" diameter studs. It weighs about 45lbs. Personality: Wrecking Machine is a tough lady, even before her transformation she was a tough one. Jane had been in her fair share of scraps growing up and could hold her own with much larger opponents when she was a normal. Now she feels she has a duty to her home of New York and protects the citizens who often find themselves bereft of aid. Quote:"This could get ugly, Mary, take your sister home. I'll take care of these boys."Background: Jane Felix was raised in foster homes her entire childhood. Her parents had perished in a fire at their apartment complex, she was saved by a firefighter. Jane grew up a compassionate, intelligent, altruistic young woman. She became somewhat of a crusading social worker. She took unnecessary risks for her clients and for anyone. She began a one woman war on crime in her neighborhood. She used her extensive contacts, brains, and iron nerve to rescue children from gang-life, help communities evict drug dealers, anything to make the neighborhoods stronger.

Her meddling ways got her into trouble eventually. She was picked up, beaten, and thrown into the river. It is unknown what caused her physical transformation, she was unconscious and doesn't remember.

All she knows is she awoke on the shore feeling wet but otherwise unharmed. It was readily apparent things had changed when she got home and her old chair collapsed under her weight.

A few weeks later The Wrecking Machine made her debut. Her wrecking ball weapon, she chose for it's intimidation potential.

Powers/Tactics: A low end Brick with some fierce hitting power thanks to her combat training and wrecking ball. The Wrecking ball itself is a smaller, denser version made of questionite, it was given to her by Crime Fighter I after her original (a standard wrecking ball) was destroyed in a fight with Mechanon. Campaign Use: A street level Brick who can take part in big league scrapes. If you want to tone her down, make the Wrecking ball 4 or 6d6 and drop her dirty infighting. To improve her chances, increase her DEF to 28-30. Her STR shouldn't go above 45 in any rate.
Link to comment
Share on other sites

Friday August 27th, 2004Major Victory (II)Player: NPC Hero; Leader of Minute Men Red

Val Char Cost
60 STR 50
20 DEX 30
30 CON 40
15 BODY 10
15 INT 5
20 EGO 20
40 PRE 30
20 COM 5
30 PD 18
30 ED 24
5 SPD 20
18 REC 0
60 END 0
60 STUN 0
6" RUN02" SWIM012" LEAP0Characteristics Cost: 252
Cost Power END
60 Strongman Tricks: Multipower, 60-point reserve
1u 1) Augmented Haymaker: HA +4d6 (20 Active Points); Only When Using Haymaker To Punch (-1), Hand-To-Hand Attack (-1/2) 2
1u 2) Stratospheric Punch: MegaScale (1" = 1 km; +1/4) for up to 60 Active Points of STR (15 Active Points); Increased Endurance Cost (x10 END; -4), Only Affects Knockback Distance (-1/2), Requires A Brick Tricks Roll (-1/2) 10
2u 3) The Big Wrap-Up: Entangle 6d6, 6 DEF, Side Effects (may cause considerable damage to the environment; +0) (60 Active Points); OIF (appropriate materials of opportunity; -1/2), No Range (-1/2), Extra Time (at least a Full Phase, and often longer, depending on how long it takes to get the materials, -1/2), Defense Depends On Materials Used (-1/2) 6
2u 4) 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
5 Super-Sensitive Eyes: Nightvision 0
4 Super-Strong Ears: +2 PER with Hearing Group 0
6 Super-Strong Eyes: +3 PER with Sight Group 0
Implants & Cybernetics
40 1) Anti-Graviton Field Implant: Flight 20" 4
3 2) Internal Clock: Absolute Time Sense
10 3) Nanotech Anti-Biological warfare units: Life Support (Immunity All terrestrial diseases and biowarfare agents) 0
8 4) High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As Hearing and Radio [very common Sense] (-1/2) 0
Superhuman Physiology
22 1) Bulletproof: Armor (20 PD/0 ED), Hardened (x2; +1/2) (45 Active Points); Only Versus Bullets (-1) 0
75 2) Really Tough Skin: (Total: 75 Active Cost, 75 Real Cost) Hardened (x2; +1/2) for 30 PD/30 ED (30 Active Points) (Real Cost: 30) plus Damage Resistance (30 PD/30 ED), Hardened (x2; +1/2) (45 Active Points) (Real Cost: 45) 0
13 3) Super-Physiology: LS (Extended Breathing: 1 END per 20 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0
20 4) 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 5) Supertough Form II: Power Defense (15 points) 0
Powers Cost: 287
Cost Skill
20 +4 with HTH Combat
3 Bureaucratics 17-
3 Combat Driving 13-
3 Combat Piloting 13-
3 High Society 17-
3 Hoist 12-
3 Interrogation 17-
2 KS: Law 11-
2 KS: PRIMUS 11-
3 KS: The Espionage World 12-
2 KS: The Military/Mercenary/Terrorist World 11-
2 KS: The Superhuman World 11-
3 Navigation (Air, Land) 12-
3 Oratory 17-
3 PS: Tradecraft 12-
3 Paramedics 12-
3 Persuasion 17-
3 Security Systems 12-
0 TF: Combat Aircraft
3 Tactics 12-
3 Teamwork 13-
2 WF: Small Arms
Skills Cost: 75
Cost Perk
3 Well-Connected
8 1) Contact: DOSPA (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-
4 2) Contact: Senator James Wallace ® Missouri (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 11-
1 3) Contact: The All-American (Contact has access to major institutions) (2 Active Points) 8-
2 4) Contact: The Golden Avenger (Contact has significant Contacts of his own, Contact has useful Skills or resources) (3 Active Points) 8-
23 Fringe Benefit: Concealed Weapon Permit (where appropriate), Federal/National Police Powers, Membership: Minute Men: Red (Leader), Passport, Security Clearance: DOSPA, Security Clearance: PRIMUS
5 Money: Well Off
Perks Cost: 46
Val Disadvantages
15 Hunted: PRIMUS 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
20 Hunted: The Destroyers 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25 Hunted: VIPER 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
10 Psychological Limitation: Enjoys the limelight (Common, Moderate)
15 Psychological Limitation: Patriotic (Common, Strong)
20 Psychological Limitation: Sworn to uphold the Law (Common, Total)
10 Reputation: Tool for the Right!, 11-
5 Rivalry: Professional (Patriot; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Public Identity (Frequently, Major)
15 Social Limitation: Subject to Orders (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 310Total Experience Available: 310Experience Unspent: 0Total Character Cost: 660

Height: 1.95 m Hair: Brown
Weight: 175.00 kg Eyes: Blue
Appearance: A ruggedly built, yet handsome man with wavy brown hair and blue eyes. He dresses in a slightly updated version of the original Major Victory's costume. He wears blue pants, black boots, and a dark blue bomber jacket with a stylized Aerican Flag on the front and back. Like the rest of his team, he wears no mask.Personality: A patriotic hero and leader of one of the most "Powerful" teams of superbeings, Major Victory is surprisingly level headed. He has his detractors, and his critics, but is a kind hearted, compassionate, and competant hero. He and The second Patriot (his couterpart in Team Blue) have a friendly, but intense rivalry. It extends from team performance, chess, sports teams, political debates, media coverage, everything. Inspite of this the teams get along very well and work well together when the situation requires it. He has a less friendly realtionship with Lady Justice, leader of the White Team (the international response team). But they are at least cordial.Quote:"This is not your jurisdiction, Defender; but your help is welcome. Just remember whose in charge here."Background: Cliff Bartholamew, Bart to his friends, was always a proud American. Sure, it wasn't perfect but America was a damn sight better than the other nations. He was one of the few PRIMUS agents selected out of college rather than the military. He had the perfect background and Crucible Industries testing said that his genetic structure would take well to superhuman augmentation. When the Minute Men project was proposed, a list of suitable superhuman or augmentable human candidates was produced and Bart was on the list. His political leanings led to his being chosen to head the DC based "Red" squadron (much like his counterpart in "Blue" was chosen for his more liberal stance).

When CI turned began his augmentation program he was nervous. However, he has been pleased with the results. His body responded very well to the treatments and he became a stunningly strong superhuman specimen. He is particularly resiliant, this led to the cybernetic agumentation as he was now deemed highly probable to easily adapt to them. Stone Technologies AntiGravity implants (five, two in the lower back, one at the base of his skull and two in his forearms) run on his own biochemical processes and the com-link and nanotech anti disease/biowarfare system (both coming from Binary corp) make him even more durable. After seeing what he could do, the men in charge of the project decided he'd take the name and identity of WWII hero Major Victory. Bart took to the role with glee and competance. He has been one of America's foremost heroes since.

