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Hero A Day...Sorta...


Enforcer84

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Saturday, September 4th, 2004Well, I am getting desparate. I am a month behind and have 28 days to go. I need roughly two characters a day to catch up. I'm breaking open the "unfinished" vault an posting characters from groups that have not been fully developed...But I did a bit of that anyway...Celestial DragonPlayer: NPC

Val Char Cost
20 STR 10
26 DEX 48
20 CON 20
11 BODY 2
13 INT 3
18 EGO 16
20 PRE 10
14 COM 2
12/18 PD 8
10/13 ED 6
6 SPD 24
8 REC 0
40 END 0
40 STUN 9
6" RUN02" SWIM06" LEAP0Characteristics Cost: 158
Cost Power END
14 Celestial Armor: Armor (6 PD/3 ED) 0
3 Acute Senses: +1 PER with all Sense Groups 0
20 Restraining Strike: Entangle 3d6, 3 DEF, Takes No Damage From Attacks All Attacks (+1/2) (45 Active Points); No Range (-1/2), Requires A Celestial Awareness Skill Roll (-1/2), Cannot Form Barriers (-1/4) 4
19 Celestial Hammer: Hand-To-Hand Attack +10d6, Armor Piercing (+1/2) (75 Active Points); Power only works against Undead Power loses about half of its effectiveness (-1), Hand-To-Hand Attack (-1/2), Increased Endurance Cost (x2 END; -1/2), Requires A Celestial Awareness Skill Roll (-1/2), Only adds to "Punch" martial arts maneuver (-1/2) 14
2 Athletic: Leaping +2" (6" forward, 3" upward) 1
2 Iron Will: Mental Defense (6 points total) 0
Powers Cost: 60
Cost Martial Arts Maneuver
Martial Arts: Tran-Dhuk
12 1) +3 HTH Damage Class(es)
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR to Disarm
4 4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 50 STR vs. Grabs
3 6) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 45 STR for holding on
5 7) Kick: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike
3 8) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 Strike, Target Falls
4 9) Punch: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike [Notes: location roll 2d6+1]
4 10) Sword Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 +1 [Notes: location roll 2d6+1]
3 11) Throw: 1/2 Phase, +0 OCV, +1 DCV, 7d6 +v/5, Target Falls
4 12) Vital Strike: 1/2 Phase, -1 OCV, +1 DCV, 3 1/2d6 NND [Notes: location roll 2d6+1]
1 13) Weapon Element: Axes, Maces, Hammers, and Picks
1 14) Weapon Element: Blades
1 15) Weapon Element: Chain & Rope Weapons
1 16) Weapon Element: Clubs
1 17) Weapon Element: Polearms and Spears
1 18) Weapon Element: Staffs
Martial Arts Cost: 60
Cost Skill
15 +5 with Martial Maneuvers
3 Acrobatics 14-
3 Analyze: Magic 12-
3 Analyze: Style 12-
3 Breakfall 14-
2 CK: Utasha 11-
3 Contortionist 14-
3 CuK: Thon-Sa 12-
3 High Society 13-
5 Language: English (idiomatic) (4 Active Points)
0 Language: Thona (idiomatic) (4 Active Points)
1 Language: Velorian (fluent conversation; 1 pt familarity: Thona)
2 Language: Vendiyan (completely fluent; 1 pt familiarity: Thona)
3 Paramedics 12-
3 Persuasion 13-
3 Power: Celestial Awareness 13-
3 Scholar
1 1) KS: Arcane And Occult Lore (2 Active Points) 11-
1 2) KS: Arcane And Occult Lore (Ambrathel) (2 Active Points) 11-
2 3) KS: Healing (3 Active Points) 12-
2 4) KS: Thon-Sa History (3 Active Points) 12-
2 5) KS: Tran-Dhuk (3 Active Points) 12-
3 Shadowing 12-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 13-
2 Survival (Mountain) 12-
3 Tracking 12-
2 WF: Common Martial Arts Melee Weapons
2 WF: Common Melee Weapons
1 WF: Off Hand
Skills Cost: 88
Cost Talent
22 Danger Sense (self only, out of combat, Function as a Sense) 12-
3 Lightning Reflexes: +2 DEX to act first with All Actions
3 Lightsleep
4 Resistance (4 points)
2 Trackless Stride
Talents Cost: 34
Val Disadvantages
5 Distinctive Features: Mannerisms and oaths from world gone by (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Enraged: When facing Takofanes (Uncommon), go 8-, recover 8-
15 Hunted: Dr. Yin Wu 8- (Mo Pow, NCI, Mildly Punish) [Notes: Wu sees him as a curiosity. He can sense his other worldliness.]
10 Hunted: Green Dragon 8- (As Pow, Harshly Punish)
10 Hunted: PRIMUS 8- (Mo Pow, NCI, Watching) [Notes: Wanted for questioning in a few odd supernatural crimes.]
15 Hunted: Takofanes (via his agents) 8- (Mo Pow, Harshly Punish)
20 Psychological Limitation: Honorable and Noble (Common, Total)
10 Psychological Limitation: Intrigued by 'modern' fighting styles (Common, Moderate)
15 Psychological Limitation: Love/Hate relationship with Modern World (Common, Strong)
20 Psychological Limitation: Sworn to destroy or contain Takofanes (Common, Total)
10 Social Limitation: Man out of time; no identity (Occasionally, Major)
5 Unluck: 1d6
Disadvantage Points: 150

Base Points: 200Experience Required: 50Total Experience Available: 0Experience Unspent: 0Total Character Cost: 400

Height: 1.80 m Hair: Black
Weight: 80.00 kg Eyes: Brown
Appearance: Tall and lean, Khamok is a tattooed warrior from the past. He fights bare chested with golden arm bands and bracers. His pants are billowy and tied at the ankles, he wears a black sash at his waist and black sandles. He has long hair that is worn in a braid. His tattoos are made with a strange, undulating, "living" ink. Two inter coiled serpents on his back, a great eagle on his chest, and a shield on his right shoulder. The colors are all a bright, electric blue.Personality: Khamok is very conflicted about his place in the world. On the one hand nothing is as he left it, his homelands, people, the entire culture of Thon-Sa wasn't even history. It was as if it had never happened. On the other hand, he has found that his fighting style may have been the roots of a number of modern styles. He is impressed with the warrior cultures of the recent past and the heroic vein of the present. He fully expects to die when his company destroys Takofanes, the ravages of time no longer held back my magic; but he is at peace with this.Quote:"The time has come Kal-Turak, your minions cannot save you from the Celestial Dragon of Thon-Sa."Background: Khamok Vashondi was one of the most potent warriors Thon-Sa had. He was chosen to lend his services against the rising power that was Kal-Turak. Khamok was chosen for his skills as a warrior and his ability to get along well with the "lower people" beneath the moutains that Thon-Sa lay claim.

Khamok and his group of champions were unsuccessful in defeating Kal-Turak, but they managed to get away from the experience mostly intact. While they were licking their wounds and looking for weaknesses in their adversary; he was defeated. In the few peaceful years that followed; the Company of Wolves (as they had occasionally called themselves), decided that the best thing for them to do was have themselves placed in suspended animation, rising anew when Kal-Turak inevitably returned. Millennia later, they have awoken. It is time to seek their prey again.

Powers/Tactics: A skilled martial artist with some "spirit" combat powers. His body is tougher than humanly possible, but he doesn't "radiate magic" so to speak. He is most effective against undead, using his Celestial Hammer, he does 19d6 Armor Piercing. Against "regular" foes, he is a competant martial artist with an ecclectic style.Campaign Use: The Company of Wolves are far from capable of giving Takofanes a true fight, let alone destroy him outright. They are more NPC's who can give PC's information on the past. He also represents a truely ancient fighting style, he and any heroic martial artist who encounter eachother enough will inevitably compare styles.

To make him more "Heroic" drop his dex to 21 and speed to 5. Eliminate his Celestial Armor.

To make him more "Super", have him develop more "Celestial" attack forms or incorporate other martial arts' special maneuvers. He would be an eager student for new martial arts knowledge.

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Sunday, September 5th, 2004Althien the SunbringerPlayer: NPC

Val Char Cost
60 STR 10
18 DEX 24
20 CON 20
14 BODY 8
15 INT 5
17 EGO 14
23 PRE 13
10 COM 0
15/24 PD 3
7/16 ED 3
4 SPD 12
16 REC 0
40 END 0
60 STUN 6
8" RUN03" SWIM012" LEAP0Characteristics Cost: 118
Cost Power END
Phastos the Sunbringer, all slots OIF (-1/2) [Notes: Phastos is intelligent: treat the weapon as INT 13 EGO 17 for the purposes of its telepathic communication with Althien. ]
7 1) +2 with OCV (10 Active Points); OIF (-1/2)
4 2) Blessings of the Sunbreaker: Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat) (6 Active Points); OIF (-1/2) 0
7 3) Daylight: Sight Group Images Increased Size (4" radius; +1/2), Costs END Only To Activate (+1/4) (17 Active Points); Only To Create Light (-1), OIF (-1/2) 1
22 4) Hammer Smash: Hand-To-Hand Attack +6d6, Reduced Endurance (1/2 END; +1/4), Affects Desolidified One Special Effect of Desolidification (Undead ; +1/4) (45 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 2
30 5) Hammer Throw: Energy Blast 9d6, Affects Desolidified One Special Effect of Desolidification (Undead; +1/4), Reduced Endurance (1/2 END; +1/4) (67 Active Points); Restrainable (Must be able to throw the hammer; -1/2), OIF (-1/2), Range Based On Strength (-1/4) 3
4 -7) KS: Undead (7 Active Points); OIF (-1/2) 14-
1 7) WF: Axes, Maces, Hammers, and Picks ; OIF (-1/2); OIF (-1/2)
27 Belt Of Strength: +40 STR (40 Active Points); OIF (-1/2) 4
9 Crossbow, Light: RKA 1d6+1, Reduced Endurance (0 END; +1/2); OAF (-1), Required Hands Two-Handed (-1/2), Extra Time (Full Phase, -1/2), Real Weapon (-1/4), Beam (-1/4) plus Penalty Skill Levels: +1 vs. Range Modifier with All Attacks; OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Concentration (1/2 DCV; -1/4) 0
6 Dagger: HKA 1d6-1 (1d6+1 w/STR), Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2); OAF (-1), STR Minimum 6 (-1/2), Real Weapon (-1/4) 0
5 Medium Shield: Multipower, 10-point reserve, all slots OAF (-1)
1u 1) Defense: +2 DCV; OAF (-1)
1u 2) Shield Bash: HA +2d6; OAF (-1), Hand-To-Hand Attack (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (OCV penalty equal to DCV bonus; -1/2) 1
18 Enchanted Chainmail: Armor (9 PD/9 ED); OIF (-1/2) 0
Drakine Characteristics
8 1) Claws: HKA 1/2d6 (1d6+1 w/STR); Reduced Penetration (-1/4) 1
5 2) Drakine Eyes: Nightvision 0
2 3) Drakine Skin: Damage Resistance (2 PD/2 ED) 0
5 4) Fangs: HKA 1 point (1/2d6 w/STR) 1
4 5) Swift-Limbed: Running +2" (8" total) 1
1 6) Swift-Limbed: Swimming +1" (3" total) 1
5 7) Tail: Extra Limb (1), Inherent (+1/4); Limited Manipulation (-1/4) 0
Powers Cost: 172
Cost Martial Arts Maneuver
Weapons Combat
4 1) Attack: 1/2 Phase, +0 OCV, +2 DCV, 14d6 Strike
4 2) Charge: 1/2 Phase, +0 OCV, -2 DCV, 14d6 +v/5 Strike, FMove
4 3) Defend: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 4) Probe: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
4 5) Resist: 1/2 Phase, +0 OCV, +0 DCV, 75 STR to resist Shove; Block, Abort
4 6) Shove: 1/2 Phase, +0 OCV, +0 DCV, 75 STR to Shove
1 7) Weapon Element: Blades
1 8) Weapon Element: Empty Hand
0 9) Weapon Element: Hammers
1 10) Weapon Element: Shields
Martial Arts Cost: 28
Cost Skill
20 +4 HTH
3 Climbing 13-
3 Fast Draw (common melee weapons) 13-
3 High Society 14-
3 Interrogation 14-
3 Linguist
3 1) Language: English (completely fluent)
1 2) Language: Tornathian (fluent conversation)
1 3) Language: Trade-Tongue (fluent conversation)
1 Lockpicking 8-
3 Oratory 14-
3 Paramedics 12-
3 Riding 13-
3 Scholar
1 1) KS: Ardunan Militaries 11-
1 2) KS: Heraldry 11-
1 3) KS: Undead (2 Active Points) 11-
1 Security Systems 8-
3 Sleight Of Hand 13-
3 Stealth 13-
3 Streetwise 14-
3 Tactics 12-
1 Tracking 8-
1 Trading 8-
4 WF: Common Melee Weapons, Common Missile Weapons
Skills Cost: 75
Cost Talent
3 Lightning Reflexes: +2 DEX to act first with All Actions
3 Lightsleep
5 Rapid Healing
Talents Cost: 11
Val Disadvantages
20 Distinctive Features: Drakine (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
10 Hunted: Anti-Monster group 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Hunted: Minions of Takofanes 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Hunted: The Defilers 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Psychological Limitation: Dedicated to the Death of Kal-Turak (Takofanes) (Common, Total)
20 Psychological Limitation: Follows codes of "Chivalry" (or their equivalent) (Common, Total)
15 Psychological Limitation: Laments the loss of his people (Very Common, Moderate)
15 Psychological Limitation: Loyal and Steadfast (Common, Strong)
10 Social Limitation: Public Identity (Frequently, Minor)
Disadvantage Points: 150

Base Points: 200Experience Required: 54Total Experience Available: 54Experience Unspent: 0Total Character Cost: 404

Height: 2.00 m Hair: None
Weight: 100.00 kg Eyes: Green
Appearance: A tall Sunscale Drakine warrior in gleaming blue-silver chainamail armor. He weild Phastos the Sunbringer, a warhammer, unpolished silver in color with a brilliant golden sun inlaid on each side of the head. He wears no boots. Personality: A drakine out of time, Althien clings to heroism and his mission to destroy Takofanes. He is now rather well known, has actually allowed himself to appear on Television, and in generall has been something of a "curiosity/superhero". He finds the experience exhilarating and yet humiliating at the same time. He spends as much time planning the destruction of Takofanes as he can.Quote:"Welcome to the light of day, villain. Your darkness shall be banished."Background: Althien was a Drakine Knight. He was one of the most feared foes of the undead ever seen. He weilded great magic weapons and was known as a consumate warrior. A sunscale drakin; he was awarded knighthood and became a hero of the realms. He was among the "Company of Wolves" and though his hammer rang strong and his enchanted strength allowed him to tear down castle walls, he found himself unable to present a challenge to Kal-Turak. If the heavens themselves had openned and Althien had been offered godhood, he would have given it up for a chance to avenge his loss to Kal-Turak. When the idea of suspended animation was presented, Althien jumped at the chance.

He and the others awoke in the modern day, Althien attempted to find their querry immediately. Although the magics that had kept them in slumber and agless had renedered them capable of speaking to the modern day Americans (where they awoke) his appearance and nature caused great alarm. A team of heroes was called in and the Company found themselves in battle. Things were sorted out quickly and the Company found out what had transpired since the return of their hated foe. Realizing that they could not simply charge his citadel, they began to work towards a gradual confrontation. Althien has taken up the roll of modern day Knight, he does good deeds, fights evil beings, and generally makes quite the name for himself. This both keeps his skills sharp and allows him little time to reflect on the passing of his entire species.

Powers/Tactics: A brick who happens to be a bit light on the defenses. He isn't nearly as "resiliant" as many bricks in his strength range. He also lacks the CON to shrug off damage and fight all day. However, his skills and enchanted hammer let him hit often and deal great amounts of damage. Campaign Use: To tone his act down. Eliminate his martial arts package and simply make him a "brawler" give him a 2 more CSL's with HTH and 2d6 "Brawling" HA that doesn't add to his hammer damage.

If you want to use a more complete warrior; increase his defenses, give him some mental or power defense. Add a few more magical trinkits and or make him a Paladin, give him some spell magic. He, like the others is a hunter of undead; emphasize this.

