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Thursday, October 21st, 2004This is a second character from the "Minute Men: Red" Team. I believe I posted Major Victory. REGIMENTPlayer: NPC

Val Char Cost
10/50 STR 0
17/27 DEX 21
10/25 CON 0
10/15 BODY 0
15 INT 5
13 EGO 6
13/23 PRE 3
12 COM 1
2/35 PD 0
2/35 ED 0
3/5 SPD 3
4/14 REC 0
20/80 END 0
20/80 STUN 0
6"/16" RUN02" SWIM02"/10" LEAP0Characteristics Cost: 39
Cost Power END
70 Weapons Systems: Multipower, 105-point reserve, (105 Active Points); all slots OIF (-1/2)
7u 1) Ion Pulse Cannon (Energy Blast): Energy Blast 12d6, Reduced Endurance (1/2 END; +1/4), Area Effect: One-hex (+1/2) (105 Active Points); OIF (-1/2) 4
4u 2) Missile Rack (RKA): Killing Attack (RKA) 3d6+1, Explosion (+1/2) (75 Active Points); 4 Recoverable Charges (-1/2), OIF (-1/2) [4 rc]
Battlesuit: REGIMENT mk 3, all slots OIF (-1/2)
20 1) +40 STR (40 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 4
15 2) +10 DEX (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
15 3) +15 CON (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
5 4) +5 BODY (10 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
7 5) +10 PRE (10 Active Points); OIF (-1/2)
13 5) +2 SPD (20 Active Points); OIF (-1/2)
13 5) +10 REC (20 Active Points); OIF (-1/2)
20 5) +60 END (30 Active Points); OIF (-1/2)
40 5) +60 STUN (60 Active Points); OIF (-1/2)
7 10) Back Up Microlung: Life Support (Self-Contained Breathing), 1 Recoverable Continuing Charge lasting 6 Hours (+0) (10 Active Points); IAF (-1/2) [1 rc]
26 11) Main Life Support Unit: Life Support (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) (39 Active Points); OIF (-1/2) 0
13 12) Motality Servos: Running +10" (6"/16" total) (20 Active Points); OIF (-1/2) 2
3 13) Psi Shields (Mental Defense): Mental Defense (8 points total) (5 Active Points); OIF (-1/2) 0
20 14) Rockets: Flight 15" (30 Active Points); OIF (-1/2) 3
66 15) Armor (33 PD/33 ED) (99 Active Points); OIF (-1/2) 0
Sensor Suite, all slots OIF (-1/2)
8 1) High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2) 0
10 2) Radar (Radio Group) (15 Active Points); OIF (-1/2) 0
3 3) Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
2 4) Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2) 0
3 5) Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
Powers Cost: 390
Cost Skill
8 +1 with All Combat
15 +3 with Powered Armor
7 Bureaucratics 14- (16-)
7 Combat Driving 14- (16-)
7 Combat Piloting 14- (16-)
3 Electronics 12-
3 Mechanics 12-
3 Security Systems 12-
5 TF: Common Motorized Ground Vehicles, Anthropomorphic Mecha, Combat Aircraft, Helicopters, Small Planes, Two-Wheeled Motorized Ground Vehicles
2 Weapon Familiarity: Small Arms
Skills Cost: 60
Cost Perk
12 Contact: US Air Force (Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 11-
20 Fringe Benefit: Concealed Weapon Permit (where appropriate), Federal/National Police Powers, Lieutenant, Membership: Minute Men: Red, Passport, Security Clearance: DOSPA, Security Clearance: PRIMUS
2 Reputation: High Level Government Agent (A small to medium sized group) 8-, +2/+2d6
Perks Cost: 34
Val Disadvantages
15 Distinctive Features: Giant Robot Suit: Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
15 Hunted: PRIMUS 11-, More Powerful, NCI, Watching
15 PSychological Limitation: Overconfidence Very Common, Moderate
20 Psychological Limitation: Hero Worships Major Victory Very Common, Strong
20 Psychological Limitation: Superpatriot Common, Total
5 Reputation: Giant Robotic Yes-Man, 11- (Known Only To A Small Group)
15 Social Limitation: Secret Identity: Lt Kyle Harper Frequently (11-), Major
15 Social Limitation: Subject to Orders (Frequently, Major)
10 Susceptibility: Intense Magnetic Fields: , 1d6 damage per Turn Uncommon [Notes: Drains END]
10 Vulnerability: Magnetic Attacks: 2x BODY Uncommon
10 Vulnerability: Magnetic Attacks: 2x STUN Uncommon
Disadvantage Points: 150

Base Points: 200Experience Required: 173Total Experience Available: 173Experience Unspent: 0Total Character Cost: 523

Height: 1.70 m Hair: Brown
Weight: 74.00 kg Eyes: Brown
Appearance: an average man of average height, Kyle is in good shape but not athletically built. He wears a special flight suit when inside the REGIMENT armor. The armor itself is a giant (8'+) humanoid battle suit, gunmetal gray with US AirForce insignea adorning it.Personality: Kyle is a true blue patriot and basically hero worships Major Victory. He has made an effort to befriend the other members on the team but Zepplin scares the pants off him.Quote:"Step away from the weapon. Failure to comply will result in termination! Just kidding! But really, don't make me kill you."Background: An airforce pilot who chanced into an interview with Major Victory for the opporotunity to pilot the REGIMENT (there hais yet to be an official Acronym) Robot suit. Kyle got the job and has made it his life's work to impress and aid Major Victory in any and all endevors. This irks the Major as he hates psychophants, but he likes Kyle's ernest nature. He keeps trying to get Kyle to stand on his own. Fearing what would result of any falling out betweent he two. Kyle is still technically a member of the Airforce and retains his Lieutenants Rank.Powers/Tactics: REGIMENT is a fairly typical robot suit. He has two ranged weapons and some super strength. He generally uses the Ion Pulse Cannon it has a small area affect and therefore is quite accurate. He uses his missiles against tough foes, enemy mecha, or whenever Avenger Red tells him.Campaign Use: REGIMENT is a member of the Washington DC based Minutemen Red. They patrol the east coast and generally stay their side of the Mississippi. The Red team tends to be the more "America right or wrong" type.
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Friday, October 22nd, 2004These guys were laughable at first, but we later found them to be quite frightening.The American NinjaPlayer: NPC; Based on characters created by Bill Carone

Val Char Cost
15 STR 5
23 DEX 39
18 CON 16
11 BODY 2
13 INT 3
11 EGO 2
15 PRE 5
12 COM 1
8/14 PD 5
6/12 ED 2
5 SPD 17
7 REC 0
36 END 0
30 STUN 2
6"/8" RUN02" SWIM03"/8" LEAP0Characteristics Cost: 99
Cost Power END
35 Arsenal of The Ninja: VPP (Gadget Pool), 30 base + 5 control cost, (45 Active Points); VPP Can Only Be Changed Between Adventures (-1/2); all slots OAF (-1), Limited Special Effect Very Common SFX (Martial Arts Weapons; -1/4)
10 Evasion: Missile Deflection (Arrows, Slings, Etc.) 0
1 Horse Stance: Knockback Resistance -1" (2 Active Points); Costs Endurance (-1/2) 1
20 Katana (HTH): Killing Attack (HTH) 2d6 (2 1/2d6 w/STR), Ranged (+1/2) (45 Active Points); OAF (-1), No Knockback (-1/4) 4
10 Mind Link: Duplicates: Mind Link , Specific Group of Minds, Number of Minds (x4) (20 Active Points); Only With Others Who Have Mind Link (-1) 0
166 Team Ninja: Duplication (creates 4 365-point Duplicates), Altered Duplicates (100%; +1) (166 Active Points) 0
5 Tower of Health: Lack of Weakness (-5) for Normal Defense 0
4 Very Athletic: Running +2" (6"/8" total) 1
5 Very Athletic: Superleap +5" (3"/8" forward, 1 1/2"/4" upward) 1
7 Will of Steel: Mental Defense (9 points total) 0
Armored Costume
12 1) Armored Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
25 2) Camouflage Suit: Sight Group Images 1" radius, -6 to PER Rolls, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (56 Active Points); No Range (-1/2), Set Effect (only to camoflage wearer; -1/2), IIF (-1/4) 0
7 3) Cowl Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 0
30 4) Homing Tracer: Radio Group Images Increased Size (32" radius; +1 1/4), +4 to PER Rolls, Image Only Perceivable On Special Radio Frequencies (+0), Range Based On STR (+1/4), Usable As Attack (allows character to "stick" the Image to a target; +1), 1 Recoverable Continuing Charge lasting 1 Week (stops functioning if it gets wet or experiences severe radio interference; +1) (76 Active Points); Set Effect (detectable signal; -1), IAF (-1/2) [1 rc]
3 5) Seemless Armor: Lack Of Weakness (-5) for Resistant Defenses (5 Active Points); OIF (-1/2) 0
12 6) Silence Suit : Invisibility to Hearing Group , Reduced Endurance (0 END; +1/2) (15 Active Points); IIF (-1/4) 0
Powers Cost: 352
Cost Martial Arts Maneuver
Karate
4 1) +1 HTH Damage Class(es)
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Chop: 1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6
4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm roll
4 5) Escape: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 6) Kick: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike
4 7) Punch: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
Martial Arts Cost: 29
Cost Skill
10 +2 with HTH Combat
6 +2 with Thrown weapons
9 +3 with Ninja Weapons
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 12-
3 Contortionist 14-
3 Disguise 12-
4 Forgery (Art Objects, Documents) 12-
2 KS: Knowledge Skill: Karate 11-
2 KS: Knowledge Skill: Metahuman Operatives Worldwide 11-
2 KS: Knowledge Skill: Minuteman Program 11-
0 Language: English (Idiomatic, native accent; Native Language)
4 Language: Japanese (Idiomatic, native accent)
3 Lockpicking 14-
3 Security Systems 12-
5 Shadowing 13-
3 Sleight of Hand 14-
3 Stealth 14-
3 Streetwise 12-
6 Survival (Temperate/Subtropical, Mountain, Urban) 12-
3 Teamwork 14-
3 Tracking 12-
2 Weapon Familiarity: Unarmed Combat & Clubs, Common Martial Arts Weapons
Skills Cost: 91
Cost Perk
14 Fringe Benefit: Concealed Weapon Permit (where appropriate), Federal/National Police Powers, International Driver's License, Membership: Minute Men Red, Passport, Security Clearance
Perks Cost: 14
Cost Talent
15 Danger Sense (self only, in combat) 12-
Talents Cost: 15
Val Disadvantages
10 Hunted: Green Dragon 8- (As Pow, Harshly Punish)
20 Hunted: US Government 14- (Very Frequently), More Powerful, NCI, Watching
20 Hunted: VIPER 8- (Occasionally), More Powerful, NCI, Harshly Punish
15 Psychological Limitation: Protective of his alternate dimensional "brothers" Common, Strong
20 Psychological Limitation: Super Patriot Common, Total
15 Psychological Limitation: Tries to be Honorable and unscrutable (Common, Strong)
5 Rivalry: Sentinal 4 Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity: Jason Erich Johanson Frequently (11-), Major
15 Social Limitation: Subject to Orders (Frequently, Major)
10 Style Disadvantage: Karate
5 Unluck: 1d6
Disadvantage Points: 150

Base Points: 200Experience Required: 250Total Experience Available: 250Experience Unspent: 0Total Character Cost: 600

Height: 1.75 m Hair: Blonde
Weight: 75.00 kg Eyes: Blue
Appearance: Average height, well built man with blonde hair and blue eyes. Each member of "Team Ninja" are identical. The costume is a white ninja "nightsuit" with blue stars and red bars. He has a red scabbard for his Katana and a red belt. His arsenal often is carried in blue packs.

The other 4 members of the team have identical costumes save for the fact that the base colors change from white to Red, Blue, Black, and Gold.

The stars on the others are all white, The stripes are blue.

Personality: A good man who realizes that he's in over his head and the weak link on the team. He sticks to using his abilities as a scout and calls in the big guns to do much of the fighting. Quote:"...That is the way of the American Ninja."Background: His tongue in cheek codename and over the top personae aside, Jason is a good man. He discovered his ability to draw up to four "Brothers" from alternate realities. The five get along well, can communicate mentally and are all well trained martial artists. He was mentioned for the team as his father is good friends with one of the top men who sponsored the Minute Men program. He has actually performed very well. Powers/Tactics: A skilled martial artist, well above "Agent" level, but just below "costumed crimefighter" in talent and skill. His greatest asset is that he is a self contained "team". He has been given state of the art stealth gear and homing beacons. Campaign Use: A decent spy. A decent fighter. He can be made truely fearsome in these endeavors but that makes his Duplicates very expensive.
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Saturday, October 23rd, 2004AmericannaPlayer: NPC