Powers/Tactics: Major Victory is, like his predacessor, a brick. He has tremendous durability, particularly when dealing with conventional weapons. He can fly, though his cruising speed is a little slow, he doesn't seem to suffer combat speed wise. He has impressive, but not preturnaturally keen senses and is a skilled hand to hand fighter. Campaign Use: Although the pieces are there to make Minute Men Red your stereotypical "Amerikan" Superteam, they should be more idealistic than that. Major Victory and his crew are patriotic heroes, but not blindly so. They are the law but have a good working relationship with other heroes. To reduce the Major's combat abilities, drop his STR to 50, CON to 25, BODY to 12 DEF to 25 (+15 PD bullets), and reduce his SPD to 4. To increase his abilities, give him some more implants, perhaps weapons, increase his REC, END, and STUN to make him last longer in a fight and buy up his CSL's to 6 or 7.
Link to comment
Share on other sites

Saturday August 28th, 2004Aparently I forgot to post this guy a week ago...

Tormenture

Ichabod, last name unknown

Val Char Cost
10 STR 0
13 DEX 9
50 CON 80
30 BODY 40
30 INT 20
30 EGO 40
40 PRE 30
10 COM 0
10/14 PD 8
10/14 ED 0
4 SPD 17
12 REC 0
100 END 0
60 STUN 0
6" RUN 0
2" SWIM 0
2" LEAP 0
Characteristics Cost: 244
attachment.php?attachmentid=9129

Cost Power END
90 Torment Manipulation: Multipower, 90-point reserve
9u 1) Agony Infliction: Ego Attack 9d6 (90 Active Points) 9
9u 2) Pain Field: Ego Attack 3d6, Area Of Effect (6" Radius; +1), Continuous (+1) (90 Active Points) 9
9u 3) Take Away The Pain: Healing 6d6, Ranged (+1/2) (90 Active Points) 9
9u 4) Unending Torment: Ego Attack 4 1/2d6, Continuous (+1) (90 Active Points) 9
Supernatural Form
20 1) Cannot Be Cowed: +40 PRE (40 Active Points); Only to defend against PRE Attacks (-1)
5 2) Immortal Being: Life Support (Longevity Immortal) 0
5 3) Sees your soul: Detect Lies and Untruths 15- (Unusual Group) 0
80 4) Stronger Body: (Total: 120 Active Cost, 80 Real Cost) Physical Damage Reduction, Resistant, 75% (60 Active Points); Does not work against Holy Weapons or attacks by Holy Entities (-1/2) (Real Cost: 40) plus Energy Damage Reduction, Resistant, 75% (60 Active Points); Does not work against Holy Weapons or attacks by Holy Entities (-1/2) (Real Cost: 40) 0
12 5) Supernaturally tough Skin: Armor (4 PD/4 ED) 0
20 6) Supertough Form: (Total: 20 Active Cost, 20 Real Cost) Lack Of Weakness (-10) for Normal Defense (Real Cost: 10) plus Lack Of Weakness (-10) for Resistant Defenses (Real Cost: 10) 0
17 7) Will of a god: Mental Defense (23 points total) 0
Powers Cost: 285

Cost Skill
3 Acting 17-
3 Bribery 17-
3 Bureaucratics 17-
3 Conversation 17-
3 Deduction 15-
8 Gambling (Board Games, Card Games, Dice Games, Roulette) 15-
3 High Society 17-
3 Interrogation 17-
3 Language: Latin (completely fluent)
3 Oratory 17-
3 PS: Fence 15-
3 PS: Office Manager 15-
3 Persuasion 17-
3 Scholar
2 1) KS: Abnormal Psychology (3 Active Points) 15-
1 2) KS: Arcane And Occult Lore (2 Active Points) 11-
2 3) KS: Business Law (3 Active Points) 15-
2 4) KS: Business Management (3 Active Points) 15-
2 5) KS: Conspiracy Theory (3 Active Points) 15-
2 6) KS: Criminal Law (3 Active Points) 15-
2 7) KS: Criminal Psychology (3 Active Points) 15-
2 8) KS: Cults and Fringe Religious Groups (3 Active Points) 15-
2 9) KS: Dirty Politics (3 Active Points) 15-
2 10) KS: Finance (3 Active Points) 15-
2 11) KS: Human Resources Management (3 Active Points) 15-
2 12) KS: International Business (3 Active Points) 15-
2 13) KS: Interrogation Methods (3 Active Points) 15-
1 14) KS: Legends And Lore (2 Active Points) 11-
2 15) KS: Market Analysis (3 Active Points) 15-
2 16) KS: Marketing (3 Active Points) 15-
2 17) KS: Metaphysics (3 Active Points) 15-
2 18) KS: Occult History (3 Active Points) 15-
2 19) KS: Paranormal Psychology (3 Active Points) 15-
2 20) KS: Psychology (3 Active Points) 15-
2 21) KS: Secret Societies (3 Active Points) 15-
2 22) KS: Smuggling (3 Active Points) 15-
2 23) KS: The Black Market (3 Active Points) 15-
1 24) KS: The Superhuman World (2 Active Points) 11-
2 25) KS: Theology (3 Active Points) 15-
2 26) KS: Torture Methods (3 Active Points) 15-
3 Shadowing 15-
3 Sleight Of Hand 12-
3 Stealth 12-
3 Trading 17-
Skills Cost: 108

Cost Perk
1 Fringe Benefit: Passport
10 Money: Wealthy
25 Office Building/Apartment
6 Reputation: Interrogator Extrordinaire (A medium-sized group) 14-, +3/+3d6
3 Well-Connected
5 1) Contact: Lord Destroyer (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) (6 Active Points) 8-
1 2) Contact: Senator Paul Bryson (D) Michigan (Contact has been blackmailed by the character, Contact has very useful Skills or resources) (2 Active Points) 11-
20 3) Contact: Various Crime Families (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11-
Perks Cost: 71

Cost Talent
10 Resistance (10 points)
15 Lightning Reflexes: +10 DEX to act first with All Actions
3 Simulate Death
5 Eidetic Memory
14 Fearless
3 Absolute Time Sense
Talents Cost: 50

Val Disadvantages
10 Distinctive Features: Supernatural Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10 Hunted: Brother Jonathan Pierce Brooks 8- (As Pow, Harshly Punish)
15 Hunted: Legions of Heroes who seek to end his tormenting of the innocent 11- (As Pow, Harshly Punish)
10 Psychological Limitation: Hatred of Holy Persons, places, things (Uncommon, Strong)
15 Psychological Limitation: Mailcious (Common, Strong)
20 Psychological Limitation: Unemotional, grim, always calm (Very Common, Strong)
15 Reputation: Evil torturer of the innocent, 11- (Extreme)
15 Susceptibility: Holy Water, 1d6 damage per Phase (Uncommon)
20 Susceptibility: while on holy ground, 3d6 damage per Turn (Uncommon)
10 Vulnerability: 2 x BODY From Holy Weapons (Uncommon)
10 Vulnerability: 2 x STUN Holy Weapons (Uncommon)
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 408Total Experience Available: 408Total Character Cost: 758Height: 1.93 mHair: WhiteWeight: 60.00 kgEyes: GrayAppearance: Tall and thin, with long, unkempt white hair, a scraggly beard and dull gray eyes. His cloths are neat, well made, and dated a few decades. He wears a gold pocket watch and a white waistcoat. His pants are dull gray, as is his shirt. Over all this he wears a black coat. He occasionally wears a cloak and a top hat but usually only to meet with prospective employers. When he "works" he doffs his coat and rolls up his sleeves, resembling an ominous, evil Uncle Sam.Personality: Evil and malicious to the extreme. Pain is like sweet music to him. He loves to inflict it. He does his job well and professionally, his reputation is impeccable. He lives by a very strict code but is willing to cause great suffering on those who anger him. He holds the Christian Faiths in contempt (and, though he won't admit it, feels fear and guilt as well).Quote:"Please, tell me what I want to know. Don't make me hurt you."Background: An old being. The man known as Tormenture claims to have begon life as an "inquisitor" for a church in europe, long ago, long before the Spanish Inquesition. Tormenture claims he was a righteous and religious man who did the work of God, only to be betrayed by the unfaithful. Then for a millennia he wandered the Earth, hiring himself out as an interrogation expert. He amassed great wealth and set up a permanent home in Detroit. He reveled in the pain caused by Dr. Destoryer's destruction of the city, he rebuilt his base of opperations in the wreckage of a funeral home.