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Monday, September 6th, 2004Azure ArcherPlayer: NPC Hero, member of the Watch

Val Char Cost
15 STR 5
20 DEX 30
18 CON 16
11 BODY 2
18 INT 8
13 EGO 6
20 PRE 10
16 COM 3
6/15 PD 3
6/15 ED 2
5 SPD 20
8 REC 2
40 END 2
30 STUN 2
6" RUN02" SWIM03" LEAP0Characteristics Cost: 111
Cost Power END
54 AC-2 Model Composite Longbow (w/ Arrow Arsenal): Multipower, 90-point reserve, 64 Charges (+1/2) (135 Active Points); all slots OAF (-1), Extra Time (Full Phase, -1/2)
1u 1) Acid Arrow: Killing Attack - Ranged 1d6, Penetrating (+1/2), Uncontrolled (+1/2), Continuous (+1) (45 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2), Beam (-1/4) [2]
1u 2) Acid Bomb Arrow: Killing Attack - Ranged 1d6, Penetrating (+1/2), Uncontrolled (+1/2), Explosion (+1/2), Continuous (+1) (52 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2), Beam (-1/4) [2]
1u 3) Blunt Arrow: Energy Blast 8d6 (40 Active Points); OAF (-1), 6 Charges (-3/4), Extra Time (Full Phase, -1/2), Beam (-1/4) [6]
1u 4) Blunt Boomerang Arrow: Energy Blast 8d6, Indirect (always originates from character but can attack from any direction; +1/2) (60 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2), Beam (-1/4) [2]
1u 5) Bolo Arrow: Entangle 4d6, 4 DEF, Entangle And Character Both Take Damage (+1/4) (50 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2), Beam (-1/4), Cannot Form Barriers (-1/4) [2]
1u 6) Boomerang Arrow: Killing Attack - Ranged 2d6, Indirect (always originates from character but can attack from any direction; +1/2) (45 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2), Beam (-1/4) [2]
1u 7) Broadhead Arrow: Killing Attack - Ranged 2d6 (30 Active Points); OAF (-1), 4 Charges (-1), Extra Time (Full Phase, -1/2), Beam (-1/4) [4]
1u 8) Chisel-Point Arrow: Killing Attack - Ranged 2d6, Armor Piercing (+1/2) (45 Active Points); OAF (-1), 4 Charges (-1), Extra Time (Full Phase, -1/2), Beam (-1/4) [4]
2u 9) Electro-Arrow: Dispel Electronic Device Powers 10d6, all Electronic Device powers simultaneously (+2) (90 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2), Beam (-1/4) [2]
1u 10) Exploding Arrow: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2) [2]
2u 11) Extinguisher Arrow: Dispel Fire Powers 10d6, all Fire Powers simultaneously (+2) (90 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2), Beam (-1/4) [2]
1u 12) Flare Arrow: Sight Group Flash 8d6 (40 Active Points); OAF (-1), 4 Charges (-1), Extra Time (Full Phase, -1/2), Beam (-1/4) [4]
1u 13) Glue Arrow: Entangle 4d6, 4 DEF (40 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2), Beam (-1/4), Cannot Form Barriers (-1/4) [2]
1u 14) Glue-Bomb Arrow : Entangle 4d6, 4 DEF, Area Of Effect (One Hex; +1/2) (60 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2), Cannot Form Barriers (-1/4) [2]
1u 15) Grapnel Arrow: Swinging 20" (20 Active Points); OAF (-1), 6 Charges (-3/4), Extra Time (Full Phase, -1/2) [6]
1u 16) Incendiary Arrow: Killing Attack - Ranged 1 1/2d6, Armor Piercing (+1/2) (37 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2), Beam (-1/4) [2]
1u 17) Knockout Gas Arrow: Energy Blast 5d6, Area Of Effect (One Hex; +1/2), No Normal Defense (defense is Life Support [self-Contained Breathing or appropriate Immunity; +1) (62 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2) [2]
2u 18) Net Arrow: Entangle 4d6, 4 DEF, Entangle And Character Both Take Damage (+1/4), Area Of Effect (One Hex; +1/2) (70 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2), Cannot Form Barriers (-1/4) [2]
1u 19) Oil Slick Arrow: Change Environment 8" radius, -4 to all DEX-based Rolls to move on/through (29 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2), Only Affects Characters Moving On The Ground (-1/4) [2]
1u 20) Smoke Arrow: Darkness to Sight Group 4" radius (40 Active Points); OAF (-1), Extra Time (Full Phase, -1/2), 6 Continuing Charges lasting 1 Turn each (removed by high winds or rain; -1/4) [6 cc]
1u 21) Sonic Arrow: Energy Blast 6d6, Area Of Effect (3" Radius; +1) (60 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2) [2]
1u 22) Taser Arrow: Energy Blast 4d6, No Normal Defense (defense is insulated rED covering entire body; +1) (40 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2), Beam (-1/4) [2]
1u 23) Tear Gas Arrow: Sight Group Flash 6d6, No Normal Defense (defense is solid, sealed coverings over the eyes or appropriate Life Support [immunity]; +1/2), Area Of Effect (One Hex; +1/2) (60 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2) [2]
18 Armored Betacloth Costume: Armor (9 PD/9 ED) (27 Active Points); OIF (-1/2) 0
Mask
2 1) Armored Mask: Armor (3 PD/3 ED) (9 Active Points); Activation Roll 8- (only protects Hit Locations 3-5; -2), OIF (-1/2) 0
5 2) Audial Dampers: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
5 3) Auditory Enhancers: +4 PER with Hearing Group (8 Active Points); OIF (-1/2) 0
6 4) Mask Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As Hearing Group As Well As Radio Group (-1/4) 0
5 5) Mindshield: Mental Defense (11 points total) (8 Active Points); OIF (-1/2) 0
3 6) Nightsight Lenses: Nightvision (5 Active Points); OIF (-1/2) 0
5 7) Polarized Lenses: Sight Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
8 8) Telescopic Lenses: +8 versus Range Modifier for Sight Group (12 Active Points); OIF (-1/2) 0
Powers Cost: 137
Cost Martial Arts Maneuver
Kyujutsu
4 1) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC
3 2) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
5 3) Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment
5 4) Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike
4 5) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC
4 6) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 30 STR
0 7) Weapon Element: Bows
Martial Arts Cost: 25
Cost Skill
12 +4 with any three maneuvers or a tight group of attacks
3 Acrobatics 13-
3 Breakfall 13-
3 Climbing 13-
3 Demolitions 13-
3 Electronics 13-
3 Fast Draw 13-
3 Inventor 13-
3 KS: Kyujutsu 12-
2 KS: Superheroic History 11-
3 Lockpicking 13-
3 Mechanics 13-
2 PS: Bowyer 11-
3 Paramedics 13-
3 Riding 13-
3 Streetwise 13-
1 WF: Bows
3 Weaponsmith (Arrows, Bolts, And Darts, Bows) 13-
Skills Cost: 59
Cost Perk
6 Contact: Bradley Winston (formerly the Scarlet Archer) (Contact has significant Contacts of his own, Very Good relationship with Contact) 12-
Perks Cost: 6
Cost Talent
3 Absolute Range Sense
6 Combat Luck (3 PD/3 ED)
3 Lightning Reflexes: +2 DEX to act first with All Actions
Talents Cost: 12
Val Disadvantages
10 Dependent NPC: Monica Pierce, Assistant Principal at Carver Middle School (Younger sister) 8- (Normal)
10 Distinctive Features: Martial Arts Style (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10 Hunted: Ankylosaur 8- (As Pow, Harshly Punish)
10 Hunted: Shadow Dragon 8- (As Pow, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: Warpath 8- (As Pow, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Gunslinger Mentality;treats other weapons masters as "the competititon" (Common, Strong)
15 Psychological Limitation: Overconfident (Very Common, Moderate)
15 Psychological Limitation: Thrill seeker (Common, Strong)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

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

Height: 1.88 m Hair: Black
Weight: 88.00 kg Eyes: Green
Appearance: A sleeveless body suit, blue with black belt and bracers. Blue arm bands, a black quiver on his back and on his waist, a black full face mask, with blue eye pieces. His bow is black wth blue trim. Andrew is a lean, athletic, young man with great upper body strength. He has close cropped black hair and green eyes. Personality: Idealistic and fearless, Andrew always wanted to be a superhero. He knew from the moment he held a bow in his hand he'd become one. He's respected for his skill and admonished for his recklessness and thrill seeking ways, but he enjoys his job. He watches over his little sister who decided to "save mankind" by becoming a middle school principal. He wonders at times if she didn't take the more dangerous job.Quote:"I never miss."Background: Andrew Pierce followed the career of his hero, the Scarlet Archer, for most of his childhood. He visited both Scarlet Archer's restraunts by the time he was a teenager, and had met his idol on at least one occasion. Seeking to emulate his hero, he took up the bow and arrow at a young age. He entered competitions all throughout his early years and studied Kyujutsu when he turned 20. He knew he would be a hero, and he approached his idol, this time as a young man and asked if he could use the name the Scarlet Archer, to carry on the legacy.

However; the meeting went badly. Winston, going through financial troubles, had trademarked the name and wasn't willing to give the young hero his blessing to use it. As a matter of fact, he brought up the possibility of a lawsuit. Fuming, Andrew simply designed a unique costume, and dubbed himself the Azure Archer.

Shortly after his career began, Andrew was approached by Bradley Winston; it seemed much of his financial troubles may have been caused by one of his old enemies. Andrew investigated, and was able to get enough evidence to implicate Gene Oldenburg, formerly known as the Highwayman. He then watched in amusement as the two older gentlemen tried to beat the snot out of eachother. After Oldenburg was arrested, Winston's financial troubles began to ease. He offered Andrew the use of the Scarlet Archer name, but Andrew turned it down; he'd decided to make his own way in the superhero world. The two remain close.

Azure Archer has recently joined the Watch, a team of up and coming heroes in the Chicago Area.

Powers/Tactics: An archer with a lot of trick arrows. He carries 64 arrows on his person (two quivers, one on his back on on his waist) He has the arrows further broken up by type, generally carrying 2 of each type of "special Arrows" and three or more of his most used arrows. His Kyujutsu manuevers work only on the broad tipped and blunt arrows. The other arrows cause damage via special effect and don't get the bonus of his precision shooting. OCV and DCV modifyers apply.

Andrew is realizing that his "up close" combat is severly limited and has been training in combat with the Shield.

Campaign Use: A beginning level Archer character. The Watch are a 350 pt superteam modeled after members of Marvel Comics, the Avengers. If you want to limit AA's combat effectiveness, drop some of his special arrows, decrease the number he carries with him and eliminate his martial arts.

To imrpove him, or for a more experienced version: Increase his STR, DEX, CON, and SPD (as part of his martial arts training); give him Karate or some such hand to hand, a few CSL's with hand to hand combat, increase his bow CSL's, give him Range levels with his bow, increase his lightning reflexes, give him some of the Archery Talents from Fantasy hero, and increase his arrow payload, though much more than 64 arrows is a stretch.

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Re: Tuesday, September 7th, 2004The ShieldPlayer: NPC; Member of the Watch

Val Char Cost
20 STR 10
23 DEX 39
20 CON 20
20 BODY 20
15 INT 5
15 EGO 10
23 PRE 13
18 COM 4
8/30 PD 4
8/30 ED 4
5 SPD 17
10 REC 4
40 END 0
40 STUN 0
9" RUN02" SWIM08" LEAP0Characteristics Cost: 150
Cost Power END
50 Adamantium Variant: Multipower, 100-point reserve, (100 Active Points); all slots OAF (-1)
1u 1) Cover Your Eyes!: Sight Group Flash Defense (20 points), Hardened (+1/4) (25 Active Points); OAF (-1), Activation Roll 14- (-1/2), Nonpersistent (-1/4) 0
4u 2) Protection I: Armor (16 PD/16 ED), Requires An Use Questionite Skill Roll (No Active Point penalty to Skill Roll; +0), Hardened (x2; +1/2), Usable Simultaneously (up to 2 people at once; ; self and one other person; +1/2) (96 Active Points); OAF (-1), Nonpersistent (-1/4), Second Person Must Stand In Same Hex As Shield-Holder To Gain Its Protection (-1/4) 10
1u 3) Protection II: Missile Deflection (Any Ranged Attack), Adjacent Hex (+1/2) (30 Active Points); OAF (-1) 0
1u 4) Shield Edge: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); OAF (-1) 1
1u 5) Shield-Bash: Hand-To-Hand Attack +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 3
1u 6) Thrown Shield I: Energy Blast 10d6 (50 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use Multipower until recovers shield; -1/2), Range Based On Strength (-1/4) [1 rc]
2u 7) Thrown Shield II: Energy Blast 10d6, Area Of Effect (20" Line; +1) (100 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use Multipower until recovers shield; -1/2), Range Based On Strength (-1/4) [1 rc]
2u 8) Thrown Shield III: Energy Blast 10d6, Area Of Effect (5" Any Area; +1) (100 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use Multipower until recovers shield; -1/2), Range Based On Strength (-1/4), Requires An Use Questionite Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) [1 rc]
1u 9) Thrown Shield IV: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Range Based On STR (+1/4) (19 Active Points); OAF (-1) 2
12 Betacloth Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
11 Blessings of Hephestus: Life Support (Immunity All terrestrial diseases and biowarfare agents; Longevity 200 Years) 0
7 Blessings of Hephestus: Power Defense (10 points) (10 Active Points); Only Works Against Poisons/Toxins (-1/2) 0
9 Very Athletic: Leaping +4" (8" forward, 4" upward) (Accurate) 1
6 Very Athletic: Running +3" (9" total) 1
Powers Cost: 109
Cost Martial Arts Maneuver
Karate
4 1) +1 HTH Damage Class(es)
4 2) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 2 1/2d6 NND
4 3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR to Disarm roll
4 5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 6) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6
3 7) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6d6 Strike, Target Falls
4 8) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
5 9) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike
1 10) Weapon Element: Karate Weapons
1 11) Weapon Element: Staffs
1 12) Weapon Element: Disc Shield
Martial Arts Cost: 39
Cost Skill
9 +3 with Karate
3 Acrobatics 14-
3 Analyze: Style 12-
3 Breakfall 14-
3 Climbing 14-
2 KS: The Martial Arts World 11-
2 KS: The Superhuman World 11-
2 PS: Writer 11-
3 Paramedics 12-
3 Persuasion 14-
3 Shadowing 12-
7 Shield Skill 16-
3 Stealth 14-
3 Streetwise 14-
3 Teamwork 14-
Skills Cost: 52
Val Disadvantages
10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10 Hunted: Bulldozer 8- (As Pow, Harshly Punish)
20 Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: Green Dragon 8- (As Pow, Harshly Punish)
5 Hunted: Hephestus 8- (Mo Pow, Watching)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Easily swayed by a pretty face or a sob story (Common, Moderate)
15 Psychological Limitation: Responsible (Very Common, Moderate)
15 Psychological Limitation: True Blue Hero; will always help someone in need, plays fair, etc.. (Common, Strong)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

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

Height: 1.84 m Hair: Blonde
Weight: 100.00 kg Eyes: Brown
Appearance: Peter is a bit above average height and has a gymnast's build. He has a lot of muscle on his frame and though he isn't bulky, he is quite muscular. He has blonde hair which he keeps at a mid length, above the shoulders but not by much. His costume originally was a blue and black body suit with a badge like symbol on the chest and forehead. Since getting the shield he has changed it to a white bodysuit with gold bracers, belt, and boots. His mask covers his head save for his mouth and chin.Personality: The Shield is a classic mold hero. He simply believes that it is his mission to help others; by either fighting crime, or helping out in a disaster. Even in his civilian identity as a struggling novelist, Peter spends much of his "down time" volunteering and training. This might by why he's struggling as a writer.Quote:"I won't back down, and you can't make me fall."Background: Peter Christiansen became a hero quite naturally. His father had been a police officer. Peter, a gifted athlete and bright student wanted to go a different route. When he finished school he donned a makeshift costume and began his crime fighting career. He took the name the Shield as a nod to his father's profession (sheild being another name for thier badge). Early in his career he found himself on the trail of some thieves who had stolen priceless greek artifacts from the Millennium City Musium of History and were trying to sell them in Chicago.

The Shield found them in a warehouse owned by Abner White, during his confrontation with the thieves he encountered an elderly man. The old man, hunched over, but surprisigly spry; had wandered into the warehouse.

The man leading the thugs shouted to ignore the "mask" and shoot the old man before he could stop them.

Confused, but unwilling to let the old man get shot, The Shield leapt into action and was shot several times.

As he began to black out, Peter saw the old man change...

He awoke later and found himself staring at the man, no longer old, no longer in rags, but respendant in golden hoplite armor.

"That was pretty stupid, you know." The man rumbled.

Peter smiled weakly up at him.

"Thank you for your efforts in retreaving our relics," The man said, "I thank you also for saving my life. I forget that the Ban will not allow me access to my powers instantly."

"What?" Peter said as he struggled to rise from the bed he was laying in.

"My avatar will get in touch; he seems to think highly of the modern heroes and demigods and wishes to join their games. Look out for him as you did me."

"I'm sorry, who are you?" Peter asked as he sat up.

"Just an old tinker," the man replied, "I have a new toy for you. You call yourself the Shield, correct?"

"I do."

"Well, now you have reason."

With that the old man stepped aside. Resting on a table was a gleaming silver disk shield, at it's center, an embossed golden lion's head. The Shield had an outer ring of gold. Peter lifted it, it was unnaturally light and well balanced. He turned to ask the man where it had come from but as he half expected, he was alone in the room.

Taking his new weapon, The Shield returned to the streets. It became readily apparent that the shield he'd been given was not made of ordinary materials, similarly it became apparent that the shield had not been the only gift bestowed upon him by the man, who was later identified as the Greek God Hephestus. Peter was stronger, tougher, and far more resistant to injury and toxins. He later encountered Vulcan, the "Avatar" Hephestus had mentioned, and helped the neophyte hero find his way. Together with Giantess and Azure Archer, they formed the core of the Watch.

Powers/Tactics: The Shield began his career as a two fisted costumed athlete. Since his encounter with Hephestus and DEMON (who were the buyers for the artifacts), he has become more of a "weapons" fighter. He has the classic Captain America style disc shield and uses it in much the same way as his exemplar. He backs this up with acrobatics, and a high level of skill with Karate. Since his form was enhanced by Hephestus, Peter's physical potential has greatly improved. He should easily achieve "Legendary" attributes in his career.Campaign Use: To run a weaker version of the shield, simply eliminate "the SHEILD". Take him back to a martial artist. You might want to increase his Dex and Spd if you do this however.

According to Hephestus, there will be a problem that the Watch must deal with stemming from and alliance between Aries and Ishtar (another war goddess). It was forseen by Apollo and they have charged Vulcan and the Shield with defeating the two gods plans. Shield is training for that day. To make him more 'event' ready, increase his dex and spd, give him some better natural defenses (possibly some low damage resistance) and bump the shield to the "standard" version. A few more CSL's and some detective skills will round him right out.

