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Thursday 12/04Thanks! This is actually a "toned down" version of my "Doc Randy Savage" vision from a few years ago...Scorpio 7Player: NPC; Tryouts

Val Char Cost
25 STR 15
23 DEX 39
20 CON 20
12 BODY 4
18 INT 8
11 EGO 2
18 PRE 8
16 COM 3
16/20 PD 11
12/16 ED 8
5 SPD 17
10 REC 2
40 END 0
40 STUN 5
8" RUN04" SWIM05" LEAP0Characteristics Cost: 142
Cost Power END
10 Concealed Armor in Costume: Armor (4 PD/4 ED) (12 Active Points); IIF (-1/4)
6 Accute Senses: +2 PER with all Sense Groups
8 Thermal Imaging Lenses: IR Perception (Sight Group), Tracking (10 Active Points); IIF (-1/4)
8 Polarized Lenses: Sight Group Flash Defense (10 points) (10 Active Points); IIF (-1/4)
4 Athlete: Running +2" (8" total) 1
10 Swingline Guantlet: Swinging 15" (15 Active Points); OIF (-1/2) 1
2 Athlete II: Swimming +2" (4" total) 1
Powers Cost: 48
Cost Martial Arts Maneuver
Wrestling, Professional
8 1) +2 HTH Damage Class(es)
3 2) Body Slam: 1/2 Phase, +2 OCV, +1 DCV, 7d6 Strike; You Fall, Target Falls
4 3) Crush: 1/2 Phase, +0 OCV, +0 DCV, 11d6 Crush, Must Follow Grab
4 4) Duck: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 5) Fist/Forearm Smash: 1/2 Phase, +2 OCV, +0 DCV, 9d6 Strike
3 6) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 45 STR for holding on
4 7) Head-Bash: 1/2 Phase, +2 OCV, +0 DCV, 9d6 Strike
5 8) Missile Drop Kick: 1/2 Phase, +1 OCV, -2 DCV, 11d6 Strike
5 9) Stomp: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike
1 10) Weapon Element: Clubs (Fist/Forearm Smash only)
Martial Arts Cost: 41
Cost Skill
12 +4 with Wrestling
3 Acrobatics 14-
3 Acting 13-
2 Animal Handler (Equines) 13-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 13-
3 Contortionist 14-
3 Conversation 13-
3 Criminology 13-
3 Deduction 13-
3 Disguise 13-
2 Gambling 13-
3 High Society 13-
3 Linguist
0 1) Language: English (idiomatic) (4 Active Points)
1 2) Language: French (completely fluent) (3 Active Points)
1 3) Language: German (fluent conversation) (2 Active Points)
3 4) Language: Japanese (completely fluent)
2 5) Language: Spanish (completely fluent) (3 Active Points)
3 Lockpicking 14-
3 Oratory 13-
3 PS: Professional Wrestler 13-
3 Paramedics 13-
3 Persuasion 13-
3 Riding 14-
3 Scholar
1 1) KS: Banking/Finance (2 Active Points) 11-
1 2) KS: Classic Literature: Eastern (2 Active Points) 11-
1 3) KS: Classic Literature: Western (2 Active Points) 11-
1 4) KS: Criminal Underworld (2 Active Points) 11-
2 5) KS: High Society (3 Active Points) 13-
2 6) KS: Martial Arts World (3 Active Points) 13-
1 7) KS: Politics (2 Active Points) 11-
2 8) KS: Professional Wrestling (3 Active Points) 13-
3 Security Systems 13-
3 Seduction 13-
3 Shadowing 13-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 13-
3 Tactics 13-
3 Teamwork 14-
3 Tracking 13-
3 Traveler
1 1) AK: Australia (2 Active Points) 11-
1 2) AK: Hong Kong (2 Active Points) 11-
1 3) AK: Japan (2 Active Points) 11-
1 4) AK: Mexico (2 Active Points) 11-
1 5) AK: Western Europe (2 Active Points) 11-
10 WF: Bows, Common Melee Weapons, Common Missile Weapons, Crossbows, Small Arms, Garrote, Homemade Weapons, Off Hand, Staffs
Skills Cost: 136
Cost Perk
12 Contact: Various Wrestling Organizations (Good relationship with Contact), Organization Contact (x3) (12 Active Points) 12-
6 Contact: Various Wrestlers, Organization Contact (x3) (6 Active Points) 11-
2 Fringe Benefit: International Driver's License, Passport
10 Money: Wealthy
6 Reputation: Legacy Wrestler; popular wrestling family (A medium-sized group) 14-, +3/+3d6
Perks Cost: 36
Cost Talent
6 Combat Luck (3 PD/3 ED)
Talents Cost: 6
Val Disadvantages
5 DNPC: Freya and Tricia Drake 8- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs)
15 DNPC: Parents (James Drake and Ivanna Drake) 8- (Normal; Group DNPC: x2 DNPCs)
10 Distinctive Features: Fighting Style: Pro Wrestling (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
15 Hunted: Bulldozer 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Hunted: Crimelord 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Hunted: Hired Assassin 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Psychological Limitation: Follows Code of Chivalry (Common, Total)
10 Psychological Limitation: Hunting Crimelord (Uncommon, Strong)
10 Psychological Limitation: Proud of legacy and profession (Common, Moderate)
15 Reputation: Pro Wrestler; Superhero Wannabe, 11- (Extreme)
15 Social Limitation: Public Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 59Total Experience Available: 59Experience Unspent: 0Total Character Cost: 409