Now his clients come to him.

Powers/Tactics: Aside from his extensive skill as a torturer using tried and true methods of the trade, Tormenture can cause pain in an individial or group of people with but a thought. He is supernaturally tough and though he appears old and gaunt, can hold take blows that would shatter buildings.Campaign Use: A scary bit player.
Link to comment
Share on other sites

Guest Worldmaker

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

 

That's hard. My "Street" level characters end up 500 pts...

:D

 

 

Really? Wow... ahung... hmm...

 

Well do you have any rough ideas for those sorts of characters?

Link to comment
Share on other sites

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

 

Hey' date=' Chad... do you have any street-level villains appropriate for a "costumed vigilante" Dark Champs campaign?[/quote']

 

I've posted a couple of characters you might be able to use (or adapt fairly easily for your campaign) on my "Sharing the Wealth" thread, and will be doing more every now and then. I have a lot of bad guys from my old Street Hero campaign to post, but didn't want to post just street-levelers because not everyone is interested in that power level. Most of the ones I've posted are in the 350-400-pt range.

 

If there are some specific types or themes of villain in that genre/power level that interest you, let me know what sorts, and I can see if I have anything of that sort I can post.

Link to comment
Share on other sites

Sunday August 29th, 2004Battle MaidenPlayer: NPC; Member of Empress' Imperial Guard

Val Char Cost
65 STR 55
24 DEX 42
30 CON 40
17 BODY 14
18 INT 8
13 EGO 6
25 PRE 15
20 COM 5
20/32 PD 7
20/32 ED 14
5 SPD 16
19 REC 0
60 END 0
65 STUN 0
12" RUN02" SWIM041" LEAP0Characteristics Cost: 222
Cost Power END
60 Brick Tricks : Multipower, 60-point reserve
1u 1) Barrier Penetration: Indirect (attack always originates up to the character's reach in front of him; +1/4) for up to 60 Active Points of STR (15 Active Points) 1
1u 2) Breakout: +20 STR (20 Active Points); Only To Escape From Grabs/Entangles (-1), No Figured Characteristics (-1/2) 2
2u 3) Distance Punch: Double Knockback (+3/4) for up to 60 Active Points of STR (45 Active Points); Requires A Brick Tricks Roll (-1/2), Increased Endurance Cost (x2 END; -1/2) 8
3u 4) 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
3u 5) Super-Strength Smash-Through: Tunneling 1" through 18 DEF material (56 Active Points); Requires A Brick Tricks Roll (-1/2), No Noncombat Movement (-1/4) 6
2u 6) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (the one hex the character is standing in when he uses the power; +1/4), Does Knockback (+1/4), Explosion (-1 DC/3"; +1) (60 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2) 6
15 Can Take A Punch: Physical Damage Reduction, Resistant, 50% (30 Active Points); Requires A CON Roll 12- (assumes CON Roll of 12- or 13-; -3/4), Character Must Be Aware Of Attack (-1/4) 0
22 Environmental Durability: Life Support (Extended Breathing: 1 END per Minute; Immunity All terrestrial diseases and biowarfare agents; Longevity 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0
19 Super-Leaping: Multipower, 28-point reserve, (28 Active Points); all slots Requires A Brick Tricks Roll (-1/2)
1u 1) MegaLeaping: Leaping 8", MegaScale (1" = 1 km; leap takes 1 Phase per km; +1/4) (10 Active Points); Requires A Brick Tricks Roll (-1/2) 1
2u 2) Superleaping: Leaping +28" (41" forward, 20 1/2" upward) (28 Active Points); Requires A Brick Tricks Roll (-1/2) 3
12 Super-Strong Legs: Running +6" (12" total) 1
20 Toughened Skin: Damage Resistance (20 PD/20 ED) 0
10 Very heavy: Knockback Resistance -5" 0
Armored Uniform
16 1) Cheesecake Armor: Armor (12 PD/12 ED) (36 Active Points); Activation Roll 13- (-3/4), OIF (-1/2) 0
30 2) Guarntlet Capture Web Ejector: Entangle 6d6, 6 DEF, Entangle And Character Both Take Damage (+1/4) (75 Active Points); 4 Charges (-1), OIF (-1/2) [4]
11 3) High Range Radio Perception (Radio Group), +2 to PER Roll, Rapid (x10) (17 Active Points); Sense Affected As More Than One Sense Hearing and Radio (-1/2) 0
Powers Cost: 230
Cost Skill
30 +6 with HTH Combat
7 Brick Tricks 16-
3 Bureaucratics 14-
2 CK: Argent (Capital of the Republic of Silver) 11-
3 Concealment 13-
3 Conversation 14-
3 Criminology 13-
5 Deduction 14-
3 High Society 14-
3 Hoist 13-
3 Interrogation 14-
3 Linguist
2 1) Language: English (completely fluent) (3 Active Points)
1 2) Language: German (completely fluent) (3 Active Points)
0 3) Language: Russian (idiomatic) (4 Active Points)
3 Oratory 14-
2 PS: Reporter 11-
2 PS: Writer 11-
3 Paramedics 13-
3 Scholar
1 1) KS: Imperial Guard (2 Active Points) 11-
1 2) KS: The Law Enforcement World (2 Active Points) 11-
1 3) KS: The Media World (2 Active Points) 11-
1 4) KS: The Military/Mercenary/Terrorist World (2 Active Points) 11-
1 5) KS: The Superhuman World (2 Active Points) 11-
1 6) KS: World Politics (2 Active Points) 11-
3 Security Systems 13-
5 Shadowing 14-
3 Stealth 14-
3 Streetwise 14-
3 Tactics 13-
3 Teamwork 14-
2 WF: Small Arms
Skills Cost: 112
Cost Perk
5 Computer Link: Imperial Database
3 Contact: The New Guard (Contact has access to major institutions) 11-
4 Contact: New Knights of the Round Table (Contact has extremely useful Skills or resources) 8-
2 Contact: GRAB (Contact has useful Skills or resources) 8-
10 Money: Wealthy
22 Fringe Benefit: Captain, Federal/National Police Powers: RoS, International Driver's License, Membership: Imperial Guard, Passport, Security Clearance: RoS
Perks Cost: 46
Val Disadvantages
10 Hunted: Die Wand (The Wall) 8- (As Pow, Harshly Punish)
10 Hunted: Durak 8- (As Pow, Harshly Punish)
15 Hunted: Imperial Guard 11- (Mo Pow, NCI, Watching)
15 Physical Limitation: 4-7 times normal mass (Frequently, Greatly Impairing)
20 Psychological Limitation: Absolute loyalty to the Empress (Common, Total)
20 Psychological Limitation: Honorable (Common, Total)
15 Psychological Limitation: Loves Combat (Common, Strong)
15 Psychological Limitation: Overconfidence (Very Common, Moderate)
20 Social Limitation: Subject to Orders (Frequently, Severe)
10 Vulnerability: 1 1/2 x STUN Electric based Attacks (Common)
Disadvantage Points: 150

Base Points: 200Experience Required: 260Total Experience Available: 260Experience Unspent: 0Total Character Cost: 610

Height: 2.25 m Hair: Brown
Weight: 500.00 kg Eyes: Blue
Appearance: A tall, blonde amazonian strong woman. Ivanna is comic book strong woman; less overexagerated size and musculature and more cheesecake. She wears an armored costume that makes her look like some divine valkyrie. She has blue eyes and light brown hair.Personality: Battle Maidan wanted to be a journalist when she grew up. She is a skilled orator and writer. She does much of the propaganda for the governement of the RS. She often serves as Empress' personal bodyguard (though in truth she's outclassed by her).Quote:"I think you need to step away from the Soveriegn."Background: Growing up Ivanna Volodimerov was a proud patriot of the Republic of Silver. Her parents had moved to the country shortly after it had been recognized by the UN. She grew up a happy girl, studied hard, and was on her way to a successful career in journalism when fate intervened.

Ivanna was chosen by The Empress to become one of her elite guardians. She was subjected to a series of chemical, genetic, and cybernetic proceedures designed to increase her muscle mass and size; they worked wonders. She is the second in command of the Imperial Guard. She treats her fellow team mates like siblings.