Val Char Cost
40/75 STR 30
20 DEX 30
40 CON 60
20/27 BODY 20
13 INT 3
13 EGO 6
23/38 PRE 13
18 COM 4
16/23 PD 8
16/23 ED 8
5 SPD 20
16 REC 0
80 END 0
60/67 STUN 0
8"/15" RUN02" SWIM08"/15" LEAP0Characteristics Cost: 202
Cost Power END
10 Efficient Strength: Reduced Endurance (1/2 END; +1/4) (10 Active Points) applied to STR
52 Gigantic Size: Growth (+35 STR, +7 BODY, +7 STUN, -7" KB, 8,832 kg, -4 DCV, +4 PER Rolls to perceive character, 7 m tall, 4 m wide), Reduced Endurance (0 END; +1/2) (52 Active Points) 0
19 Superswift: Running +2" (8"/15" total), Improved Noncombat Movement (x16) 2
30 Tough As Nails: Energy Damage Reduction, Resistant, 50% 0
30 Tough As Nails: Physical Damage Reduction, Resistant, 50% 0
8 Toughened Flesh: Damage Resistance (8 PD/8 ED) 0
Gigantic Size Bonuses, all slots Linked (Gigantic Size; -1/2)
10 1) Damn Impressive: +15 PRE (15 Active Points); Linked (Gigantic Size; -1/2)
7 2) I can see for miles up here!: +7 versus Range Modifier for Hearing Group (11 Active Points); Linked (Gigantic Size; -1/2) 0
9 3) Long Legs: Running +7" (8"/15" total) (14 Active Points); Linked (Gigantic Size; -1/2) 1
Minutmen Combat Uniform, all slots OIF (-1/2)
14 1) Armored Uniform: Armor (7 PD/7 ED) (21 Active Points); OIF (-1/2) 0
7 2) Cowl Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 0
3 3) Polarized Lenses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
Powers Cost: 199
Cost Martial Arts Maneuver
Self Developed Style
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 2) Catching the Fist: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block
3 3) Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls
4 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 55 STR / 90 STR vs. Grabs
5 5) Hook/Kick: 1/2 Phase, -2 OCV, +1 DCV, 12d6 / 19d6 Strike
4 6) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls
3 7) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 9d6 / 16d6 Strike, Target Falls
4 8) Punch: 1/2 Phase, +0 OCV, +2 DCV, 10d6 / 17d6 Strike
Martial Arts Cost: 32
Cost Skill
8 +1 with All Combat
20 +4 with HTH Combat
3 Breakfall 13-
3 Bureaucratics 14- (17-)
3 Climbing 13-
3 Conversation 14- (17-)
3 High Society 14- (17-)
3 Oratory 14- (17-)
3 PS: Beauty Pagent Contestant 14- (17-)
4 PS: Spokesperson 15- (18-)
3 Paramedic 12-
3 Persuasion 14- (17-)
3 Scholar
2 1) KS: World Politics (3 Active Points) 12-
2 2) KS: Arcane And Occult Lore (3 Active Points) 12-
2 3) KS: Media (3 Active Points) 12-
2 4) KS: Politics (3 Active Points) 12-
2 WF: Small Arms
Skills Cost: 72
Cost Perk
13 Fringe Benefit: Federal/National Police Powers, International Driver's License, Membership: Member of Minute Men Red, Passport, Security Clearance, Weapon Permit (where appropriate)
9 Contact: PRIMUS (Contact has useful Skills or resources, Contact limited by identity, Good relationship with Contact), Organization Contact (x3) (9 Active Points) 11-
9 Contact: UNTIL (Contact has useful Skills or resources, Contact limited by identity, Good relationship with Contact), Organization Contact (x3) (9 Active Points) 11-
3 Reputation: Battle Maiden of Minute Men (A small to medium sized group) 8-, +3/+3d6
Perks Cost: 34
Cost Talent
8 Lightning Reflexes: +5 DEX to act first with All Actions
3 Perfect Pitch
Talents Cost: 11
Val Disadvantages
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
10 Hunted: Bulldozer 8- (Occasionally), As Powerful, Harshly Punish
15 Hunted: US Government 11-, More Powerful, NCI, Watching
20 Hunted: VIPER 8- (Occasionally), More Powerful, NCI, Harshly Punish
15 Psychological Limitation: Activist, feels she needs to make a difference (Common, Strong)
20 Psychological Limitation: Code vs Killing (Personal) Common, Total
15 Psychological Limitation: Patriotic Common, Strong
10 Reputation: Mutant, 8- (Extreme)
10 Rivalry: Professional (Zeppelin; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) [Notes: Seeks to have him removed from the team.]
10 Social Limitation: Public Identity (Ms America 1997) Occasionally (8-), Major
15 Social Limitation: Subject to Orders Frequently (11-), Major
Disadvantage Points: 150

Base Points: 300Experience Required: 100Total Experience Available: 100Experience Unspent: 0Total Character Cost: 550

Height: 1.78 m Hair: Brown
Weight: 69.00 kg Eyes: Brown
Appearance: Americanna is a Ms USA contestant with a military background. She is an attractive, well read, well spoken, and patriotic young woman with military bering and disciplined, conservative mannerisms.

She tends to dress very conservatively and is more than a little embarrassed by the flag covered "stripper's uniform" she wears in her heroic Id. It consists of a skin tight body suit with black boots, gloves and domino mask. The torso of the costume consists of a blue field with several stars (and two "convieniently over her breasts, she referrs to them derrisively as her "pasties"). The arms are white the leggins are red. She demanded that they put leggings on it since she didn't want to be a 100' woman in a thong walking along the battlefield.

Personality: A mutant from a strict military houshold, Deborah was an obvious choice to put into the Minutemen Project. She respects Major Victory, likes Sentinal, is creeped out by American Ninja, thinks REGIMENT is a psychophant of the highest order, and fears for her life around Zepplin. She has even worked towards the latters removal from the team but has been stymed by an outside source.

Deborah (never Debbie), is an advocate for women's rights in the republican party, she has more than once done the talk show circuit and is one of the most quotable of the Red team.

Quote:"Look, Larry; I know that the Major can be a little abrasive, but not every metahuman battle is a safe place for the press, y'know?"Background: A mutant with the superhuman strength and the ability to grow to gigantic size, Deborah White was asked to join the Minute Men Red by project founder General James Hoover. Hoover found that Deborah was everything that the "right wing team" needed. She was a woman, a mutant to boot, and a staunch yet moderate republican. Having been Ms America in 1997; she is a good public speaker, an idealistic and enthusiastic heroine who reminds him of a living statue of liberty. Where could he go wrong?Powers/Tactics: Americanna is a warrior. A skilled hand to hand fighter with superhuman strength, durability and peak human reflexes, she is a front line fighter even without her ability to grow to gigantic size. She usually starts the battle at normal size. She doesn't grow unless there is some tactical advantage to it.Campaign Use: Americanna is a popular heroine. She's moderate enough not to ruffle feathers, gets along well with her team (save for Zeppelin) and Major Victory often jockies for her to get the job as leader of the International(White) Team should Lady Justice falter. Deborah does not like to be in the middle of the feud, and she gets along quite well with Lady Justice.
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Sunday, October 24th, 2004Sentinal -4Player: NPC

Val Char Cost
30 STR 20
26 DEX 48
25 CON 30
17 BODY 14
20 INT 10
20 EGO 20
25 PRE 15
20 COM 5
15/21 PD 9
15/21 ED 10
6 SPD 24
10 REC -2
50 END 0
50 STUN 5
11" RUN02"/7" SWIM012" LEAP0Characteristics Cost: 208
Cost Power END
20 Questionite Billy Club: Multipower, 40-point reserve, (40 Active Points); all slots OAF (-1)
1u 1) Club: Hand-To-Hand Attack +5d6 (25 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 2
1u 2) Hanging onto Projections: Clinging (normal STR), Requires A STR Roll (No Active Point penalty to Skill Roll; +0) (10 Active Points); OAF (-1), No Movement Allowed (-1/2), Cannot Resist Knockback (-1/4) 0
1u 3) Hurled Club: Energy Blast 8d6 (40 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use any slot in Multipower until Charge is recovered; -1/2), Range Based On Strength (-1/4) [1 rc]
1u 4) Swingline: Swinging 20" (20 Active Points); OAF (-1), Lockout (cannot use any other slot in same Phase in which Swinging is used; -1/2) 2
15 Very Athletic: Running +5" (11" total), x4 Noncombat 1
16 Very Athletic: Superleap +6" (12" forward, 6" upward) (Accurate, x4 Noncombat) 2
10 Very Athletic: Swimming +5" (2"/7" total) (x4 Noncombat) 1
Armored Uniform, all slots OIF (-1/2)
12 1) Betacloth Light Armored Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
7 2) Cowl Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 0
4 3) Polarized Lenses: Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4) 0
Enhanced Physiology
12 1) Acute Senses: +4 PER with All Sense Groups 0
5 2) Natural Resiliance: Damage Resistance (5 PD/5 ED) 0
4 3) Regeneration: Healing 1 BODY (10 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4) 1
5 4) Strong Willed: Mental Defense (9 points total) 0
7 5) Toxin Resistance: Power Defense (10 points) (10 Active Points); Only Works Against Poisons/Toxins (-1/2) 0
Grenades
17 1) Paste Mini-Grenade: Entangle 3d6, 4 DEF, Explosion (lose 1d6 and 1 DEF per 1"; +1/2) (52 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4) [6]
16 2) Smoke Mini-Grenade: Darkness to Sight Group 4" radius (40 Active Points); OAF (-1), Range Based On STR (-1/4), 6 Continuing Charges lasting 1 Turn each (removed by high winds or rain; -1/4) [6 cc]
Powers Cost: 154
Cost Martial Arts Maneuver
Esoteric Martial Arts Training
8 1) +2 HTH Damage Class(es)
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 4) Kick: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike
3 5) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls
4 6) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND
4 7) Punch: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike
3 8) Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls
1 9) Weapon Element: Shield, Unarmed Combat
Martial Arts Cost: 36
Cost Skill
35 +7 with HTH Combat
2 CK: Washington DC 11-
3 Acrobatics 14-
2 Ballistics 11-
3 Breakfall 14-
3 Bureaucratics 14-
3 Climbing 14-
3 Concealment 13-
3 Contortionist 14-
3 Criminology 13-
3 Forensic Medicine 13-
2 Forensics 11-
3 High Society 14-
3 Interrogation 14-
2 Navigation (Land) 13-
3 Oratory 14-
3 Paramedic 13-
3 Persuasion 14-
3 Scholar
1 1) KS: FBI (2 Active Points) 11-
1 2) KS: Minuteman Project (2 Active Points) 11-
1 3) KS: Criminal Law (2 Active Points) 11-
1 4) KS: Criminal Underworld (2 Active Points) 11-
3 Security Systems 13-
3 Shadowing 13-
3 Stealth 14-
3 Streetwise 14-
2 Survival (Pick Something) 13-
3 Systems Operation 13-
3 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
13 Tactics 18-
3 Tracking 13-
Skills Cost: 125
Cost Perk
14 Fringe Benefit: Concealed Weapon Permit (where appropriate), Federal/National Police Powers, International Driver's License, Membership: Minute Men Red, Passport, Security Clearance
Perks Cost: 14
Cost Talent
6 Combat Luck (3 PD/3 ED)
3 Combat Ready
5 Eidetic Memory
3 Lightning Reflexes: +2 DEX to act first with All Actions
5 Resistance (5 points)
Talents Cost: 22
Val Disadvantages
10 Hunted: Cheshire Cat 8- (As Pow, Harshly Punish)
15 Hunted: US Government 11-, More Powerful, NCI, Watching
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: Zeppelin 11- (Mo Pow, NCI, Watching)
15 Psychological Limitation: Altruistic and humanitarian. (Very Common, Moderate)
15 Psychological Limitation: Disdain for killing Common, Strong
10 Psychological Limitation: Soft spoken and team oriented (Common, Moderate)
20 Psychological Limitation: Superpatriot Common, Total
15 Social Limitation: Secret Identity (Frequently, Major)
15 Social Limitation: Subject to Orders (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 209Total Experience Available: 209Experience Unspent: 0Total Character Cost: 559

Height: 1.93 m Hair: Brown
Weight: 108.00 kg Eyes: Brown
Appearance: Thickly built strong man. He moves with an almost disconcerting grace for a man his build. He has brown hair and eyes. His costume is a Blue bodysuit wtih white gloves and boots. His belt and thigh sheath are black. He has a white "S" on his chest, above his heart and a blue face mask. The mask leaves his mouth and chin exposed.Personality: Sentinal - 4 is the voice of quiet dissent on the team. He completely comfortable working with the other members (save for Zeppelin) and is confident in Major Victory's leadership. But he's not fond of REGIMENT's fawning, the palpable menace of Zeppelin, and the sometimes "Might makes Right" approach to crime fighting and protecting the country. He and his commander respect each other so much so that they often debate while dining and they can get the whole group involved. Quote:"I'm going to have to ask you to stand down."Background: Alex is the fourth man to wear the Sentinal uniform since the original debuted in 1965. He is officially known as Sentinal - 4, because each man to wear the uniform has had slightly different abilities and the governement liked the idea of people knowing what an honor it is to wear the uniform.

Alex is a moderate politically, and has clashed with the leader of his Minutemen unit. He feels Major Victory is deluding himself about Zepplin. He has considered leaving the team but he knows that there's something sinister behind the Uber Brick, Zeppelin. Alex is dertermined to find out what it is. He is close to Americanna and Major Victory, even though they both tend to be a little right leaning for his tastes. He thinks REGIMENT is a punk kid, and so spends most of his time hanging out with the "Brothers" on Team Ninja.

Powers/Tactics: A superhuman specimen with an unbreakable, multi-use billyclub. Sentinal works well with "Team Ninja" and Major Victory. He's been told point blank to "Stay out of my way" by Zeppelin, but will step in if the loose cannon of the team gets too wild. He tries to stay with in range but realizes his defenses are not brick level.Campaign Use: The "Liberal" on the team (though he's a moderate). Other than that quirk he's simply a supremely competant martial artist.
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Monnday, October 25th, 2004This guy was created originally by my best friend and GM, Bill. He was a major headache, gained his powers the same way Purple Haze did (via portion of cosmic artifact) but was...more so. He was a government "stooge" who turned out to be a criminal mastermind. Good Times.Never figured out why Bill called him Zeppelin, though.He's a superman sendoff that could give Viperia Trouble, but he lacks her superspeed. LOTS of defense, hard to keep down.ZeppelinPlayer: Originally created by Bill Carone