Height: 2.00 m Hair: Black
Weight: 113.00 kg Eyes: Blue
Appearance: A tall, and muscular man with a long, lean physique and broad shoulder and bulging biceps. He wears black armored tee shirts and pants, a broad belt, a black trenchcoat and white face pant with black lips and eyes. His black hair is long and straight and hangs to the middle of his back.Personality: His past is something like a cross between classic comic families and the Von Erichs. Alex feels responsible for his father's condition and Ron's death (even though Ron never told the rest of the family what he had found out). As Scorpio 7, Alex takes on a grim and silent personae, a charicature of death (in Pro Wrestling terms) and a street vigilante. Except he's serious. From the time he was ten, Alex has equated superheroes with the noble knights of british folklore. He has taken the codes of chivalry as his own and will not break them. Quote:"Tell Crimelord he's next ."Background: Alex Drake (never call him Sigfreid) was born to a wealthy british family. The drakes, for 3 generations have been popular professional wrestlers all over the world. Alex's grandfather Perry was the heir to a crumbling mining fortune who turned his love of sport and a good donnybrook into a professional wrestling career in the early 1940's and 50's. He invested wisely, married a lovely young woman with a head for business and had a stapping son who followed him into the business. Alex's father wrestled all over the world. He too, invested wisely and the family fortunes grew. James had five children; three boys and two girls. He children all went into the family business after their educations. James Drake's sons and dadughters had travelled the world, studying with tutors as he wrestled. They all went to prestegious American or European colleges and then, one by one stepped into the ring.

Alex's eldest brother Ron was a brawler like his grandfather and father before him, Geoff and Alex, Tricia and Freya took to the "luchadore" approach, high flying, acrobatic and dangerous. The children were articulate, had varying degree's of acting talent and a whole world of experiences by the time they were in their early twenties. Geoff, however, managed to become a bad seed. Not just heel bad, but truely a poor excuse for a human being. He began running with criminal gangs, then made a career as a hired assassin, using his wrestling career as a cover for his need to travel. Ron found out; the eldest son saw it as his duty to steer Geoff away from his vices. The confrontation became physical and despite his athletecism and speed, Geoff found himself unable to contend with Ron's furious strength; so he shot him. Geoff didn't even bother hiding it from his family; he had grown tired of them all and when he decided to start his own criminal empire, he told them as much. It was too much for James to take; he too confronted his wayward son, but Geoff thrashed him mightily and sent him home. It was then that Alex stepped in. The youngest son, Alex had idolized his older brothers and his inability to believe Geoff was capable of the actions he had admited to. He blames himself for not acting sooner and he could have spared his father the injuries that robbed him of his spirit. Alex chased Geoff off and swore to bring him down. He contacted the police and turned over all evidence of Geoff's crimes he had access too, but it was too late, the up and coming crime lord had left the country and was now plying his trade through out Europe. Alex then took what he considered the only viable step, he became a vigilante. His hunting of Geoff, now calling himself Crimelord, led him to America and he found himself trying out for a team of heroes there. He didn't make the cut but has ideas of funding his own team. He still wrestles occasionally to keep the appearance of normalcy for the family and to watch out for his sisters who are still in the business. He has moved his family to America and has begun training himself for the life of a crime fighter.

Powers/Tactics: Scorpio 7 is a martial artist that plays like a brick. He does pretty good damage and can take a punch pretty good. He is dedicated to learning the crime fighting portion of the job (detective work, gathering evidence, etc.) he wants to destroy Crimelord and put him behind bars for life, not kill him. Campaign Use: A grim stalker in the night with a kind of silly twist. He also is rich and could fund a hero group. If he's not tough enough for your campaign, give him a few more martial arts maneuvers that he's incorporated into his repetoire and bring his dex and speed to 26/6. If he's too tough, remove his DC's with wrestling drop his total defenses to 20/16, his STR to 20 and DEX/SPD to 18/4
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Friday 12/05 I am sorry for this one...But I'll bet you can't wait for the art!Here is a heroine with "too much of a good thing"Lady GodivaPlayer: NPC; Tryouts

Val Char Cost
15 STR 5
20 DEX 30
20 CON 20
13 BODY 6
15 INT 5
18 EGO 16
35 PRE 25
26 COM 8
8/14 PD 5
8/14 ED 4
5 SPD 20
10 REC 6
40 END 0
40 STUN 9
8" RUN02" SWIM03" LEAP0Characteristics Cost: 159
Cost Power END
8 Armored Costume: Armor (6 PD/6 ED) (18 Active Points); Activation Roll 13- (Come on, there's not that much there!; -3/4), OIF (-1/2)
22 Look at me!: Mind Control 8d6 ( Human class of minds), Reduced Endurance (0 END; +1/2) (60 Active Points); Eye Contact Required (They're not looking at her eyes!; -1/2), Only to those pre-desposed to be attracted to a beautiful woman (-1/2), Limited Command: Stand there and Stare Buddy! (-1/2), Does Not Provide Mental Awareness (-1/4)
10 NOW Look at me!: Mind Control 6d6 ( Human class of minds), Reduced Endurance (0 END; +1/2) (45 Active Points); Eye Contact Required (They're not looking at her eyes!; -1/2), Only to those pre-desposed to be attracted to a beautiful woman (-1/2), Limited Command: Stand there and Stare Buddy! (-1/2), +3d6 per "Level" of nudity. (Partial or Full) (This is so so wrong...; -1/2), Linked (Look at me!; -1/2), Extra Time (Delayed Phase, Character May Take No Other Actions, -1/2), Does Not Provide Mental Awareness (-1/4)
4 Athletic: Running +2" (8" total) 1
Powers Cost: 44
Cost Martial Arts Maneuver
Krav Maga
4 1) +1 HTH Damage Class(es)
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2 1/2d6 NND
4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm roll
4 5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 6) Escape: 1/2 Phase, +0 OCV, +0 DCV, 35 STR vs. Grabs
3 7) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on
5 8) Kick: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike
4 9) Low Kick/Knee Strike/Punch: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
3 10) Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls
1 11) Weapon Element: Blades
1 12) Weapon Element: Clubs
Martial Arts Cost: 41
Cost Skill
3 Acrobatics 13-
3 Breakfall 13-
3 Bribery 16-
3 Bureaucratics 16-
3 Climbing 13-
3 Combat Driving 13-
15 +3 with HTH Combat
3 Concealment 12-
3 Contortionist 13-
3 Conversation 16-
3 Criminology 12-
3 Disguise 12-
3 High Society 16-
3 Interrogation 16-
3 KS: Criminal Law 12-
2 KS: Criminal Underworld 11-
2 KS: Superhuman Law 11-
3 Sleight Of Hand 13-
3 Stealth 13-
3 Streetwise 16-
2 KS: Krav Maga 11-
2 WF: Common Melee Weapons
Skills Cost: 74
Cost Perk
4 Fringe Benefit: Concealed Weapon Permit (where appropriate), License to practice a profession: Attorney at Law, Passport
5 Money: Well Off
25 Vehicles & Bases (Suped up sports car)
6 Contact: Flying Fox (Contact has: useful Skills or resources, Very Good relationship with Contact) 12-
Perks Cost: 40
Cost Talent
10 Fascination
12 Combat Luck (6 PD/6 ED)
Talents Cost: 22
Val Disadvantages
15 Distinctive Features: Object of lust and desire (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Distinctive Features: Fighting Style Krav Maga (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10 Hunted: Bulldozer 8- (As Pow, Harshly Punish)
15 Hunted: Scorpia 8- (Mo Pow, Harshly Punish)
15 Hunted: The Monster 8- (Mo Pow, Harshly Punish)
5 Hunted: Tabloids 11- (As Pow, Watching)
0 Hunted: Society for Superheroic Decency 11- (Less Pow, Limited Geographical Area, Mildly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Flattered by the attention (Common, Moderate)
15 Psychological Limitation: Wants to help out; altruistic (Common, Strong)
15 Reputation: "Trampy" Superheroine, 11- (Extreme)
15 Social Limitation: Secret Identity: Lynn Parmenter (Frequently, Major)
Disadvantage Points: 145