Powers/Tactics: A brick with a high degree of training. She's as tough as they come and she has a bag of tricks to use on her opponents. Backing her skills and powers up is an armored uniform with communication gear, allowing her to contact the other members of the guard. Battle Maiden's vulnerability to electrical attacks represents the cybernetic enhancements that she underwent. Though the components are protected from electrical assault, the protections were unable to reduce the pain she feels.Campaign Use: A brick. She can be reduced by lowering her STR and Brick Tricks Active points to 55 and 50 respectively. Her defenses should then be dropped to 25 Total. To increase her abilities add some more csl's and perhaps the Brick Tricks Martial Arts package.
Link to comment
Share on other sites

Monday, August 30th, 2004This guy is a behind the scenes threat. Wanted to get one. He's part Lex Luthor, but more Justin HammerMr. WhitePlayer: NPC Villain

Val Char Cost
13 STR 3
14 DEX 12
13 CON 6
10 BODY 0
23 INT 13
16 EGO 12
22 PRE 12
14 COM 2
5 PD 2
5 ED 2
3 SPD 6
6 REC 0
26 END 0
25 STUN 1
6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 71
Cost Skill
2 Animal Handler (Equines) 13-
3 Bribery 13-
3 Bureaucratics 13-
3 Conversation 13-
3 Deduction 14-
4 Gambling (Board Games, Card Games) 14-
3 High Society 13-
3 Interrogation 13-
3 Linguist
0 1) Language: English (idiomatic) (4 Active Points)
1 2) Language: French (completely fluent) (3 Active Points)
2 3) Language: Italian (idiomatic) (4 Active Points)
3 4) Language: Japanese (completely fluent)
3 5) Language: Spanish (idiomatic) (4 Active Points)
3 Oratory 13-
2 PS: CEO 11-
3 PS: Office Manager 14-
3 Persuasion 13-
3 Riding 12-
3 Scholar
2 1) KS: Accounting/Bookeeping (3 Active Points) 14-
2 2) KS: Business Development (3 Active Points) 14-
2 3) KS: Business Law (3 Active Points) 14-
2 4) KS: Business Management (3 Active Points) 14-
2 5) KS: Dirty Politics (3 Active Points) 14-
2 6) KS: Embezzlement and Fraud (3 Active Points) 14-
2 7) KS: Extortion Rackets (3 Active Points) 14-
2 8) KS: Finance (3 Active Points) 14-
2 9) KS: Market Analysis (3 Active Points) 14-
2 10) KS: Organized Crime (3 Active Points) 14-
2 11) KS: The Black Market (3 Active Points) 14-
2 12) KS: The Superhuman World (3 Active Points) 14-
2 13) KS: The Underworld (3 Active Points) 14-
3 Seduction 13-
3 Streetwise 13-
0 TF: Equines
3 Trading 13-
3 WF: Blades, Handguns, Rifles
Skills Cost: 91
Cost Perk
3 Well-Connected
14 1) Contact: ARGENT (Contact has extremely useful Skills or resources), Organization Contact (x3) (15 Active Points) 11-
8 2) Contact: Butch Prentis, District Court Judge (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) (9 Active Points) 13-
1 3) Contact: Darryl Kendrick, Chemist, Businessman (Contact has access to major institutions, Contact has been blackmailed by the character, Contact has useful Skills or resources) (2 Active Points) 11-
6 4) Contact: Gene Oldenburg (Former Supervillain) (Contact has access to major institutions, Contact has very useful Skills or resources, Good relationship with Contact) (7 Active Points) 12-
2 5) Contact: Jefferson Watson, City Prosecuter (Contact has useful Skills or resources) (3 Active Points) 11-
2 6) Contact: Jessica Welsh, Assistant to Police Commissioner (Contact has been blackmailed by the character, Contact has very useful Skills or resources) (3 Active Points) 12-
4 7) Contact: Joseph Sorelli, Crime Boss (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) (5 Active Points) 8-
5 8) Contact: Philipe McAuliffe, City Councilman (VIPER Agent) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) (6 Active Points) 11-
8 9) Contact: ProStar Software Inc. (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-
4 10) Contact: Sherman Adair (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) (5 Active Points) 8-
15 Money: Filthy Rich
40 Follower: Armstrong
40 Follower: Ms Lee
45 Follower: Security Personel at White Industries
1 Fringe Benefit: Passport
2 Reputation: One of MC's Wealthiest Men (A small to medium sized group) 14-, +2/+2d6
Perks Cost: 200
Val Disadvantages
15 Hunted: Defender 8- (As Pow, NCI, Harshly Punish)
5 Hunted: Franklin Stone 8- (As Pow, NCI, Watching)
15 Hunted: Guardsman 8- (As Pow, NCI, Harshly Punish)
10 Hunted: Matthew Creese 11- (As Pow, NCI, Watching)
15 Psychological Limitation: Considers Millennium City his to command (Common, Strong)
10 Psychological Limitation: Devious and Deceitful (Common, Moderate)
15 Psychological Limitation: Greedy (Very Common, Moderate)
10 Psychological Limitation: Haughty and Irritating (Common, Moderate)
10 Reputation: Criminal Ties, 8- (Extreme)
5 Rivalry: Professional (Alexander Black; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
10 Rivalry: Professional (Franklin Stone; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
5 Rivalry: Professional (James Harmon; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
5 Rivalry: Professional (PC's Secret Identity; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
20 Social Limitation: Harmful Secret: Criminal Empire (Frequently, Severe)
Disadvantage Points: 150

Base Points: 200Experience Required: 12Total Experience Available: 12Experience Unspent: 0Total Character Cost: 362

Height: 1.75 m Hair: Platinum Blonde
Weight: 75.00 kg Eyes: Blue
Appearance: A handsome man with a lean build of average height. He always wears white. Typically fine suits and tailored jackets. If he mixes any color in the ensemble it is muted and washed out. Personality: Mr. White is so arrogant and smarmy it's hard to see how he can keep his fingers clean. The trick is, he's smarter than he appears, and diligent. He seeks to find leverage on every opponent. He would never lower himself to actually fighting with a rival, but burying the guy or in the worst case sending waves of mercenary supervillains at them he could easily do.

Quote:"Thank you for your interest James, but I don't think you have any say in what plants I open or close."

"Get me Ankylosaur!"

Background: Abner white is old money. Raised by an abusive, arrogant father; Abe grew up a bitter, arrogant, control freak. He showed tremendous business and technical acumen growing up and his father, finally showing some interest in him beyond riducule and physical intimidation; brought him into the family business. Abe proved to be more than suited for the task. By the time he was 23, Abe had managed to create enough of a buzz in the business world, that he left his family company to CEO a rival corporation. His father was outraged, but this didn't last, as Abe used his new company to take over his father's. By the time Abe was 25 he had made his father untouchable in the business world. When ever the elder White went to a new company, Abe crushed it. His father left the United States in 2000 and hasn't been back.

Abe is trying to turn Millennium City into his own personal playground. He has ties with up and coming criminals yet manages to keep himself absolutely clean. His biggest rivals in the city are former prepschool rivals James Harmon and Alexander Black, and Franklin Stone.

Powers/Tactics: If a fight breaks out and White is out, he's failed tremendously. His body guards run interferance for him while he escapes. Campaign Use: Strictly behind the scenes. A master villain. He's going to have so many judges, police, etc. in his pocket, sending him to jail is going to be tough.
Link to comment
Share on other sites