Val Char Cost
100 STR 90
18 DEX 24
50 CON 80
25 BODY 30
15 INT 5
23 EGO 26
28 PRE 18
14 COM 2
50 PD 30
50 ED 40
5 SPD 22
30 REC 0
100 END 0
100 STUN 0
6" RUN02" SWIM020" LEAP0Characteristics Cost: 367
Cost Power END
60 Brick Tricks: Multipower, 90-point reserve, (90 Active Points); all slots Requires A Brick Tricks Roll (-1/2)
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); Requires A Brick Tricks Roll (-1/2) 1
5u 3) Blast Of Breath: EB 8d6, Double Knockback (+3/4) (70 Active Points); Requires A Brick Tricks Roll (-1/2) 7
5u 4) Blowing Away The Mist: Dispel Gas/Smoke/Mist Powers 8d6, all Gas/Smoke/Mist powers simultaneously (+2) (72 Active Points); Requires A Brick Tricks Roll (-1/2) 7
5u 5) Blowing Out Fires: Dispel Fire Powers 8d6, all Fire powers powers simultaneously (+2) (72 Active Points); Requires A Brick Tricks Roll (-1/2) 7
1u 6) Breakout: +20 STR (20 Active Points); Only To Escape From Grabs/Entangles (-1), No Figured Characteristics (-1/2), Requires A Brick Tricks Roll (-1/2) 2
1u 7) 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), Requires A Brick Tricks Roll (-1/2) 3
2u 8) Crack The Whip: EB 8d6, Side Effects (may cause considerable damage to the environment; +0), Indirect (always originates with character, but can strike foe from one of several directions; +1/2) (60 Active Points); OIF (appropriate materials of opportunity; -1/2), Requires A Brick Tricks Roll (-1/2), Only Versus Properly-Positioned Targets (-1/4), Limited Range (limited to length of "whip"; -1/4) 6
2u 9) Distance Punch: Double Knockback (+3/4) for up to 60 Active Points of STR (45 Active Points); Requires A Brick Tricks Roll (-1/2), Increased Endurance Cost (x2 END; -1/2) 8
2u 10) Shockwave: Hole In The Middle (the hex the character stands in when he uses the power; +1/4), Explosion (+1/2) for up to 60 Active Points of STR, Only Does Knockdown, Not Knockback (+0), Side Effects (may cause considerable damage to the environment; +0) (45 Active Points); Extra Time (Full Phase, -1/2), Requires A Brick Tricks Roll (-1/2), Only Affects Targets On The Ground (-1/4) 4
1u 11) Stratospheric Throw: MegaScale (1" = 1 km; +1/4) for up to 60 Active Points of STR (15 Active Points); Increased Endurance Cost (x10 END; -4), Only Affects Throwing Distance (-1/2), Requires A Brick Tricks Roll (-1/2) 10
2u 12) 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), Requires A Brick Tricks Roll (-1/2) 6
60 Flight: Multipower, 60-point reserve
6u 1) Antigravity Flight: Flight 30" (60 Active Points) 6
4u 2) Supersonic Flight: Flight 10", MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (45 Active Points) 4
7 Guantlet Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 0
8 Intimidation: +20 PRE (20 Active Points); Only To Make Fear/Intimidation-Style Presence Attacks (-1), Extra Time (Full Phase, -1/2)
Super Senses
4 1) I Can See For Miles And Miles: MegaScale (1" = 1 km; +1/4) for Sight (6 Active Points); Costs Endurance (-1/2) 1
5 2) Super-Sensitive Eyes: Nightvision 0
4 3) Super-Strong Ears: +2 PER with Hearing Group 0
6 4) Super-Strong Eyes: +3 PER with Sight Group 0
12 5) Super-Strong Eyes: +8 versus Range Modifier for Sight Group 0
Superhuman Resiliance
13 1) Bracing: Knockback Resistance -10" (20 Active Points); Costs Endurance (-1/2) 2
56 2) Invulnerable: Damage Resistance (45 PD/45 ED), Hardened (+1/4) (56 Active Points) 0
5 3) Really Deep Breath: LS (Self-Contained Breathing) (10 Active Points); Stops Working If Character Speaks, Is Stunned, Or Is Knocked Out (-1/2), Extra Time (Extra Segment, Only to Activate, -1/4), Can Only Be Activated In Breathable Atmosphere (-1/4) 0
13 4) 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
60 5) Supertough Body: (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
20 6) 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 7) Supertough Form II: Power Defense (15 points) 0
Powers Cost: 386
Cost Skill
10 +2 with Ranged Combat
30 +6 with HTH Combat
13 Power 18-
3 Acting 15-
3 High Society 15-
3 Hoist 12-
3 Interrogation 15-
3 Persuasion 15-
1 PS: Arms Dealer 8-
2 PS: Bodyguard/Enforcer 11-
3 Scholar
1 1) KS: Military, Mercenary, Terrorist World (2 Active Points) 11-
1 2) KS: Arms Dealers of Note (2 Active Points) 11-
1 3) KS: Black Market (2 Active Points) 11-
2 4) KS: Cosmic Artifacts of Great Power (3 Active Points) 12-
1 5) KS: Politics (2 Active Points) 11-
1 6) KS: Recognize Weapons Quality (2 Active Points) 11-
1 7) KS: The Superhuman World (2 Active Points) 11-
3 Seduction 15-
3 Streetwise 15-
3 Tracking 12-
3 Trading 15-
3 Weapon Familiarity: Unarmed Combat & Clubs, Small Arms, Grenade Launchers
Skills Cost: 97
Cost Perk
15 Fringe Benefit: Federal/National Police Powers, International Driver's License, Membership: Minute Men Red, Membership: The Shadow Cabnet, Passport, Security Clearance
5 Money: Well Off
3 Reputation: National Hero (A small to medium sized group) 8-, +3/+3d6
3 Well-Connected
2 1) Contact: Black Market Arms Manufacturer (3 Active Points) 12-
1 2) Contact: Pentagon Official (2 Active Points) 11-
1 3) Contact: The Warlord (2 Active Points) 11-
1 4) Contact: Third World Military Leader 8-
Perks Cost: 31
Cost Talent
3 Absolute Time Sense
3 Bump Of Direction
5 Eidetic Memory
3 Lightning Calculator
4 Speed Reading (x10)
20 Universal Translator 12-
Talents Cost: 38
Val Disadvantages
15 Hunted: Shadow Cabinet 11- (Frequently), More Powerful, NCI, Watching
15 Hunted: US Government 11-, More Powerful, NCI, Watching
20 Hunted: VIPER 8- (Occasionally), More Powerful, NCI, Harshly Punish
20 Psychological Limitation: Arrogant, vain Very Common, Strong
15 Psychological Limitation: Casual Killer Common, Strong
20 Psychological Limitation: Megalomaniac Common, Total
5 Reputation: Murderous Arms Dealer, Sometimes (8-), Extreme, Known Only To A Small Group
5 Rivalry: Professional (Americanna ; Rival is Less Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)
5 Rivalry: Professional (Sentinal - 4; Rival is Less Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)
15 Social Limitation: Paul Trask Frequently (11-), Major
15 Social Limitation: Subject to Orders (Frequently, Major)
15 Psychological Limitation: Likes To Cause Destruction And Pain (Common, Strong)
Disadvantage Points: 165

Base Points: 200Experience Required: 554Total Experience Available: 554Experience Unspent: 0Total Character Cost: 919

Height: 2.03 m Hair: Black
Weight: 154.00 kg Eyes: Orange
Appearance: A tall, broad shouldered man with a truely imposing personality. Zepplin is a good acter though and seems like a friendly, modest, and noble man. He says the right things to the press and is never seen out of line. He wears a white costume with red gloves, boots, and a red "Z" on his chest. He wears blue goggles and has a blue star on either shoulder. His civilian clothing runs towards expensive, well tailored suits. Personality: Arrogant to the extreme, Zeppelin is clearly convinced of his superiority to the other members of the team. He covets the power promised by Invictus. He covets political, personal, and financial power and doesn't care who he eliminates to get it. He is a supervillain in every sense of the word, save that he works for the US Government as a sanctioned hero. Quote:(Publicly)"You don't get what you want in America without hard work and sacrifice. Crime doesn't pay." (Privately)"Power belongs to those who take it. I hold you life in my hands and I don't think you are in any position to deny me any thing."Background: Paul Trask is a terrible, terrible man. Having found tremendous power via an ancient cosmic artifact, he quickly put it to "good use" by saving a crashing plane. The media praised him as the latest and greatest hero. He introduced himself as Zeppelin and announced his intent to aid the people of America whenever they called. After a few months of very well covered public service, he was given Invictus' spot on the Minute Men: Red Roster. The spot openned up as Invictus left the superhero game to get into politics, winning a senate seat in 2000.

Only recently have some cracks began to be seen in his earnest veneer.

Powers/Tactics: Zepplin is a brick of the highest order. He is one of the few beings that is physically superior to Grond. He supplements this with the Particle Beam Guantlets and Anti Gravity belt provided for him by the Shadow Cabinet. Zepplin generally shows restraint around his teammates and the public. However, if he can get alone with his opponent he will try to kill them and make is seem as self defense. He fights dirty.Campaign Use: Zepplin is a terrible foe for a single hero unless your playing a high power campaign. He can take on several 350 pt heroes and give them a go. If you need him to be stronger, add to his mobility and perhaps give him more weapons. His Brick Attributes are high enough. If he is too powerful for what you want, drop his characteristics to just above the campaing norm. He should be a fearsom foe.
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Tuesday, October 26th, 2004Okay, near and dear to my heart...ME. I spend much of my non playing days writing sappy wishfulfillment short fiction designing superheroes around my friends and loved ones. Including me. So, here are the best of those. Yeah, they're plenty high points but hey, we are the best of the best...

Antaeus

Chad Riley

Val Char Cost
100 STR 90
26 DEX 48
50 CON 80
25 BODY 30
18/38 INT 8
20 EGO 20
40 PRE 30
20 COM 5
45 PD 25
35 ED 25
6 SPD 24
30 REC 0
100 END 0
100 STUN 0
30" RUN 0
2" SWIM 0
20" LEAP 0
Characteristics Cost: 385
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Cost Power END
105 Offensive Abilities: Multipower, 105-point reserve
6u 1) Alpha Beam: High Intensity: Killing Attack - Ranged 5d6+1 (80 Active Points); Restrainable (Only by means other than Grabs and Entangles; Cannot use if Blinded (Flash, Darkness, Certain Entangles...); -1/4) 8
8u 2) Alpha Wave: Low Intensity: Energy Blast 16d6, Reduced Endurance (1/2 END; +1/4) (100 Active Points); Restrainable (Only by means other than Grabs and Entangles; Cannot use if Blinded (Flash, Darkness, Certain Entangles...); -1/4) 4
1u 3) 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
2u 4) Barrier Penetration: Indirect (attack always originates up to the character's reach in front of him; +1/4) for up to 80 Active Points of STR (20 Active Points) 2
9u 5) Blast Of Breath: EB 10d6, Double Knockback (+3/4) (87 Active Points) 9
9u 6) Blowing Away The Mist: Dispel Gas/Smoke/Mist Powers 10d6, all Gas/Smoke/Mist powers simultaneously (+2) (90 Active Points) 9
9u 7) Blowing Out Fires: Dispel Fire Powers 10d6, all Fire powers powers simultaneously (+2) (90 Active Points) 9
4u 8) Boxer's Flurry: Naked Modifier: Autofire (5 shots; +1/2) for up to 80 Active Points (40 Active Points) 4
3u 9) Distance Punch: Double Knockback (+3/4) for up to 80 Active Points of STR (60 Active Points); Requires A Brick Tricks Roll (-1/2), Increased Endurance Cost (x2 END; -1/2) 12
3u 10) Flick Of Unconsciousness: EB 6d6, NND (defense is Lack Of Weakness on defenses covering the head, or any innate rPD protecting the head; +1) (60 Active Points); No Range (-1/2), Requires A Brick Tricks Roll (-1/2), Side Effects (if character fails roll, opponent takes character's full STR damage; -1/4) 6
2u 11) Just Catching My Breath: +20 REC (40 Active Points); Only When Character Takes A Full Phase Recovery (-1)
1u 12) Stratospheric Throw: MegaScale (1" = 1 km; +1/4) for up to 60 Active Points of STR (15 Active Points); Increased Endurance Cost (x10 END; -4), Only Affects Throwing Distance (-1/2), Requires A Brick Tricks Roll (-1/2) 10
1u 13) Stronger Than A Locomotive: +40 STR (40 Active Points); Only To Stop Moving Objects (-2), No Figured Characteristics (-1/2) 4
3u 14) The Big Wrap-Up: Entangle 8d6, 8 DEF, Side Effects (may cause considerable damage to the environment; +0) (80 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) 8
4u 15) Thunderclap: Hearing Group Flash 12d6, 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) (90 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2) 9
60 Superhuman Mobility: Multipower, 60-point reserve
6u 1) Flight: Flight 24", Reduced Endurance (1/2 END; +1/4) (60 Active Points) 2
6u 2) Superhuman Ground Speed: Running +24" (30" total), Reduced Endurance (1/2 END; +1/4) (60 Active Points) 2
6u 3) Supersonic Flight: Flight 13", Reduced Endurance (1/2 END; +1/4), MegaScale (1" = 1,000 km; +1) (58 Active Points) 2
5u 4) Translight Speed: Faster-Than-Light Travel (2 Light Years/minute) (50 Active Points) 0
Progenitor Enhancements
13 1) Bio-Interface Computer: +20 INT (20 Active Points); Costs Endurance (-1/2) 2
25 2) Sense Elder Worm and their masters: Detect A Class Of Things 13-/17- (Unusual Group), Discriminatory, Analyze, Range, Telescopic (+5 versus Range Modifier) 0
Superhuman Physiology
25 1) Effortless Might: Reduced Endurance (1/2 END; +1/4) (25 Active Points) applied to STR
85 2) Really Tough Skin II: (Total: 85 Active Cost, 85 Real Cost) Hardened (x2; +1/2) for 45 PD/35 ED (40 Active Points) (Real Cost: 40) plus Damage Resistance (35 PD/25 ED), Hardened (x2; +1/2) (45 Active Points) (Real Cost: 45) 0
40 3) Self Contained Physiology: 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; Sleeping Character does not sleep) 0
10 4) Stubborn and hard to move: Knockback Resistance -5" 0
20 5) 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
Superhuman Senses
4 1) I Can See For Miles And Miles: MegaScale (1" = 1 km; +1/4) for Sight (6 Active Points); Costs Endurance (-1/2) 1
10 2) Piercing Vision: N-Ray Perception (Sight Group), Unable to see through lead and force fields 0
18 3) Radio Hearing: Radio Perception, Discriminatory, Analyze 0
5 4) Super-Sensitive Eyes: Nightvision 0
4 5) Super-Strong Ears: +2 PER with Hearing Group 0
6 6) Super-Strong Eyes: +3 PER with Sight Group 0
12 7) Super-Strong Eyes: +8 versus Range Modifier for Sight Group 0
3 8) Ultrasonic Hearing: Ultrasonic Perception (Hearing Group) 0
Powers Cost: 533