Base Points: 200Experience Required: 35Total Experience Available: 35Experience Unspent: 0Total Character Cost: 380

Height: 1.70 m Hair: Black
Weight: 70.00 kg Eyes: Green
Appearance: A beautiful woman with raven black hair and green eyes. She wears a black sleeveless and legless body suuit with long boots and gloves. Her belt is white. She has a plunging but still decent neckline. She wears a mask because some still bother to look up.Personality: Lynn loves helping people, the rush of being famous and the idea that she's using her rather specialized abilities for the betterment of humanity instead of making herself rich as a trial lawyer is practically addictive. She sees herself as a two fisted crimefighter with the added bonus that men tend to want to do things for her. She has been publically linked with Banner mostly because their abilities are similar, not because they've ever even worked together.Quote:"Perhaps if you had been watching my fists instead of my cleavage this fight would have been less one sided."Background: Lynn Parmenter has always had most men wrapped around her little finger. Sure she's beautiful but she's also the possessor of telepathic pheromone type powers. Lynn is a decent person and has spent her life resisting the temptation to use men to make a living for herself. She put herself through law school delivering pizzas and occasionally stripping. Lynn was a very successful lawyer at a young age but she realized that using her powers had made it too easy. Then her biggest case came; it was a civil suit against a heroine who was being sued by a rather aggressive "moral values" group for her rather daring attire and "promiscuous" attitudes. The heroine, known as the Flying Fox, had sought Lynn as her attourney since Lynn as a woman of uncharacteristic beauty would be able to understand her plight.

Lynn was impressed by Flying Fox's record for civic service and her apparent normalcy in the face of constant public scruteny. Shortly after winning the case (it was flawed from the beginning and had little substance), Lynn began training herself to become a costumed adventuerer.

Six months later, Lady Godiva appeared on the streets for the first time. Crime fighting has never been the same.

Powers/Tactics: Godiva has rather specialized pheremonic abilities that make her a very desireable woman. The only drawback is that they are more effective the less clothing she wears. While she isn't a prude and far from modest, she doesn't think dressing in her old stripper costumes is a good crime fighting technique so she wears a fairly modest costume. If she feels she has no other choice however, she will use her ahem, "Flash" attack.Campaign Use: A rather light hearted heroine and someone who could be used as comic relief and to add that oh so needed "Middle School" humor to a campaign... Sorry guys...
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Oops! Saturday 12/06here's anotherCaptain CardinalPlayer: NPC; Tryouts

Val Char Cost
15 STR 5
17 DEX 21
15 CON 10
10 BODY 0
15 INT 5
11 EGO 2
15 PRE 5
12 COM 1
6/18 PD 3
6/18 ED 3
4 SPD 13
6 REC 0
30 END 0
30 STUN 4
6" RUN02" SWIM03" LEAP0Characteristics Cost: 72
Cost Power END
24 Armored Costume : Armor (12 PD/12 ED) (36 Active Points); OIF (-1/2)
24 Noncrystaline Armor layer: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Sonics Very Limited Type of Attack (-1), OIF (-1/2)
6 Fuel Cells: Endurance Reserve (40 END, 5 REC) (9 Active Points); OIF (-1/2)
7 Sonar Headsup: Active Sonar (Hearing Group) (15 Active Points); Sense Affected As More Than One Sense Sight and Hearing (-1/2), OIF (-1/2)
6 HRRP (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As More Than One Sense Sight and Hearing (-1/2)
4 Telescopic Visor: +4 versus Range Modifier for Sight Group (6 Active Points); OIF (-1/2)
5 Protected Senses: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-1/2)
25 Wings: Multipower, 50-point reserve, (50 Active Points); all slots OIF (-1/2), Restrainable (-1/2)
2u 1) Combat Flight: Flight 17", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (49 Active Points); OIF (-1/2), Restrainable (-1/2) 2
2u 2) Full Throttle: Flight 5", x512 Noncombat (50 Active Points); OIF (-1/2), Restrainable (-1/2) 5
1u 3) Silent Running: Gliding 15" (15 Active Points); OIF (-1/2), Restrainable (-1/2)
Powers Cost: 106
Cost Martial Arts Maneuver
Boxing, Modern
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 2) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on
4 3) Cross: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
5 4) Hook: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike
3 5) Jab: 1/2 Phase, +2 OCV, +1 DCV, Strike
Martial Arts Cost: 19
Cost Skill
3 Combat Piloting 12-
3 Computer Programming 12-
3 Electronics 12-
3 Inventor 12-
2 KS: Aviation History 11-
2 KS: Baseball 11-
2 KS: Boxing 11-
3 Mechanics 12-
2 Navigation (Air) 12-
3 Paramedics 12-
2 SS: Aeronautics 11-
2 SS: Avation Engineering 11-
2 SS: Physics 11-
3 Stealth 12-
3 Streetwise 12-
10 +2 with HTH Combat
10 +5 with Turnmode
4 Systems Operation (Air/Space Traffic Control Systems, Radar, Sensor Jamming Equipment, Sonar) 12-
0 TF: Small Planes
Skills Cost: 62
Val Disadvantages
10 Distinctive Features: Fighting Style: Boxing (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
20 Hunted: ARGENT 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: Cybermind 8- (As Pow, Harshly Punish)
15 Psychological Limitation: Sweet on Bluejay; trying to reform her. (Common, Strong)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Slowly becoming a true hero (Uncommon, Strong)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 100