Tuesday, August 31st, 2004Millennium ManPlayer: NPC Hero

Val Char Cost
15/45 STR 5
14/24 DEX 12
15/25 CON 10
12 BODY 4
18 INT 8
11 EGO 2
18 PRE 8
16 COM 3
7/30 PD 4
6/25 ED 3
3/5 SPD 6
6/14 REC 0
30/50 END 0
30/50 STUN 2
6" RUN02" SWIM03"/9" LEAP0Characteristics Cost: 67
Cost Power END
40 Force Guantlets Offensive Capabilities: Multipower, 40-point reserve, all slots Reduced Endurance (0 END; +1/2) (60 Active Points); all slots OIF (-1/2)
3u 1) Force Blast: Energy Blast 8d6 (40 Active Points); OIF (-1/2) 0
3u 2) Force Globe: Entangle 4d6, 4 DEF (40 Active Points); OIF (-1/2) 0
3u 3) Force Wall: Force Wall (6 PD/6 ED; 6" long and 1" tall) (40 Active Points); OIF (-1/2) 0
40 Anti Gravity Belt: Flight 20", Reduced Endurance (0 END; +1/2) (60 Active Points); OIF (-1/2) 0
67 Broad-Spectrum Force Field: Force Field (12 PD/12 ED/8 Mental Defense/10 Power Defense/8 Flash Defense: Sight Group), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (100 Active Points); OIF (Bracers; -1/2) 0
7 Cling-Boots: Clinging (normal STR) (10 Active Points); OIF (-1/2) 0
Bio-Boost Weave Uniform, all slots OIF (-1/2)
20 1) +30 STR (30 Active Points); OIF (-1/2) 3
20 2) +10 DEX (30 Active Points); OIF (-1/2)
13 3) +10 CON (20 Active Points); OIF (-1/2)
3 4) +5 PD (5 Active Points); OIF (-1/2)
3 5) +5 ED (5 Active Points); OIF (-1/2)
7 6) +1 SPD (10 Active Points); OIF (-1/2)
Goggles/Headset/Mask
5 1) Audial Dampers: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
5 2) Auditory Enhancers: +4 PER with Hearing Group (8 Active Points); OIF (-1/2) 0
6 3) 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 4) Nightsight Lenses: Nightvision (5 Active Points); OIF (-1/2) 0
8 5) Telescopic Lenses: +8 versus Range Modifier for Sight Group (12 Active Points); OIF (-1/2) 0
3 6) Thermalsight Lenses: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
7 7) Wide-Angle Lenses: Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); OIF (-1/2) 0
Powers Cost: 266
Cost Skill
1 Acting 8-
2 CK: Millennium City 11-
1 High Society 8-
2 KS: The Fashion Industry 11-
2 KS: The Film Industry 11-
1 Oratory 8-
2 PS: Model 11-
3 Paramedics 13-
3 Persuasion 13-
Skills Cost: 17
Val Disadvantages
15 Dependent NPC: Rita Woods (Room Mate) 8- (Normal; Unaware of character's adventuring career/Secret ID)
20 Hunted: ARGENT 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: DOSPA 8- (Mo Pow, NCI, Watching) [Notes: Also Interested in his technology]
10 Hunted: Steel Commando 8- (As Pow, Harshly Punish)
15 Hunted: The Gunsmith 11- (As Pow, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Gloy Hound (Very Common, Moderate)
10 Psychological Limitation: Skirt chaser (Common, Moderate)
15 Psychological Limitation: Thrillseeker; loves danger and excitment (Common, Strong)
5 Rivalry: Professional (Cavalier; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

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

Height: 1.86 m Hair: Brown
Weight: 80.00 kg Eyes: Green
Appearance: A classically handsome young man with short brown hair and green eyes. He has a great build and works out alot to keep in good shape. His costume has a tan base and dark brown features. His guantlets are gray with glowing orange points on near the base of his wrist. His boots are brown with gray metallic strips on the side. His anti-grav units are gray with orange lights. His goggles are translucent yellow.

His costume is based off the "Tram" picture from Millennium City (pg 26) by Storn Cook. The colored version is on Storn's website.

Personality: Millennium Man, or simply Millennium, is somewhat similar to Cavalier. Though Todd isn't greedy, he lacks a career save for a few modeling gigs, and could really use the money. He does love the attention though and looks for cameras and reporters when he's done heroing. He gets paid for his public appearances, but actually donates much of his proceeds to worthy causes, keeping enough to live by. He enjoys being a crime fighter and has thusfar managed to avoid any crushing defeats. The Gunsmith recognized his gear immediately and seeks to eliminate Millennium Man and take "his" gear back.

Quote:"That's an interesting question, Ms Chen."

Background: Todd Ryan always had a pretty face. He grew up the local heartthob and everyone expected him to become a famous Hollywood actor when he left his small town behind. Ofcourse they all overlooked the fact that he lacked any theatrical training and was notoriously lazy. He tried to audition but his lack of chops nudged him into the modeling field. He was better at that, but he wasn't a supermodel. As a matter of fact, Todd was about ready to pack it in and head back to his home town in Idaho when he encountered a funny looking older man at a bus stop. The man dressed in a silver lame style jump suit with wings on his head was trying in vain to hide all this beneath a long trenchcoat. In Los Angeles, in July; let's just say he was out of place.

He approached Todd and smiled.

"I've found you, come on." the man touched him and they were no longer in LA. They were suddenly in Millennium City, Michigan. The man tugged Todd's arm, "Come on. We need to hurry."

They walked through a few alleys and then stopped. The man looked to the sky. Todd looked too. Nothing happened for a good three minutes and Todds' neck was starting to get sore, but then a silver egg-shaped object floated down from the sky. The man in silver began looking around nervously. Todd was far more interested in the egg to notice. Then, as it hovored in front of him, the seemless shell openned up and a small blue humanoid peered out from inside.

"You look different today human," It noted the man in silver, "What is that other human doing here?"

"I am his lawyer," the man in silver said.

"Uh..." Todd was suddenly very sure he was still asleep and this was a dream.

"Here you are," said the alien it handed Todd a silver briefcase, "a Pandorix IV class personal defense system; do you have the artifact we require?"

"I do," said the man in silver. He took a small box out of his belt and handed it to the blue creature. The creature looked at it keenly then nodded.

"It is as you promised." The hatch closed and the egg began to rise again.

"What is going on here?" Todd asked.

"HEY!" A voice cried out from their left.

Todd and the man in silver looked to see a large, unpleasant looking man rushing towards them.

"Let's go," The man in silver grabbed Todd again and they disappeared.

 

They appeared on the edge of the city limits.

"Okay, Todd. I've done my part. The rest is up to you," said the man in silver.

"What are you talking about?" Todd asked, he looked at the slim briefcase in his hands

"The suit is yours now, and The Gunsmith doesn't have the technology that may lead to the cataclysm."

"Cataclysm?" Todd's head was reeling. This was a very specific dream, and much more vivid than he was used to.

"He'll try to get it back from you; don't let him."

"uh..."

With a nod, the man in silver was gone.

Todd openned the briefcase. It was surprisingly spacious inside. There was a belt, some bracers, boots, and a costume. Todd closed the briefcase and walked towards the city. He found a cheap motel and got a room. He openned the case again and this time he took the contents out and put them on. It fit quite well and once it was all on he felt a rush of power that he'd never felt before. Then he heard a voice in his head..."Initiating instruction sequence...Ready?"

Todd breathed deeply. "Yes, begin."

 

Millennium Man has been active for almost six months now. He's taken the city by storm with his amazing technology. Though he is quick to deny developing it, he otherwise refuses to discuss it. He and Cavalier do not get along, being very similar in outlook.

Powers/Tactics: The Pandorix Personal Security system includes a bio-weave second skin (the costume) that increases the wearer's physical characteristics. The goggle/Headset contains sophisticated communications and sensor systems. The Belt units are controlled anti-gravity units, the boots us the opposite theorum, increasing gravity locally, to allow the wearer to walk along vertical and even inverted horizontal surfaces. The main component of the System is the Force Guantlets. The guantlets offer defensive and offensive capabilities. Campaign Use: M-Man falls somewhere between The Greatest American Hero and Booster Gold. He knows how to use his abilites, but the technology is beyond him. He's earnest and heroic, but he also loves the attention he is recieving. If you want to make him less serious a threat in combat, simply make his devices cost endurance. Either buy him an END reserve or simply use his personal END to run them. To make him a more complete hero in the future, buy up some of his PRE based skills to the actual skill level, give him some tech skills (the system has in depth training and schematic programs, he could concievably become quite proficient with the alien technology) Up his MP to 90 active points, and give him a few more Force Manipulation Powers.
Link to comment
Share on other sites