Cost Skill
20 +4 with HTH Combat
9 +5 with Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Dimensional Sensors) (18 Active Points); Progenitor Systems Only (-1)
13 Power 19-
3 Computer Programming 13- (17-)
3 Cryptography 13- (17-)
3 Deduction 13- (17-)
3 Electronics 13- (17-)
3 High Society 17-
3 Hoist 13- (17-)
3 Jack of All Trades
5 1) PS: Artist (Pencils, Paint, Graphic Coloring) (6 Active Points) 15-
2 2) PS: Musician (Guitarist) (3 Active Points) 14-
2 3) PS: Musician (Keyboards) (3 Active Points) 14-
2 4) PS: Musician (Vocalist) (3 Active Points) 17-
3 Linguist
0 1) Language: Azellan (Progenitor Military Codes/Symbols) (basic conversation; literate) (2 Active Points)
1 2) Language: C++ (basic conversation)
0 3) Language: English (idiomatic) (4 Active Points)
1 4) Language: JAVA (basic conversation)
4 5) Language: Japanese (idiomatic)
3 Mechanics 13- (17-)
5 Navigation (Air, Hyperspace, Land, Space) 13- (17-)
3 Oratory 17-
3 Paramedics 13- (17-)
3 Persuasion 17-
3 Scholar
2 1) KS: Comic Books (3 Active Points) 13- (17-)
2 2) KS: RPG's (3 Active Points) 13- (17-)
2 3) KS: Rock Music (3 Active Points) 13- (17-)
2 4) KS: The Elder Worm (3 Active Points) 13- (17-)
2 5) KS: The Superhuman World (3 Active Points) 13- (17-)
3 Security Systems 13- (17-)
3 Streetwise 17-
3 Systems Operation 13- (17-)
Skills Cost: 122

Cost Perk
30 Vehicles & Bases
3 Fringe Benefit: Membership: The Journeymen
Perks Cost: 33

Cost Talent
Bio Computer, all slots Costs Endurance (-1/2), Only when extra INT is active (-1/2)
1 1) Absolute Range Sense (3 Active Points); Costs Endurance (-1/2), Only when extra INT is active (-1/2)
1 2) Absolute Time Sense (3 Active Points); Costs Endurance (-1/2), Only when extra INT is active (-1/2)
2 3) Eidetic Memory (5 Active Points); Costs Endurance (-1/2), Only when extra INT is active (-1/2)
1 4) Lightning Calculator (3 Active Points); Costs Endurance (-1/2), Only when extra INT is active (-1/2)
4 5) Lightning Reflexes: +6 DEX to act first with All Actions (9 Active Points); Costs Endurance (-1/2), Only when extra INT is active (-1/2)
4 6) Speed Reading (x1000) (8 Active Points); Costs Endurance (-1/2), Only when extra INT is active (-1/2)
10 7) Universal Translator 13-/17- (20 Active Points); Costs Endurance (-1/2), Only when extra INT is active (-1/2)
3 Bump Of Direction
Talents Cost: 26

Val Disadvantages
10 Distinctive Features: Progenitor Weapon (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)
15 Hunted: Blackguard 8- (Mo Pow, Harshly Punish)
15 Hunted: The Slug 11- (Less Pow, NCI, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
10 Physical Limitation: Medical-Resistant Skin (Infrequently, Greatly Impairing)
20 Psychological Limitation: Honorable (Common, Total)
15 Psychological Limitation: Overconfidence (Very Common, Moderate)
20 Psychological Limitation: True-Blue Hero (Very Common, Strong)
10 Rivalry: Professional (Superion; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 749Total Experience Available: 749Total Character Cost: 1099Height: 1.87 mHair: BrownWeight: 114.00 kgEyes: BlueAppearance: Taller, thinner, lighter. Everything I wish I was. Antaeus is solidly built, he's the heroic ideal without being too bulky. He wears a white costume wtih blue and white gloves and boots. He wears small shoulderpads and a blue cape. On his chest is a blank shield design in blue. He wears no mask, using special holographic glasses to maintain his secret identity. Personality: Though he was once a rather passive aggressive, self derriding loner, Antaeus has been transformed physically and perhaps mentally, he now has great powers and feels that he must exercise their use in the most responsible manner possible. He enjoys being superhuman and he's been allowed to see outer space, other dimensions, hidden lands, and meet famous, infamous, and interesting people over the last four years.

Quote:"Well I almost went with Svalin, a mythical shield that protects the Earth and other planets from the heat and fire of the sun, but I can't really pronounce it..."

Background: A life long fan of comics, Chad always wanted to live the life of a superhero. Since superpowers were hard to come by and he lacked the drive to become human perfection, it became a life on the sidelines for him. Living on his own in the northwest, he worked a mundane job and spent most of his time online playing at superherodom in various MMORPGs.

One summer, annoyed with their son's lack of a social life, his parents bought him a singles cruise in the Mediterranian for his birthday. It wasn't really his thing, but Chad went. He was surprised to find himself having a ball. The cruise was facinating, he'd never been outside the US before then and the sheer sense of history was astounding. He did more walking and swimming than he'd done in years. Unfortunatly, the fun was not to last; the cruise was caught in an pitched storm, a battle between Eurostar, the greek heroine Nike, and several VIPER teams escalated, and Nike's weather control abilities were going full tilt.

In an effort to divert her attention, Fiacho ordered Durak to sink the ship. The Heroine was hard pressed to rescue the passangers and protect herself. Then suddenly, out of the sky, a flash of light appeared and down flew Atlas. Scared as he was, Chad couldn't help but be excited, Atlas had been his favorite hero growing up and his return from space had been one of the most important moments in Chad's otherwise routine world.

Watching his hero go toe to toe with Eurostar and the VIPER agents, Chad forgot about where he was and accidentally fell overboard as the ship lurched under Nike's powers. A decent swimmer normally, Chad hit his head on the railing as he tumbled and sank like a stone. Briefly gaining consciousness he heard a voice, it was speaking in a language he didn't understand. Chad tried to turn to it, but he was unable to retain consciousness.

He awoke some time later in a strange room, lying on a table.

"Hezthan arglman bezhbah?"

The lights were blinding, he winced and closed his eyes, his whole body felt like it was on fire.

"Hezthan arglman bezhbah?" The voice repeated.

"What are you saying? Speak English?"

"Are you well? I have been waiting a long time. I was told you'd be here sooner."

"What?"

"Why did it take you so long?"

"I fell off a boat, I think." Chad realized he couldn't move. The light was too bright to keep his eyes open for long.

"The pain will ease soon."

Chad drifted into sleep. He awoke a few times, wracked with pain, but still unable to move or see. He would eventually pass into restless slumber. He dreamt of monsters, worms, elder horrors. It was not pleasant.

"How are you feeling?" The voice asked.

Chad felt as good as he had in a long time. His knees and feet didn't hurt, but that was often a byproduct of simply sleeping along time. He lifted his hand to his head and rolled to one side. The shock of movement paled to the shock of seeing himself. 12 years of neglect and self abuse were gone! His physique was straight out of a comic book! Rippling muscles and taut, tanned skin...

"What the hell happened to me?!?" He cried. For the first time he looked around the room that he presumed he had been staying in. It was clean, pale gray metal walls and white tiled floor. The ceiling had several round devices, looking like sensors of some kind as they had lenses and seemed to follow him.

"The process was a success. I fear that the others have already been deployed."

Chad whirled around behind him to face a man. The guy looked human enough but his eyes were larger, his skin paler. The man was dressed in robes, plane white with simple blue trim at the sleeves and the feet.

"Deployed?" Chad asked, "where am I? What's going on? Who are you?"

"You are in your Safecell, you have been activated, and I am your Second."

"What?" Chad stepped closer and reasized that the Second was actually a hologram. He passed his hand through the man's torso.

"The Elder Worm have returned, it is good that you finally arrived."

"I fianlly...Wait, Second, can I call you Second? From the beginning, what is this place?"

It was a long, detailed tail of eons past. But it boiled down to chance. Chad's DNA was close enough to the "Weapon" that Second was waiting for. And eons of tectonic shift had made the "entrance" to the Safecell fall beneath the mediterranian. The Weapons, beings granted great power to help turn away the Elder Worm and allow humanity to assume their own destiny had indeed returned. Chad had heard about the Slug from the news. It was odd, he thought that the abilities given to the Weapons were so similar to abilities possessed by Atlas, Superion, Viperia, and others. Now the power was his and the responsibility of it's use hung over him as well. Getting acclimated to his new abilities, getting his life back in order after disappering from his cruise and looking almost nothing like he had took time. It was a whole year before he (and his newly moved cell) got down to the business at hand. He designed an appropriately cool costume and Second used the Cell's technology to make it.

Chad took the name Antaeus and uses his abilities to protect the people of Earth, much like his heroes.

Early in his career as Antaeus, Chad met William Carone, aka Dr Magi and they got along well. When Dr. Magi formed the Journeymen, Antaeus was one of the first to join.

Powers/Tactics: A brick in the "orginal" archetype. Antaeus is strong, durable, capable of superhuman acts of speed, sensory application and even intelligence, when he "Puts his mind to it". He can fly unaided and survive in the depths of space.

Antaeus is often at the forefront of battle for the Journeymen and acts as shield and hammer.

Campaign Use: Another Superman send up, this on bolted to my psyche and identity. Please don't make me less powerful :D

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Wednesday, October 27th, 2004Now for the lovely missus...

Ashurana

Jennifer Buckley

Val Char Cost
70 STR 60
32 DEX 66
35 CON 50
17 BODY 14
25 INT 15
20 EGO 20
40 PRE 30
24 COM 7
25/40 PD 11
20/35 ED 13
7 SPD 28
21 REC 0
70 END 0
70 STUN 0
6" RUN 0
5" SWIM 0
14" LEAP 0
Characteristics Cost: 314
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Cost Power END
150 Ashurana's Weapons & Shield: Multipower, 150-point reserve
6u 1) Shield of Valor: Force Wall (15 PD/15 ED/5 Mental Defense/5 Power Defense), Affects Desolidified Magic Desolidification (+1/4), Reduced Endurance (1/2 END; +1/4) (150 Active Points); Restrainable (-1/2), Concentration (0 DCV; -1/2), Restricted Shape (Hemisphere Surrounding her and her hex; -1/4), Physical Manifestation (-1/4) 6
8u 2) Silverian Bow: Killing Attack - Ranged 3d6, Affects Desolidified Magic Desolids (+1/4), Variable Advantage (+1 Advantages; Various Bow Tricks; +2) (146 Active Points); Restrainable (-1/2), Physical Manifestation (-1/4) 15
6u 3) The Sword of the Solarian: Killing Attack - Hand-To-Hand 3d6 (5d6+1 w/STR), Affects Desolidified Mystic Oriented Desolids (Ghost Touch; +1/4), +1 Increased STUN Multiplier (Stunning; +1/4), Reduced Endurance (0 END; Effortless; +1/2), Armor Piercing (+1/2) (112 Active Points); Restrainable (-1/2), Physical Manifestation (-1/4), No Knockback (-1/4) 0
36 Armor of Ashurana: Armor (15 PD/15 ED) (45 Active Points); Visible (-1/4) 0
15 Aura Sight: Detect A Class Of Things 14- (Sight Group), Discriminatory, Analyze 0
27 Damage Transferrance: Healing BODY 5d6, Can Heal Limbs (55 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Takes damage she heals; -1) 5
45 Fighting Prowess: Multipower, 45-point reserve
1u 1) Agile Haymaker: HA +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), Extra Time (Extra Segment, -1/2) 2
2u 2) Armsweep: Area Of Effect (up to One Hex; +1/2) for up to 60 Active Points of STR (30 Active Points); Can Be Blocked (-1/4) 3
3u 3) Boxer's Flurry: Naked Modifier: Autofire (5 shots; +1/2) for up to 60 Active Points (30 Active Points) 3
3u 4) Shockwave: Hole In The Middle (the hex the character stands in when he uses the power; +1/4), Explosion (+1/2) for up to 60 Active Points of STR, Only Does Knockdown, Not Knockback (+0), Side Effects (may cause considerable damage to the environment; +0) (45 Active Points); Extra Time (Full Phase, -1/2), Only Affects Targets On The Ground (-1/4) 4
1u 5) Uppercut Supreme: Indirect (uppercut-style punch; +1/4) for up to 60 Active Points of STR (15 Active Points) 1
36 Goddess like resiliance: Life Support (Eating Character only has to eat once per week; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character only has to sleep 8 hours per week) 0
12 Heightened Senses: +4 PER with All Sense Groups 0
6 Magical Woman Transformation: Cosmetic Transform 2d6 (Clothes Into Any Other Clothing), Improved Target Group (+1/4) (12 Active Points); Limited Target Limited (-1/2), No Range (-1/2) 1
11 Rapid Healing: Healing (Regeneration) 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
15 Very Athletic: Running 5", Reduced Endurance (0 END; +1/2) (15 Active Points)
4 Very Athletic: Swimming +3" (5" total), Reduced Endurance (0 END; +1/2) (4 Active Points)
50 Wings: Multipower, 75-point reserve, (75 Active Points); all slots Restrainable (-1/2)
3u 1) Celestial Flight: Faster-Than-Light Travel (60 Light Years/hour) (48 Active Points); Restrainable (-1/2) 0
5u 2) Celestial Wings: Flight 25", No Turn Mode (+1/4), Reduced Endurance (1/2 END; +1/4) (75 Active Points); Restrainable (-1/2) 3
5u 3) Celsestial Wings II: Flight 10", Reduced Endurance (1/2 END; +1/4), Noncombat acceleration/deceleration (+1), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (70 Active Points); Restrainable (-1/2) 3
5u 4) Come Fly With Me: Faster-Than-Light Travel (22 Light Years/day), Usable Simultaneously (up to 8 people at once; +1) (72 Active Points); Restrainable (-1/2) 7
Powers Cost: 455

Cost Skill
6 +2 with Bows and Crossbows
12 +4 with Swords
40 +5 with All Combat
3 Climbing 15-
3 Conversation 17-
3 Conversation 17-
3 Fast Draw (Bows) 15-
3 High Society 17-
3 Oratory 17-
3 Paramedics (Healing) 14-
6 Penalty Skill Levels: +2 vs. OCV versus Mounted Combat penalties with All Attacks
8 Penalty Skill Levels: +4 vs. Range Modifier with Bows and Crossbows
7 Riding 17-
3 Scholar
2 1) KS: Arcane And Occult Lore (3 Active Points) 14-
2 2) KS: Drug Interaction (3 Active Points) 14-
1 3) KS: Heraldry (2 Active Points) 11-
1 4) KS: Knights (2 Active Points) 11-
2 5) KS: Legends And Lore (3 Active Points) 14-
2 6) KS: The Superhuman World (3 Active Points) 14-
3 Scientist
2 1) SS: Emergency Medicine 14- (3 Active Points)
2 2) SS: Medicine 14- (3 Active Points)
2 3) SS: Pharmacology 14- (3 Active Points)
2 4) SS: Toxicology 14- (3 Active Points)
3 Seduction 17-
3 Shadowing 14-
3 Stealth 15-
3 Tactics 14-
3 Tracking 14-
4 WF: Common Melee Weapons, Common Missile Weapons
3 WF: Common Melee Weapons, Lances
Skills Cost: 146

Cost Perk
9 Reputation: Guardian Angel (A large group) 14-, +3/+3d6
3 Fringe Benefit: Membership: The Journeymen
5 Money: Well Off
Perks Cost: 17

Cost Talent
37 Danger Sense (general area, any danger, Function as a Sense) 14-
8 Deadly Blow: +2d6 (Vs Undead)
5 Eidetic Memory
14 Fearless
4 Mounted Warrior (HTH Combat)
Talents Cost: 68

Val Disadvantages
15 Distinctive Features: Gorgeous Warrior Goddess (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15 Hunted: Takofanes 8- (Mo Pow, Harshly Punish)
20 Hunted: The Crowns of Krim 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Protective Of Innocents (Common, Strong)
15 Psychological Limitation: Seeks total righteousness. Prefers clear cut Right and Wrong (Common, Strong)
15 Psychological Limitation: Takes on the suffering of others (Very Common, Moderate)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 650Total Experience Available: 650Total Character Cost: 1000Height: 1.84 mHair: BrownWeight: 80.00 kgEyes: BlueAppearance: Tall, muscular, but oh so feminine warrior goddess. She has long, somewhat wild brown hair, blue eyes and fair skin. Her costume consists of white armor with golden designs over pearlized pink skintight body stocking. She has a winged helmet and two great wings that appear to glow with an inner light.Personality: Ashurana is a guardian angel, seemingly literally. She summons great wings of pure golden white light when she flies. She is a warrior goddess and protector of the innocent. She has found great satisfaction in her role as heroine, but completed her pharmacy degree just in case.