Base Points: 150Experience Required: 9Total Experience Available: 9Experience Unspent: 0Total Character Cost: 259

Height: 1.70 m Hair: Brown
Weight: 80.00 kg Eyes: Brown
Appearance: A ruggedly handsome man in his late twenties, Aaron has brown hair and eyes, a five o'clock shadow and dresses in a casual, slightly ruffled style. The Captain Cardinal uniform is red with great white artificial wings. A small jet pack is on his back. He wears opaque red goggles.Personality: Aaron has made it his quest to reform Bluejay. He fights crime to set a good example, and whenever he encounters her tries to steer her away from her life of thievery. He has become something of an expert on GRAB and their activities. The other members of GRAB aren't nearly as fond of Captain Cardinal as Bluejay appears to be (she's flattered by the attention). Aaron has a "thing" for Lisa and for the moment is deluding him to thinking that he is being altruistic. He's never been very good with relationships and is a little thick in the head.Quote:"Lisa! Think of what you are doing!"

"Put down the guns, boys, the Red Bird of Courage is taking you down!"

Background: A native of St. Louis, Aaron Brunswick always wanted to fly. He joined the Army and got to be a helicopter mechanic. When he left the military he was hired by McNeil Aviation. He had taken up hang gliding in his spare time and was working towards his pilots license. He even dated the cute engineer Lisa for awhile before she was fired. Then the company's headquarters burned to the ground and Aaron moved north to Millenium City to see if Harmond Electronics was hiring in their Aviation division.

Aaron always liked the idea of flying under his own power, something like a personal jet or jet assisted glider. He had worked on designs in his spare time. Then one day he met Lisa in a bar. They had a few drinks and talked about the crazy way things had turned out at McNeil. Later, another woman arrived and Lisa excused herself fo the night. A few days later, Aaron was reading the papers and a story about the latest GRAB robbery caught his eye. The picture certainly looked like the woman he had seen Lisa with. It was then that he deduced Lisa, who had been working on a flying suit for UNTIL when she was at McNeil and the supervillainess Bluejay might be one and the same. Aaron new Lisa, she had been a little high strung and goal oriented, but a sabboteur and killer she indeed was not.

Six weeks later, Bluejay had her first encounter with Captain Cardinal. It was unnerving and she's avoided him ever since. Aaron wants to save her. He's not sure why but he feels he needs to get her out of the supervillain game.

Powers/Tactics: Aaron's battlesuit is pretty sophisticated, it had been a hobby before, but now its personal and he put alot of effort into it. He is a maneuverable flier and has added specific defenses to protect against Bluejay's sonic arsenal. He has no weapons himself but is a fairly skilled fighter, having boxed in the Army.Campaign Use: A little underpowered, but he is a narrowly defined hero. He has a goal in mind and he could appear almost anytime Bluejay is used. He also gets a kick out of fighting crime and has been slowly becoming a regular crime fighter. Players might encounter him when he is forced to choose between pursuing Bluejay or rescuing civilians...
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The AEF Tryouts...

 

When I ran the adventure back in school for my brother and best friends, there were four PC's (heavily Marvel based) An Asgardian, a man trained as a Captain America "Practice Dummy" by Taskmaster to be used by The Red Skull , A mutant speedster, and an animal man from Wundagore (evolved from a Panther). The official Marvel Universe Characters involved were Powerman, Ms Marvel II, Quasar, Giantman II (Bill Foster), Namorita, Captain Ultra, the Fabulous Frogman, and Firestar. Two of the players had been chosen to form the team, the Avengers Rep was James Rhoads, and they had decided to basically put an add in the paper. This took place in Corvallis, OR (town of about 50,000 half of which are college students) I had made some leap of logic that Corvallis had allowed for the Quinjet to leave and land in the area and was close enough to the bigger cities that its relatively non-existant crime problem could be overlooked.

So I decided that about 100 costumed people showed up, including the marvel characters above and the other PC's. Given a week between games to prepare, I started writing up all 100. 50 were simply normals in costumes, the others had varying levels of useful superppoowers. Like the guys I have been Posting. For the most part they were beginning level. Anyway when all was said and done a few of the "heroes" who had appeared were, in fact, not very heroic. Eagle, a Captain America wannabe turned out to be a racist. A man calling himself the Huntsman was a militia madman with a messiah complex, etc.. After, all was said and done three teams formed. The AEF proper, the PC's plus Captain Ultra, the Pacific Coast Guardians(Commando, Scout, Crimson Magus, Godiva, Skyhigh, Amazing Man, and Beaverman (still to come!)), and then the Lightning Strikes (Eagle, Huntsman, Frogman, Mr. Adonis, Bungee Boys, and later Fabian Stankowicz as The Centrion). The Lightning Strikes (most who hadn't seen Eagle's racist tirade during his interview) were led by Eagle and the Huntsman, they were violent and grandstanding. Frogman was sure this was wrong and Centurion suspected but he was in the sway of the charismatic Eagle. The AEF encountered both teams a couple of times and eventually Eagle and Huntsman's less than heroic natures became apparent and they went on to become reoccuring villains.