Wednesday, September 1st, 2004Star DancerPlayer: NPC Villainess

Val Char Cost
30 STR 0
23 DEX 39
40 CON 20
12 BODY 4
25 INT 15
20 EGO 20
25 PRE 15
20 COM 5
8/30 PD 2
13/40 ED 5
5 SPD 17
16 REC 4
90 END 5
65 STUN 18
6" RUN02" SWIM06" LEAP0Characteristics Cost: 169
Cost Power END
4 Improved Malvan Longevity: Life Support (Longevity 1600 Years) 0
40 Akashic Eye: Telepathy 12d6 (60 Active Points); Limited Normal Range (4"; -1/2) 6
27 Astral Form: Duplication (creates 350-point form), Altered Duplicates (100%; +1) (140 Active Points); Extra Time (1 Hour, Only to Activate, must enter trance and meditate to allow astral self to leave its fleshy prison; -1 1/2), Original Character Is Incapacitated And Helpless While Duplicate Exists (-1), Feedback (All Duplicates Take Damage When Struck; -1), Both Characters Die If They Do Not Recombine Within 24 Hours (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 14
31 Deflecting Disk: Multipower, 31-point reserve
3u 1) Deflecting: Missile Deflection (Any Ranged Attack), +5 OCV (30 Active Points) 0
3u 2) Shielding: FF (10 PD/15 ED), Reduced Endurance (1/2 END; +1/4) (31 Active Points) 1
62 Hellfire: Multipower, 62-point reserve
6u 1) Bursting Hellfire: EB 8d6, Area Of Effect (One Hex; +1/2) (60 Active Points) 6
6u 2) Devouring Hellfire: EB 5d6, Penetrating (+1/2), Continuous (+1) (62 Active Points) 6
6u 3) Focused Hellfire: EB 8d6, Penetrating (+1/2) (60 Active Points) 6
6u 4) Raw Hellfire: EB 12d6 (60 Active Points) 6
13 Malvan Mind: Mental Defense (17 points total) 0
39 Search The Planes: Mind Scan 10d6, Transdimensional (Related Group of Dimensions; Inner Planes; +3/4) (87 Active Points); Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Costs END To Maintain (Half END Cost; -1/4), Extra Time (Full Phase, Only to Activate, -1/4) 9
62 The Bindings Of Bromion: Multipower, 62-point reserve
6u 1) First Binding: Mind Control 12d6 (60 Active Points) 6
6u 2) Second Binding: Mind Control 10d6, Telepathic (+1/4) (62 Active Points) 6
6u 3) Third Binding: Entangle 2d6, 3 DEF, Takes No Damage From Physical Attacks Limited Group (+1/4), Works Against EGO, Not STR (+1/4), BOECV (Mental Defense applies; +1) (62 Active Points) 6
6u 4) Fourth Binding: Telekinesis (20 STR), BOECV (Mental Defense applies; +1) (60 Active Points) 6
11 The Shadows Of Shaldus: Darkness to Sight Group 1" radius, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); No Range (-1/2) 0
70 The Vapors Of The Vata: Multipower, 70-point reserve
7u 1) First Vapor: Extra-Dimensional Movement (Any Dimension, Any Location), x64 Increased Weight (70 Active Points) 7
4u 2) Second Vapor: Extra-Dimensional Movement (Related Group of Dimensions, Any Location [the home dimensions of the target of the spell]), Usable As Attack (defense is having Extra-Dimensional Movement or dimension-manipulating powers; +1) (60 Active Points); Only Works Against Beings Not Native To The Dimension They're Currently In (-1/2) 6
4u 3) Third Vapor: Extra-Dimensional Movement (single location in a single dimension, chosen when character learns the spell), Trigger (victim touches trapped object; +1/4), Usable As Attack (+1) (45 Active Points) 4
68 Wizard Walls: Multipower, 68-point reserve
7u 1) Arcane Wall: FW (10 Mental Defense/10 Power Defense; 3" long and 1" tall), Reduced Endurance (1/2 END; +1/4) (67 Active Points) 2
7u 2) Corporeal Wall: FW (10 PD/10 ED; 3" long and 1" tall), Reduced Endurance (1/2 END; +1/4) (67 Active Points) 2
7u 3) Energy Wall: FW (14 ED; 3" long and 1" tall), Reduced Endurance (1/2 END; +1/4), Transparent PD (+1/2) (68 Active Points) 3
7u 4) Psychic Wall: FW (20 Mental Defense; 3" long and 1" tall), Reduced Endurance (1/2 END; +1/4) (67 Active Points) 2
The Bounty of Bavhran Phire
36 1) Armor of Bhavra Phire: Armor (12 PD/12 ED) 0
15 2) Blessed one: Luck 3d6 0
40 3) Body of the Cosmos, Body of the World: +20 CON
20 4) Dances Among the Stars: Life Support (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; Self-Contained Breathing) 0
15 5) Mantle of Divinity: Power Defense (15 points) 0
30 6) Skyclimbing: Flight 15" 3
20 7) Strength of the Sun: +20 STR 2
24 8) Walk the Veil: Teleportation 12" 2
Powers Cost: 724
Cost Skill
3 Bribery 14-
7 High Society 16-
3 Navigation (Astral, Dimensional) 14-
3 Oratory 14-
3 Persuasion 14-
3 Scholar
2 1) KS: Alchemy (3 Active Points) 14-
2 2) KS: Arcane Magic (3 Active Points) 14-
2 3) KS: Arcane and Occult Lore (3 Active Points) 14-
2 4) KS: Astrology (3 Active Points) 14-
2 5) KS: Herbalism (3 Active Points) 14-
2 6) KS: Legendary Magic Items and Artifacts (3 Active Points) 14-
2 7) KS: Magical Research (3 Active Points) 14-
2 8) KS: Malvan Lore (3 Active Points) 14-
2 9) KS: Planar Lore (3 Active Points) 14-
2 10) KS: Undead Lore (3 Active Points) 14-
3 Seduction 14-
3 Sleight Of Hand 14-
1 TF: Personal Use Spacecraft
Skills Cost: 49
Cost Perk
5 Fringe Benefit: Member of the Aristocracy/Higher Nobility: Malvan
Perks Cost: 5
Cost Talent
20 Universal Translator 14-
7 Magesight, +1 to PER Roll, Telescopic (+1 versus Range Modifier)
5 Eidetic Memory
Talents Cost: 32
Val Disadvantages
10 Distinctive Features: Vast Arcane Might (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15 Hunted: Bavhran Phire 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
25 Hunted: Nilrem 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Hunted: Trismegistus Council 11- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Psychological Limitation: Arrogant, aristocratic (Common, Strong)
20 Psychological Limitation: Craves Magical Power (Very Common, Strong)
10 Psychological Limitation: Disdain for Technologies (Common, Moderate)
15 Psychological Limitation: Seeks a "Suitable Mate" (Common, Strong)
5 Rivalry: Professional (Firewing; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Public Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 629Total Experience Available: 630Experience Unspent: 1Total Character Cost: 979

Height: 1.88 m Hair: Bronze
Weight: 80.00 kg Eyes: Amber
Appearance: A beautiful Malvan woman, Aslanna has bronze colored hair, amber eyes and unusually (for a Malvan) pale skin, it seems almost like a pearl. She wears flowing gowns of red embroidered with gold and jewels. She generally shows alot of cleavage and leg. She wears a golden tiara. She carries no staff or scepter yet, but is seeking to have a staff of power created for her. Personality: Aslanna the Star Dancer is a threat to Earth on the same level as her fellow Malvan, Firewing. Though unlike him she'd like to rule the world not just beat up strong beings. She is looking for a consort to share her new world with too; part of her is still the spoiled little girl who wants to be a fairy princess, finding her prince is very important to her. She's quite immature and often seems childlike, complete with violent tantrums and flights of fancy. Since arriving on Earth, she has been slowly attempting to build a power base. Quote:"Oh this won't to at all. The Bindings of Bromion will make you all the less troublesome though."

Background: Aslanna was always a precocious child. Her father, a highly placed noble in the court of the Phazor, indulged her every whim. When she wanted to study the forbidden magics, like other girls in her social circles, he turned a blind eye. Surely she'd grow out of it. Her age often was facinated with the fancy of magic. The other girls grew bored with the musty old texts, the pledges of loyalty to alien and extra planar powers, and they certainly didn't want to sacrifice anyone for power. Aslanna did; she took a vacation to the Lake of Crystals and turned her father's summer home into her own sanctuary.

When she actually began casting magic, her father tried to intervene, but it was too late. Aslanna was beyond his authority and he died in a rain of fire. Realizing that she would be in danger if she remained, Aslanna cast a gate ritual that would allow her to penetrate the depths of space and time.

Once she left Malva, she found herself in the domain of Bavhran Phire, a Malvan witch master, thousands of years old. Phire offered her tremendous power and knowledge if she would serve as his concubine and servant for a period of one hundred Earth years. She agreed and when her term of service was up she was transformed into the being known as the Star Dancer. She made her way through the veil of space and eventually, she came to a beautiful planet full of magic and life. This planet was Earth and soon it would welcome its new queen.

Powers/Tactics: A variety of spells and abilities. Aslanna the Star Dancer is no push over. Her spells are seperate mutlipower constructs, so she could concievably be cast simultaneously. However, she's not that focused unless frantic, will typically cast one offensive spell at a time. She begins each combat by setting up her deflecting disk and then attempting to bind her foes. She will cast the Shadows of of Shaldus if she needs to escape. The uses the Wizard Walls only if she fears her opponents could easily harm her. Campaign Use: Another mystical conquerer. This one's an alien. :) If you want Aslanna to be less potent, put all her spells into one Multipower and drop some of the Bonty of Bavhran Phire. This will lower her offense and severely lower her defense. If you'd like to make her more formidable, give her some spells of her own, but more importantly set up her powerbase on Earth. She needs a lair, some lackeys, money, connections...this will go a long way towards making her a threat.
Link to comment
Share on other sites

Re: Wednesday, September 1st, 2004

 

Ok' date=' here is the latest updated list of your stuff. Check it over and make sure that I am putting everyone in the right groups. I now have this list automated so that it only takes me a second to produce.[/quote']

you are indeed a boon Mr. Miller!