Ashurana is the name she heard the younger version of herself call her as the two images faded from view. She is unaware of the connection to Takofanes...but the lichlord is not.

Quote:"I think you give me too much credit."

"Don't worry, little one, I will protect you."

Background: Jennifer stood alone by the grave stone. In her hand were flowers she'd picked out.

"I miss you Daddy." She said, it was hard to say anything else through the choked back tears. She lay the flowers at the grave and turned to her mother, but her mother wasn't there. Although she later thought it odd that she didn't panic, Jennifer simply looked around and saw an older woman staring at a grave marker. Something compelled Jennifer to go to the woman.

"Ma'am?" She asked hesitantly.

A kindly older woman looked at her. Tears in her eyes she smiled at the girl before her, "I miss my husband so."

Silently Jennifer ran back to her father's stone. "I'm sorry Daddy," She whispered, "I'll only take one, but the old woman has no flowers for her husband."

Running back Jennifer handed the woman the single flower, "I am sorry about your husband; it hurts to lose one you love."

"Thank you child. Your kindness will not be forgotten."

And then she'd awaken. Jennifer was thirteen when her father died, not the young child in the dream. She'd had it before, always the same, but always going further, before she'd awoken when she spied the woman, or when the woman said that she missed her husband. This was the first time Little Jenny had delivered the flower.

Jennifer was late to class. Pharmacy school was difficult and she couldn't help but feel like the "old maid" in a class with so many younger students. "I'm OLD! one would whine, I'm 25!" Jennifer smiled a little sadly as others in her class would giggle.

Things might have gone on this way for ever; if she'd never seen the old woman in the flesh.

One afternoon she was driving home. The radio was interrupted with news reports about the Crowns of Krim attacking Fort Collins.

Supervillains? Here? She could scarcely believe it. The news has barely been reported when she saw them, the one called Force sent a telekinetic wave at her car and it was blown off the road. Jennifer managed to escape the wreckage unharmed. She was making her way along the streets, trying to find safety when she saw the old woman. It was the same woman from her dreams. A small young girl walked with the old woman. Jennifer couldn't see her.

She stopped running, as if hypnotised by the pair a few short yards away. Then she realized that the five supervillains were laying waste to anyone on the streets, a huge hunk of stone flew towards the pair and they seemed not to notice. Jennifer ran to them knocking them to the ground. The three rolled along the street as the stone smashed into a building behind them. It was then that she saw the girl's face. It was her own. This was the younger version of her in the dream. The old woman smiled at her and Jennifer started as she recognized her own features in her as well.

"I knew you'd save us. You were always so kind." The two touched Jennifer's right hand.

"The world needs more people like you. Especially now that he has returned. You will help. Your father will be very proud."

Jennifer wanted to say something but she heard the sound of rushing wind to her right. Starting she saw another car flung at them by the bloodthirsty villains who had congregated near the center of the street. Then suddenly, it was as if the whole world melted away in a brilliant white light.

"Go now, Jennifer. You are needed." The old woman's voice was in her ear. She blinked and the car was there she instinctively threw her arms up and the the impact knocked her back a few feet. Startled but otherwise unharmed, Jennifer stood up, casually rolling the car off her person. She had been changed. It was only seconds before Force was upon her; he drew back his fist, intent on crushing her. Without thought, Jennifer parried his strike and knocked him back towards the others with a blow like a cannon. Realizing she now had superhuman powers Jennifer stood resolutely before the five villains. She was sure that she still lacked the power to stop the combined might of the six crowns, but just then another form approached from the sky. It was Atlas! The hero from WWII had returned recently and he was now leading several other heroes at the crowns. The ensuing battle was brief as the villains left hastily.

Jennifer disappeared shortly afterward and sought solitude to think on her new life.

Later that afternoon Ashurana made her first appearance.

Powers/Tactics: A brick and winged knight wrapped in a very attractive package. Ashurana's weapons, sheild, wings, and armor are all merely constructs of her will. They can be taken away (restrainable) but fade if she's unconscious. The only exception to this rule are occasionally, feathers fall from her wings. These feathers are true, of the purest white, and do not fade.

 

Campaign Use: She's a powerful brickette with skill and agility making her a tricky, and startlingly difficult foe.
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  • 2 weeks later...

Heh...

 

Okay, I fizzled.

I promise to finish this thread tomorrow!

 

I have a group of heroes that have a nice little hook.

It's something I gots to thinking about and ran with it.

They are EXPENSIVE and POWERFUL. I'm not sure how much use they will be, but I needed a tough team in Europe.

 

I will post the characters, and their hook tomorrow.

I have three done and I need about four more which will actually take me past the 365 mark by 3. I hope nobody minds.

:)

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Re: Heh...

 

Okay, I fizzled.

I promise to finish this thread tomorrow!

 

I have a group of heroes that have a nice little hook.

It's something I gots to thinking about and ran with it.

They are EXPENSIVE and POWERFUL. I'm not sure how much use they will be, but I needed a tough team in Europe.

 

I will post the characters, and their hook tomorrow.

I have three done and I need about four more which will actually take me past the 365 mark by 3. I hope nobody minds.

:)

 

You have done massive, incredible work here! We can wait. :)

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

 

Telios stood by his monitors.

"That was interesting," he said to himself, one of his uplifted bears looked at him curiously.

"Nature versus Nurture. Do you think someone can be born evil?" Sure it was tabloid journalism, but when you are the greatest scientific mind of your era, you must indulge your curiosity.

Over the next couple of months Telios collected genetic material from some of the most evil or monstrous supervillains of the day. Then, pairing male and female genetics he grew "children" and programmed them into thinking they were heroes from an alternate Earth Future. Then he'd see if they eventually 'turned' to evil.

 

Here are the six test subjects...

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Thursday, October 28th, 2004StarmanPlayer: NPC, Member of the Scions

Val Char Cost
70 STR 60
27 DEX 51
40 CON 60
22 BODY 24
30 INT 20
25 EGO 30
45 PRE 35
14 COM 2
35 PD 21
30 ED 22
6 SPD 23
22 REC 0
120 END 20
80 STUN 3
9" RUN62" SWIM014" LEAP0Characteristics Cost: 377
Cost Power END
90 Gravity Powers: 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) 9
2u 2) Distance Punch: Double Knockback (+3/4) for up to 60 Active Points of STR (45 Active Points); Requires A Gravity Tricks Roll (-1/2), Increased Endurance Cost (x2 END; -1/2) 8
2u 3) Gravity Immunity: +50 STR, Reduced Endurance (0 END; +1/2) (75 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only to counteract Gravity Based TK's ; -1 1/2), No Figured Characteristics (-1/2)
2u 4) Skillful Shockwave: Hole In The Middle (the hex the character stands in when he uses the power; +1/4), Explosion (+1/2) for up to 60 Active Points of STR, Only Does Knockdown, Not Knockback (+0), Side Effects (may cause considerable damage to the environment; +0) (45 Active Points); Extra Time (Full Phase, -1/2), Requires A Gravity Tricks Roll (-1/2), Only Affects Targets On The Ground (-1/4) 4
1u 5) Stratospheric Punch: MegaScale (1" = 1 km; +1/4) for up to 60 Active Points of STR (15 Active Points); Increased Endurance Cost (x10 END; -4), Only Affects Knockback Distance (-1/2), Requires A Gravity Tricks Roll (-1/2) 10
1u 6) Stratospheric Throw: MegaScale (1" = 1 km; +1/4) for up to 60 Active Points of STR (15 Active Points); Increased Endurance Cost (x10 END; -4), Only Affects Throwing Distance (-1/2), Requires A Gravity Tricks Roll (-1/2) 10
1u 7) Stronger Than A Locomotive: +40 STR (40 Active Points); Only To Stop Moving Objects (-2), No Figured Characteristics (-1/2) 4
Awesomely Tough
24 1) Can take a punch: Physical Damage Reduction, Resistant, 50% (30 Active Points); Character Must Be Aware Of Attack (-1/4) 0
41 2) Can't Hurt Me: FW (12 PD/12 ED; 2" long and 1" tall), Reduced Endurance (0 END; +1/2) (93 Active Points); No Range (-1/2), Self Only (-1/2), Restricted Shape (always surrounds character and conforms to his body; -1/4) 0
27 3) 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); Linked (Can't Hurt Me; Lesser Power can only be used when character uses greater Power at full value; -3/4), Does Not Work Against Persons Who Grab Or Are Grabbed By The Character (-1/2) 0
6 4) Pain Tolerance: (Total: 20 Active Cost, 6 Real Cost) +10 Mental Defense (15 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
52 5) Really Tough Skin I: (Total: 52 Active Cost, 52 Real Cost) Hardened (+1/4) for 30 PD/30 ED (15 Active Points) (Real Cost: 15) plus Damage Resistance (30 PD/30 ED), Hardened (+1/4) (37 Active Points) (Real Cost: 37) 0
20 6) 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 7) Supertough Form II: Power Defense (15 points) 0
Gravity Based Powers
81 1) Graviton Maniplation: Flight 30", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (81 Active Points) 3
4 2) Gravity Adaption: Environmental Movement (Zero-G Training)
12 3) Physical Adaption: Life Support (Eating Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Sleeping Character only has to sleep 8 hours per week) 0
13 4) Sense Gravitic Fields: Detect Gravity (Touch Group) 15- (Unusual Group), Discriminatory, Range 0
17 5) Ready Strength: Reduced Endurance (1/2 END; +1/4) (17 Active Points) applied to STR
Scion Technology, all slots IIF (-1/4)
10 1) Concealed Radio: High Range Radio Perception (Radio Group) (12 Active Points); IIF (-1/4) 0
4 2) Light Enhancement Lenses: Nightvision (5 Active Points); IIF (-1/4) 0
10 3) TransEnvironmental Uniform: Life Support (Safe in High Pressure; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (13 Active Points); IIF (-1/4) 0
Powers Cost: 439
Cost Skill
20 +2 Overall
10 +2 with HTH Combat
19 Power 23-
3 Bureaucratics 18-
3 Computer Programming 15-
3 Electronics 15-
3 High Society 18-
3 Hoist 15-
3 Interrogation 18-
3 Inventor 15-
3 Linguist
0 1) Language: English (idiomatic) (4 Active Points)
2 2) Language: French (idiomatic) (4 Active Points)
1 3) Language: German (completely fluent) (3 Active Points)
3 4) Language: Japanese (completely fluent)
2 5) Language: Russian (completely fluent) (3 Active Points)
3 Mechanics 15-
3 SS: Gravitics 15-
3 SS: Physics 15-
3 Scholar
2 1) KS: Art History (3 Active Points) 15-
2 2) KS: Literature (3 Active Points) 15-
2 3) KS: The Superhuman World (3 Active Points) 15-
3 Stealth 14-
3 Systems Operation 15-
3 Tactics 15-
3 Teamwork 14-
3 Traveler
1 1) CK: London (2 Active Points) 11-
1 2) CK: Moscow (2 Active Points) 11-
1 3) CK: New York City (2 Active Points) 11-
1 4) CK: Tokyo (2 Active Points) 11-
Skills Cost: 118
Cost Perk
Scion Perks
6 1) Contact: Dr. Hans Grimler, Biochemist (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 11-
3 2) Fringe Benefit: Membership: The Scions
5 3) Money: Well Off
2 4) Reputation: Hero from the future (A large group) 11-, +1/+1d6
15 5) Vehicles & Bases: The Fortress (each contributes)
35 6) Vehicles & Bases: The Legacy (Aircraft)(Each Contributes)
Perks Cost: 66
Val Disadvantages
20 Hunted: Telios 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: Dr Destroyer 8- (Mo Pow, NCI, Harshly Punish)
10 Physical Limitation: Implanted Memories occasionall falter (Infrequently, Greatly Impairing)
10 Psychological Limitation: Scientific Curiosity (Common, Moderate)
15 Psychological Limitation: Overconfidence (Very Common, Moderate)
15 Psychological Limitation: Protective Of Innocents (Common, Strong)
20 Psychological Limitation: Honorable (Common, Total)
20 Social Limitation: Secret Identity (Frequently, Severe)
10 Vulnerability: 2 x STUN Tailored Biochemical Toxin (Uncommon)
Disadvantage Points: 160

Base Points: 200Experience Required: 640Total Experience Available: 640Experience Unspent: 0Total Character Cost: 1000

Height: 1.92 m Hair: Black
Weight: 100.00 kg Eyes: Blue
Appearance: Classic Superhero, but on the young side. Janus is tall and has a thickly muscular build. He's not inhumanly broad but he's build more thickly than your average highly trained martial artist. He has blue-black hair, cut short, but slightly longer and spiky on the top. He wears a black bodysuit with a half eclipsed star on his chest. The star is gold. He adds gold boots, gloves, and a crimson cape. He inexplicably also wears gold trunks with a black belt. Outside of his costume, Janus tends to relax. He wears current fashions, often showing off his heroic physique and attractive features.Personality: Janus is a true hero, leading Telios to view nurture over nature. However, he does exhibit some of his parents' traits, he's tremendously overconfident, seems impressed with his own power and place in the world and has a keen interest in science. Particularly physics and Gravitics. He seeks to understand his own powers better. He goes along with the team's democratic leadership, but he knows that he's often seen as the true force and personality behind the team. That suits him fine. Unlike his haughty, rebellious mother and the plays at honor and nobility from his father, Janus sees his word as his bond. He feels that he needs to set an example to those who look up to him.Quote:"I've takled the worst villains my home had to offer. You shouldn't be too much trouble."Background: Janus Albrecht is the scion of two of the most powerful villains in Earth's history, Dr Destroyer and Gravitar. Telios chose their genetic material as a lark as the two villains public back and forth always reminded him of an old married couple anyway.