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Wednesday, September 8th, 2004

Construct

Lyssandro Bian; the Colossus of Atlantis

Val Char Cost
80 STR 50
15 DEX 15
60 CON 100
30 BODY 40
18 INT 8
13 EGO 6
40 PRE 30
12 COM 1
50 PD 0
50 ED 4
4 SPD 15
30 REC 4
120 END 0
120 STUN 20
6" RUN 0
2" SWIM 0
16" LEAP 0
Characteristics Cost: 293
attachment.php?attachmentid=10030&stc=1

Cost Power END
60 Brick Tricks: Multipower, 60-point reserve
1u 1) Armful: Telekinesis (10 STR), Affects Porous, Trigger (when character picks up appropriate substances; +1/4), Reduced Endurance (0 END; +1/2) (44 Active Points); Only Works On Difficult-To-Grasp Substances (see Ultimate Brick) (-1), Instant (-1/2), No Range (-1/2), Requires A Brick Tricks Roll (-1/2) 0
1u 2) 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 3) Coal Into Diamonds: Major Transform 2d6 (lump of pure coal into a diamond, "heals" back through exposure to excessive heat) (30 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Limited Target (pure coal; -1), No Range (-1/2), All Or Nothing (-1/2) 3
3u 4) Irresistible Strength: Penetrating (+1/2) for up to 60 Active Points of STR (30 Active Points) 3
2u 5) One-Man Army: Area Of Effect (up to 6" Radius; +1); Only Works When Performing A Move Through (-1), Only Versus Groups Of Normal-STR People (-1/2) for up to 60 Active Points of STR (24 Active Points) 2
1u 6) Ring The Bell: Indirect (always from below; +1/4) for up to 60 Active Points of STR, Only Does Knockdown, Not Knockback (+0), Side Effects (may cause considerable damage to the environment; +0) (15 Active Points); Extra Time (Full Phase, -1/2), Only Affects Targets On The Ground (-1/4) 1
4u 7) Spear Hand: HKA 2 1/2d6 (5d6+1 w/STR) (40 Active Points) 4
5u 8) Super-Digging: Tunneling 10" through 10 DEF material (50 Active Points) 5
2u 9) 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
105 Gravity Crush: EB 14d6, Reduced Endurance (0 END; +1/2) (105 Active Points) 0
4 I Can See For Miles And Miles: MegaScale (1" = 1 km; +1/4) for Sight (6 Active Points); Costs Endurance (-1/2) 1
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) Leaping 28" (28 Active Points); Requires A Brick Tricks Roll (-1/2) 3
5 Super-Sensitive Eyes: Nightvision 0
4 Super-Strong Ears: +2 PER with Hearing Group 0
Adamantine Body
20 1) +20 STR 2
4 2) +4 ED
4 3) +4 PD
11 4) Fast Healing: Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) 0
40 5) It's Like Hitting A Brick Wall: HKA 1d6+1 (2 1/2d6 w/STR), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (60 Active Points); Does Not Work Against Persons Who Grab Or Are Grabbed By The Character (-1/2) 0
20 6) Just Catching My Breath: +20 REC (40 Active Points); Only When Character Takes A Full Phase Recovery (-1)
38 7) Living Metal: LS (Eating Character only has to eat once per year; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character only has to sleep 8 hours per year) 0
16 8) Super-Dense Legs: Knockback Resistance -12" (24 Active Points); Costs Endurance (-1/2) 2
20 9) 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 10) Supertough Form II: Power Defense (15 points) 0
10 11) Thud: +20 PD (20 Active Points); Only Protects Against Damage From Falls (-1)
72 12) Armor (30 PD/30 ED) (90 Active Points); Visible (-1/4) 0
Powers Cost: 490

Cost Martial Arts Maneuver
Brick Tricks Martial Art
4 1) Bearhug I: 1/2 Phase, +0 OCV, +0 DCV, 20d6 Crush, Must Follow Grab
5 2) Bearhug II: 1/2 Phase, -2 OCV, +0 DCV, Grab Two Limbs, 2d6 NND
4 3) Big Push: 1/2 Phase, +0 OCV, +0 DCV, 95 STR to Shove
4 4) Break Free: 1/2 Phase, +0 OCV, +0 DCV, 95 STR vs. Grabs
4 5) Deadly Smash: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
5 6) Deadly Throw: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 , Target Falls
5 7) Fist-Grab: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block
3 8) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 90 STR for holding on
5 9) Legbreaker: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6 +1 , Disable
4 10) Punch: 1/2 Phase, +2 OCV, +0 DCV, 18d6 Strike
4 11) Slam: 1/2 Phase, -1 OCV, -1 DCV, STR +2d6 Strike; Grab Two Limbs; Target Falls
3 12) Tackle: 1/2 Phase, +0 OCV, -1 DCV, 16d6 +v/5 Strike; You Fall, Target Falls; FMove
4 13) Toughness: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 14) Wrestler's Throw: 1/2 Phase, +2 OCV, +1 DCV, 16d6 Strike; You Fall, Target Falls
Martial Arts Cost: 57

Cost Skill
24 +3 with All Combat
25 +5 with HTH Combat
3 Analyze: Combat 13-
7 Brick Tricks 15-
3 Climbing 12-
3 Concealment 13-
3 Hoist 13-
3 Interrogation 17-
2 KS: Arcane And Occult Lore 11-
3 KS: History 13-
2 KS: Legends And Lore 11-
2 KS: The Superhuman World 11-
0 Language: Atlantean (idiomatic) (4 Active Points)
3 Language: English (fluent conversation) (2 Active Points)
3 Navigation (Land, Marine) 13-
2 PS: Sailor 11-
2 PS: Warrior 11-
3 Riding 12-
3 KS: Atlantian Lore 13-
3 Shadowing 13-
3 Stealth 12-
4 Survival (Marine, Tropical) 13-
7 TF: Chariots, Equines, Flying Beasts, Large Rowed Boats, Large Wind-Powered Boats, Rafts, Small Rowed Boats, Small Wind-Powered Boats, Swimming Beasts
3 Tracking 13-
Skills Cost: 116

Cost Talent
3 Absolute Time Sense
3 Bump Of Direction
Talents Cost: 6

Val Disadvantages
20 Distinctive Features: Humanoid Statue of Gleaming, intricately designed Metal (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
25 Hunted: DEMON 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25 Hunted: Zoran the Artificer 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Physical Limitation: 4-7 times normal mass (Frequently, Greatly Impairing)
10 Physical Limitation: Hands not built for fine work (Frequently, Slightly Impairing)
20 Psychological Limitation: Code of Honor (Common, Total)
15 Psychological Limitation: Overconfidence (Very Common, Moderate)
15 Psychological Limitation: Overconfidence (Very Common, Moderate)
15 Psychological Limitation: Protective Of Innocents (Common, Strong)
15 Social Limitation: Public Identity (Frequently, Major)
5 Vulnerability: 1 1/2 x BODY Magnetic Based Attacks (Uncommon)
10 Vulnerability: 2 x Effect Magnetic Based Attacks (Uncommon)
10 Vulnerability: 2 x STUN Magnetic Based Attacks (Uncommon)
Disadvantage Points: 200
Cost Summary:Base Points:400Disadvantage Points: 200Experience Required: 362Total Experience Available: 362Total Character Cost: 962Height: 2.75 mHair: Originally BlackWeight: 500.00 kgEyes: Originally GreenAppearance: Huge man made of ornately decorated adamantium. See illustration

Illustration from Epic Level Handbook and property of Wizards of the Coast.

Personality: Construct is surprisingly sane, well adjusted, and content. He knows that his life before is gone and can't be returned to him. He'd like to somehow get his old body back someday, after he has learned about this modern world. He sees superheroes (and Villains to a certain degree) as adventurers like he himself was. He's noticed that his adamantine body is well suited for this dangerous age, but the idea of facing the challenges in his original form appeals too. For now, he is content.Quote:"I shall not stand aside. Leave here."Background: Life was good for Lyssandro Bian. He was a handsome, powerful hunter and warrior. Looked upon so favorably that he was going to be wed to the local nobleman's daughter. Lyssandro was a good man who worked hard for his glory and honor. Sadly, the beautiful Lady was also being courted by the shaman Thulan. Thulan was not a good man. He had used his powers to make his life better at the expense of his fellow Atlantians. He convinced the Lord to send he and Lyssandro to one of the great ruins to find a suitable treasure to give to him as part of the wedding agreement. Lyssandro was skeptical but the shaman seemed sincere about helping him find the treasure.

Upon reaching the ruins, Lyssandro and Thulan were assaulted by creatures from a long gone era. They fell to Lyssandro's blade but their numbers forced the two men into the ruins for shelter. It was there that Thulan sprung his trap. In a flash Lyssandro ceased to be.

Thulan took a brightly colored stone back, payed the creatures with gold and married the Lord's daughter. Then he died and Atlantis eventually fell beneath the waves.

 

In 2000 Zorran the Artificier, seeker of lost Lemurian artifacts and magics to help him take over the world stumbled across a ruin that had somehow been preserved, safe from the waters of the Atlantic Ocean. Among the artifacts was a tremendously detailed and well built war golem. Made of the purest Adamantium, it gleamed as his Daylight spell hit it. Collecting the artifacts he returned to his sanctum.

Summoning his magic he attempted to bring the War Golem under his control. It was at that moment, millennia after he had perished, that Lyssandro again awoke. It took a few moments to adjust to his new artificial body. There was a man gesturing and screaming at him. A wizard, like Thule. Lyssandro struck the prattling Zoran and began to smash his way out of the sanctum.

 

Now he wanders this new Earth. He has visited Atlantis, but nothing holds him there and he seeks to make a place for himself. As he has travelled mostly in America, he has picked up some english and the papers call him Construct, so he allows that to be his name.

Powers/Tactics: A man of steel. Brick with some neato abilities and brick tricks. His "Gravity Crush" attack is an energy attack using localized gravity to make the target turn in on itself. It seems to be built into the construct.Campaign Use: A wandering Knight/monster righting wrongs and fighting heroes un misunderstood adventures. He's supposed to be a bad ass so if you drop his abilities keep this fact in mind
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Thursday, September 9th, 2004

Krerendor

Krerendor Balstaag of Prentyr

Val Char Cost
15 STR 5
17 DEX 21
18 CON 16
13 BODY 6
15 INT 5
18 EGO 16
20 PRE 10
12 COM 1
47 PD 5
47 ED 4
4 SPD 13
7 REC 0
36 END 0
30 STUN 0
6" RUN 0
2" SWIM 0
3" LEAP 0
Characteristics Cost: 102
attachment.php?attachmentid=10033&stc=1

Cost Power END
60 Unholy Magic: Multipower, 60-point reserve
12m 1) Call Lightning: Energy Blast 12d6 (60 Active Points) 6
5u 2) Fiendish Summons: Summon 4 200-point Demons (50 Active Points) 5
11m 3) Magic Drought: Suppress Magic Powers 9d6, any [special effect] power one at a time (+1/4) (56 Active Points) 6
12m 4) Raven's Heart: Darkness to Sight Group 6" radius (60 Active Points) 6
12m 5) Shields of the Northern Mountains: Force Field (30 PD/30 ED) (60 Active Points) 6
12m 6) Wings of Geldous: Flight 30" (60 Active Points) 6
6u 7) Wings of the Raven: Teleportation 10", Improved Noncombat Movement (x512) (60 Active Points) 6
12 Keep tabs on Minions: Mind Link , Human class of minds, Specific Group of Minds, Number of Minds (x8) (25 Active Points); Only With Others Who Have Mind Link (-1) 0
10 Leather Armor: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2) 0
10 Ring of Zygaxx: Armor (4 PD/4 ED) (12 Active Points); IIF (-1/4) 0
20 Scrying: Mind Scan 8d6 (Human class of minds), +3 ECV (46 Active Points); Costs END To Maintain (Full END Cost; -1/2), OIF (Any Reflective Surface; -1/2), Does Not Provide Mental Awareness (-1/4) 5
10 Spell Resistance: Power Defense (15 points) (15 Active Points); Only Works Against Magic Based Attacks (-1/2) 0
22 The Raven Mace: HKA 2d6 (2 1/2d6 w/STR), Increased STUN Multiplier (+1/2) (45 Active Points); OAF (-1) 4
5 Willful: Mental Defense (9 points total) 0
Powers Cost: 219

Cost Martial Arts Maneuver
Way of the Black Raven
4 1) Strike: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
5 2) Back Kick: 1/2 Phase, +1 OCV, +3 DCV, 3d6 Strike
4 3) Nerve Pinch: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs
4 5) Chop: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
Martial Arts Cost: 21

Cost Skill
8 +1 with All Combat
5 +1 with Ranged Combat
15 +3 with HTH Combat
3 : Click New to Choose Familiarities, Riding Animals
2 Animal Handler (Birds) (Pick Something)
3 Bribery 13-
3 Bureaucratics 13-
3 High Society 13-
2 Language: Dwarvish (Fluent Conversation)
3 Language: Elvish (Completely Fluent, w/Accent)
4 Language: English (Completely Fluent, w/Accent) (3 Active Points)
0 Language: Lechnithan (Idiomatic, native accent; Native Language)
3 Oratory 13-
3 Persuasion 13-
6 Professional Skill: CEO - Ravenwing Industries 15-
3 Riding 12-
3 Scholar
1 1) KS: Knowledge Skill: Arcane Lore (2 Active Points) 11-
1 2) KS: Knowledge Skill: Artifacts and Relics (2 Active Points) 11-
3 3) KS: Knowledge Skill: Business Finance (4 Active Points) 13-
3 4) KS: Knowledge Skill: Cult of the Raven (4 Active Points) 13-
1 5) KS: Knowledge Skill: Mystic Community (2 Active Points) 11-
2 6) KS: Knowledge Skill: Rituals and Spells (3 Active Points) 12-
1 7) KS: Knowledge Skill: Supernatural Monster/Beings (2 Active Points) 11-
3 Shadowing 12-
3 Stealth 12-
4 Weapon Familiarity: Unarmed Combat & Clubs, Common Melee Weapons, Common Missile Weapons
Skills Cost: 91

Cost Perk
7 Contact: The Black Paladin (Contact has useful Skills or resources, Very Good relationship with Contact) 13-
15 Follower: Cultists
10 High Rise(Base)
5 Money: Well Off
4 Reputation: Cult Leader (A small to medium sized group) 14-, +4/+4d6
2 Reputation: Respected Businessman in Vibora Bay (A medium-sized group) 11-, +2/+2d6
Perks Cost: 43

Cost Talent
1 Resistance (1 point)
3 Simulate Death
Talents Cost: 4

Val Disadvantages
10 Distinctive Features: Untraceable Accent: Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
20 Greedy: Common, Total
10 Hunted: Arkelos the Mage: 8- (Occasionally), As Powerful, Harshly Punish
20 Hunted: DEMON: 8- (Occasionally), More Powerful, NCI, Harshly Punish
15 Hunted: The Five: 8- (Occasionally), More Powerful, Harshly Punish
15 Overconfidence: Very Common, Moderate
10 Reputation: Evil Magician: , Frequently (11-)
15 Secret Identity: Kevin Dohr: Frequently (11-), Major
10 Vengeful: Uncommon, Strong
Disadvantage Points: 125
Cost Summary:Base Points:200Disadvantage Points: 125Experience Required: 155Total Experience Available: 155Total Character Cost: 480Height: 1.88 mHair: BlackWeight: 88.00 kgEyes: BrownAppearance: Krerendor is a tall man with long straight black hair and brown eyes. He wears a neatly trimmed beard. He dresses like a successful businessman when he needs to, but preferes the comfort (and safety) of his enchanted robes. The robes are dark, dark red with black feather patterns at the seams. He wears a black utility belt at his waist and the Raven Mace hangs from this wheen not in use. He wears black guantlets and boots.Personality: A megalomaniac from another world. Krerendor is an evil priest and wannabe dictator. It should be noted however, that he is patient, willing to work with others as equals and is as loyal to Drak as his minion is to him.Quote:"The wings of the Raven Cult will soon engulf this world. From here we shall return to Ethia and shake our homeland to its knees!"Background: Krerendor is a high-priest in the Cult of the Raven. A group of evil priests, wizards, and assassins bent on controlling thier world. Krerendor and Drak were enemies of Arkelos the Mage and Bran the Warrior. It was during one of the battles that they ended up on Champions Earth. Having landed in a strange land, they sought ways home. It was during these attempts that they encountered the Black Paladin and Dark Seraph. The two supervillains aided the two off world villains in becoming acclimated with this new and unusual world. Krerendor, who saw many similarities between the Black Paladin's occult ties and his own religion back home, began working closely with the villainous knight. He began to recruit new cultists here and engage in villainous and legitimate schemes. He is a mildly successful businessman dabbling in all sorts of industries. Meanwhile the cult grows stronger, Krerendor, Drak, and their allies grow bolder. Soon, this world will be under their yoke. Then, using this world as a power base, they go home.Powers/Tactics: A priest to dark gods who seemingly hear his calls here in modern day Earth. This in itself is enough to worry most heroes. Krerendor is also a superlative Campaign Use: 
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Friday, September 10th, 2004

Drak The Barbarian

Drak Praxxus

Val Char Cost
35 STR 10
17 DEX 21
30 CON 20
13 BODY 6
9 INT -1
13 EGO 6
18 PRE 8
8 COM -1
21 PD 3
18 ED 1
5 SPD 23
10 REC -6
60 END 0
46 STUN 0
6"/7" RUN 0
2"/4" SWIM 0
7" LEAP 0
Characteristics Cost: 90
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Cost Power END
9 Claymore: Killing Attack - Hand-To-Hand 1d6+1 (2 1/2d6 w/STR) (20 Active Points); OAF (-1), No Knockback (-1/4) 2
7 Dagger: Killing Attack - Hand-To-Hand 1d6-1 (1d6+1 w/STR), Ranged (+1/2) (15 Active Points); OAF (-1), No Knockback (-1/4) 1
16 Enchanted Leather: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 0
48 Gorganthic's Ring: Mental Damage Reduction, 75% (60 Active Points); IIF - Gorganthic's Ring (-1/4) 0
13 Shotgun: Killing Attack - Ranged 2d6 (30 Active Points); OAF (-1), 12 Charges (-1/4) [12]
2 Running +1" (6"/7" total) 1
2 Swimming +2" (2"/4" total) 1
Titan's Belt, all slots IIF Durable (-1/4)
4 1) Regeneration: Healing 1d6 (10 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), IIF Durable (-1/4) 1
8 2) Titan's Immunities: Life Support (Immunity All terrestrial diseases and biowarfare agents) (10 Active Points); IIF Durable (-1/4) 0
4 3) Titan's Lifespan: Life Support (Longevity Immortal) (5 Active Points); IIF Durable (-1/4) 0
12 2) Titan's Might: +15 STR (15 Active Points); IIF Durable (-1/4) 1
16 2) Titan's Vitality: +10 CON (20 Active Points); IIF Durable (-1/4)
Powers Cost: 141

Cost Martial Arts Maneuver
Dirty Infighting
4 1) Punch: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike
5 2) Roundhouse: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike
4 3) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR to Disarm roll
4 5) Kidney Blow: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
Martial Arts Cost: 21

Cost Skill
5 +1 with Ranged Combat
16 +2 with All Combat
10 +2 with HTH Combat
2 Animal Handler (Equines) 13-
3 Climbing 12-
3 Concealment 11-
5 Fast Draw 13-
2 KS: Knowledge Skill: Animal Lore 11-
2 KS: Knowledge Skill: Herbalism/Poisons 11-
2 KS: Knowledge Skill: Tribal Rituals 11-
2 Language: Dwarvish (Fluent Conversation)
1 Language: Elvish (Basic Conversation)
4 Language: English (Completely Fluent, w/Accent) (3 Active Points)
3 Language: Orcish (Completely Fluent, w/Accent)
3 Lockpicking 12-
2 Navigation (Land) 11-
3 Riding 12-
3 Security Systems 11-
3 Seduction 13-
3 Shadowing 11-
3 Sleight of Hand 12-
3 Stealth 12-
3 Streetwise 13-
5 Survival (Temperate/Subtropical Forests) 13-
3 TF: Riding Animals, Two-Wheeled Motorized Ground Vehicles
5 Tracking 12-
3 Trading 13-
Skills Cost: 102

Cost Talent
6 Combat Luck: 3 PD/3 ED
15 Combat Sense 11-
2 Environmental Movement (Forrests)
Talents Cost: 23

Val Disadvantages
15 Always Obeys Orders of Superiors: Very Common, Moderate
20 Berserks when takes 1/2 Body: Uncommon, go 11-, recover 14-, Berserk
20 Casual Killer: Common, Total
10 Distinctive Features: Barbarian Warrior: Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
20 Hunted: UNTIL: 8- (Occasionally), More Powerful, NCI, Harshly Punish
10 Hunting Baran: Uncommon, Strong
10 Reputation: Primitive Warrior: , Frequently (11-)
20 Hunted: Cult of the Raven 14-, More Powerful, NCI, Watching
Disadvantage Points: 125
Cost Summary:Base Points:200Disadvantage Points: 125Experience Required: 52Total Experience Available: 52Total Character Cost: 377Height: 1.93 mHair: BlackWeight: 106.00 kgEyes: BrownAppearance: Drak is tall and well built. He has black hair and brown eyes.Personality: Drak is a loyal follower to Krerendor and seeks to rule at his master's right hand. They have been through a lot together and the High Priest of the Raven is loyal and noble enough in his own way to inspire unabiding loyalty in his followers. Drak is respected by members of the cult and appreciates what he has gained.