Between you, Killer Shrike, Storn, Acroyer & schir1964, and Zornwil, this has been easier than it should have been.

 

:D

Link to comment
Share on other sites

Re: Wednesday, September 1st, 2004

 

you are indeed a boon Mr. Miller!

Between you, Killer Shrike, Storn, Acroyer & schir1964, and Zornwil, this has been easier than it should have been.

 

:D

My pleasure! :D

 

Now if he could just float some rep my way... ;)

Whoops was that out loud? Crap, I did it again.

 

*note to self: work on inner monologue.* :)

Link to comment
Share on other sites

Thursday, September 2nd, 2004DriverPlayer: NPC Hero, member of The Coast Guardians

Val Char Cost
10 STR 0
15 DEX 15
30 CON 0
20 BODY 0
18 INT 8
18 EGO 16
20 PRE 10
14 COM 2
4/16 PD 2
12/24 ED 6
5 SPD 25
8 REC 0
60 END 0
40 STUN 0
6" RUN02" SWIM02" LEAP0Characteristics Cost: 84
Cost Power END
20 Teleportation Sense: Multipower, 45-point reserve, (45 Active Points); all slots Only To Perceive Teleportation Locations (-1), IIF Unbreakable (Cosmic Stone; -1/4)
2u 1) Long-Range Sense: Clairsentience (Sight Group), Megascale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (45 Active Points); Only To Perceive Teleportation Locations (-1), IIF Unbreakable (Cosmic Stone; -1/4) 4
2u 2) Short-Range Sense: Clairsentience (Sight Group), x16 Range (1600") (40 Active Points); Only To Perceive Teleportation Locations (-1), IIF Unbreakable (Cosmic Stone; -1/4) 4
66 Teleportation: Multipower, 82-point reserve, (82 Active Points); all slots IIF Unbreakable (Cosmic Stone; -1/4)
3u 1) Aport Punch: (Total: 45 Active Cost, 26 Real Cost) Teleportation 5", Ranged (+1/2), Usable As Attack (+1) (25 Active Points); Limited Range (6") (-1/4), IIF Unbreakable (Cosmic Stone; -1/4) (Real Cost: 17) plus Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), Linked (Teleportation; -1/2), IIF Unbreakable (Cosmic Stone; -1/4) (Real Cost: 9) 4
4u 2) Aportation: Teleportation 10", Ranged (+1/2), Usable As Attack (+1) (50 Active Points); IIF Unbreakable (Cosmic Stone; -1/4) 5
1u 3) Aportation Point Defense: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Costs Endurance (-1/2), IIF Unbreakable (Cosmic Stone; -1/4) 1
3u 4) Combat Aporation: Energy Blast 4d6, No Normal Defense (Teleportation, Extra-Dimensional Movement, or Force Wall; +1) (40 Active Points); IIF Unbreakable (Cosmic Stone; -1/4) 4
5u 5) Teleportation Gate: Teleportation 15", Usable By Other (+1/4), Area Of Effect (One Hex; +1/2), Continuous (+1) (82 Active Points); Gate (-1/2), IIF Unbreakable (Cosmic Stone; -1/4) 8
6u 6) Teleportation: Teleportation 20", No Relative Velocity, x128 Noncombat (80 Active Points); IIF Unbreakable (Cosmic Stone; -1/4) 8
Cosmic Scion, all slots IIF Unbreakable (Cosmic Stone; -1/4)
14 1) Coherent Form: Armor (30 PD/0 ED) (45 Active Points); Only Versus Misteleportation Damage (-2), IIF Unbreakable (Cosmic Stone; -1/4) 0
16 2) Space Worthy: Life Support (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; Self-Contained Breathing) (20 Active Points); IIF Unbreakable (Cosmic Stone; -1/4) 0
32 3) Enhanced Form: +20 CON (40 Active Points); IIF Unbreakable (Cosmic Stone; -1/4)
16 4) Enhanced Form: +10 BODY (20 Active Points); IIF Unbreakable (Cosmic Stone; -1/4)
12 5) Stone Link: Mind Link , Human class of minds, One Specific Mind, No LOS Needed, Number of Minds (x8) (30 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4), IIF Unbreakable (Cosmic Stone; -1/4) 0
Gadgets
12 1) Basic Bulletproof Spandex Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
6 2) Defensive Cape: Armor (6 PD/6 ED) (18 Active Points); OAF (-1), Activation Roll 11- (-1) 0
5 3) Glider Cape: Gliding 12" (12 Active Points); OAF (-1), Costs Endurance (-1/2) 1
Powers Cost: 225
Cost Skill
3 Combat Driving 12-
2 KS: Bus Routes & Schedules 11-
2 KS: West Coast Lore & "Color" 11-
1 Mechanics 8-
2 Navigation (Land) 13-
2 PS: Motor Coach Driver 11-
2 TF: Common Motorized Ground Vehicles
3 Traveler
1 1) AK: Northern California (2 Active Points) 11-
1 2) AK: Pacific Northwest (2 Active Points) 11-
1 3) AK: Southern California (2 Active Points) 11-
1 4) CK: Los Angeles (2 Active Points) 11-
1 5) CK: Portland, OR (2 Active Points) 11-
1 6) CK: Sacramento (2 Active Points) 11-
1 7) CK: San Fransisco (2 Active Points) 11-
1 8) CK: Seattle (2 Active Points) 11-
Skills Cost: 25
Cost Perk
1 Fringe Benefit: License to practice a profession: Commercial Driver's License: Bus
Perks Cost: 1
Cost Talent
15 Lightning Reflexes: +10 DEX to act first with All Actions
Talents Cost: 15
Val Disadvantages
15 Dependent NPC: Persia McIntyre (Girlfriend) 8- (Normal; Unaware of character's adventuring career/Secret ID)
20 Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: Moriggan The Dragon Lady 11- (Mo Pow, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Loves the company of others (Very Common, Moderate)
10 Psychological Limitation: Unfailingly polite and respectful (Common, Moderate)
15 Psychological Limitation: Wanderlust (Common, Strong)
15 Social Limitation: Secret Identity (Frequently, Major)
15 Susceptibility: When Teleported by others, 3d6 damage Instant (Uncommon)
5 Unluck: 1d6
Disadvantage Points: 150

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

Height: 1.70 m Hair: Brilliant Red
Weight: 65.00 kg Eyes: Metallic Green
Appearance: As a "side effect" of his confrontation with Morrigan, Ed's hair and eyes color has been altered. Persia suspects something but she's not found any reasons aside from this minor change.

Ed is in decent shape, but he's not a "superhero" physical specimen. He's beginning to change that with a more proactive exercise plan. In his costume, he's a somewhat dashing figure in bright red with a silver helmet that leaves his mouth and chin exposed. He wears black boots, gloves, and belt. A golden "D" is on his left breast. He wears a black cape with gold trim, pined to his costume via gold triangles.

Personality: Ed still loves to travel, now he does it as Driver, the superhero. He's brave, kind, and polite. He has thus far enjoyed his transformation but doesn't want to tell Persia yet for fear she might worry. It's tough enough that he's seen supervillains up close as a bus driver. He's on "medical leave" from Greyhound due to the stress involved in the super battle he was attacked in. He's hoping to get up the nerve to tell her before his leave runs out and he is forced to retire to be a superhero.Quote:"Let's get rolling" Background: Ed Passmore had his dream job. He drove a bus. Up and down the Pacific Coastline, from LA to Seattle and back. He loved it; he had a lovely girlfriend in Portland, sure he spent alot of time away, but they were patient, saving for the day he could retire and they could travel together.

Ed was taking a few passengers north during the off season. There were only six of them in the bus, he was making great time too. It would be this that nearly killed them all. He was outside of Sacramento when a superhero battle broke out. It had happened a few time before and Ed was a peerless driver. He managed to keep the bus out of harms way but the battle, between the team West Guard and a single woman of immaginable power, was blocking their route. He stopped for a moment, trying to gauge the best detour to get back on schedule when the woman looked towards the bus. With a glance and a wave of her hand the bus disappeared.

Ed and the others at first thought they had died. But when they could see agian the were in a beautiful hall. The walls, floors, and ceilling looked to be polished crystals set on silver. The light from three sets of torches caused the hall to be lit as if it was a brilliantly sunny day.