 

 

Oh yeah, I knew I forgot someone: The Osprey (Captain Cardinal in Hero) was an example character in the Marvel Superheroes game, based on an obscure character from the Fantastic Four Comics. He ended up with the Lightning Strikes, too. The team ended up reforming with Frogman in the leadership position and being moderately successful.

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Sunday 12/7Hey, its no problem. I was going to get more art up today but my Biology final is probably going to take precident. So, here is the Sunday Character.....Mr. AdonisPlayer: NPC; Tryouts

Val Char Cost
50 STR 40
20 DEX 30
25 CON 30
12 BODY 4
10 INT 0
11 EGO 2
23 PRE 13
20 COM 5
25 PD 15
25 ED 20
5 SPD 20
15 REC 0
50 END 0
50 STUN 0
9" RUN02" SWIM025" LEAP0Characteristics Cost: 179
Cost Power END
20 Higly resistant to damage: Damage Resistance (25 PD/15 ED)
20 Bounder: Leaping +15" (25" forward, 12 1/2" upward) (Accurate) 2
6 Swift: Running +3" (9" total) 1
Powers Cost: 46
Cost Skill
15 +3 with HTH Combat
2 AK: Bodybuilding 11-
2 KS: Body Building World 11-
3 Paramedics 11-
3 PS: Body Builder 12-
Skills Cost: 25
Val Disadvantages
10 Distinctive Features: Giagantic Pretty Boy (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: Bulldozer 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Hunted: Hideous 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
10 Hunted: Any villain who finds his "machismo" nausiating 8- (As Pow, Harshly Punish)
15 Psychological Limitation: Vain, egocentric (Common, Strong)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Social Limitation: Public Identity: Justin Allen (Frequently, Major)
Disadvantage Points: 100

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

Height: 2.00 m Hair: Blonde
Weight: 204.00 kg Eyes: Blue
Appearance: Tall, broad shouldered, perfect (to him, a little bulky for most) physique, blonde mullet and pretty boy good looks. Think Malibu of American Gladiators. He (like Malibu) tends to wear patriotic motifed costumes but he changes them often. Wears no mask. Smiles alot.Personality: Cult of me. He wants fame and glory. He is in many ways a good natured, law abiding, version of Bulldozer. They dont get alongQuote:"Here, let me show you what a real man can do."Background: Justin Allen is a big, strong, golden boy. He has always been superhumanly strong. He enjoys bodybuilding and has a phenomenal physique because of it. He has decided to become a superhero so that the world can see Adonis among them. He's not modest.Powers/Tactics: If it looks nasty, beat into a pulp. He is smart enough to tell the good guys from the badguys most of the time, but he is a sure bet to attack a "misunderstood monster" or monstrous hero if he has never encountered them before.Campaign Use: Annyoing Brick Hero. There has to be a few. He's like Fabio with superpowers.
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Monday 12/08Sorry this is late, I had a game tonight. I'm almost done with my tryout characters; I have a team of "beginner" heroes that I made for 4th edition, the Crime Fighter legion that's been adapted to 5th Ed and is coming online this week, I think. As for art, well, I don't get much of a break this winter so we'll see how much I can catch up. This guy is two writups and is very powerful compared to the others. I was unsure of how to transfer some of his marvel abilities to Hero. You'll see my wonkiness soon enough...Crimson MagusPlayer: NPC; Tryouts

Val Char Cost
10 STR 0
15 DEX 15
15 CON 10
11 BODY 2
18 INT 8
17 EGO 14
15/25 PRE 5
10 COM 0
3/10 PD 1
3/10 ED 0
4 SPD 15
5 REC 0
30 END 0
30 STUN 6
6" RUN02" SWIM02" LEAP0Characteristics Cost: 76
Cost Power END
45 Arcane Knowledge: Variable Power Pool (Magic Pool), 30 base + 15 control cost, (45 Active Points)
14 Enchanted Costume: Armor (7 PD/7 ED) (21 Active Points); OIF (-1/2)
22 Directional Levitation: Flight 11" 2
5 Doesn't frighten Easily: +10 PRE (10 Active Points); Defensive Only (-1)
2 Surprisingly Strong Willed: Mental Defense (5 points total)
5 Arcane Defenses: Power Defense (5 points)
Powers Cost: 93
Cost Skill
13 Power: Magic Control Skill 18-
1 Acting 8-
3 Analyze: Magic 13-
3 High Society 12- (14-)
3 Oratory 12- (14-)
3 Persuasion 12- (14-)
3 Scholar
2 1) KS: Arcane and Occult Lore (3 Active Points) 13-
2 2) KS: Artifacts & Relics (3 Active Points) 13-
2 3) KS: Live Action Role Playing (LARP) (3 Active Points) 13-
2 4) KS: Supernatural Creatures (3 Active Points) 13-
1 Seduction 8-
3 Stealth 12-
Skills Cost: 41
Cost Perk
5 Money: Well Off
10 Bookstore
30 Follower: Magic Book
Perks Cost: 45
Cost Talent
5 Magesight
Talents Cost: 5
Val Disadvantages
20 DNPC: Aunt Midge and Uncle Arthur 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)
5 Distinctive Features: Tall skinny kid in blazing red goth gear. (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: Gail Westmarlin (grandniece of Pyranthus, wants the tome) 8- (As Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Naive and trusting (Common, Strong)
15 Social Limitation: Secret Identity: Thaddeus Bartlebee (Frequently, Major)
Disadvantage Points: 110