He tends to treat others as targets for conquest in one form or another. He is quite the carouser when he's not training or fighting.

Quote:"This should be good." *cracks knuckles*Background: Drak is the most loyal henchman of Krerendor of the Raven. He and his master followed Arkelos the mage and Bran the warrior to the plane of Champions Earth. They were found by the Knight of the Crow, the Black Paladin; he aided the kindred spirits. Krerendor gave rise to a new cult of the Raven and his loyal man Drak took to training the warriors. Drak is impressed with modern weaponry and has ditched his Crossbow for a shotgun. He uses his magic items to become a far more formidable foe than he already was.Powers/Tactics: A fantasy barbarian in a modern world. He berserks, but gains little for it save the fear it inspires. He tries to keep his rages to a minimum. Using his "Titans Belt" and his trusty claymore, he is quite the foe. The Belt, is a far more powerful artifact than even Krerendor knows. Drak hasn't aged a day since puting it on. He often softens his foes up with the shotgun before closing wit the sword.Campaign Use: A different kind of opponent.
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Saturday, September 11th, 2004BlackguardPlayer: NPC Villain; occasional Member of the Defilers of Justice

Val Char Cost
120 STR 10
33 DEX 30
50 CON 20
30 BODY 20
30 INT 10
33 EGO 20
40/60 PRE 10
30 COM 5
50 PD 4
35 ED 4
7 SPD 7
36 REC 4
110 END 5
125 STUN 10
34" RUN85" SWIM328" LEAP4Characteristics Cost: 174
Cost Power END
Demonic Attributes, all slots OIHID (-1/4)
100 1) All-Powerful Might: +100 STR, Reduced Endurance (1/2 END; +1/4) (130 Active Points); OIHID (-1/4) (Modifiers affect Base Characteristic) 5
31 2) Amazing Grace: +13 DEX (39 Active Points); OIHID (-1/4)
48 3) Ceaseless Fortitude: +30 CON (60 Active Points); OIHID (-1/4)
16 4) Demonic Form: +10 BODY (20 Active Points); OIHID (-1/4)
8 5) Demonic Guile: +10 INT (10 Active Points); OIHID (-1/4)
21 6) Demonic Will: +13 EGO (26 Active Points); OIHID (-1/4)
16 7) Fearsome Aura: +20 PRE (20 Active Points); OIHID (-1/4)
4 8) Fell Beauty: +10 COM (5 Active Points); OIHID (-1/4)
21 9) Hellish Durability: +22 PD, Hardened (+1/4) (34 Active Points); OIHID (-1/4) (Modifiers affect Base Characteristic)
20 10) Infernal Resiliance: +21 ED, Hardened (+1/4) (29 Active Points); OIHID (-1/4) (Modifiers affect Base Characteristic)
16 11) Infernal Speed: +2 SPD (20 Active Points); OIHID (-1/4)
9 12) Seductive Mien: +20 PRE (20 Active Points); Only For Friendly Presence Attacks (-1), OIHID (-1/4)
42 13) Speed Demon: Running +24" (34" total), x4 Noncombat (53 Active Points); OIHID (-1/4) 5
48 Demonic Powers: Elemental Control, 120-point powers, (60 Active Points); all slots OIHID (-1/4)
48 1) Demon Gate: Teleportation 40", Reduced Endurance (1/2 END; +1/4) (100 Active Points); OIHID (-1/4) 4
48 2) Demonic Blast: Energy Blast 16d6, Reduced Endurance (1/2 END; +1/4) (100 Active Points); OIHID (-1/4) 4
48 3) Diabolic Domination: Mind Control 16d6, Reduced Endurance (1/2 END; +1/4) (100 Active Points); OIHID (-1/4) 4
48 4) Diabolic Glamour: Mental Illusions 16d6, Reduced Endurance (1/2 END; +1/4) (100 Active Points); OIHID (-1/4) 4
49 5) Hellfire Aura: HKA 3d6, Reduced Endurance (1/2 END; +1/4), Damage Shield (+1/2), Penetrating (+1/2), Continuous (+1) (146 Active Points); No STR Bonus (-1/2), OIHID (-1/4) 6
48 6) Manifestation Of Power: Aid all demonic Characteristics 4d6, any Characteristic one at a time (+1/4) (50 Active Points); OIHID (-1/4) 0
49 7) True Flight: Flight 26", x1,024 Noncombat, Reduced Endurance (1/2 END; +1/4) (121 Active Points); OIHID (-1/4) 5
Demonic Form , all slots OIHID (-1/4)
8 1) Demon's Eyes: (Total: 10 Active Cost, 8 Real Cost) Infrared Perception (Sight Group) (Sight Group) (5 Active Points); OIHID (-1/4) (Real Cost: 4) plus Ultraviolet Perception (Sight Group) (Sight Group) (5 Active Points); OIHID (-1/4) (Real Cost: 4) 0
16 2) Demonic Mind: Mental Defense (27 points total) (20 Active Points); OIHID (-1/4) 0
16 3) Demonic Shield: Power Defense (20 points) (20 Active Points); OIHID (-1/4) 0
50 4) Demons Skin: Damage Resistance (40 PD/35 ED/15 Mental Def./10 Power Def.), Hardened (+1/4) (62 Active Points); OIHID (-1/4) 0
36 5) Infernal Form: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) (45 Active Points); OIHID (-1/4) 0
16 6) Infernal Shield: (Total: 20 Active Cost, 16 Real Cost) Physical Damage Reduction, 25% (10 Active Points); OIHID (-1/4) (Real Cost: 8) plus Energy Damage Reduction, 25% (10 Active Points); OIHID (-1/4) (Real Cost: 8) 0
6 7) Regeneration: Healing 1d6, Reduced Endurance (1/2 END; +1/4) (12 Active Points); Self Only (-1/2), Extra Time (Delayed Phase, -1/4), OIHID (-1/4) [Notes: No Healing Max (see FREd p. 120).] 1
28 8) Sense Souls: Detect A Single Thing 15- (Unusual Group), Discriminatory, Analyze, Range, Sense, Targeting Sense, Tracking (35 Active Points); OIHID (-1/4) 0
5 Immortal Now: LS (Longevity Immortal) 0
10 Instant Change (any clothing): Cosmetic Transform 2d6 (Clothing into costume and vice-versa), Improved Target Group (+1/4) (12 Active Points); Limited Target ([slightly Limited]; -1/4) 1
Powers Cost: 929
Cost Skill
32 +4 with All Combat
2 AK: North Africa 11-
2 AK: South America 11-
3 Acting 17- (21-)
3 Bureaucratics 17- (21-)
3 Concealment 15-
3 Conversation 17- (21-)
2 CuK: African Tribes 11-
3 CuK: Ancient Aztecs 15-
3 Disguise 15-
3 High Society 17- (21-)
3 Interrogation 17- (21-)
3 Oratory 17- (21-)
3 Persuasion 17- (21-)
5 SS: Archeology 17-
3 Scholar
2 1) KS: Arcane and Occult Lore (3 Active Points) 15-
5 2) KS: Demonology (6 Active Points) 18-
2 3) KS: Occult Lore (3 Active Points) 15-
2 4) KS: The Academic World (3 Active Points) 15-
1 5) KS: The Princes of Hell (2 Active Points) 11-
1 6) KS: The Supervillain World (2 Active Points) 11-
2 7) KS: True Names (3 Active Points) 15-
3 Seduction 17- (21-)
3 Stealth 16-
5 WF: Common Melee Weapons, Common Missile Weapons, Whips
Skills Cost: 102
Cost Talent
3 Absolute Range Sense
3 Absolute Time Sense
3 Bump Of Direction
17 Danger Sense (self only, out of combat, Function as a Sense, Intuitional) 15-
3 Lightsleep
3 Perfect Pitch
25 Universal Translator 20-
Talents Cost: 57
Val Disadvantages
15 Accidental Change: On Holy Ground 14- (Uncommon)
20 Distinctive Features: Demonic Aura (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
10 Hunted: Atlas 8- (As Pow, Harshly Punish)
20 Hunted: Lords of Justice 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: The Seven Lords of Hades 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Enjoys the corruption and destruction of "holy" figures (Common, Strong)
20 Psychological Limitation: Evil to the Core (Common, Total)
20 Psychological Limitation: Overconfident (Very Common, Strong)
15 Psychological Limitation: Revels in destruction, violence, power, and horror (Very Common, Moderate)
15 Social Limitation: Secret Identity: Dr. Jack Prescott (Frequently, Major)
10 Unluck: 2d6
5 Vulnerability: 1 1/2 x BODY Holy or Consecrated Weapons/Blessed Opponents (Uncommon)
10 Vulnerability: 2 x STUN Holy or Consecrated Weapons/Blessed Opponents (Uncommon)
Disadvantage Points: 215

Base Points: 200Experience Required: 847Total Experience Available: 849Experience Unspent: 2Total Character Cost: 1262

Height: 2.00 m Hair: Black
Weight: 100.00 kg Eyes: Blue
Appearance: A Classically handsome superhero, only darker and more sinister. His features are perfect, not a hair out of place. He wears a black costume with gold bracers, ankle Braces, sash and a metallic gold skull on his chest surrounded by crimson flames. He wears a blood red, high collared cape, affixed to his costume by gold pins and a golden chain.

Dr Prescott is a handsome man of inderminable age somewhere between 35-50, black hair graying at the temples and softer features than Blackguard.

Personality: Evil, proud, greedy, debased, and did I mention Evil? He's not nice person, but neither is he an unpleasant person. He tends to be polite, calm, and even jovial. This makes his acts of evil all the more horrific as snapping someones neck is no more troublesome to him as breaking a twig. He loves to try to provoke the "Heroic Ideals" to simply attack. He has a number of abilities that make him difficult to combat.Quote:"Your head will look lovely over my mantle."

"I am a God, and as such, your laws and morals do not apply to me."

"Go ahead, Superion, show me your vaunted might. Perhaps you may yet avenge that poor girl I killed at lunch."

Background: Dr Prescott was a gifted and dedicated archeologist. He sought the truth through the past and was something of a celebrity in his way of life. His favorite areas of study were North Africa and South America. He had studied cultures of the areas, and was part of many major finds. As time went by, he became less and less interested in truth, and more interested in treasure. He had made a small fortune with his finds and spent an even larger one on an extravagant lifestyle. Feeling the pinch from creditors he embarked on a series of dangerous and risky expeditions that yielded nothing. His last big dig occurred when he was in South America. A tomb of a shaman had been uncovered and Prescott, while searching it found a secret entrance to an antechamber that contained the Shaman's true allegiance. Horrifying images of debauchery and grizzly violence covered the wall. Prescott had seen it all before. He found himself facing the alter and, upon reading the names inscribed out loud he found himself face to face with Five Demon Princes. It was such an easy task for the Five to convince the conceited Dr Prescott that power and riches could be his. He took them up on their offer and what ever sense of nobility and wonder he may have once had, was crushed under the foul essence of power and corruption.

Prescott returned to the World of Man and began acquiring illicit wealth. He also used his power to corrupt the innocent, break anyone that got in his way, and in general become more and more like the five who gave him power.

Powers/Tactics: A villainous Uber Brick. He is not as versitile as, say Viperia, but she is no where near his league in sheer power. He tends to save his demonic abilities for surprise or horrific effect, preferring to crush his enemies with his fists.Campaign Use: Um, he's supposed to be tough, but not overwhelming an entire team. If this is the case, drop his demonic characterisitcs to more manageable levels.

If, on the off chance that he's a wuss, start ripping off Viperia's STR tricks to give him a greater tactical arsenal.

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Sunday, September 12th, 2004Scraping the bottom of the barrel, here. I have some write ups I did for the art and/or examples in the HERO 5th ed rule book. Didn't get all the way done, but here are some of those.OspreyPlayer: NPC Hero

Val Char Cost
40 STR 30
26 DEX 48
20 CON 20
20 BODY 20
13 INT 3
13 EGO 6
23 PRE 13
18 COM 4
20 PD 12
20 ED 16
6 SPD 24
12 REC 0
50 END 5
50 STUN 0
6" RUN02" SWIM08" LEAP0Characteristics Cost: 201
Cost Power END
8 Bird's Eye View: +5 versus Range Modifier for Sight 0
3 Good Ears: Ultrasonic Perception (Hearing Group) 0
5 Good Eyes: Ultraviolet Perception (Sight Group) 0
10 Tougher than a 2 Dollar Steak: Damage Resistance (10 PD/10 ED) 0
33 Wings: Multipower: Multipower, 50-point reserve, (50 Active Points); all slots Foulable (-1/2)
3u 1) Flight 20", Improved Noncombat Movement (x4), Position Shift (50 Active Points); Foulable (-1/2) 5
1u 2) Gliding 20" (20 Active Points); Foulable (-1/2) 0
5 Wings: Extra Limbs: Wings (2) 0
Powers Cost: 68
Cost Skill
15 +3 with HTH Combat
18 +6 with Flight
2 AK: Area Knowledge: Washington 11-
2 AK: City Knowledge: Seattle 11-
3 Acrobatics 14-
3 Breakfall 14-
3 Computer Programming 12-
3 Electronics 12-
2 KS: Knowledge Skill: High Tech Industry 11-
3 Mechanics 12-
3 Security Systems 12-
3 Systems Operation 12-
3 Tracking 12-
Skills Cost: 63
Cost Talent
3 Absolute Range Sense
3 Bump Of Direction
15 Combat Sense 12-
Talents Cost: 21
Val Disadvantages
15 Distinctive Features : Great Wings Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses
15 Hunted: Corporate Raiders: 8- (Occasionally), More Powerful, Harshly Punish
20 Hunted: VIPER: 8- (Occasionally), More Powerful, NCI, Harshly Punish
10 Psychological Limitation: Claustraphobic (Common, Moderate)
20 Psychological Limitation: Code Against Killing Common, Total
15 Psychological Limitation: Thrill Seeker Common, Strong
10 Reputation: Popular Hero : , Frequently (11-)
15 Secret Identity: Frequently (11-), Major
Disadvantage Points: 120

Base Points: 200Experience Required: 33Total Experience Available: 33Experience Unspent: 0Total Character Cost: 353

Height: 1.83 m Hair: Brown
Weight: 74.00 kg Eyes: Brown
Appearance: Musclular man with white feathery wings. He wears a gray bodysuit with blue trim. He has a blue and a white streak on his mask running from his temples to the back of his neck.Personality: Damon is a heroic minded young man who roots for the underdog. He loves the thrills and excitment that have come with his chosen profession.Quote:"Who're you calling birdbrain!?!"Background: A mutant with great white wings and superhuman strength. Damon Wells is a hero in his home of Seattle. His wings make is hard for him to have a regular job. Fortunately he rescued the daughter of one of Seattles high tech moguls, he now is on the payroll as a telecommuting electronics specialist.

Was recently offered $300,000. to change his name to Sea Hawk, declined.

 

 

 

Character made from pic in FReD...

Powers/Tactics: Fly at victim. Smash victimCampaign Use: Background hero.
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Monday, September 13th, 2004The Crimson SpectrePlayer: NPC

Val Char Cost
40 STR 30
27 DEX 51
20 CON 20
20 BODY 20
15 INT 5
15 EGO 10
15 PRE 5
10 COM 0
22 PD 8
16 ED 6
5 SPD 13
12 REC 0
40 END 0
50 STUN 0
9" RUN02" SWIM016" LEAP0Characteristics Cost: 168
Cost Power END
18 Toghened Skin: Armor (6 PD/6 ED) 0
13 Wallcrawling: Clinging (50 STR) 0
40 Phasing: Desolidification (affected by Sonics) 4
8 Air walking: Gliding 8" 0
17 Extremely Durable life form: Life Support (Eating Character does not eat; Extended Breathing 1 END per Minute; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping Character does not sleep) 0
6 Very Athletic: Running +3" (9" total) 1
8 Very Athletic: Superleap +8" (16" forward, 8" upward) 1
Powers Cost: 110
Cost Martial Arts Maneuver
Karate
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Chop: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm roll
4 4) Escape: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 5) Kick: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike
4 6) Punch: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike
Martial Arts Cost: 25
Cost Skill
25 +5 with HTH Combat
2 AK: City Knowledge 11-
2 AK: City Knowledge: Denver 11-
7 Acrobatics 16-
3 Breakfall 14-
3 Criminology 12-
3 Forensic Medicine 12-
2 KS: KS: Criminal Law 11-
3 Paramedic 12-
2 Professional Skill: Forensic Investigator 11-
3 Security Systems 12-
3 Shadowing 12-
3 Stealth 14-
3 Streetwise 12-
3 Tracking 12-
1 Weapon Familiarity: FAM: Billyclub
2 Weapon Familiarity: Unarmed Combat & Clubs, Small Arms
Skills Cost: 70
Cost Perk
2 Fringe Benefit: Local Police Powers
Perks Cost: 2
Cost Talent
5 Eidetic Memory
Talents Cost: 5
Val Disadvantages
10 Distinctive Features: Mutant: Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses
10 Enemy: Accuser: 11- (Frequently), As Powerful, Limited Geographical Area, Harshly Punish
10 Enemy: Lover's Killer: 11- (Frequently), As Powerful, Limited Geographical Area, Harshly Punish
20 Hunted: Institute for Human Advancement 8- (Occasionally), More Powerful, NCI, Harshly Punish
15 In Love with Erica Parker : Common, Strong
15 Social Limitation: Secret Identity (Alex Winters) Frequently (11-), Major
15 Stable and Serious: Common, Strong
10 Watched: Police Department: 8- (Occasionally), More Powerful, NCI, Watching
15 Will Sacrifice self for Friends: Common, Strong
Disadvantage Points: 120

Base Points: 200Experience Required: 60Total Experience Available: 75Experience Unspent: 15Total Character Cost: 380

Height: 1.93 m Hair: Red
Weight: 95.00 kg Eyes: Black
Appearance: Eyes: Black, Hair: Red

The Crimson Spectre costume is red with black gloves, boots, belt and mask. The mask covers his entire head save for his eyes, mouth, and chin. His mask also sports a red fin at the top that goes down to his shoulders His gloves and boots flare at the tops.

Personality: A driven but moral man. He fights crime because that's what he has always done. The fact that he doesn't need sleep allows him to act as Crimson Spectre almost everynight all night. He has flexible hours as a forensics expert, but generally puts in an 8 hour day.Quote:(Coming out of a wall) BOOO!Background: The Crimson Spectre is also Detective Alex Winters. Alex is a mutant with a couple of weird powers. He joined the police force and is a Forensics Investigator. He spends much of his time in his Crimson Spectre guise as he does not need sleep.

Operates in Boston Area. Has aided many of the local heroes, but is unwilling to give up his "day job" and has resisted the urge to join a hero group.