Ed, never one ot fea an unusual situation, cautioned his passengers to remain seated and he stepped out of the bus. Naturally the five passengers followed him out. They explored the great hall as a group but were unwilling to go too far from the bus and the admitedly limited safty it could afford them. They would later find that their attacker; a dragon cursed in human form known as Morrigan, had been delayed by Westguard longer than she had planned. This was the only reason that kept them from becoming her thralls. Instead the six fated passengers of Northbound 143, found the progenitor technology that she used to further augment her already fantastic powers.

The cosmic stones (as they called them) were sentiant to some degree, and called out to the six humans.

Ed took up the stone Vahlius, the Travel Gem. It has granted him "true travel" (teleportation) and has increased his durability. As Driver, he occasionally joins with his former passengers for mutual protection against Morrigan. The papers had dubbed them the Coast Guardians, as they have been seen up and down the west coast.

Powers/Tactics: Driver is a teleporter, he can transport himself or others. He has practiced alot in private. Campaign Use: A somewhat experienced Teleport specialist. His Cosmic Stone is quasi-sentient and is slowly (like the others) transforming its host into something more "suitable" for survival. To lower his effectiveness, get rid of the "Cosmic Scion" list of powers. To reflect his continued transformation and control, remove the focust limitation from his 'Cosmic Scion' list abilities and simply make the stat increases permenant. A small VPP based on his Teleportation might work or simply give him more TP tricks. As he progresses as a superhero he might learn some hand to hand skills. He should also get more Gadgets from his team mate, Industrian.
Link to comment
Share on other sites

Friday, September 3rd, 2004Happy Birthday!The FistPlayer: NPC; Member of the Coast Guardians

Val Char Cost
45 STR 10
18 DEX 24
40 CON 20
20 BODY 4
13 INT 3
14 EGO 8
20 PRE 10
14 COM 2
19/27 PD 10
12/20 ED 4
4 SPD 12
17 REC 0
80 END 0
71 STUN 8
8" RUN02" SWIM09" LEAP0Characteristics Cost: 115
Cost Power END
15 Can Take A Punch: Physical Damage Reduction, Resistant, 50% (30 Active Points); Requires A CON Roll 13- (assumes CON Roll of 12- or 13-; -3/4), Character Must Be Aware Of Attack (-1/4) 0
8 Road work: Running +2" (8" total), Reduced Endurance (1/2 END; +1/4) (8 Active Points) 1
20 The Sweet Science: Find Weakness 11- with Related Group of Attacks: Boxing Strikes 0
Power Stone, all slots IIF Unbreakable (-1/4)
13 1) Cosmic Fortitude: +8 BODY (16 Active Points); IIF Unbreakable (-1/4)
32 2) Cosmic Health: +20 CON (40 Active Points); IIF Unbreakable (-1/4)
25 3) Cosmic Might: +25 STR, Reduced Endurance (1/2 END; +1/4) (31 Active Points); IIF Unbreakable (-1/4) 1
19 4) Cosmic Power: Armor (8 PD/8 ED) (24 Active Points); IIF Unbreakable (-1/4) 0
16 5) Space Worthy: Life Support (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; Self-Contained Breathing) (20 Active Points); IIF Unbreakable (-1/4) 0
12 6) Stone Link: Mind Link , Human class of minds, One Specific Mind, No LOS Needed, Number of Minds (x8) (30 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4), IIF Unbreakable (-1/4) 0
Powers Cost: 160
Cost Martial Arts Maneuver
Boxing, Modern
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 2) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 55 STR for holding on
4 3) Cross: 1/2 Phase, +0 OCV, +2 DCV, 11d6 Strike
5 4) Hook: 1/2 Phase, -2 OCV, +1 DCV, 13d6 Strike
3 5) Jab: 1/2 Phase, +2 OCV, +1 DCV, Strike
1 6) Weapon Element: Cestus
Martial Arts Cost: 20
Cost Skill
12 +4 with Boxing
3 Analyze: Style 12-
3 Defense Maneuver I
3 High Society 13-
2 KS: Boxing 11-
2 KS: The Martial World 11-
2 KS: The Sports World 11-
3 Paramedics 12-
3 Persuasion 13-
3 Seduction 13-
3 Streetwise 13-
3 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
Skills Cost: 42
Cost Perk
2 Reputation: Former Heavyweight Champion (A medium-sized group) 11-, +2/+2d6
5 Money: Well Off
Perks Cost: 7
Cost Talent
6 Lightning Reflexes: +6 DEX to act first with Jab
Talents Cost: 6
Val Disadvantages
10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
15 Hunted: Bulldozer 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25 Hunted: DEMON 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25 Hunted: Morrigan 11- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Psychological Limitation: Code of Honor (Clean fighter, treats women & elderly with respect, devout christian) (Common, Total)
10 Psychological Limitation: Competative (Common, Moderate)
10 Psychological Limitation: Enjoys the challenge of combat (Common, Moderate)
15 Psychological Limitation: Self Reliant (Common, Strong)
15 Social Limitation: Public Identity (Frequently, Major)
5 Unluck: 1d6
Disadvantage Points: 150

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

Height: 1.90 m Hair: Black
Weight: 100.00 kg Eyes: Brown
Appearance: A tall, heavily muscled, but not muscle bound, African American with a very short hair cut. He has "Fist" shaved on the back of his scalp.

He wears a tight black tank top with a white fist on his chest. His pants are loose fitting, he wears athletic shoes and black fingerles gloves. He often wears black sunglasses and sports platinum and diamond jewelry if he feels combat isn't going to be eminent.

When he appears in public he wears tailored suits often in dark blue, red, or black. He like pinstripes.

Personality: The Fist is a firm believer in living your life right. Like anyone else he has his foibles, his weakness for a pretty face occasionally drives him to distraction, but he was raised to be better than that. His father and mother had instilled the idea that he was more than a talented fighter, he was a role-model, he had a responsibility. He takes the same approach with his heroing. He realizes that he's not the strongest brick or the swiftest martial artist, but he is a determined, cagey, and relentless fighter. He will not yield while he is conscious and he puts the needs of others ahead of his own. Quote:"Oh, we're going to find out how tough that jaw is real quick."Background: Jamaal Williams smiled when the bus-driver asked for his autograph. He signed the man's jacket and sat down. There were only four other passengers on the bus. They all stared; two give him looks of recognition, two were curious. He smiled again, and took his seat.

"I'd have thought you'd have a limo, Fist." the busdriver said as they left LA.

"No more limos for me," Jamaal said, "I need to keep the finances in order."

"It's a shame, man." The driver let the rest of his thought trail away.

"I'm not ashamed. I know I didn't cheat. I fought clean, always. But boxing has always been a very political sport."

"I would have loved to see you take on Lennox Lewis though. That would have been the fight of the century."

"Hmm. I guess you'll have to settle for Ring Masters IV then..."

"RM4?!?" The voice belonged to a young man, "You're going to be in Ring Masters, Fist?"

"Like I said, I need to keep the finances straight. They pay good money to put your likeness in video games these days."

"I can't wait."

 

The bus ride was fun, to tell the truth. Jamaal had wondered where his controversial retirement left him in the eyes of his fans. Now he knew. He smiled alot and chatted up the lovely ladies that were sharing the coach. They were headed to Seattle to visit relatives. Came down to LA to become actresses and models.

It was outside of Sacramento that they encountered Morrigan. Battling the team West Guard. When the bus was transported to her lair, Jamaal was scared. He managed to stay calm on the outside, but he let the driver take the lead. He kept his eyes open. If the $#!t was going to his the fan, he would go down swinging. When they encountered the stones, he heard a soft voice in his head. It was Phurg, the Stone of Power. The voice was hesitant. It seemed that Phurg was tired of one after another petty dictators seeking to usurp its powers. Jamaal found himself assuring it he would not. It offered a portion of its power. He accepted.

The Fist was born.

Powers/Tactics: A skilled Boxer who was once near the top of the sport. The Power Stone, Phurg, has bestowed upon him tremendous physical strength and durability. Add this to his combat ability and you have a powerful force indeed. Campaign Use: The Fist is a lower STR Brick who backs it up with some martial arts skills. If you want to downgrade him to fit in lower powered campaigns drop his brick traits to acceptible levels. When you want to boost his abilities, do the opposite, pluse the Power Stone might release more power, giving him Energy Fists, any of the Brick Tricks applicable would be good (The Haymakers, Boxer's Flurry, Ultimate Uppercut, etc).

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...