Base Points: 150Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 260

Height: 1.90 m Hair: Blonde (dyed Red)
Weight: 65.00 kg Eyes: Blue
Appearance: Tall and skinny, the Crimson Magus wears a gothic pleather like outfit dyed deep red. He has alot of belts and bandoliers. A great red cloak with black interior completes the look. Libram is strapped to his back in a special backpack/holster harnes. He needs not read from the book to access its power so he tries to keep it hidden.Personality: Thaddeus is truely a happy individual. Every dream he had as a child regarding magic and supernatural were true. He isn't so naive as to beleive they are all nice creatures, but the fact that the fantastic exists and he gets to be part of it makes his heart fly. He is also a kind hearted young man and has always given of himself to those less fortunate than he. Being a mystical superhero seems to be the perfect job for him.Quote:"I summon the crimson fires of Pyrantricus!...What? Oh! Sorry. ...the Crimson Flames of Pyranthus!"Background: Thaddeus was always a little weird. He loved the thought of magic and supernatural but was far more chipper than your average angst-ridden, gothic-looking, vampire wannabe; he could get on his friends nerves. When he turned 18, Thaddeus won the state lottery. His aunt had bought him the ticket for his birthday. Thad lived with his aunt and uncle in Portland after his parents died in a car accident when he was only two. Thad set much of the money aside in investments and lives off the interest. He donated half of his winnings to charities, gave a million to his aunt and uncle and bought a used bookstore. The bookstore had been one of him and his friends’ favorite spots, the previous owner had cultivated a niche by carrying books on the supernatural and the occult and opening the spacious upper level to the kids to play their LARPs. When her mother became ill she put the bookstore up for sale. Thaddeus bought it so that he and his friends could continue to use the loft. He hired a few trustworthy friends to help him run the place and set about for a life of being a happy, peppy, child of darkness.

 

His inventory had other plans.

 

Among the dusty tomes and modern day tales of gothic romance, Thad found a book of basic accounting.

Wondering how this book had managed to end up in his store, he began reading it. That was the break the book had been waiting for. The book, who's real name was Pyranthus' Libram of the Arcane, deduced that Thaddeus would be the perfect new master for its secrets. Libram (as Thaddeus now calls it), was merely a powerful book of spells with bound spirit guardian. The guardian, ensorcelled to protect the book from thievery, had over the years since Pyranthus' death at the hands of his many enemies, become lonely. Its level of sentience was probably accidental, but it had grown into a kind hearted and even heroic book of magic. Perhaps its protective nature had evolved towards nurturing, none can say; but when it found Thaddeus, it found a new master.

The book trains Thaddeus in the ways of wizardry and inexplicably has become something of a spell caster itself. If Thaddeus has the book with him he can cause some very impressive magical effects. Alone, his magic is more the stuff of impressive parlor tricks. Thinking that together they could help the people of the northwest, Thaddeus and Libram attended the tryouts held in Portland in 1999. He took the name Crimson Magus.

Powers/Tactics: A mage of middling power on his own, Crimson Magus gets a huge boost from his "follower" the book Libram. Together they are a formidale force. As a mage, Thaddeus is quite versitile able to draw upon a pool of powers. He tends towards ranged abilities as he doesn't want to increase the possibilty of Libram being discovered and stolen.Campaign Use: A budding mage of no small water. Thaddeus could be consulted on mysteries of the arcane (he reads alot of his books) and Libram could be consulted as well.
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And Here is his book...LibramPlayer: NPC; Tryouts

Val Char Cost
11 DEX 3
25 INT 15
20 EGO 20
4 SPD 19
Characteristics Cost: 57
Cost Power END
30 Magic Skills of Its own: Variable Power Pool (Magic Pool), 20 base + 10 control cost, (30 Active Points)
0 1) Soul Projection: Sight Group Images 1" radius, +/-3 to PER Rolls (19 Active Points) Real Cost: 19 2
0 2) Lightning Ward: RKA 1d6+1 (20 Active Points); No Range (-1/2), No Knockback (-1/4) Real Cost: 11 2
33 Enhance Spell Power: Succor to Arcane Lore Power Pool 10d6 (standard effect: 30 points) (50 Active Points); Others Only (-1/2) 5
40 Arcane Ward: FW (8 PD/8 ED), Affects Desolidified Any form of Desolidification (+1/2) (60 Active Points); No Range (-1/2) 6
18 Mana Stores: Endurance Reserve (50 END, 50 REC) Reserve: , Usable By Other (+1/4) (56 Active Points) REC: (50 Active Points); Slow Recovery 1 Day (-3)
Powers Cost: 121
Cost Skill
3 Linguist
2 1) Language: English (idiomatic) (4 Active Points)
0 2) Language: Fey (idiomatic) (4 Active Points)
3 3) Language: Latin (idiomatic) (4 Active Points)
3 4) Language: Welsh (idiomatic) (4 Active Points)
3 Scholar
3 1) AK: Land of Legends 14-
2 2) KS: Arcane Lore (3 Active Points) 14-
2 3) KS: Demon Lore (3 Active Points) 14-
2 4) KS: Dragon Lore (3 Active Points) 14-
3 5) KS: Faerie Lore (4 Active Points) 15-
2 6) KS: Monster Lore (3 Active Points) 14-
3 7) KS: Pyranthus' Spell Repetoire (4 Active Points) 15-
2 8) KS: Spell Research (3 Active Points) 14-
2 9) KS: Undead Lore (3 Active Points) 14-
13 Power: Magic Control 19-
12 +5 with Power: Magic Control Skill, Usable By Other (Aids Possessor; +1/4) (12 Active Points)
Skills Cost: 60
Cost Talent
3 Absolute Time Sense
3 Bump Of Direction
5 Eidetic Memory
Talents Cost: 11
Val Disadvantages
10 Distinctive Features: Sentient Arcane Book (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15 Hunted: Gail Westmarlin 8- (As Pow, NCI, Harshly Punish)
15 Hunted: Obssessed seekers of Arcane Knowledge 11- (As Pow, Harshly Punish)
10 Physical Limitation: No manipulatory limbs; must use magic (Frequently, Slightly Impairing)
15 Psychological Limitation: Fiercely Protective of Thaddeus (Common, Strong)
10 Psychological Limitation: Secretly wishes to regain spirit form (Uncommon, Strong)
15 Psychological Limitation: Yearns to be a force for good (Common, Strong)
10 Reputation: Arcane Tome of Impressive Powers, 11- (Extreme; Known Only To A Small Group)
Disadvantage Points: 100

Base Points: 150Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 249

Height: 2.00 m Hair: Brown
Weight: 100.00 kg Eyes: Brown
Appearance: Personality: Quote:Background: Powers/Tactics: Campaign Use: 
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A few things about the book.