When his girlfriend Alexis Hunter died mysteriously two years ago he began the investigation. He hasn't found the culprit and is beginning to worry that she truely died in an accident and he is just incapable of letting go. He recently began dating again and has been smitten with Erica Parker a DJ at a local radio station.

Powers/Tactics: Crimson Spectre is strong, can walk through walls as well as up them, he can glide a bit and is very hard to hurt. He backs this up with Karate training and heightened reflexes.Campaign Use: A nightstalking hero who isn't a murderous vigilante.
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Tuesday, September 14th, 2004DecathelonPlayer: NPC

Val Char Cost
30 STR 20
30 DEX 60
30 CON 40
20 BODY 20
18 INT 8
18 EGO 16
20 PRE 10
20 COM 5
21 PD 9
21 ED 9
7 SPD 30
12 REC 0
60 END 0
65 STUN 15
12" RUN012" SWIM012" LEAP0Characteristics Cost: 242
Cost Power END
1 Focus: Mental Defense (5 points total) 0
3 Perceptive: +1 PER with All Sense Groups 0
12 Very Athletic: Running +6" (12" total) 1
11 Very Athletic: Superleap +6" (12" forward, 6" upward) (Accurate) 1
10 Very Athletic: Swimming +10" (12" total) 1
Powers Cost: 37
Cost Martial Arts Maneuver
Comic Book Martial Arts
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 3) Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
4 4) Punch: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
3 5) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls
Martial Arts Cost: 20
Cost Skill
15 +3 with HTH Combat
3 Acrobatics 15-
3 Analyze: Agility Skills 13-
3 Breakfall 15-
3 Climbing 15-
3 Contortionist 15-
10 Defense Maneuver I-IV
3 KS: Rock Music 13-
3 KS: Amature Athletics 13-
3 KS: Olympic History 13-
3 Oratory 13-
3 Paramedic 13-
3 Persuasion 13-
3 Shadowing 13-
3 Stealth 15-
3 Streetwise 13-
Skills Cost: 67
Cost Perk
2 Reputation: Ultimate Human Hero (A small to medium sized group) 8-, +2/+2d6
Perks Cost: 2
Cost Talent
3 Ambidexterity (Reduce Off Hand Penalty to -2)
3 Bump Of Direction
12 Combat Luck: 6 PD/6 ED
15 Combat Sense 13-
3 Lightsleep
3 Perfect Pitch
3 Simulate Death
Talents Cost: 42
Val Disadvantages
10 Dependent NPC: Dr. Alexandria Lewis (Mother): 11- (Occasionally), Normal, Useful noncombat position or skills
5 Distinctive Features: Perfect Physique: Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
5 Hunted: Marathon (Red Doom) 8- (Occasionally), As Powerful, Limited Geographical Area, Harshly Punish
10 Hunted: Cheshire Cat 8- (Occasionally), As Powerful, Harshly Punish
15 Hunted: Institute for Human Advancement 11- (Frequently), More Powerful, NCI, Watching
20 Hunted: VIPER: 8- (Occasionally), More Powerful, NCI, Harshly Punish
20 Psychological Limitation: Code Against Killing Common, Total
20 Psychological Limitation: Loves competition Very Common, Strong
15 Psychological Limitation: Proud of his physical achievements; angers at implications of superpowers Common, Strong
5 Reputation: Anit Mutant Hero: , Sometimes (8-)
10 Rivalry: Golden Avenger: Professional (; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Secret Identity: Darrin Lewis: Frequently (11-), Major
Disadvantage Points: 150

Base Points: 200Experience Required: 60Total Experience Available: 60Experience Unspent: 0Total Character Cost: 410

Height: 1.85 m Hair: Brown
Weight: 102.00 kg Eyes: Green
Appearance: Decathelon is a thin, athletically built young man with brown hair and eyes. he wears a costume remenicent of Captain America without the American Flag motif. Blue pants, red boots and gloves with a blue bands at the top. A two toned top, white with a dark blue chest, shoulders and upper arms (to the bicep) the rest of the sleeves are white. He has a face mask that covers all but his mouth and lower face, the eyelits are white and he lacks the wings at the ears.Personality: Darrin is motivated by two things: he loves physical competition, and he has a deep rooted desire to make the world a better place. He wants to be an inspiration but he can come across as phoney to people who have seen his feats of athletic prowess.Quote:"Look, I represent the power of human achievement. People can acheive what I do if they dedicate themselves to it!"Background: Darrin Lewis is known in some circles as the "Perfect Man". His physical prowess is legendary in amature athletics and he was the favorite to set the standard for all to follow during the 2000 Summer Olympics. However, an official from China accused him of being a mutant. Extensive tests proved otherwise but they took time and he failed to qualify for any of the events save the 200 meters. He set a world record time, but refused his gold medal in protest of his treatment. Darrin was not heard from for two years. In the summer of 2002, he made a stunning return to the spotlight as the costumed adventurer Decathelon. He makes public appearances at sporting events and does demonstrations, he speaks to the youth of the world about the evils of drug use, and he defends the innocent as Decathelon. Still, he hears whispers that he can't be human. His vehement denials of being a mutant have put him in an anti-mutant light and the Institute of Human Advancement watches him with interest.Powers/Tactics: Using his legendary physical attributes, Decathelon is capable of fantastic physical feats. He has studied various martial arts and simply uses his natural abilities to become an acrobatic, and devistating martial artist.

For the record, he is not a mutant. He is (unbeknownst to him) the product of a selective breeding program started in 1900 by a rather demented and long lived scientist known as Dr Hollander. The program has been run in secrecy and Hollander considers it a failure.

Campaign Use: Decathelon is an interesting hero alternative to the traditional martial artist. He has emotional and public opinion baggage from his days as an Olympian. He often acts like a child, taking part in trash talking during combat, feeling everything is a competition and talking himself up. He really has nothing against mutants or anyone else, but he doesn't want the abilities he has developed to be handwaved away as "mere" mutation.
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Wednesday, September 15th, 2004

Naya

Denabia; Ayanna Briggs

Val Char Cost
40 STR 30
24 DEX 42
25 CON 30
13 BODY 6
13 INT 3
13 EGO 6
18 PRE 8
22 COM 6
20 PD 12
15 ED 10
6 SPD 26
13 REC 0
60 END 5
50 STUN 4
6" RUN 0
2"/15" SWIM 0
8" LEAP 0
Characteristics Cost: 188
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Cost Power END
84 Aquatic Arcane Manipulation Pool: VPP (Magic Pool), 60 base + 24 control cost, (90 Active Points); all slots Water based effects only (-1/4)
0 1) Enhanced Swimming: Succor: Swimming 6d6, Ranged (+1/2) (45 Active Points); Water based effects only (-1/4) Real Cost: 36 4
0 2) Inhibit Swimming: Suppress: Swimming 9d6 (45 Active Points); Water based effects only (-1/4) Real Cost: 36 4
0 3) Dehydrate: Energy Blast 5d6, No Normal Defense (Power DEF or body that lacks liquids; +1) (50 Active Points); Victim At Least 50% Immersed In Water Gets A Free Recovery Of This Damage Each Phase (-1/2), Water based effects only (-1/4) Real Cost: 28 5
0 4) Drowning: Killing Attack - Ranged 1/2d6, No Normal Defense (LS: Self-Contained Breathing or need not breathe; +1), Does BODY (+1), Continuous (+1) (40 Active Points); Water based effects only (-1/4) Real Cost: 32 4
0 5) Fire Extinguisher: Dispel Fire Powers 12d6, One At A Time (+1/4) (45 Active Points); Water based effects only (-1/4) Real Cost: 36 4
0 6) Hydrokinesis: Telekinesis (20 STR), Affects Porous (40 Active Points); Only On Water (-1), Water based effects only (-1/4) Real Cost: 18 4
0 7) Spash In The Face: Sight and Hearing Groups Flash 6d6 (30 Active Points); Water based effects only (-1/4) Real Cost: 24 3
0 8) Water Blast: Energy Blast 12d6 (60 Active Points); Water based effects only (-1/4) Real Cost: 48 6
0 9) Water Mastery: Suppress: Water Powers 4d6, All Powers Simultaneously (+2) (60 Active Points); Water based effects only (-1/4) Real Cost: 48 6
0 10) Wall Of Water: Force Wall (10 PD/8 ED) (45 Active Points); Water based effects only (-1/4) Real Cost: 36 4
0 11) Water Column: Flight 8" (16 Active Points); Only Within 8" Of Water (-1 1/2), Water based effects only (-1/4) Real Cost: 6 2
0 12) Water Walkway: Flight 6", Usable Simultaneously (up to 8 people at once; ; +1) (24 Active Points); Must Remain Within 4" Of Each Other (-1/2), Only In Contact Of Surface Of Water Of Designated Body Of Water (-1/4), Water based effects only (-1/4) Real Cost: 12 2
0 13) Steam Blast: Killing Attack - Ranged 3d6 (45 Active Points); Limited Range (25") (-1/4), No Knockback (-1/4), Water based effects only (-1/4) Real Cost: 26 4
0 14) Have A Drink: Life Support (Eating Character does not eat), 1 Continuing Charge lasting 1 Day (+1/4), Usable Simultaneously (up to 8 people at once; ; +1) (7 Active Points); Only To Provide Water To Drink (-1), Water based effects only (-1/4) Real Cost: 3 [1 cc]
24 Aquatic Gate (to Elemental Plane of Water): Extra-Dimensional Movement (Single Dimension), x4 Increased Weight (30 Active Points); Can only travel via bodies of water (-1/4) 3
23 Aquatic Immortal: Life Support (Expanded Breathing; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in Low Pressure/Vacuum) 0
34 Enchanted Trident of Defense: (Total: 88 Active Cost, 34 Real Cost) Killing Attack - Hand-To-Hand 2d6+1 (4d6+1 w/STR), Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2) (61 Active Points); Independent (-2), OAF Unbreakable (-1), Side Effects, Side Effect occurs automatically whenever Power is used (-1 OCV penalty; -1/2), Reduced Penetration (-1/4) (Real Cost: 13) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Independent (-2), OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), No Velocity Damage (-1/4), no Noncombat Stretching (-1/4) (Real Cost: 1) plus +4 with DCV (Real Cost: 20) [Notes: Body 5, Def 4, Length L] 0
5 Hard to Bind: Power Defense (5 points) 0
5 Low Light Vision: Ultraviolet Perception (Sight Group) 0
15 Sonar Sense: Active Sonar (Hearing Group) 0
20 Speak to any Marine Life: Mind Link , Specific Group of Minds, Number of Minds (x4), Invisible Power Effects (Fully Invisible; +1/2) (30 Active Points); Does Not Provide Mental Awareness (-1/4), Stops Working If Mentalist Is Knocked Out (-1/4) 0
5 Strongwilled: Mental Defense (8 points total) 0
30 Water Form: (Total: 45 Active Cost, 30 Real Cost) Physical Damage Reduction, Resistant, 50% (30 Active Points); Costs Endurance (-1/2) (Real Cost: 20) plus Energy Damage Reduction, Resistant, 25% (15 Active Points); Costs Endurance (-1/2) (Real Cost: 10) 4
22 Swims like a shark: Swimming +13" (2"/15" total) (Improved Noncombat Movement (x4)), Reduced Endurance (1/2 END; +1/4) (22 Active Points) 1
10 Toughness : Damage Resistance (10 PD/10 ED) 0
6 Tremendously accute Hearing: +4 versus Range Modifier for Hearing 0
Powers Cost: 283

Cost Martial Arts Maneuver
5 Flowing Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
5 Geyser Kick: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike
4 Raging River Strike: 1/2 Phase, +2 OCV, +0 DCV, 10d6 Strike
3 Undercurrent Kicks: 1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls
3 Undertow Grapple: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on
3 Water Fall Strike: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike; Target Falls; Must Follow Grab
4 Water Through the Fingers: 1/2 Phase, +0 OCV, +0 DCV, 55 STR vs. Grabs
Martial Arts Cost: 27

Cost Skill
16 +2 with All Combat
10 +2 with Ranged Combat
2 AK: Area Knowledge: Elemental Plane of Water 11-
Ambassador Skills
3 1) Bribery 13-
3 2) Bureaucratics 13-
3 3) High Society 13-
3 4) Persuasion 13-
3 5) Seduction 13-
3 6) Trading 13-
2 Animal Handler (Aquatic Animals) 13-
2 KS: Knowledge Skill: Summoning Magic 11-
2 KS: Knowledge Skill: Water Magic 11-
4 Language: Elemental Water, Noaraan (Idiomatic, native accent)
5 Language: English (Idiomatic, native accent) (4 Active Points)
2 Navigation (Pick Something) 12-
6 TF: Large Rowed Boats, Large Wind-Powered Boats, Rafts, Small Rowed Boats, Small Wind-Powered Boats, Swimming Beasts
3 Tracking 12-
4 WF: Crossbows, Nets, Polearms and Spears, Two-Handed Weapons
Skills Cost: 76

Cost Perk
5 Fringe Benefit: Member of the Aristocracy/Higher Nobility (Elemental Plane of Water)
5 Contact: The Four Ambassadors (Very Good relationship with Contact) 12-
Perks Cost: 10

Cost Talent
3 Ambidexterity (Reduce Off Hand Penalty to -2)
2 Environmental Movement (Water)
2 Environmental Movement (Ice)
20 Universal Translator 12-
Talents Cost: 27

Val Disadvantages
15 Distinctive Features: Green Hair; Pale skin, Green Lips, eyes: Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses
15 Hunted: Friends of Humanity: 8- (Occasionally), As Powerful, NCI, Harshly Punish
20 Psych. Lim.: Defender of Justice: Common, Total
15 Psych. Lim.: Over Confident: Common, Strong
15 Psych. Lim.: Thrill Seeker: Common, Strong
5 Reputation: Alien Heroine: , Sometimes (8-)
15 Secret Identity: Ayanna Briggs: Frequently (11-), Major
15 Social Limitation: Subject to Orders Frequently (11-), Major
5 Susceptibility: Etreme Heat: , 1d6 damage per Minute Uncommon
10 Vulnerability: Heat/Fire: 1 1/2x BODY Common
20 Vulnerability: Heat/Fire: 2x STUN Common
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 261Total Experience Available: 261Total Character Cost: 611Height: 1.80 mHair: BrownWeight: 70.00 kgEyes: BrownAppearance: Eyes: Aqua, Hair: Green

Naya has light blue skin and wears a white one-piece bathing suit with a billowy, gossamer cloak. She wears no shoes, but adorns her ankles and wrists with golden jewelry.

Personality: A warrior and diplomat, Denabia is here to aid Earth in its defense against extradimensional conquerers. Since they are few and far between, she spends her time trying to be helpful to her new home. She protects the innocents of the world from those who would take advantage of them (taking her cue from Coriolis on this one). She has studied Earth intensively and has had little trouble adjusting to its various laws and customs.Quote:"Shasallass help me! Sometimes I wonder if you people can go fifteen minutes without trying to kill or harm one another!"Background: Sent to Earth by the Royal Court of the Eleven Seas (Elemental Plane of Water), Denabia took the name Naya from an ancient Earth Water Goddess. She has chosen to battle evil on her new home, and sends reports to her lords on an annual basis. She is quite friendly with the other heroes. She was chosen to aid in Earth's defense from extradimensional conquerers (such as Istvatha V'hanm, Skarn the Shaper, or Tyrannon the Conquerer).

Powers/Tactics: Naya generally uses her Aquatic magic to deal with trouble in non lethal ways. If she is hard pressed or the foes seem particualarly resistant to her magic, she'll let lose with her hand to hand combat abilities. Her strength often catches foes off guard.Campaign Use: One of the four Ambassadors from the Elemental Planes that were assigned to Earth after the Black Enchantress allied herself with the Usurper from the Plane of Fire. Naya is a good "outsider" character to question some of the more illogical human behavior. However, she isn't so naive as to attack innocents, or be completely burdonsome in social situations.
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Thursday, September 16th, 2004NimbusPlayer: Based on Charcter created by Bill Carone

Val Char Cost
60 STR 10
18 DEX 24
30 CON 20
15 BODY 0
15 INT 5
13 EGO 6
18 PRE 8
14 COM 2
30 PD -2
24 ED -2
4 SPD 12
18 REC 0
60 END 0
60 STUN 0
6"/13" RUN02" SWIM012"/27" LEAP0Characteristics Cost: 83
Cost Power END
Bio Enhancement Field, all slots Only In Heroic Identity (-1/4)
16 1) +10 CON (20 Active Points); Only In Heroic Identity (-1/4)
40 2) +40 STR, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Only In Heroic Identity (-1/4) 2
8 3) +5 BODY (10 Active Points); Only In Heroic Identity (-1/4)
37 4) Total Life Support: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare 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; Self-Contained Breathing; Sleeping Character does not sleep) (46 Active Points); Only In Heroic Identity (-1/4) 0
80 5) Force Field (20 PD/20 ED/10 Power Defense), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (100 Active Points); Only In Heroic Identity (-1/4) 0
11 6) Knockback Resistance -7" (14 Active Points); Only In Heroic Identity (-1/4) 0
4 7) Lack of Weakness (-5) for Mental Defense (5 Active Points); Only In Heroic Identity (-1/4) 0
19 8) Running +7" (6"/13" total), Improved Noncombat Movement (x8) (24 Active Points); Only In Heroic Identity (-1/4) 2
12 9) Superleap +15" (12"/27" forward, 6"/13 1/2" upward) (15 Active Points); Only In Heroic Identity (-1/4) 1
8 Instant Change: Cosmetic Transform 2d6 (10 Active Points); Limited Target: Own Clothes Slightly Limited (-1/4) 1
Powers Cost: 235
Cost Martial Arts Maneuver
Jiu-Jitsu
4 1) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 70 STR to Disarm roll
4 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, 75 STR vs. Grabs
3 4) Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, 12d6 Strike; You Fall, Target Falls
3 5) Slam: 1/2 Phase, +0 OCV, +1 DCV, 12d6 +v/5, Target Falls
Martial Arts Cost: 18
Cost Skill
25 +5 with HTH Combat
3 Paramedic 12-
3 Scientist
2 1) Biochemistry 12- (3 Active Points)
1 2) Biophysics 11- (2 Active Points)
1 3) Genetics 11- (2 Active Points)
3 4) Medicine 13- (4 Active Points)
2 5) Physiology 12- (3 Active Points)
Skills Cost: 40
Cost Perk
2 Contact: Shining Legion 11-
3 Contact: The Guardians 12-
Perks Cost: 5
Val Disadvantages
20 Code Against Killing: Common, Total
15 Curious: Common, Strong
5 Dependent NPC: Helen Amory: 8- (Infrequently), Normal, Useful noncombat position or skills
10 Hunted: Aggro: 8- (Occasionally), As Powerful, Harshly Punish
10 Hunted: PowerHouse: 8- (Occasionally), As Powerful, Harshly Punish
20 Hunted: VIPER: 8- (Occasionally), More Powerful, NCI, Harshly Punish
10 Reputation: Old Time Superhero: , Frequently (11-)
5 Rivalry: Renegade : Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Secret Identity: Elliot Styles: Frequently (11-), Major
15 Tries to be a gentleman at all times: Common, Strong
Disadvantage Points: 125

Base Points: 200Experience Required: 56Total Experience Available: 56Experience Unspent: 0Total Character Cost: 381

Height: 1.88 m Hair: Brown
Weight: 100.00 kg Eyes: Brown
Appearance: A tall and well built older gentleman with dark hair that is just starting to gray. He wears comfortable clothing and a lab coat.