Janus's memories are being the granson of a post WWII era West German hero, Starwall, whose son became took the legacy and later married a lovely American heroine Amazing Angel. The couple, both aging slower due to the nature of their powers didn't retire until their fifties and then promptly settled down and had a child.

Janus to honor his father and mother, originally called himself Star Angel, but he changed it later to Starman soon after. The papers of his alternate Earth dubbed him "The Amazing Starman" later on and his teammates often tease him with the title.

Powers/Tactics: Telios is somewhat surprised with Starman's powers. While it is true that the youth has his mother's gravity based powers; Janus turned them inward. Since the "good" doctor lacks superhuman power, Telios did augment Janus' physical might to be superior to Gravitar's the subtle and local uses of the gravity powers make Starman one of Telios' favorite "test subjects"Campaign Use: The Scions can be used as Heroes or Villains (or both!) depending on how you want Telios' experiment to go. If you want to run a less powerful version of Starman in your games, drop the MP to 75 pts, and lower his characteristics to be more inline with Gravitar, but perhaps keep the STR at 50. To improve him merely up his STR and the MP accordingly.
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Friday, October 29th, 2004Red ScorpianPlayer: NPC, Member of the Scions

Val Char Cost
25 STR 15
29 DEX 57
25 CON 30
18 BODY 16
20 INT 10
17 EGO 14
23 PRE 13
18 COM 4
15/24 PD 10
15/24 ED 10
6 SPD 21
10 REC 0
50 END 0
50 STUN 6
9" RUN02" SWIM08" LEAP0Characteristics Cost: 206
Cost Power END
20 Line-Bracer: Multipower, 30-point reserve, (30 Active Points); all slots OIF (-1/2)
1u 1) Bola-Line: Entangle 3d6, 3 DEF (30 Active Points); 1 Recoverable Charge (-1 1/4), Lockout (cannot use Linegun's other powers until Charge is recovered; -1/2), OIF (-1/2), Limited Range (15"; -1/4), Cannot Form Barriers (-1/4) [1 rc]
2u 2) Swingline I: Swinging 20", x4 Noncombat (25 Active Points); OIF (-1/2) 2
1u 3) Swingline II: Leaping 20" (20 Active Points); Only To Carry User Upward (-1/2), OIF (-1/2), Cannot Add Leaping From STR (-1/4), no Noncombat movement (-1/4) 2
1u 4) Swingline III: +5 with Climbing (10 Active Points); OIF (-1/2)
1u 5) Winch: Telekinesis (10 STR) (15 Active Points); Only To Pull Objects Towards User (-1/2), OIF (-1/2), Affects Whole Object (-1/4), Limited Range (15"; -1/4) 1
40 Stinger Guantlet: Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2), Penetrating (x2; +1) (60 Active Points); OIF (-1/2) 0
Athletic and Physiological Abilities
3 1) Curare Tolerance: Life Support (Immunity Curare) 0
3 2) Very Athletic: Leaping +3" (8" forward, 4" upward) 1
6 3) Very Athletic: Running +3" (9" total) 1
Scion Technology, all slots IIF (-1/4)
18 1) Alphacloth Costume: Armor (9 PD/9 ED) (27 Active Points); OIF (-1/2) 0
16 2) Augmented Handcuffs: Entangle 4d6, 8 DEF (standard effect: 4 BODY, 8 DEF), Takes No Damage From Attacks All Attacks (+1/2) (90 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Set Effect (Hands Only/Feet Only) (-1), No Range (-1/2), Must Follow Grab or Target Must Be Willing (-1/2), Cannot Form Barriers (-1/4) [1 rc]
10 3) Concealed Radio: High Range Radio Perception (Radio Group) (12 Active Points); IIF (-1/4) 0
4 4) Light Enhancement Lenses: Nightvision (5 Active Points); IIF (-1/4) 0
10 5) TransEnvironmental Uniform: Life Support (Safe in High Pressure; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (13 Active Points); IIF (-1/4) 0
Powers Cost: 136
Cost Martial Arts Maneuver
Intense Combat Training
4 1) Backhand/Knee Strike: 1/2 Phase, +2 OCV, +0 DCV, 11d6 Strike
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Choke : 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4d6 NND
4 4) Deadly Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6
4 5) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 55 STR to Disarm
4 6) Escape: 1/2 Phase, +0 OCV, +0 DCV, 60 STR vs. Grabs
3 7) Grapple: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 55 STR for holding on
5 8) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 2 1/2d6 , Disable
4 9) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 3d6 NND ; Target Falls
5 10) Kick: 1/2 Phase, -2 OCV, +1 DCV, 13d6 Strike
3 11) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 10d6 Strike, Target Falls
4 12) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND
4 13) Punch: 1/2 Phase, +0 OCV, +2 DCV, 11d6 Strike
5 14) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 55 STR to take weapon away
3 15) Throw: 1/2 Phase, +0 OCV, +1 DCV, 9d6 +v/5, Target Falls
4 16) Charge: 1/2 Phase, +0 OCV, -2 DCV, 11d6 +v/5 Strike, FMove
16 17) +4 HTH Damage Class(es)
Martial Arts Cost: 80
Cost Skill
20 +2 Overall
16 +2 with All Combat
3 Acrobatics 15-
3 Analyze: Combat 13-
3 Breakfall 15-
3 Bureaucratics 14-
3 Climbing 15-
3 Combat Driving 15-
3 Computer Programming 13-
3 Concealment 13-
3 Contortionist 15-
3 Conversation 14-
3 Criminology 13-
3 Cryptography 13-
3 Deduction 13-
10 Defense Maneuver I-IV
3 Demolitions 13-
3 Disguise 13-
3 Electronics 13-
3 Forensic Medicine 13-
3 High Society 14-
3 Interrogation 14-
3 Linguist
2 1) Language: Danish (completely fluent) (3 Active Points)
0 2) Language: English (idiomatic) (4 Active Points)
1 3) Language: French (completely fluent) (3 Active Points)
1 4) Language: German (completely fluent) (3 Active Points)
2 5) Language: Greek (completely fluent) (3 Active Points)
1 6) Language: Italian (completely fluent) (3 Active Points)
1 7) Language: Spanish (completely fluent) (3 Active Points)
3 Lockpicking 15-
3 Mechanics 13-
4 Navigation (Air, Land, Marine) 13-
3 Oratory 14-
3 Paramedics 13-
3 Persuasion 14-
3 SS: Biology 13-
3 SS: Chemistry 13-
3 SS: Pharmacology/Toxicology 13-
3 Scholar
2 1) KS: European History (3 Active Points) 13-
2 2) KS: Fine Restaurants of Europe (3 Active Points) 13-
2 3) KS: The Espionage World (3 Active Points) 13-
2 4) KS: The Martial World (3 Active Points) 13-
4 5) KS: The Military/Mernenary/Terrorist World (5 Active Points) 15-
1 6) KS: The Superhuman World (2 Active Points) 11-
3 Security Systems 13-
3 Seduction 14-
3 Shadowing 13-
3 Sleight Of Hand 15-
3 Stealth 15-
3 Streetwise 14-
4 Survival (Temperate/Subtropical, Urban) 13-
3 Systems Operation 13-
6 TF: Common Motorized Ground Vehicles, Combat Aircraft, Small Motorized Boats, Small Planes, Submarines, Two-Wheeled Motorized Ground Vehicles
3 Tactics 13-
3 Teamwork 15-
3 Tracking 13-
3 Traveler
1 1) CK: Athens (2 Active Points) 11-
1 2) CK: Berlin (2 Active Points) 11-
1 3) CK: London (2 Active Points) 11-
1 4) CK: Madrid (2 Active Points) 11-
1 5) CK: Paris (2 Active Points) 11-
1 6) CK: Rome (2 Active Points) 11-
10 Two-Weapon Fighting (HTH)
9 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Small Arms, Off Hand
Skills Cost: 226
Cost Perk
6 Contact: Dr. Hans Grimler, Biochemist (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 11-
5 Money: Well Off
3 Fringe Benefit: Membership: The Scions
2 Reputation: Hero from the future (A large group) 11-, +1/+1d6
35 Vehicles & Bases: The Legacy (Aircraft)(Each Contributes)
15 Vehicles & Bases: The Fortress (each contributes)
Perks Cost: 66
Cost Talent
6 Combat Luck (3 PD/3 ED)
15 Combat Sense 13-
14 Fearless
Talents Cost: 35
Val Disadvantages
20 Hunted: Telios 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: Dr. Destroyer 8- (Mo Pow, NCI, Harshly Punish)
10 Physical Limitation: Implanted memories occasionally fail (Infrequently, Greatly Impairing)
20 Psychological Limitation: Driven to fight crime and defend innocent (Very Common, Strong)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Overconfident (Very Common, Moderate)
20 Social Limitation: Secret identity (Frequently, Severe)
10 Vulnerability: 2 x STUN Tailored Toxin (Uncommon)
Disadvantage Points: 155

Base Points: 200Experience Required: 394Total Experience Available: 394Experience Unspent: 0Total Character Cost: 749

Height: 1.85 m Hair: Dark Red
Weight: 91.00 kg Eyes: Green
Appearance: Tall, trim, athletic, and handsome. As Red Scorpian, he wears a dark crimson costume with a lighter, brighter red scorpion on the chest. He wears a face mask that leaves mouth and nose uncovered. His claw/line bracers are metallic red. His fingerless gloves are black as are his boots and his belt.Personality: Overconfident, dashing, driven, kind, vain. Red Scorpian is an interesting guy. His desire to protect the innocent and fight crime don't send him into the depths of grim-itude, unlike SOME Dark Avengers of the Night. He really enjoys his life and works well with his team. He's excited about being in a "strange new world" and he thinks that they can do a lot of good here. He has noticed (more quickly than some of the others) that he lacks a feeling of loss for his home. He's unsure why.Quote:"You're going down this time Fiacho, Europe doesn't need your kind of Union."

"So, Sapphire is it? What's a lovely young mutant like yourself doing with a team like that?"

Background: Rather obviously (under the right circumstances), James is the scion of Fiacho and Scorpia. Telios did not give him powers, but trained him extensively in hand to hand and expionage skills. He rather instictively chose a very similar monicker to one of his progenitors; a fact Telios noted quickly.

James is the child of 80's era hero The Tarantula and the reformed Lady Scorpian. His mother, once one of the Tarantula's most persistent nemesis, eventually was worn down by the hero's earnest charm and peerless honor and nobility. She served a 5 year prison term (cutting a deal that sent shockwaves through the criminal underworld of the Scion's alternate Earth), and The Tarantula waited for her. They married in 1992. James was born a short time later. He grew into an irrascable blending of his parents. He has the nobility and honor of his father, but can be playful and seductive like his mom. He's something of a cassanova in the costumed hero set "Back Home" and is attempting to work his way through the lovely young heroines of this Earth too.

Powers/Tactics: No powers but some nice gadgets and a near perfect physical specimen. He has trained with several different martial arts teachers, learning hybrid styles. He likes to fight in the front lines (hence his lack of ranged abilities).Campaign Use: Simply a skilled martial artist. If you want to tame his fire a bit, drop his characteristics and martial arts (particularly DC's) to campaign levels. His points come from his skills so he's going to be a little high. If you want to make him even more formidable, increase his gear. Give him some ranged attacks and perhaps increase his CSL's
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Saturday, October 30th, 2004BrutusPlayer: NPC Hero, Member of the Scions