The Standard AI template lacks the personal information. The book lacks hair and eye color and isn't tall or heavy. :)

The Succor is the book adding power to CM's magic pool brining his abilities up to 50pts with 25pts control cost. Its the wonkiness I was describing. The book also has a high mana store that CM can tap into as well as abilities of its own. (it can project a holographic image of its "self image" and protect itself from attack. Lastly it can create a fairly tough mystic shield in its hex that protects both it and CM from harm.

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Tuesday, 12/09BeavermanPlayer: NPC; Tryouts

Val Char Cost
35 STR 25
18 DEX 24
25 CON 30
15 BODY 10
10 INT 0
15 EGO 10
15 PRE 5
14 COM 2
20 PD 13
20 ED 15
4 SPD 12
12 REC 0
50 END 0
50 STUN 4
9" RUN05" SWIM017" LEAP0Characteristics Cost: 150
Cost Power END
20 Armsweep: Up to 40 STR, Area Of Effect (up to One Hex; +1/2) (20 Active Points) 2
15 Distance Punch: Double Knockback on up to 40 STR (30 Active Points); Requires A Strength Tricks Skill Roll (-1/2), Increased Endurance Cost (2x END; -1/2) 6
10 Toughness: Damage Resistance (10 PD/10 ED)
10 Leaping +10" (17" forward, 8 1/2" upward) 1
6 Running +3" (9" total) 1
3 Swimming +3" (5" total) 1
Powers Cost: 64
Cost Skill
10 +2 with HTH Combat
3 Power: Strength 13-
2 AK: Oregon 11-
2 KS: College Football 11-
4 KS: Oregon State University Athletics 13-
2 Survival (Temperate/Subtropical) 11-
3 Teamwork 13-
Skills Cost: 26
Val Disadvantages
15 DNPC: Henry Jones Sr. (Father) & Margaret Jones (Mother) 8- (Normal; Group DNPC: x2 DNPCs)
5 Distinctive Features: Goofey looking Costume (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Psychological Limitation: Code vs Killing (Common, Total)
20 Psychological Limitation: Thinks he's the physical embodiment of the state of Oregon. (Common, Total)
15 Psychological Limitation: puts the needs of others before his own. (Common, Strong)
10 Reputation: Looney Hero, 11-
15 Social Limitation: Secret Identity: Hank Jones (Frequently, Major)
Disadvantage Points: 100

Base Points: 150Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 240

Height: 2.00 m Hair: Brown
Weight: 150.00 kg Eyes: Blue
Appearance: A tall, muscular man with cropped brown hair and blue eyes. He wears an orange bodysuit with black boots, gloves, and a brown non functional beaver tail. His helmet looks alot like the "angry" Benny Beaver mascot for Oregon State.Personality: Hank wants to do good. His strength has grown steadily as he has aged and is at low-superhuman levels now. He also seems to have stopped aging. In his mid 40's now he looks just like he did when he was 20. He believed that he has been imbued with the collective spirit of his home state and that his powers are at their strongest in Oregon. This has kept him from relocating to the usuall superhero "Hotspots".Quote:"Be a Beaver Believer!"Background: Hank Jones is a bit eccentric. If he were a villain he might be labled "crazy"; but as a decent, hardworking, and heroic man who just happens to think he's the living embodiment of the spirit of his home sate of oregon, Hank is eccentric. Born two middle class teachers in Eugene, Hank spent many a weekend travelling north to Corvallis with his OSU alumnist father to watch the Beavers play football, basketball, and baseball. To this day, Hank's dad calls him during the weekends to discuss OSU Sports. Hank grew into a large and powerfull young man, he got a football scholarship to OSU and played linebacker as a four year starter. His superhuman physical attributes were tested but their origins were never found and in the early 80's supherhuman testing hadn't really been "perfected". The fact that Hank's teams never posted a winning record, and he never seriously injured anyone led people to disregard the occasional claim of inhuman power. After graduation, Hank took a job in Corvallis, working for HP. Originally a laborer for CDI, he eventually applied for and got a job with HP proper.

One afternoon after stopping at his favorite convenience store, Hank saw three masked men running out of the bank across the street.

One of the men had a gun pointed to the head of a young woman, one of the tellers at the bank and they were screaming. The police had surrounded the area and the robbers had taken a hostage to facilitate escape.

Hank put his groceries down and walked slowly towards the armed men, oblivious to the cries of the police around him.

"Hey, let the girl go man, that's not cool." Hank said calmly.

"F8ck you!" spit the robber, "We're getting out of here or this little girl's brains are going to be all over the sidewalk!"

The other two gunmen looked nervously from eachother to their leader to the cops to Hank.

"Look, let me be your hostage. The girl's scared out of her mind and could panic and start a gunfight, we don't want that; all three of you guys will be killed."

The two lackeys began muttering under their breath, but the hostage taker simply ppointed his gun at the large man in front of him, "You think you're a hero big man? Well let's see you stop bullets!"

With that he fired twice into Hank's chest, and Hank fell to the ground. He quickly returned the gun to the girl's head and angrily repeated his demands that the cops leave him and his friends alone.

He didn't even notice Hank's hand reaching towards his own until it was too late. In seconds, Hank's vice-like grip had crushed the gunman's hand and his weapon, the hostage was on the ground and the gunman in the air, suspended by Hank at arms length. The other twom men dropped their weapons and raised their hands in surrender.

Later...