On the rare occasion that Nimbus makes a reappearance, he wears a gray body stocking with a white "N" over his heart and a black belt, gloves, and boots.

Personality: Nimbus is a strong moral character. He felt it was his responsibilty to project a good image and be a good role model for younger generations. He wasn't a complete fuddy duddy but he was pretty close on occasion. He still seeks to help humanity its just now he preferrs to do it in a lab.Quote:"The forecast today calls for raining blows and a hail of punches!"Background: Nimbus was born Elliot Styles. He studied Genetics and Medicine at MIT in the Late Seventies and in 1982 discovered a way to create a field of bioenergy that vastly increased his physical abilities. Taking the name Nimbus, he fought crime for nearly twenty years and retired in 2001. He now spends much of his time working on experiments and studies with his friend and collegue, Helen Amory in England.Powers/Tactics: Straight up brick.Campaign Use: He can be used as a mentor for a younger team of heroes, or as a reserve member for a group. He could easily decide he is needed and reup the hero thing.
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Friday, September 17th, 2004RioPlayer: NPC Heroine

Val Char Cost
70 STR 60
15 DEX 15
35 CON 50
17 BODY 14
13 INT 3
12 EGO 4
18 PRE 8
20 COM 5
35 PD 21
20 ED 13
4 SPD 15
21 REC 0
70 END 0
70 STUN 0
11" RUN02" SWIM030" LEAP0Characteristics Cost: 208
Cost Power END
12 Acute Senses: +4 PER with All Sense Groups 0
17 Environmentally Secure. : Life Support (Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Low Pressure/Vacuum) 0
10 Fast: Running +5" (11" total) 1
10 Hyper Olfactory: Discriminatory Sense with Smell/Taste Group 0
10 Hyperesiliant Physiology: Power Defense (10 points) 0
16 Jumps High: Superleap +16" (30" forward, 15" upward) 2
8 Not one to push around: Knockback Resistance -4" 0
3 Regeneration: Healing 1d6 (10 Active Points); Extra Time (6 Hours, -2 1/2) 1
3 Strong Ears: Ultrasonic Perception (Hearing Group) 0
5 Thermal Vision: Infrared Perception (Sight Group) 0
22 Tough young lady: Damage Resistance (30 PD/15 ED) 0
10 Tracking Scent: Tracking with Smell/Taste Group 0
Powers Cost: 126
Cost Martial Arts Maneuver
Wrestling
4 1) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 2) Escape: 1/2 Phase, +0 OCV, +0 DCV, 85 STR vs. Grabs
3 3) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 80 STR for holding on
4 4) Reversal: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 5) Slam: 1/2 Phase, +0 OCV, +1 DCV, 14d6 +v/5, Target Falls
3 6) Take Down: 1/2 Phase, +2 OCV, +1 DCV, 14d6 Strike; You Fall, Target Falls
Martial Arts Cost: 21
Cost Skill
20 +4 with HTH Combat
3 Bureaucratics 13-
3 Climbing 12-
3 Conversation 13-
3 High Society 13-
2 KS: Knowledge Skill: Etiquette 11-
2 KS: Knowledge Skill: Lore (Old West) 11-
3 Paramedic 12-
3 Persuasion 13-
2 Professional Skill: Reporter 11-
3 Professional Skill: Rodeo Rider 12-
3 Professional Skill: Trick Rider 12-
3 Riding 12-
3 Traveler
1 1) AK: Area Knowledge: Southwest United States (2 Active Points) 11-
1 2) AK: Area Knowledge: Texas (2 Active Points) 11-
1 3) AK: City Knowledge: Austin (2 Active Points) 11-
1 4) AK: City Knowledge: Charlotte (2 Active Points) 11-
1 5) AK: City Knowledge: Dallas (2 Active Points) 11-
1 6) AK: City Knowledge: Houston (2 Active Points) 11-
1 7) AK: City Knowledge: Tallahasse (2 Active Points) 11-
Skills Cost: 63
Cost Perk
2 Contact: The Rangers 11-
3 Fringe Benefit: Membership: The Lone Star Knights
Perks Cost: 5
Cost Talent
8 Lightning Reflexes: +5 DEX to act first with All Actions
Talents Cost: 8
Val Disadvantages
15 Distinctive Features: 7 Foot Bikini Model Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
10 Distinctive Features: Mutant Not Concealable, Always Noticed and Causes Major Reaction, Detectable Only By Unusual Senses
10 Hunted: Blackstone: 8- (Occasionally), As Powerful, Harshly Punish
20 Hunted: Institute for Human Advancement 8- (Occasionally), More Powerful, NCI, Harshly Punish
10 Hunted: RIPPER: 8- (Occasionally), As Powerful, Harshly Punish
10 Watched: Tabloids 14- (Very Frequently), As Powerful, Watching
20 Code Against Killing: Common, Total
15 Helpful, altruistic: Common, Strong
15 Playful Southern Belle : Very Common, Moderate
15 Tries to be as normal as possible: Common, Strong
10 Reputation: Popular Texas Heroine: , Frequently (11-)
Disadvantage Points: 150

Base Points: 200Experience Required: 81Total Experience Available: 159Experience Unspent: 78Total Character Cost: 431

Height: 2.13 m Hair: Brown
Weight: 106.00 kg Eyes: Brown
Appearance: Eyes: Blue, Hair: Dark Brown

Tabitha Colt is a beautiful young woman of hispanic descent. She has dark hair and complexion, she has inheirited her mother's blue eyes. She is seven feet tall and weighs over two hundred pounds. Her "costume" consists of specially strengthened "cowgirl" gear, cutoff shorts, sports bra, plaid shirt tied at the midriff, and a leather vest. She wears combat boots (brown) and generally wears a cowboy hat as well. She has a slight Texas accent but she often lays it on much thicker for the cameras.

Personality: Tabitha Wahls is a fun loving gal in the mold of Marvel Comic's She-Hulk. She takes very little seriously and has fun with her life. She understands her responsibility to help others and never shirks from her duties.Quote:"Oh, you didn't just rob that bank Ankylasaur. That's MY bank. I am not going to have my overdraft fees go up so you can vacation in Aruba!"Background: She was born in Dallas, Texas and was raised to be a proud southern belle, her mother's side of the family was from Georgia. Tabitha entered into young miss pagents from the time she was eleven. She won Ms Teen Texas when she was fifteen. However, by her sixteenth birthday, she was six and a half feet tall and could toss a car a city block. She took the unusual condition in stride and joined the rodeo. After college, she became a reporter for a Dallas newspaper. To keep her mother happy she avoided using her powers publically, but her physical stature made her stand out anyway. Eventually, she was confronted by fate. She found herself in a position where using her powers was the only way to save the lives of hundreds of people. A superhero fight in down town Dallas nearly toppled a building. After the excitement had calmed the building was supported and repairs begun. However, one of the supports gave way and the building started to collapse. Tabitha rushed to the broken support and held the weight of the building for four hours while repair crews fixed and added new supports. Her heroic acts was televised to the nation. Three days later, she had joined the local superhero team. Tabitha's mother is terribly embarrassed about her daughter's antics. She is upset at her daughter not keeping her abilities secret. What Tabitha doesn't know, is that her mother also has formidible phyisical prowess.Powers/Tactics: A brick with wrestling skill, Rio is strong and fast of feet.Campaign Use: Colorful and rather outlandish superheroine.
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Satrurday, September 18th, 2004ShroudPlayer:

Val Char Cost
25 STR 15
26 DEX 48
25 CON 30
15 BODY 10
18 INT 8
11 EGO 2
23 PRE 13
12 COM 1
20 PD 4
20 ED 4
6 SPD 24
10 REC 0
50 END 0
46 STUN 5
7" RUN02" SWIM010" LEAP0Characteristics Cost: 164
Cost Power END
19 Armored Costume: Armor (8 PD/8 ED) (24 Active Points); IIF (-1/4) 0
10 Billy Club: HA +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2) 1
3 Cowl : Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
8 Cowl Radio: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2) 0
12 Swingline guantlet: Swinging 18" (18 Active Points); OIF (-1/2) 2
2 Very Athletic: Running +1" (7" total) 1
3 Very Athletic: Superleap +5" (10" forward, 5" upward) (5 Active Points); Requires Skill Roll (Acrobatics) (-1/2) 1
5 microlung: Life Support (Self-Contained Breathing) (10 Active Points); OIF (-1/2), 1 Continuing Charge lasting 20 Minutes (-1/2) [1 cc]
10 microsuction units: Clinging (35 STR) (13 Active Points); IIF (-1/4) 0
Powers Cost: 72
Cost Martial Arts Maneuver
Kung Fu
8 1) +2 HTH Damage Class(es)
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR to Disarm roll
4 4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 5) Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 11d6 Strike
3 6) Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 7d6 +v/5 Strike; You Fall, Target Falls; FMove
5 7) Kick: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike
3 8) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 Strike, Target Falls
4 9) Punch: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike
4 10) Spear Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6
3 11) Throw: 1/2 Phase, +0 OCV, +1 DCV, 7d6 +v/5, Target Falls
Martial Arts Cost: 47
Cost Skill
16 +2 with All Combat
10 +2 with HTH Combat
2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
2 AK: City Knowledge: Chicago 11-
3 Acrobatics 14-
3 Acting 14-
3 Breakfall 14-
3 Bugging 13-
3 Climbing 14-
3 Combat Driving 14-
3 Concealment 13-
3 Conversation 14-
3 Criminology 13-
3 Cryptography 13-
5 Deduction 14-
5 Disguise 14-
3 Forensic Medicine 13-
4 Forgery (Art Objects, Documents) 13-
3 Interrogation 14-
3 Jack of All Trades
1 1) Professional Skill: Dock Worker (2 Active Points) 11-
1 2) Professional Skill: Graphic Designer (2 Active Points) 11-
1 3) Professional Skill: Personal Assistant (2 Active Points) 11-
1 4) Professional Skill: Short-order cook (2 Active Points) 11-
2 KS: Knowledge Skill: Chicago Underworld 11-
3 Lockpicking 14-
3 Mimicry 13-
3 Paramedic 13-
3 Security Systems 13-
3 Seduction 14-
3 Shadowing 13-
3 Sleight of Hand 14-
3 Stealth 14-
3 Streetwise 14-
3 Tracking 13-
Skills Cost: 119
Cost Perk
29 Suped Up Motorcycle (Vehicle)
10 Hideout
Perks Cost: 39
Cost Talent
6 Combat Luck: 3 PD/3 ED
6 Lightning Reflexes: +4 DEX to act first with All Actions
6 Resistance: 6 points
Talents Cost: 18
Val Disadvantages
5 Distinctive Features: Strong, Silent Type: Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
10 Hunted: Shadowhound: 8- (Occasionally), As Powerful, Harshly Punish
15 Hunted: Chicago Underworld: 11- (Frequently), As Powerful, NCI, Limited Geographical Area, Harshly Punish
20 Code Against Killing: Common, Total
15 Mysterious and Enigmatic: Common, Strong
15 Likes to Frighten Criminals: Very Common, Moderate
10 Reputation: Chicago Vigilante: , Frequently (11-)
15 Secret Identity: Albert Hart: Frequently (11-), Major
5 Unluck: +1d6
Disadvantage Points: 110

Base Points: 200Experience Required: 149Total Experience Available: 178Experience Unspent: 29Total Character Cost: 459

Height: 1.91 m Hair: Brown
Weight: 106.00 kg Eyes: Brown
Appearance: Albert is a thickly built strongman. He is charismatic but plays it down in his day jobs. The Shroud costume is charcoal gray with black boots, belt, gloves, cape, and cowl. The eyes in his mask are red. He says very little in his heroic ID.Personality: Albert is a hero because he likes the sense of security cleaning the streets of crime brings. He felt safe because of the Freedom Squad. He wants the next generation to feel safe because he is patrolling the streets. He enjoys playing the grim stalker in the night and filling criminal's hearts with dread.Quote:"You cannot escape the Shroud, Blake; don't waste your time."Background: A long time admirer of the Freedom Squad's Phantom, Albert Hart trained for seventeen years (from the time he was six) to be a superhero. He patrols Chicago at night and has aided many of the individual heroes and the Freedom Squad before it disbanded. He is considering starting the Squad anew.Powers/Tactics: A grim stalker of the night. Except its kind of an act. He is a master of Kung fu and carries some nice gadgets and a supped up motorcycle.Campaign Use: batman wannabe? Er I mean Nighthawk wannabe?
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Sunday, September 19th, 2004The Orb IIPlayer: NPC; Villain

Val Char Cost
13 STR 3
15 DEX 15
15 CON 10
10 BODY 0
25 INT 15
13 EGO 6
15 PRE 5
12 COM 1
4/19 PD 1
4/19 ED 1
4/6 SPD 15
6 REC 0
30 END 0
25 STUN 0
6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 72
Cost Power END
Combat Orbs, all slots OAF Fragile (-1 1/4)
42 1) Gravity Globes: Entangle 6d6, 6 DEF, Indirect (Any origin, any direction; +3/4) (105 Active Points); 4 Boostable Charges (-3/4), OIF (-1/2), Limited Range (30"; -1/4) [4 bc]
28 2) Blast Orbs: Energy Blast 8d6, Indirect (Any origin, any direction; +3/4) (70 Active Points); OAF (-1), 8 Charges (-1/2) [8]
129 3) Mutant Neutralization Globes: Drain Mutant Powers 8d6, Ranged (+1/2), Indirect (Any origin, any direction; +3/4), Delayed Return Rate (points return at the rate of 5 per Hour; +1), all Mutant Powers simultaneously (+2) (420 Active Points); OAF (-1), 4 Charges (-1), Limited Range (200"; -1/4) [4]
26 4) Sonic Shriek Globe: Energy Blast 9d6, Indirect (Any origin, any direction; +3/4) (79 Active Points); OAF (-1), 4 Charges (-1) [4]
20 5) Deflection Orb: Missile Deflection (Any Ranged Attack), +5 OCV (45 Active Points); OAF (-1), Will Not Work Against Heavy Missiles (-1/4) 0
33 6) Psi-Static Generator: Force Wall (12 Mental Defense; 6" long and 1" tall), Costs END Only To Activate (+1/4), Transparent (Flash Defense and Power Defense attacks; +1) (90 Active Points); OAF (-1), No Range (-1/2), Restricted Shape (2" radius around character; -1/4) 8
25 7) Force Field Projector: Force Wall (8 PD/8 ED), Costs END Only To Activate (+1/4) (50 Active Points); OAF (-1) 4
Utility Helmet, all slots OIF (-1/2)
5 1) Utility Helmet: Armor (6 PD/6 ED) (18 Active Points); Activation Roll 8- (only protects Hit Locations 3-5; -2), OIF (-1/2) 0
5 2) Auditory Dampers: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
7 3) Polarized Lenses: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
6 4) Telescopic Lenses: +6 versus Range Modifier for Sight Group (9 Active Points); OIF (-1/2) 0
3 5) Thermalvision: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
3 6) UV Vision: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
18 Reinforced Costume: Armor (9 PD/9 ED) (27 Active Points); OIF (-1/2) 0
7 Cling-Boots: Clinging (normal STR) (10 Active Points); OIF (-1/2) 0
31 Anti-Gravity Disc: Flight 11", Position Shift, No Turn Mode (+1/4), Reduced Endurance (0 END; +1/2) (47 Active Points); OIF (-1/2) 0
7 Orb Prowess: +2 SPD (20 Active Points); OAF (Combat Orbs; -1), Only for Combat Orbs Use (-1)
Powers Cost: 395
Cost Skill
20 +4 with Ranged Combat
5 Defense Maneuver I-IV (10 Active Points); OAF (-1)
3 Electronics 14-
3 Inventor 14-
3 KS: Marbles 14-
2 KS: The Superhuman World 11-
3 Mechanics 14-
3 PS: Marbles 14-
3 Scientist
2 1) SS: Computer Engineering 14- (3 Active Points)
2 2) SS: Gravitics 14- (3 Active Points)
2 3) SS: Optics 14- (3 Active Points)
2 4) SS: Physics 14- (3 Active Points)
2 5) SS: Robotics 14- (3 Active Points)
3 Security Systems 14-
4 Systems Operation (Orb Control, Radar, Sensor Jamming Equipment, Sonar) 14-
3 Teamwork 12-
Skills Cost: 65
Cost Perk
25 Vehicles & Bases: Lair/Workshop
5 Money: Well Off
2 Reputation: Minor Crime Lord (A large group) 8-, +2/+2d6
35 Follower
55 Follower: Spy-spheres see Gadgets and Gear pg 117
Perks Cost: 122
Cost Talent
8 Lightning Reflexes: +10 DEX to act first with All Actions (15 Active Points); OIF (Nueral Helm ; -1/2), Only with Orbs. (-1/4)
Talents Cost: 8
Val Disadvantages
5 Beholden to Mr. White (Owes him a favor)
15 Hunted: Mr White 11- (Mo Pow, NCI, Watching)
10 Hunted: Nighthawk 8- (As Pow, Harshly Punish)
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Disdain for the "uneducated" ; intellectual snob (Common, Strong)
10 Psychological Limitation: Loves Spheres. (Common, Moderate)
15 Psychological Limitation: Obssessed with being a respected crime boss. (Common, Strong)
15 Psychological Limitation: Overconfident (Very Common, Moderate)
5 Reputation: Minor Crimelord in Millennium City, 8-
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 125

Base Points: 200Experience Required: 337Total Experience Available: 337Experience Unspent: 0Total Character Cost: 662

Height: 1.75 m Hair: Brown
Weight: 70.00 kg Eyes: Brown
Appearance: Average height, kind of skinny with short brown hair and brown eyes. The Orb costume is a silver and black affair with a smooth silver helmet.

The helmet has a black eyepiece and allows his mouth and chin to be exposed. His cosume is a silver body suit with black strips from his underarms to his black boots. His gloves and belt are black. He has thick silver bracer on his right arm with a consol on it. This is actually just a mock control unit, the true control unit is in his helmet. He has considered a black cape with silver trim but hasn't worn one yet.