Val Char Cost
80 STR 70
20 DEX 30
50 CON 80
25 BODY 30
8 INT -2
13 EGO 6
30 PRE 20
9 COM 0
40 PD 24
30 ED 20
5 SPD 20
26 REC 0
100 END 0
100 STUN 10
6" RUN02" SWIM044" LEAP0Characteristics Cost: 308
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) Augmented Haymaker: HA +4d6 (20 Active Points); Only When Using Haymaker To Punch (-1), Hand-To-Hand Attack (-1/2) 2
2u 3) Bearhug: EB 6d6, NND (defense is Life Support [self-Contained Breathing]; +1) (60 Active Points); Must Follow Grab (-1/2), No Range (-1/2), Requires A Brick Tricks Roll (-1/2), Side Effects (if character fails roll, opponent takes character's full STR damage; -1/4) 6
3u 4) Crack The Whip: EB 8d6, Side Effects (may cause considerable damage to the environment; +0), Indirect (always originates with character, but can strike foe from one of several directions; +1/2) (60 Active Points); OIF (appropriate materials of opportunity; -1/2), Only Versus Properly-Positioned Targets (-1/4), Limited Range (limited to length of "whip"; -1/4) 6
2u 5) Distance Punch: Double Knockback (+3/4) for up to 65 Active Points of STR (49 Active Points); Requires A Brick Tricks Roll (-1/2), Increased Endurance Cost (x2 END; -1/2) 10
3u 6) Flick Of Unconsciousness: EB 6d6, NND (defense is Lack Of Weakness on defenses covering the head, or any innate rPD protecting the head; +1) (60 Active Points); No Range (-1/2), Requires A Brick Tricks Roll (-1/2), Side Effects (if character fails roll, opponent takes character's full STR damage; -1/4) 6
2u 7) Shockwave: Hole In The Middle (+1/4), Explosion (+1/2) for up to 65 Active Points of STR, Only Does Knockdown, Not Knockback (+0), Side Effects (may cause considerable damage to the environment; +0) (49 Active Points); Extra Time (Extra Phase, -3/4), Only Affects Targets On The Ground (-1/4) 5
2u 8) Super-Strength Smash-Through: Tunneling 1" through 15 DEF material (47 Active Points); Requires A Brick Tricks Roll (-1/2), Walls Only (-1/2) 5
3u 9) Tear You Limb From Limb: HKA 2d6 (4d6 w/STR) (30 Active Points) 3
2u 10) The Big Wrap-Up: Entangle 6d6, 6 DEF, Side Effects (may cause considerable damage to the environment; +0) (60 Active Points); OIF (appropriate materials of opportunity; -1/2), No Range (-1/2), Extra Time (at least a Full Phase, and often longer, depending on how long it takes to get the materials, -1/2), Defense Depends On Materials Used (-1/2) 6
2u 11) 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
34 Densely Muscled Body: Damage Resistance (30 PD/24 ED), Hardened (+1/4) (34 Active Points) 0
10 Massive Body: Knockback Resistance -5" 0
17 Protohumanoid Body: (Total: 17 Active Cost, 17 Real Cost) Hardened (+1/4) (10 Active Points) applied to PD (Real Cost: 10) plus Hardened (+1/4) (7 Active Points) applied to ED (Real Cost: 7) 0
5 Protohumanoid Body: Lack Of Weakness (-5) for Normal Defense 0
20 Simply Durable: Physical Damage Reduction, Resistant, 50% (30 Active Points); Requires A Brick Tricks Roll (-1/2) 0
11 Stentorian Voice: Hearing Group Images 1" radius, +/-6 to PER Rolls (23 Active Points); Set Effect (only to amplify character's voice; -1) 2
28 Super-Leaping: Multipower, 28-point reserve
3u 1) Basic Super-Leaping: Leaping +28" (44" forward, 22" upward) (28 Active Points) 3
1u 2) MegaLeaping: Leaping 8", MegaScale (1" = 1 km; leap takes 1 Phase per km; +1/4) (10 Active Points) 1
13 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
21 The Harder You Hit Me, The Stronger I Get: Absorption 3d6 (physical, to STR), Can Absorb Maximum Of 30 Points' Worth Of Physical Damage 0
9 Animalistic Senses: +3 PER with all Sense Groups 0
Powers Cost: 255
Cost Skill
9 +3 with Brick Tricks Multipower
15 +3 with HTH Combat
3 Climbing 13-
3 KS: The Superhuman World 12-
5 Power: Brick Tricks 14-
3 Shadowing 11-
3 Stealth 13-
6 Survival (Temperate/Subtropical, Mountain, Urban) 11-
3 Teamwork 13-
3 Tracking 11-
Skills Cost: 53
Cost Perk
Scion Perks
6 1) Contact: Dr. Hans Grimler, Biochemist (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 11-
3 2) Fringe Benefit: Membership: The Scions
5 3) Money: Well Off
2 4) Reputation: Hero from the future (A large group) 11-, +1/+1d6
15 5) Vehicles & Bases: The Fortress (each contributes)
35 6) Vehicles & Bases: The Legacy (Aircraft)(Each Contributes)
Perks Cost: 66
Val Disadvantages
20 Distinctive Features: monstrous appearance (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15 Enraged: when innocents threatened or harmed (Common), go 8-, recover 11-
20 Hunted: Dr Destroyer 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Capture)
20 Hunted: Telios 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
20 Hunted: VIPER 8- (Mo Pow, NCI, Capture)
5 Physical Limitation: 2-3 times normal mass (Infrequently, Slightly Impairing)
15 Physical Limitation: Illiterate (Frequently, Greatly Impairing)
5 Physical Limitation: Large, up to twice human size (4m, or 2"; -2 DCV, +2 to PER Rolls to perceive) Infrequently, Slightly Impairing
10 Physical Limitation: Medical-Resistant Skin (Infrequently, Greatly Impairing)
15 Psychological Limitation: Hates "Bullies" (Common, Strong)
15 Psychological Limitation: Protective Of Innocents (Common, Strong)
20 Social Limitation: Secret Past/Identity (Frequently, Severe)
Disadvantage Points: 180

Base Points: 200Experience Required: 302Total Experience Available: 302Experience Unspent: 0Total Character Cost: 682

Height: 2.15 m Hair: Brown
Weight: 350.00 kg Eyes: Brown
Appearance: Massive in size and build. Brutus has thick, muscular limbs, and a brutish, frightening, face. His hair, dark brown, and very curly, kept short these days. He wears a dark blue body suit with white boots and belt.Personality: Andre has dealt with his limitations well. To tell the truth he greatly prefers being Brutus to being the drain on his father's legacy he was as a normal man. As Brutus, he's not as smart, but he can put his vast physical attributes to good use. He recognizes a kindred spirit in this Earth's Ogre, and they have a grudging respect for each other, though Brutus is actually more powerful. Although he is a bit less intelligent than average, Brutus takes great care to speak in a cultured manner.

Brutus is a protector of the innocent and those who would prey on them earn his frightful wrath.

Quote:"I am sure you think I am merely a stupid walking mound of muscle. I am that, it's true, but I'm smart enough to see that I will win this fight."Background: Andre Preston's scions, the Brutish Ogre and the Gravity based Black Diamond produced the least intelligent and easiest to control member of the Scions.

 

Andre Preston III was born to wealth and priviledge. He had no appreciable skills or talents, he was just a spoiled rich kid. When Dr. Possessor, the uber-science villain of his Earth took him to become a test subject the world didn't lose much. The devolution and augmentation process was a success and the frighteningly powerful Brute was let loose upon the world. The Scion's fought the Brute and it was Aura who managed to reach him with her telepathic abilities. The Brute was taken back to Scion HQ and his life and memories restored. It was this investigation that lead to the knowledge that his father, Andre Preston Jr., had been the costumed hero, the Striker. Andre, changing his name to Brutus (it sounded a bit more sophisticated) joined the Scions and helped protect thier Earth until the crisis that destroyed it.

Powers/Tactics: A standard brick. He has some brick tricks and can absorb kinetic energy to make his strength go even higher. He actually only uses the absorbtion when he's really angry (enraged), preferring to avoid the massive amounts of property damage that come with his enhanced strength.Campaign Use: Team brick. Can easily be another rampaging monster. Very similar to Ogre could be used as an "Advanced" or enhanced version of said villain.
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Sunday, October 31st, 2004Well, this should be the last one, but I have one or two more Scions before I call it a year. Thanks for playing...AuraPlayer: NPC Member of the Scions

Val Char Cost
18 STR 8
21 DEX 33
29 CON 38
15 BODY 10
23 INT 13
25 EGO 30
25 PRE 15
24 COM 7
12/57 PD 8
14/54 ED 8
5 SPD 19
12 REC 4
66 END 4
51 STUN 12
6" RUN02" SWIM03 1/2" LEAP0Characteristics Cost: 209
Cost Power END
169 Telekinetic Mastery: Multipower, 135-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (169 Active Points)
26m 1) Academic Usage Telekinesis: Telekinesis (80 STR), Fine Manipulation (130 Active Points) 6
27m 2) Area Telekinesis I: Telekinesis (45 STR), Area Of Effect (7" Radius; +1) (135 Active Points) 6
27m 3) Area Telekinesis II: Telekinesis (40 STR), Area Of Effect (6" Radius; +1), Selective Target (+1/4) (135 Active Points) 6
3u 4) Blunt Missles: Energy Blast 9d6 (45 Active Points); OIF (Missiles of Opporotunity; -1/2) 2
7u 5) Crushing And Rending: Killing Attack - Ranged 4d6, Indirect (Any origin, always fired away from attacker; +1/2) (90 Active Points); No Knockback (-1/4) 4
3u 6) Energy Manipulation: Telekinesis (30 STR) (45 Active Points); Only Works On Energy (-1/2) 2
11u 7) Expanded Telekinesis I: Telekinesis (60 STR), Fine Manipulation, Porous (110 Active Points) 5
12u 8) Expanded Telekinesis II: Telekinesis (35 STR), Porous (gases), Area Of Effect (6" Radius; +1) (125 Active Points) 6
7u 9) Expanded Telekinetic Attack: Energy Blast 7d6, Area Of Effect (4" Radius; +1) (70 Active Points) 3
12u 10) Lockdown: Entangle 6d6, 6 DEF, Continuous (+1) (120 Active Points) 6
3u 11) Sharp Missiles: Killing Attack - Ranged 3d6 (45 Active Points); OIF (Missiles of Opporotunity; -1/2) 2
1u 12) Shut Your Mouth: Darkness to Hearing Group 1" radius, Usable As Attack (+1) (10 Active Points); Only Affects One Character (-1/2) 1
7u 13) Telekinetic Assault: Energy Blast 8d6, Indirect (Any origin, any direction; +3/4) (70 Active Points) 3
6u 14) Telekinetic Barrage: Energy Blast 8d6, Autofire (5 shots; +1/2) (60 Active Points) 3
3u 15) Telekinetic Blade: Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR) (30 Active Points) 1
8u 16) Telekinetic Blast: Energy Blast 16d6 (80 Active Points) 4
9m 17) Telekinetic Shield: Force Field (25 PD/20 ED) (45 Active Points) 2
5u 18) Telekinetic Wall: Force Wall (12 PD/8 ED) (50 Active Points) 2
5u 19) Telekinetic Whirlwind: (Total: 121 Active Cost, 51 Real Cost) Force Field (12 PD/12 ED) (24 Active Points); OIF (objects of opportunity) (-1/2), Ablative BODY Only (-1/2) (Real Cost: 12) plus Energy Blast 6d6, Personal Immunity (+1/4), Area Of Effect (7" Radius; +1), Continuous (+1) (97 Active Points); OIF (objects of opportunity) (-1/2), No Range (-1/2), Linked to Force Field (1d6 per 2 PD/ED FF) (-1/4), No Knockback (-1/4) (Real Cost: 39) 6
13u 20) The Big Squeeze: Energy Blast 13d6, No Normal Defense (PD Force Field, Force Wall, or LS: Self-Contained Breathing; +1) (130 Active Points) 6
62 Telepathic Abilities: Multipower, 62-point reserve
6u 1) Deep Telepathy: Telepathy 12d6 (60 Active Points) 6
3u 2) Mental Paralysis: Entangle 2d6, 3 DEF, Takes No Damage From Attacks Physical Attacks (+1/4), Works Against EGO, Not STR (+1/4), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1) (62 Active Points); Mental Defense Adds To EGO (-1/2), Cannot Form Barriers (-1/4) 6
2u 3) Mental Shadow: Darkness to Mental Group 4" radius, Personal Immunity (+1/4) (25 Active Points) 2
6u 4) Mental Suppression Field: Suppress (Mental/Psionic Powers) 3d6, All Powers Simultaneously (+2), Area Of Effect (5" Radius; +1) (60 Active Points) 6
6u 5) Strong Mind Blast: Ego Attack 6d6 (60 Active Points) 6
12 Personal Psionics: Elemental Control, 24-point powers
13 1) Psychomorph: Shapeshift (Mental Group, Any Shape) (25 Active Points) 2
3 2) Telekinetic Defenses: Armor (8 PD/8 ED) (24 Active Points); OIF (objects of opportunity) (-1/2), Ablative BODY Only (-1/2), Activation Roll 14- (-1/2), Only Provides Armor Up To DEF and BODY Of Objects (-1/2), Costs Endurance (-1/2) 2
24 3) Telekinetic Flight: Flight 12", Reduced Endurance (0 END; +1/2) (36 Active Points) 0
Psionic Extras
10 1) Aura Vision: Detect Aura 14- (Unusual Group), Discriminatory 0
13 2) Mental Bastion: Power Defense (20 points) (20 Active Points); Only Works Against Limited Type Of Attack attacks versus, or involving mental/psionic powers (-1/2) 0
20 3) Mind Shield: Mental Defense (25 points total) 0
17 4) Psychic Translator: Universal Translator 19- (25 Active Points); Must Involve Minds (-1/2)
32 5) Telekinetic Awareness: Radar (No Sense Group) (Radio Group), Discriminatory, Increased Arc of Perception, Range, Sense 0
Scion Technology, all slots IIF (-1/4)
10 1) Concealed Radio: High Range Radio Perception (Radio Group) (12 Active Points); IIF (-1/4) 0
4 2) Light Enhancement Lenses: Nightvision (5 Active Points); IIF (-1/4) 0
10 3) TransEnvironmental Uniform: Life Support (Safe in High Pressure; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (13 Active Points); IIF (-1/4) 0
Powers Cost: 617
Cost Skill
10 +1 Overall
20 +4 with Mental Combat
3 Analyze: Psionic Abilities 14-
3 Breakfall 13-
3 Bureaucratics 14-
3 Concealment 14-
5 Cramming
5 Cramming
3 Cryptography 14-
3 High Society 14-
3 Linguist
2 1) Language: English (idiomatic) (4 Active Points)
2 2) Language: French (idiomatic) (4 Active Points)
2 3) Language: Italian (idiomatic) (4 Active Points)
1 4) Language: Portugese (idiomatic) (4 Active Points)
0 5) Language: Spanish (idiomatic) (4 Active Points)
3 Oratory 14-
3 Paramedics 14-
3 Persuasion 14-
9 Power: Psionic Mastery 17-
17 Power: Telekinetic Mastery 21-
3 Scholar
2 1) KS: Chartiable Organizations (3 Active Points) 14-
2 2) KS: PSI (3 Active Points) 14-
2 3) KS: The Psionics World (3 Active Points) 14-
2 4) KS: The Superhuman World (3 Active Points) 14-
2 5) KS: World Politics (3 Active Points) 14-
3 Scientist
2 1) SS: Biology 14- (3 Active Points)
2 2) SS: Psionics 14- (3 Active Points)
2 3) SS: Xenobiology 14- (3 Active Points)
3 Security Systems 14-
3 Systems Operation 14-
3 Tactics 14-
3 Teamwork 13-
3 Traveler
1 1) CK: Barcelona (2 Active Points) 11-
1 2) CK: Madrid (2 Active Points) 11-
1 3) CK: Paris (2 Active Points) 11-
1 4) CK: Rome (2 Active Points) 11-
Skills Cost: 144
Cost Perk
Scion Perks
6 1) Contact: Dr. Hans Grimler, Biochemist (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 11-
3 2) Fringe Benefit: Membership: The Scions
5 3) Money: Well Off
2 4) Reputation: Hero from the future (A large group) 11-, +1/+1d6
15 5) Vehicles & Bases: The Fortress (each contributes)
35 6) Vehicles & Bases: The Legacy (Aircraft)(Each Contributes)
Perks Cost: 66
Val Disadvantages
20 Hunted: PSI 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: Telios 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Bound By Duty (Common, Strong)
20 Psychological Limitation: Code Versus Killing (Common, Total)
10 Psychological Limitation: Prefers Reason To Force (Common, Moderate)
20 Psychological Limitation: True-Blue Hero (Very Common, Strong)
5 Reputation: soft-hearted, 11- (Limited Group[the underworld])
20 Social Limitation: Secret Identity (Frequently, Severe)
10 Vulnerability: 2 x STUN Tailored Toxins (Uncommon)
Disadvantage Points: 160

Base Points: 200Experience Required: 676Total Experience Available: 676Experience Unspent: 0Total Character Cost: 1036

Height: 1.79 m Hair: Auburn
Weight: 70.00 kg Eyes: Brown
Appearance: A stunning beauty with auburn hair and and brown eyes. She has an inner beauty that shines through. Her costume is a rather conservative (yet flattering) white body suit with light blue belt, gloves, boots, and domino mask. over the body suit she wears a black leather jacket with an Egyptian Eye in blue on the back.Personality: Perhaps Meredith hears voices of evil in her mind. Perhaps not. But Aura is the most noble heroine going. She seems oblivious to her power, skill, beauty, and grace. She simply helps others as a matter of course, even when out of costume. She seems well adjusted and normal.