Personality: Jason VahWhar is brilliant, his areas of expertise are robotics, physics, and gravitics. He enjoys the challenge of being a supervillain. Quote:"One day, this perfect sphere, Earth, will belong to me."Background: So, you're a skinny, nerdy, marble playing genius who grows up hating the world for it's mistreatment of you. WHat do you do? you incorporate your love of the perfection of the sphere into a supervillain carreer. Jason VanWhar did just that. Creating several "sphere" based weapons, he began a surprisingly successful crime spree in 2003. He was caught after a few months by Nighthawk in Millennium City, but his escape and weapns upgrade was financed by Mr. White, who saw soemthing in this odd little supervillain wannabe. Oddly enough, The Orb hasn't been the laughing stock you might expect from reading this tiny origin.

Powers/Tactics: The Orb is not a combatant. But his spheres can be effective. He tends to float or cling to a wall, just out of normal range and direct his spherical attack drones. Some fire energy bolts, some use localized gravity fields to hold targets, some are for defensive use only. When he has his neural net helmet on, he acts with his orbs at a speed six. The phases 4 and 10 are only for orb attacks. He cannot move or act physically.

Campaign Use: An up and coming crimelord with ties to an established crimelord. If you want to weaken him drop his extra spd with the ORBs. If you want to beef his combat prowess, give him a few different orb types, perhaps make his blast orbs Variable special effect, give him a lot more DEF. It should be noted that his obsession with spheres doesn't dominate his life. He doesn't call his gang, the Circle Jerks, he doesn't steel priceless globes only, he just likes the theme. Though he'd be keenly interested in priceless globes; he just doesn't steal them exclusively. Note I did not include stats for his Spy-Spheres as they are taken verbatum from Gadgets and Gear and I am not sure Steve & Co. would want me posting them...
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Monday, September 20th, 2004Sun QueenPlayer: NPC Villainess

Val Char Cost
60 STR 50
27 DEX 51
30 CON 40
15 BODY 10
20 INT 10
17 EGO 14
30 PRE 20
24 COM 7
30 PD 18
60 ED 54
6 SPD 23
18 REC 0
60 END 0
60 STUN 0
6" RUN02" SWIM012" LEAP0Characteristics Cost: 297
Cost Power END
125 Fire/Heat Command: Multipower, 125-point reserve
12u 1) Fiery Bolt: Energy Blast 16d6, Reduced Endurance (0 END; +1/2) (120 Active Points) 0
6u 2) Fiery Burst: Sight Group Flash 5d6, Reduced Endurance (0 END; +1/2), Area Effect: Radius (+1) (62 Active Points) 0
2u 3) Fiery Fist: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2) 3
4u 4) Firey Form: Desolidification (affected by Cold and Wind attacks), Reduced Endurance (0 END; +1/2) (60 Active Points); Cannot Move through Solid Objects (-1/2) 0
12u 5) Heat Blast: Energy Blast 10d6, Reduced Endurance (0 END; +1/2), No Normal Defense (LS:Vacuum, Fire Powers) (+1) (125 Active Points) 0
12u 6) Melting Beam: RKA 4d6, Increased STUN Multiplier (+1/2), Reduced Endurance (0 END; +1/2) (120 Active Points) 0
56 Flame Tricks: Variable Power Pool, 40 base + 16 control cost, (60 Active Points); Limited Special Effect Fire (-1/4)
25 Personal Fire Powers: Elemental Control, 50-point powers
130 1) Absorb Flames: Absorption: 5d6 (energy, 1/2 to PD, 1/2 to ED), Can Absorb Maximum Of 130 Points' Worth Of Energy Damage, Delayed Return Rate (5 Points per 5 Minutes; +1/2), Absorption As A Defense (x2) (187 Active Points); Limited Phenomena (Fire/heat only; -1/4) 0
27 2) Fiery Flight: Flight 15", Improved Noncombat Movement (x4), Reduced Endurance (0 END; +1/2) (52 Active Points) 0
17 3) Flame Immunity: Energy Damage Reduction, Resistant, 75% (60 Active Points); Flame/Heat Only (-1) 0
55 4) Increase Temperature: Change Environment 16" radius, +6 Temperature Level Adjustment, Varying Effect Broad Group (+1) (80 Active Points) 8
55 5) Mantle of Flames: Energy Blast 8d6, Reduced Endurance (0 END; +1/2), Penetrating (+1/2) (80 Active Points) 0
10 Protected Senses: Sight Group Flash Defense (10 points) 0
5 Thermal Vision: Infrared Perception (Sight Group) 0
22 Toughened Physical Form: Damage Resistance (15 PD/30 ED) 0
Powers Cost: 575
Cost Skill
5 +1 with HTH Combat
15 +3 with Ranged Combat
32 +4 with All Combat
48 +6 with All Ranged Attacks
3 Bribery 15-
3 Bureaucratics 15-
3 Deduction 13-
3 Forensic Medicine 13-
3 High Society 15-
2 KS: Knowledge Skill: Metahuman Population 11-
2 KS: Knowledge Skill: Politics 11-
3 KS: Knowledge Skill: UNTIL 12-
3 Linguist
0 1) Language: English (idiomatic) (4 Active Points)
1 2) Language: French (Completely Fluent, w/Accent) (3 Active Points)
1 3) Language: German (Completely Fluent, w/Accent) (3 Active Points)
2 4) Language: Greek (Completely Fluent, w/Accent) (3 Active Points)
1 5) Language: Italian (Completely Fluent, w/Accent) (3 Active Points)
3 6) Language: Japanese (Completely Fluent, w/Accent)
2 7) Language: Russian (Completely Fluent, w/Accent) (3 Active Points)
1 8) Language: Spanish (Completely Fluent, w/Accent) (3 Active Points)
2 9) Language: Swedish (Completely Fluent, w/Accent) (3 Active Points)
3 Paramedic 13-
3 Persuasion 15-
2 Professional Skill: Professor 11-
2 Professional Skill: Research Scientist 11-
2 Professional Skill: Surgeon 11-
3 Scientist
2 1) Bacteriology 13- (3 Active Points)
2 2) Biochemistry 13- (3 Active Points)
2 3) Biology 13- (3 Active Points)
2 4) Biophysics 13- (3 Active Points)
1 5) Chemistry 11- (2 Active Points)
1 6) Cybernetics 11- (2 Active Points)
5 7) Genetics 16- (6 Active Points)
1 8) Marine Biology 11- (2 Active Points)
3 9) Medicine 14- (4 Active Points)
1 10) Microbiology 11- (2 Active Points)
2 11) Organic Chemistry 12- (3 Active Points)
2 12) Pharmacology 13- (3 Active Points)
4 13) Physiology 15- (5 Active Points)
3 14) Research 14- (4 Active Points)
1 15) Virology 11- (2 Active Points)
5 Seduction 16-
Skills Cost: 190
Cost Perk
15 Base: The Citadel of the Sun
50 Followers: Agents
10 Money: Wealthy
30 The Hyperion Chariot (Vehicle)
Perks Cost: 105
Cost Talent
3 Bump Of Direction
25 Danger Sense (self only, out of combat) 13-
3 Lightning Calculator
3 Perfect Pitch
4 Speed Reading: x10
Talents Cost: 38
Val Disadvantages
15 Distinctive Features: Beautiful woman with metallic gold hair: Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses
15 Enraged: If she feels another woman is getting the attention Uncommon, go 8-, recover 8-
15 Hunted : Eurostar 8- (Occasionally) (Mo Pow, Harshly Punish)
25 Hunted: UNTIL: 11- (Frequently), More Powerful, NCI, Harshly Punish
15 Psychological Limitation : Casual Killer Very Common, Moderate
20 Psychological Limitation: Arrogant, vain about appearance. Common, Total
15 Psychological Limitation:: Overconfidence Very Common, Moderate
10 Reputation: Master Criminal: , Frequently (11-)
5 Rivalry: All other Vain Superwomen: Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Public Identity (Frequently, Major)
10 Vulnerability: Cold Based Attacks: 1 1/2x BODY Common
10 Vulnerability: Cold Based Attacks: 1 1/2x STUN Common
Disadvantage Points: 170

Base Points: 200Experience Required: 835Total Experience Available: 835Experience Unspent: 0Total Character Cost: 1205

Height: 1.87 m Hair: Metallic Gold
Weight: 100.00 kg Eyes: Gold
Appearance: Tall, statuesque, and gorgeous. The Sun Queen wears a body hugging golden bodysuit, with a white belt, long fingerles gloves, long boots and a white robe that is tied with a red sash. The robe is adorned with a great golden sun on the back and smaller suns on either side on the front. The robe is worn "open" showing off her figure. Her head is adorned with a golden tiara. Personality: She has had "eventful" encounters with Gravitar, Eurostar, Empress, and Viperia. Sun Queen seems to be almost a super powered version of the antagonists in the movie "Mean Girls". A spoiled, arrogant, vain, and catty rich girl. Her power is great, and she's intelligent in it's use, but she occasionally loses her cool around attractive, powerful women and attacks them in a jealous frenzy.

Apparently, Sun Queen has joined the Divine Right. It is from them she recieved the trained agents.

Quote:"Don't worry Hyperion, I'll melt your heart one day."

Background: Sun Queen gained her powers in a some sort of industrial accident. She doesn't remember it now. As a matter of fact much of her life before gaining her powers, save for her name, has been forgotten. She appeared in London one afternoon and made an attempt on the Crown Jewels of Great Britain. The assault was stopped by the New Knights, and Sun Queen took off. When she was next seen she was accompanied by several armed men with red costumes.

Powers/Tactics: A rather typical, if powerful, fire generator. However, those who are not wary will feel the superhuman strength she possesess as well.Campaign Use: A wanna be master villainess.

She should be a match for a team of 350 pt characters. Her defenses are on the lighter side, but should she be attacked by a fire weilder, she can get around that too.

To make her even more of a threat see the UNTIL Superpowers Database under Fire/Heat powers...

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Tuesday, September 21st, 2004Captain EternityPlayer: NPC Hero; Member of The Icons

Val Char Cost
50 STR 40
23 DEX 39
25 CON 30
12 BODY 4
30 INT 20
30 EGO 40
30 PRE 20
16 COM 3
35 PD 15
35 ED 20
5 SPD 17
15 REC 0
50 END 0
50 STUN 0
6" RUN02" SWIM010" LEAP0Characteristics Cost: 248
Cost Power END
105 Cosmic Light Control: Multipower, 105-point reserve
10u 1) Solar Bolt: Energy Blast 14d6, Reduced Endurance (0 END; +1/2) (105 Active Points) 0
10u 2) Solar Pulse: Energy Blast 10d6, Area Of Effect (5" Radius; +1) (100 Active Points) 10
7u 3) Sunrise: Sight Group Flash 8d6, Personal Immunity (+1/4), Reduced Endurance (Half END; +1/4), Area Of Effect (6" Radius; +1) (100 Active Points); No Range (-1/2) 4
50 Cosmic Being: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) 0
40 Cosmic Senses: (Total: 40 Active Cost, 40 Real Cost) Infrared Perception (Sight Group) (Sight Group) (Real Cost: 5) plus Ultrasonic Perception (Hearing Group) (Hearing Group) (Real Cost: 3) plus Ultraviolet Perception (Sight Group) (Sight Group) (Real Cost: 5) plus +6 versus Range Modifier for Sight Group and Hearing Group (Real Cost: 27) 0
60 Energy Shield: (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30) 0
10 Space Travel: Faster-Than-Light Travel 0
40 Space Travel: Flight 20" 4
30 Tough Body: Armor (10 PD/10 ED) 0
Powers Cost: 362
Cost Skill
20 +2 Overall
16 +2 with All Combat
3 Bureaucratics 15-
3 Conversation 15-
3 Forensic Medicine 15-
3 High Society 15-
7 Oratory 17-
3 PS: Surgeon 14-
3 Paramedics 15-
3 Persuasion 15-
3 Scientist
2 1) SS: Biochemistry 15- (3 Active Points)
2 2) SS: Biology 15- (3 Active Points)
2 3) SS: Chemistry 15- (3 Active Points)
3 4) SS: Medicine 16- (4 Active Points)
2 5) SS: Metahuman Physiology 15- (3 Active Points)
2 6) SS: Pharmacology/Toxicology 15- (3 Active Points)
2 7) SS: Physiology 15- (3 Active Points)
2 8) SS: Xenobiology 15- (3 Active Points)
Skills Cost: 84
Cost Perk
7 Contact: Hero Community (Contact has very useful Skills or resources, Very Good relationship with Contact) 12-
24 Contact: METE (Contact has extremely useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (24 Active Points) 12-
10 Money: Wealthy
12 Reputation: Elder Statesman Hero (A large group) 14-, +4/+4d6
Perks Cost: 53
Cost Talent
3 Absolute Range Sense
3 Absolute Time Sense
3 Bump Of Direction
5 Eidetic Memory
3 Lightning Calculator
4 Speed Reading: x10
20 Universal Translator 15-
Talents Cost: 41
Val Disadvantages
10 Dependent NPC: Danielle Alderman; Wife 8- (Normal)
10 Dependent NPC: Jessica Alderman, Ms. Eternal (daughter, member of the Icons) 11- (Slightly Less Powerful than the PC)
10 Distinctive Features: Cosmic Being Not Concealable, Always Noticed and Causes Major Reaction, Detectable Only By Unusual Senses
25 Hunted: Dr Destroyer 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish
25 Hunted: VIPER 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish
20 Psychological Limitation: Code vs Killing Common, Total
15 Psychological Limitation: Wants to teach as well as protect Very Common, Moderate
15 Psychological Limitation: Xenophile Common, Strong
15 Social Limitation: Public Identity: Dr Jacob Alderman Frequently (11-), Major
Disadvantage Points: 145

Base Points: 500Experience Required: 143Total Experience Available: 143Experience Unspent: 0Total Character Cost: 788

Height: 1.98 m Hair: Black w/ white temples
Weight: 99.00 kg Eyes: Brown
Appearance: A handsome, older, African-American gentleman with a lean, muscular build. He wears a white body stocking with a red "E" on hs chest in a diamond that looks like the night sky. His right arm has a long glove that has the same pattern, as does the sash at his waist. His cape and boots are blue. He wears no mask. He often wears reading glasses but this is more habit as he has superhuman vision powers.Personality: A hero who seeks to set an example in every aspect of his life; Captain Eternity is a well known and popular hero world wide. He has aided against natural and man made disasters in every country in the world. He has spoken at the UN eleven times and was asked to lead UNITY. He turned it down to concentrate on his more "elder statesman" activities.Quote:"Power does not make a man a hero; his heart does. Never forget that. Never give up hope."Background: Captian Eternity has been around since 1977. He is one of the oldest and most respected active heroes in the game. He is a founding member of the Icons, a team of veteran heroes who serve as much as a team of tutors for the younger generation of heroes as they do a force fighting crime and protecting the planet Earth. Dr Jacob Alderman was a medical officer working at NASA in the 70's although he never went into space; he often had patients who did. When METE first openned its doors he took a leave of absense from NASA to study xenobiology with the fledgling Extra Terrestrial Enclave. The time there was well worth it. It was also there that he encounterd the Heart of Phaeton; an artifact (named after the god who stole the sun chariot) delivered by a dying alien explorer. Dr. Alderman touched the artifact and was chosen as its next host. His mind and body were forever altered. He has been serving humanity as Captain Eternity ever since.Powers/Tactics: Captain Eternity is a hero in the "original" mode. Strong, fast, smart, capable of emiting and controlling vast amounts of energy, and able to fly and survive in space unaided.Campaign Use: He can be a mentor or an ally. He realizes that he hasn't aged since coming into contact with the Heart of Phaeton and that his carreer as a warrior isn't through; but he prefers to act as a teacher and healer.Based on picture by Storn Cook in HERO 5th Ed Page 32.
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Wednesday, September 22nd, 2004DaemonPlayer: NPC, Villain

Val Char Cost
55 STR 45
13 DEX 9
28 CON 36
13 BODY 6
10 INT 0
13 EGO 6
28 PRE 18
4 COM -3
25 PD 14
25 ED 19
4 SPD 17
17 REC 0
56 END 0
56 STUN 1
6" RUN02" SWIM029" LEAP0Characteristics Cost: 168
Cost Power END
90 Brick Tricks: Multipower, 90-point reserve
4u 1) Crushing Grip: RKA 2d6, NND (defense is any sort of rigid Resistant PD or Lack Of Weakness for Resistant Defenses; +1), Does BODY (+1) (90 Active Points); Must Follow Grab (-1/2), No Range (-1/2), Requires A Brick Tricks Roll (-1/2) 9
3u 2) Ghost Touch: Affects Desolidified Any form of Desolidification (+1/2) for up to 55 Active Points of STR (27 Active Points) 3
3u 3) Improvised Weaponry: EB 8d6, Side Effects (almost always causes considerable damage to the environment; +0), Variable Special Effects (+1/2) (60 Active Points); OIF (appropriate materials of opportunity; -1/2), Extra Time (Full Phase, -1/2), Limited Range (15"; -1/4) 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
10 Ice Powers: Elemental Control, 20-point powers
30 1) Freezing Breath: Energy Blast 4d6, No Normal Defense (LS: Safe Enviroment: Intense Cold; +1) (40 Active Points) 4
7 2) Ice Gauntlet: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) 2
31 3) Ice Sheet: Change Environment 32" radius, -4 to DEX Roll, Personal Immunity (+1/4) (49 Active Points); Only Affects Characters Moving On The Ground (-1/4) 5
Daemonic Form
4 1) Arctic Adaptation: Life Support (Safe in Intense Cold; Safe in Intense Heat) 0
1 2) Ice Walking: Environmental Movement (Ice)
8 3) Intimidating Visage: +20 PRE (20 Active Points); Only To Make Fear/Intimidation-Style Presence Attacks (-1), Extra Time (Full Phase, -1/2)
20 4) Just Catching My Breath: +20 REC (40 Active Points); Only When Character Takes A Full Phase Recovery (-1)
38 5) Mile-Long Leaps: Leaping +18" (29" forward, 14 1/2" upward) (x32 Noncombat) 4
6 6) Pain Tolerance: (Total: 20 Active Cost, 6 Real Cost) +10 Mental Defense (13 points total) (10 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 3) plus Power Defense (10 points) (10 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 3) 0
5 7) Sense Temperature: Detect Temperature 11- (Unusual Group), Sense 0
11 8) Stentorian Voice: Hearing Group Images 1" radius, +/-6 to PER Rolls (23 Active Points); Set Effect (only to amplify character's voice; -1) 2
13 9) 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
5 10) Super-Sensitive Eyes: Nightvision 0
4 11) Super-Strong Ears: +2 PER with Hearing Group 0
6 12) Super-Strong Eyes: +3 PER with Sight Group 0
20 13) 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
20 14) Tough Skin: Damage Resistance (20 PD/20 ED) 0
Powers Cost: 341
Cost Skill
50 +10 with HTH Combat
3 Combat Driving 12-
2 Forgery (Documents) 11-
2 Gambling (Craps, Poker) 11-
3 Hoist 11-
3 Interrogation 15-
1 KS: Arcane And Occult Lore 8-
2 KS: Biker Gangs 11-
1 KS: DEMON 8-
2 KS: The Superhuman World 11-
3 Lockpicking 12-
3 Mechanics 11-
2 Navigation (Land) 11-
2 PS: Mercenary Criminal 11-
3 Security Systems 11-
3 Stealth 12-
3 Streetwise 15-
3 Strength Tricks 12-
2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
Skills Cost: 93
Cost Perk
2 Reputation: Reliable Henchman (A medium-sized group) 11-, +2/+2d6
15 Custom Motorcycle
Perks Cost: 17
Cost Talent
3 Lightsleep
Talents Cost: 3
Val Disadvantages
15 Distinctive Features: Cold, any hex he's in is noticably colder than normal (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
25 Distinctive Features: Demonic Looking Fellow (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
20 Hunted: Campaign Supermage, quite powerful. 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Hunted: DEMON 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
25 Hunted: PRIMUS 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Psychological Limitation: Casual Killer (Very Common, Strong)
15 Psychological Limitation: Greedy (Common, Strong)
15 Psychological Limitation: Likes To Cause Destruction And Pain (Common, Strong)
15 Psychological Limitation: Short-Tempered (Very Common, Moderate)
15 Social Limitation: Public Identity (Frequently, Major)
Disadvantage Points: 185

Base Points: 200Experience Required: 237Total Experience Available: 237Experience Unspent: 0Total Character Cost: 622

Height: 1.99 m Hair: White
Weight: 113.00 kg Eyes: White, no pupils
Appearance: See page 148 in Hero 5e.

A tall brutish man with a powerful build. He has pale gray skin and stark white hair and eyes. Two horns stretch from his temples but are not "combat worthy". He has long stringy hair. He wears a pale blue bodysuit with a "daemon: symbol on his heart over this he wears leather biker wear and leather gloves.

Personality: A thug. Daemon was not happy all his buddies in the gang were killed to give him powers, but he enjoys the powers he recieved. He hires himself out as muscle to crimelords, supervillains, or criminal gangs. Quote:"This is fun and all, but soon you'll be dead and I'll be counting my money."Background: Charles Dinsmore recieved his powers from DEMON. A member of a satanic cult biker gang, he was chosen to recieve powers to aid in a Smash and Grab for their brotherhood. The relic, the Heart of Prometheus, was being held by master mage, Nilrem. Dubbed the Daemon by his friends in the gang; before they all were killed in the ceremony. Daemon was not pleased. Once it became apparent he was out of his league battling Nilrem; Daemon departed. Leaving the Morbanes to their own devices.

On his own ever since, Daemon has occasionally teamed with Morningstar, a similarly empowered former operative of DEMON. Daemon is curious as to why DEMON has never really come after him. The truth is they are curious as to why the transformation hasn't reversed itself over all these years. A Morbane has been studying him since the day he disappeared.

Powers/Tactics: A brick with limited Ice powers. Apparently he was bonded with an ice demon. Generally sticks to his brick attacks usign his Freezing Breath and Ice Sheet and Ice Gauntlets only for surprise or he needs an edge. He is curiously not vulnerable to fire. But he plays up a fear of it for effect. Campaign Use: Thug Brick. More powerful than most.
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Thursday, September 23rd, 2004CondorPlayer: NPC, Hero

Val Char Cost
35 STR 5
18 DEX 24
35 CON 10
10 BODY 0
25 INT 15
13 EGO 6
15 PRE 5
14 COM 2
6/21 PD 3
6/21 ED 3
3 SPD 2
6 REC 0
30 END 0
30 STUN 4
6" RUN02" SWIM07" LEAP0Characteristics Cost: 79
Cost Power END
47 Weapons Systems: Multipower, 70-point reserve, (70 Active Points); all slots OIF (-1/2)
5u 1) Gauntlet Concussor Beam: Energy Blast 8d6, Double Knockback (+3/4) (70 Active Points); OIF (-1/2) 7
4u 2) Gauntlet Electro-Blaster: Energy Blast 8d6, Area Of Effect (One Hex; +1/2) (60 Active Points); OIF (-1/2) 6
3u 3) Gauntlet Laser: Killing Attack - Ranged 2d6, Armor Piercing (+1/2) (45 Active Points); OIF (-1/2) 4
2u 4) Gauntlet-Mounted Blades: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (30 Active Points); OIF (-1/2) 0
1u 5) Smokescreen Generator: Darkness to Sight Group 3" radius (30 Active Points); OIF (-1/2), No Range (-1/2), 4 Continuing Charges lasting 1 Turn each (removed by winds or rain; -1/2) [4 cc]
Condor Armor
30 1) Base Protection System: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2) 0
6 2) Communications Suite: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-1/2) 0
9 3) Environmental Protection System: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0
10 4) Internal Oxygen Supply: Life Support (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 6 Hours (replacement oxygen supply, Easy to obtain; +0) [1 cc]
5 5) Nightsight: Nightvision 0
7 6) Polarized Faceplate: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
20 7) Powered Armor Battery: Endurance Reserve (150 END, 15 REC) (30 Active Points); OIF (-1/2) 0
30 8) Questionite Buckler: Missile Deflection (Any Ranged Attack), +5 OCV 0
13 9) Radar Array: Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As Sight Group As Well As Radio Group [very common Sense] (-1/2) 0
18 10) Resilience Augmentation: +20 CON (40 Active Points); OIF (-1/2), No Figured Characteristics (-1/2), Does Not Apply To CON Rolls (-1/4)
9 11) Sensory Augmentation Systems: +3 PER with all Sense Groups 0
10 12) Strength Augmentation: +20 STR (20 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 2
9 13) Telescopic Lenses: +6 versus Range Modifier for Radio Group 0
45 14) Wings: Flight 15", x16 Noncombat, No Turn Mode (+1/4), combat acceleration/deceleration (+1/4) (67 Active Points); OIF (-1/2) 7
Powers Cost: 283
Cost Martial Arts Maneuver
Karate
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR to Disarm roll
4 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 4) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
3 5) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 Strike, Target Falls
4 6) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike
5 7) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike
Martial Arts Cost: 28
Cost Skill
6 +2 with Karate
15 +3 with Ranged Combat
3 Breakfall 13-
3 Combat Piloting 13-
3 Computer Programming 14-
3 Electronics 14-
3 High Society 12-
2 KS: The Superhuman World 11-
3 KS: VIPER 12-
3 Mechanics 14-
2 Navigation (Air) 14-
3 Paramedics 14-
3 SS: Aeronautics 14-
3 SS: Physics 14-
3 SS: Materials Engineering 14-
3 Systems Operation 14-
0 TF: Small Planes
Skills Cost: 61
Cost Perk
5 Money: Well Off
10 Safehouse/Workshop
Perks Cost: 15
Val Disadvantages
5 Dependent NPC: David Christopher (confidant, assistant) 8- (Normal; Useful Noncombat Position or Skills)
10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10 Hunted: Cyclone 8- (As Pow, Harshly Punish)
15 Hunted: The War Machine 8- (Mo Pow, Harshly Punish)
25 Hunted: VIPER 11- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Enjoys the thrills of being a superhero (Common, Moderate)
10 Psychological Limitation: Loves to fly (Common, Moderate)
15 Psychological Limitation: Proud of his achievements and protective of his technology (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)
10 Vulnerability: 1 1/2 x STUN Electrical Attacks (Common) [Notes: Neuronet control feedsback electrical attacks painfully.]
Disadvantage Points: 150

Base Points: 200Experience Required: 116Total Experience Available: 116Experience Unspent: 0Total Character Cost: 466

Height: 1.80 m Hair: Brown
Weight: 75.00 kg Eyes: Brown
Appearance: See page 77 in Hero 5e (thanks again Storn Cook)

An athletic man of above average height with a lean build.

The Condor armor is a black undersuit with bronze armor plates over the chest/torso, shoulders, arms, guantlets, boots, and thighs.

Over his right arm is a questionite shield his wings are a betacloth polymer stretched over three frames made of the bronze alloy as his armor. It can fold up into the backpack unit. The frams actually have small thrusters allowing him impressive maneuverability.

Personality: Although his initial goal was simply the smashing of VIPER whenever and where ever he found them, Keith has grown into more of a hero in the year and a half he's been operating as Condor. He has worked with Defender and the Champions, but the cousin's have not as of yet recognized each other.Quote:"The Skies over Millennium City are mine. Spread evil in them at your peril."Background: A cousin of James Harmon, the Defender. Keith's great grandfather's brother was James Harmon. Keith's family history is, like James', steeped with service and heroism. Keith's family however made their money in the stock market. Keith bucked the trend and started his own tech company. Working with McNeil Aviation, Stone Industries, and his cousin's company, Keith developed innovative technologies for the airline industry. Keith's company Phoenix Ltd. is referred to occasionally as the "Savior of the American Air Transport Industry".

But it wasn't enough for Keith. He wanted to fly. To develop a personal flight technology.

Keith developed the Condor flight suit in his spare time. It may never have been more than a day dream if it hadn't been for VIPER. It was during a battle with the Champions that VIPER debut a new air vehicle, the Wyvern. Keith realized after watching the news footage, that his technology had been used to develop this new threat to mankind.

Unable to take this lying down, Keith broke out his designs for the Condor suit. Adding armor and weapons systems, he began construction in 2002. It took eleven month of develoopment and testing but soon the bronze and black armor was seen for th first time streaking over the skies of Millennium City as the Condor took his battle to VIPER.

Powers/Tactics: The Condor suit is light, but very well armored. The weapons systems has grown considerably since his initial outing but still could be considered spartan. He relys on his maneuverability in the air and his combat skills on the ground.Campaign Use: Condor is a powered armor/martial artist hero. It's possible to go either way with him. If you want to lower his abilities, drop some of the armor characteristics bonuses and weapons. To make him a better fighter you can emphasize either aspect, improve his armor and tech skills, or his martial arts and crime fighter skills.
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Friday, September 24th, 2004EquinoxPlayer: NPC, Villain

Val Char Cost
45 STR 35
23 DEX 39
35 CON 50
15 BODY 10
13 INT 3
11 EGO 2
30 PRE 20
16 COM 3
20/32 PD 11
20/32 ED 13
6 SPD 27
16 REC 0
100 END 15
100 STUN 44
15" RUN02" SWIM09" LEAP0Characteristics Cost: 272
Cost Power END
90 Fire Powers: Multipower, 90-point reserve
4u 1) Dessicate : Energy Blast 4d6, No Normal Defense (LS: Safe Enviroment: Intense Heat; +1) (40 Active Points) 4
6u 2) Fiery Prison: Killing Attack - Ranged 2d6, Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (90 Active Points); Targets Only Take Damage If They Touch Cage Or Move In/Out Of The Affected Hex (-1/2) 0
4u 3) Fire Blast: Energy Blast 8d6 (40 Active Points) 4
6u 4) Fire Mastery: Suppress Fire Powers 4d6, All Powers Simultaneously (+2) (60 Active Points) 6
6u 5) Fireball: Energy Blast 8d6, Explosion (+1/2) (60 Active Points) 6
1u 6) Kindle Fire: Killing Attack - Ranged 1 point, Sticky (Only Affects Flammables; +1/4), Indirect (Any origin, always fired away from attacker; +1/2), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Continuous (+1) (19 Active Points); Limited Range (20") (-1/4) 0
5u 7) Summer's Touch: Drain Ice/Cold Powers 4d6, One Power At A Time (+1/4) (50 Active Points) 5
6u 8) Wall Of Fire: (Total: 74 Active Cost, 58 Real Cost) Force Wall (10 ED), Transparent PD (+1/2) (37 Active Points) (Real Cost: 37) plus Killing Attack - Ranged 1d6, Damage Shield (+1/2), Continuous (+1) (37 Active Points); Linked (Force Wall; -1/2), No Knockback (-1/4) (Real Cost: 21) 8
90 Ice Powers: Multipower, 90-point reserve
4u 1) Blizzard: Change Environment 32" radius, -5 to Hearing Group PER Rolls (42 Active Points) 4
6u 2) Brittlize I: Drain PD 3d6, Delayed Return Rate (5 Points per 5 Minutes; +1/2), Ranged (+1/2) (60 Active Points) 6
6u 3) Brittlize II: Drain PD Armor 3d6, Delayed Return Rate (5 Points per 5 Minutes; +1/2), Ranged (+1/2) (60 Active Points) 6
9u 4) Hailstorm: Energy Blast 8d6, Indirect (always from above; +1/4), Area Of Effect (5" Radius; +1) (90 Active Points) 9
4u 5) Ice Blast: Energy Blast 8d6 (40 Active Points) 4
5u 6) Ice Cage: Entangle 4d6, 4 DEF, Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2
4u 7) Ice Sheet: Change Environment 32" radius, -4 to DEX Roll, Personal Immunity (+1/4) (49 Active Points); Only Affects Characters Moving On The Ground (-1/4) 5
5u 8) Ice Wall: Force Wall (12 PD/8 ED) (50 Active Points) 5
5u 9) Winter's Touch: Drain Fire/Heat Powers 4d6, One Power At A Time (+1/4) (50 Active Points) 5
14 Ice Slides: Multipower, 18-point reserve, (18 Active Points); all slots Physical Manifestation (-1/4)
1u 1) Above-Ground Ice Slide: Gliding 15", Side Effect (Leaves Big Chunks Of Ice Around The Enviroment) (+0) (15 Active Points); Physical Manifestation (-1/4) 0
1u 2) Basic Ice Slides: Running +9" (15" total), Side Effect (Leaves Big Chunks Of Ice Around The Enviroment) (+0) (18 Active Points); Physical Manifestation (-1/4) 2
1 Ice Walking: Environmental Movement (Ice)
20 Localized Fire & Ice Powers: Elemental Control, 40-point powers
104 1) Alter Temperature: Change Environment 32" radius, +5 Temperature Level Adjustment, -5 Temperature Level Adjustment, Multiple Combat Effects, Varying Effect Broad Group (+1) (124 Active Points) 12
26 2) Equinox Blasts (Fire/Heat/Cold/Ice): Energy Blast 11d6, Personal Immunity (+1/4), Explosion (-1 DC/3"; +1) (124 Active Points); Increased Endurance Cost (x5 END; -2), No Range (-1/2), Extra Time (Full Phase, -1/2) 60
20 3) Fiery Flight: Flight 20" (40 Active Points) 4
28 4) Flame Aura: Killing Attack - Hand-To-Hand 1 1/2d6, Damage Shield (+1/2), Continuous (+1) (62 Active Points); No STR Bonus (-1/2) 6
13 5) Ice Gauntlet: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) 2
4 Temperature Immunity: Life Support (Safe in Intense Cold; Safe in Intense Heat) 0
40 Thermal Protections: Energy Damage Reduction, Resistant, 75% (60 Active Points); Heat/Cold only (-1/2) 0
5 Thermal Vision: Infrared Perception (Sight Group) 0
29 Toughened Form: Armor (12 PD/12 ED) (36 Active Points); Visible (-1/4) 0
Powers Cost: 572
Cost Skill
16 +2 with All Combat
10 +2 with Coordinated Attacks
5 +1 with Ranged Combat
2 TF: Common Motorized Ground Vehicles
3 Combat Driving 14-
3 Shadowing 12-
2 KS: Supervillains 11-
2 KS: Underworld 11-
3 Streetwise 15-
Skills Cost: 46
Cost Perk
3 Well-Connected
1 1) Contact: Alliance of Supervillains 8-
1 2) Contact: Deathstroke 8-
1 3) Contact: GRAB (2 Active Points) 11-
1 4) Contact: Geodesics (2 Active Points) 11-
1 5) Contact: The Ultimates 8-
1 6) Contact: VIPER 8-
Perks Cost: 9
Val Disadvantages
15 Social Limitation: Secret Identity (Frequently, Major)
15 Hunted: The Elemenelles (or similarly Elemental based Superteam) 8- (Mo Pow, Harshly Punish)
10 Reputation: Powerful Supervillain for hire, 11-
15 Rivalry: Professional (Holocaust; Rival is More Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)
20 Psychological Limitation: Code Of The Mercenary (Common, Total)
15 Psychological Limitation: Loyal To Boss (Very Common, Moderate)
15 Psychological Limitation: Overconfidence (Very Common, Moderate)
15 Psychological Limitation: Loves Combat (Common, Strong)
25 Hunted: PRIMUS 11- (Mo Pow, NCI, Harshly Punish)
15 Hunted: Champions 8- (Mo Pow, Harshly Punish)
Disadvantage Points: 160

Base Points: 200Experience Required: 539Total Experience Available: 539Experience Unspent: 0Total Character Cost: 899

Height: 1.93 m Hair: None
Weight: 125.00 kg Eyes: Red/Blue
Appearance: As mentioned above, Equinox's costume consists of a loincloth, some stone jewelry, and a stony cracked exterior armor with lava or ice flowing underneath. The left side of his torso and his head are smooth ice, he has a nimbus of flame around his bald head. Ice powers use the left hand, flame powers the right

 

 

see art in HERO 5e, pg 70 (thanks AGAIN Storn Cook)

Personality: A supervillain who seemingly desires nothing more than to live the high life and punch out heroes. Aside from this and his hatred of Holocaust there is little else that drives him. He seems relatively well adjusted. He doesn't kill casually and seems content to knock heroes out rather than bring them serious harm.Quote:"Burn, Freeze, feel the force of my fists, it doesn't really matter to me how, but you're going down, and your going down now."

"Heh, tell your friends you were chumped by Dr. Frickin' Seus."

Background: Equinox doesn't talk about how he got his powers, but one can assume that based on his dress (archaic stone torque, belt, arm and leg bands, with aztec symbols on his loin cloth) and the "nasty occult" aura he has, that some evil artifact was involved. The kicker is that he seemingly has little knowledge of any of this. He is a professional supervillain and he has served as a temp or reserve member for several prominent villain teams. He is fantastically powerful and yet he is obviously a follower. Curiously enough, while he seems to get along very well with almost any supervillain, there is one notable exception: Holocaust. For some reason, unknown even to Holocaust, Equinox wants to eliminate Holocaust personally. The two have met a few times and the battles have been inconclusive, but it's obvious that Equinox has the power to make good his threat.Powers/Tactics: Part Brick, mostly Energy Weilder, Equinox can use fire and ice attacks, often at the same time. He's a very dangerous opponent. He prefers to begin his battles at a distance but it's obvious that he likes to smack people around as he's not at all adverse to wading into melee range.Campaign Use: Tough ass villain. If you want to weaken his abilities, fold the two multipowers into one 90 pt pool with mulit slots. To toughen him up, you'll notice many of his attacks don't make use of all the points they are allowed; correct this flaw. That should do it.

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

 

Ok here is the updated Hero A Day Index.As always please take a look, and let me know if anything is out of place or missing. There have been quite a few solo heroes and villains lately so those lists have grown.

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