(If it's just a facade is up to GM's of course).

Quote:"I don't wish to hurt you; but you have left me no choice."

"How can I help?"

Background: The one whom he thought might do the trick. A mentalist born of the material of Menton and Mindslayer, Meredith has shown the least similarity to her parents' personalities. Perhaps her massive will power has allowed her to keep the arrogance and sociopathic tendencies at bay. Perhaps she's a ticking time bomb.

 

Meredith Banderas is the daughter of Mentor, the magnificent psionic hero of her alternate Earth. She has telekinetic and telepathic power in abundance. She is a superior being physically, mentally, and morally, easily fitting in with others and immenantly helpful. She was one of the founding members of the Scions, she found Brutus' burried heroism. She has been mentioned as an angel by her fans back home.

Powers/Tactics: Tremendously gifted Psionic heroine. Aura's Telekinetic abilities are off the charts, her telepathic ones are more restrained, but she's trained very hard in using her powers to the most effective. Campaign Use: Depends on the direction you take the Scions. If you want, she can "Break" and become a true force for evil even if her allies remain heroes. Aura is the most powerful of the Scions. To weaken her simply reduce the Active Points in her two multpowers. Keep the ratio though. Making her more potent could be as simple as giving her a few more MP slots, some CSLs, perhaps some combat training...
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Monday, November 1st, 2004This is the last one folks. Thanks for the memories:)ToolkittPlayer: NPC Heroine, member of the Scions

Val Char Cost
55 STR 5
27 DEX 30
20 CON 20
12 BODY 4
28 INT 18
17 EGO 14
20 PRE 10
20 COM 5
30/38 PD 4
22/30 ED 3
6 SPD 13
15 REC 0
40 END 0
60 STUN 10
6" RUN02" SWIM011" LEAP0Characteristics Cost: 136
Cost Power END
80 Armory : Variable Power Pool (Gadget), 60 base + 20 control cost, (90 Active Points); VPP Can Only Be Changed Between Adventures (-1/2)
70 Arsenal: Multipower, 105-point reserve, (105 Active Points); all slots OIF (-1/2)
2u 1) Acid containment: Killing Attack - Ranged 1d6, Penetrating (+1/2), Uncontrolled (+1/2), Continuous (+1) (45 Active Points); OIF (-1/2), Limited Range (4"; -1/4), 12 Charges (-1/4) [12]
5u 2) Air Blast: Energy Blast 8d6, Double Knockback (+3/4) (70 Active Points); OIF (-1/2) 7
5u 3) Cloak of Illusion: Invisibility to Sight, Hearing and Smell/Taste Groups , No Fringe, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); OIF (-1/2) 0
2u 4) Darkness Ray: Darkness to Sight Group 5" radius, (10" Cone; +0) (50 Active Points); No Range (-1/2), 1 Continuing Fuel Charge lasting 5 Minutes (-1/2), OIF (-1/2) [1 cc]
2u 5) Flechette Launcher: Killing Attack - Ranged 1d6, Autofire (3 shots; +1/4), 32 Charges (+1/4), Armor Piercing (+1/2) (30 Active Points); OIF (-1/2) [32]
3u 6) Gravity Globes: Entangle 4d6, 4 DEF, Indirect (Any origin, any direction; +3/4) (70 Active Points); 4 Boostable Charges (-3/4), OIF (-1/2), Limited Range (30"; -1/4) [4 bc]
7u 7) Hologram Generator: Sight, Hearing and Smell/Taste Groups Images Increased Size (16" radius; +1), -5 to PER Rolls, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (105 Active Points); OIF (-1/2) 0
3u 8) Knockout Gas Pellet : Energy Blast 6d6, Area Of Effect (One Hex; +1/2), No Normal Defense (defense is Life Support [self-Contained Breathing or appropriate Immunity]; +1) (75 Active Points); OIF (-1/2), 8 Charges (-1/2), Limited Range (30"; -1/4) [8]
3u 9) Laser : Killing Attack - Ranged 2 1/2d6, Armor Piercing (+1/2) (60 Active Points); OIF (-1/2), 12 Charges (-1/4) [12]
3u 10) Mindblaster Unit: Ego Attack 4d6 (40 Active Points); OIF (-1/2) 4
3u 11) Mindreader Unit: Telepathy 8d6 (40 Active Points); OIF (-1/2) 4
3u 12) Mini-Missle Launcher: Killing Attack - Ranged 2d6+1, Explosion (+1/2), Indirect (always originates with character, but can strike from any direction; +1/2), No Range Modifier (+1/2) (87 Active Points); 4 Charges (-1), OIF (-1/2) [4]
4u 13) Paralysis Beam: Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2), No Normal Defense (defense is Power Defense or not having a nervous system; +1) (100 Active Points); 6 Charges (-3/4), OIF (-1/2), Limited Range (100"; -1/4) [6]
3u 14) Tractor Beam : Telekinesis (30 STR) (45 Active Points); OIF (-1/2), Affects Whole Object (-1/4) 4
5u 15) Variable Beam Weaponry: Energy Blast 12d6, Variable Special Effects (Limited Group of SFX; Any technologically producible energy (Sonics, Magnetics, Elctricity, Heat, Plasma, Force Beams, etc.); +1/4) (75 Active Points); OIF (-1/2) 7
16 Betacloth Battlesuit: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 0
45 Force Field: Force Field (15 PD/15 ED/5 Mental Defense/10 Flash Defense: Sight Group), Reduced Endurance (0 END; +1/2) (67 Active Points); OIF (battlesuit) (-1/2) 0
20 Magnetic Field Manipulation: Flight 15" (30 Active Points); OIF (battlesuit) (-1/2) 3
Combat Analyzer
11 1) +2 with All Combat (16 Active Points); OIF (-1/2)
6 2) Penalty Skill Levels: +3 vs. Range Modifier with All Attacks (9 Active Points); OIF (-1/2)
11 3) Tactics 16- (17 Active Points); OIF (-1/2)
Enhanced Characteristics, all slots OIF (-1/2)
33 1) Strength Augmentation: +40 STR, Reduced Endurance (Half END; +1/4) (50 Active Points); OIF (-1/2) 2
14 2) Enhanced Dexterity: +7 DEX (21 Active Points); OIF (battlesuit) (-1/2)
7 3) Enhanced Speed: +1 SPD (10 Active Points); OIF (battlesuit) (-1/2)
Scion Technology, all slots IIF (-1/4)
10 1) Concealed Radio: High Range Radio Perception (Radio Group) (12 Active Points); IIF (-1/4) 0
4 2) Light Enhancement Lenses: Nightvision (5 Active Points); IIF (-1/4) 0
10 3) TransEnvironmental Uniform: Life Support (Safe in High Pressure; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (13 Active Points); IIF (-1/4) 0
21 4) Tricorder Headset II: Detect Energy 15- (Unusual Group), Discriminatory, Increased Arc Of Perception (240 Degrees), Microscopic (x10), Range, Telescopic (+1 versus Range Modifier), Tracking (31 Active Points); OIF (-1/2) 0
21 5) Tricorder Headset: Detect Matter 15- (Unusual Group), Discriminatory, Increased Arc Of Perception (240 Degrees), Microscopic (x10), Range, Telescopic (+1 versus Range Modifier), Tracking (31 Active Points); OIF (-1/2) 0
Powers Cost: 432
Cost Martial Arts Maneuver
Generic 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, 15d6 Strike
4 4) Punch: 1/2 Phase, +0 OCV, +2 DCV, 13d6 Strike
3 5) Throw: 1/2 Phase, +0 OCV, +1 DCV, 11d6 +v/5, Target Falls
Martial Arts Cost: 20
Cost Skill
3 Acrobatics 14-
3 Breakfall 14-
2 CK: London 11-
2 CK: Munich 11-
3 Climbing 14-
3 Computer Programming 15-
3 Deduction 15-
3 Electronics 15-
3 Inventor 15-
3 KS: Superpowers 15-
3 KS: The Superhuman World 15-
3 KS: The Technology World 15-
3 Language: Cantonese (fluent conversation) (2 Active Points)
0 Language: English (idiomatic) (4 Active Points)
2 Language: French (completely fluent) (3 Active Points)
3 Lockpicking 14-
3 Mechanics 15-
4 Navigation (Air, Land, Marine) 15-
3 Oratory 13-
3 Paramedics 15-
3 Persuasion 13-
13 Power: Gadgeteering 20-
3 Scientist
2 1) SS: Chemical Engineering 15- (3 Active Points)
2 2) SS: Chemistry 15- (3 Active Points)
2 3) SS: Dimensional Engineering 15- (3 Active Points)
2 4) SS: Force Field Physics 15- (3 Active Points)
2 5) SS: Physics 15- (3 Active Points)
2 6) SS: Psionics 15- (3 Active Points)
3 Security Systems 15-
3 Seduction 13-
3 Shadowing 15-
3 Stealth 14-
3 Streetwise 13-
3 Systems Operation 15-
3 Tactics 15-
3 Teamwork 14-
Skills Cost: 110
Cost Perk
Scion Perks
6 1) Contact: Dr. Hans Grimler, Biochemist (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 11-
3 2) Fringe Benefit: Membership: The Scions
5 3) Money: Well Off
2 4) Reputation: Hero from the future (A large group) 11-, +1/+1d6
15 5) Vehicles & Bases: The Fortress (each contributes)
35 6) Vehicles & Bases: The Legacy (Aircraft)(Each Contributes)
Perks Cost: 66
Val Disadvantages
20 Hunted: Dr Destroyer 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: Telios 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Annoyingly Cheerful (Very Common, Strong)
10 Psychological Limitation: Bound by Logic (Common, Moderate)
15 Psychological Limitation: Cant resist Technological devices (Common, Strong)
20 Psychological Limitation: Code Against Killing (Common, Total)
20 Social Limitation: Secret Identity (Frequently, Severe)
10 Vulnerability: 2 x STUN Tailored Biotoxin (Uncommon)
Disadvantage Points: 155

Base Points: 200Experience Required: 409Total Experience Available: 419Experience Unspent: 10Total Character Cost: 764

Height: 1.71 m Hair: Black
Weight: 63.00 kg Eyes: Blue
Appearance: A lovely young woman of mixed european and chinese decent. She has black hair and dazzling blue eyes. Her figure is that of a trained fighter. She wears a white techno suit with blue white circuitry patterns illumanating on the surface as energy traces back and forth. Her gloves and boots are thicker white with red trim and she has white shoulder guards with red trim as well. Her face mask leaves her hair free is red with a blue translucent faceplate. Personality: Do good. She loves technology and is amazed at the uses and good it can do. She poo poos complaints over genetically engineered foods and chemical water treatments, she knows that they are safe. However, she hasn't quite lost contact with her fellow man. She sees those who abuse technology or a sentient computer attempting to destroy organics as horrifying perversions of science. She strives to destroy such things.Quote:"I think I can fix that."

"This should do the trick!"

Background: Toolkitt was more a study in selfish anarchy than evil. Telios put together two of the more successful "non" superbeings (like he did for Red Scorpion), Utility and Lady Blue.

 

Kitt Xiao is the daughter of former hero Dragonstorm and UNTIL agent Elaine Freemont. Dragonstorm was a martial arts prodigy with some gadgets he'd had built for him by an ally. Ms. Freemont, an UNTIL Technician who transfered to "investigation" for the exctement, worked with Dragonstorm on some cases and the two fell in love. Kitt, a natural athelete and brilliant young inventor has taken her parents' gifts and taken them to new heights. Her "bioenhancement trans-suit" is of similar design to Technomancer. It actually gives her all the benefits of the enhanced attributes while she wears it. She has a veritable mobile micro weapons platform built into her costume and a huge array of toys she keeps back at the Scions' base.

Powers/Tactics: The most versitile member of the team and the one that needs to be taken out of the fight quickly if you are the opposition. Toolkitt lives up to her name, she uses her abilities to support and aid her team mates, makeing them better and more effective. Campaign Use: altering her power levels up and down is simple, just effect changes in her VPP and Multipower.
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Re: Monday, November 1st, 2004

 

Okay guys' date=' Thanks for reading. I'll come back to post illustrations of characters, bases, and such as I get going, maybe. But this year I think I'm going to work on a fantasy world project... we'll see...[/quote']Thank you so much for all your contributions! It has been a great year of writeups. Here is the updated HAD...S... List. As always, if I put any writeups in the wrong folders please let me know, and I'll fix it in the list and repost it.
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