The emergency technicians shook their heads in disbelief, the bullets hand't pierced his skin. The two red welts where he had been shot were beginning to fade already. Hank left the ambulance under his own power.

Later that week Beaverman made his first official action. He moved to Portland and operates in the Portland/Vancouver area. He has faced off against true criminals and while they derride him for his name and bever inspired costume, they often curse themselves for underestimating him.

Powers/Tactics: Straight up tough man stuff. He has a variety of low level brick tricks.Campaign Use: Rather silly guy to use for comic relief in the northwest. If you want to make him a little more serious, advance him to his second incarnation as the Trailblazer, increase his STR to 40 and a similar increase in his strongman tricks. If he's too strong, drop some of his strongman tricks.
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Wednesday 12/10Woohoo this thread is 100 posts and not all by me! Not 100 characters yet though. Just 39, I think. Anyway... Lets get into the Crimefighter Legion.The CL was a team I originally made for my own amusement to work out some combat issues with 4th edition and see how the adventures in the back went. These five heroes were based on the art in the adventure and included a space ghost looking fellow with a D on his chest, a fish man, the guy in chains, the finned flier and female flier with the star and goggles. I added Poltergeist because they didn't stack up too well against the Assassinos. I originally based the whole group in Atlantic City (at random mostly) and for my new world have moved them to Miami to use El Capitaz as a local mobster. The CL was 250 points originally and I have upped them to 350 and kept their power levels mostly the same. These are failry basic a couple of blasters, two bricks, a martial artist and a mentalist. To start things off, I will give you the leader of the CL, Dynamo!DynamoPlayer: NPC; Member of the Crimefighter Legion

Val Char Cost
50 STR 40
23 DEX 39
25 CON 30
12 BODY 4
13 INT 3
17 EGO 14
25 PRE 15
20 COM 5
25 PD 15
25 ED 20
5 SPD 17
15 REC 0
50 END 0
50 STUN 0
6" RUN02" SWIM010" LEAP0Characteristics Cost: 202
Cost Power END
11 Bio-Energy Blast: Energy Blast 10d6 (50 Active Points); Increased Endurance Cost (5x END; -2), Extra Time (Delayed Phase, Character May Take No Other Actions, -1/2), Beam (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4), Reduced Penetration (-1/4), Concentration (1/2 DCV; -1/4) 25
9 Environmental Independance: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)
45 Flight of the Wingless: Flight 15", Usable Underwater (+1/4), Reduced Endurance (Half END; +1/4) (45 Active Points) 2
11 Long-Lived: LS (Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years)
7 Regeneration: Healing 1 BODY, Can Heal Limbs (15 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4) 1
15 Uncommon Resiliance: Damage Resistance (20 PD/10 ED)
2 Willful and hard to move: Knockback Resistance -1"
Powers Cost: 100
Cost Skill
16 +2 with All Combat
2 CK: Miami 11-
3 Electronics 12-
3 Security Systems 12-
2 KS: Knowledge Skill: City Subsystems 11-
Skills Cost: 26
Cost Perk
4 Reputation: Leader of the Crimefighter Legion (A large group) 11-, +2/+2d6
Crimefighter Legion Perks
4 1) Computer Link:SAT Database Access
5 2) Warehouse Base Contribution
6 3) Fringe Benefit: Membership: Chairman of Crimefighter Legion, Security Clearance: Local SAT Base
8 Contact: Dynamo II (Now retired) (Contact has significant Contacts of his own, Contact has: useful Skills or resources, Contact is slavishly loyal to character) 12-
3 Contact: Miami Herald Reporter (Contact has: useful Skills or resources) 11-
Perks Cost: 30
Val Disadvantages
10 DNPC: Danger Lass (Little Sister) 11- (Occasionally), Slightly Less Powerful than the PC
0 DNPC: Peter Gallowglass (Uncle - Dynamo II) 8- (As powerful as the PC; Useful Noncombat Position or Skills)
10 Distinctive Features: Supernatural Being (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15 Hunted: Assassinoes 8- (Mo Pow, Harshly Punish)
20 Hunted: VIPER 8- (Occasionally), More Powerful, NCI, Harshly Punish
20 Psychological Limitation: Code vs Killing Common, Total
10 Psychological Limitation: Fear of Sorcerers Uncommon, Strong
15 Psychological Limitation: Legacy Hero; wants to uphold family legacy (Common, Strong)
15 Social Limitation: Secret Identity Frequently (11-), Major
15 Susceptibility: Cold Iron (Contact), 2d6 damage per Turn Uncommon
20 Vulnerability: 2 x STUN Magic Attacks Common [Notes: Magic is considered a "Group of Uncommon Attacks".]
Disadvantage Points: 150

Base Points: 200Experience Required: 8Total Experience Available: 8Experience Unspent: 0Total Character Cost: 358

Height: 1.88 m Hair: Brown
Weight: 99.00 kg Eyes: Brown
Appearance: White Costume with Black hood mask, his mouth and chin are uncovered. White eye covers. Yellow Cape, Yellow "D" on chest, yellow bracers and belt. He wears black boots. Kinda looks like Spaceghost.Personality: Geoff simply wants to live up to his family legacy. He is a decent and hardworking young man who was honored to be offered chairmanship of the team. He takes his duties seriously and strives to make the CL a priemier super-team.Quote:"Thousands die from the filth you sell. Doens't that mean anything to you?"Background: Inherited his powers. His family has long had similar powers of various strength. Dynamo is the third member of his family to bear the name. His late father, then uncle also went by the name. When Geoff turned twenty-one, his uncle retired and handed the mantle of Dynamo to him. Geoff began fighting crime in Miami soon after. Shortly after his career began, VIPER attempted to forcibly take over the criminal territory of Miami. Geoff and a few other individual heroes found themselves working together to stop VIPER culminating in not only the defeat of the current nest leader, the Serpant, but a successful battle agains the superpowered assassins known as the Assassioes. The heroes stayed together afterwards and were dubbed the Crimefighter League by the papers.Powers/Tactics: A brick with a powerful energy attack and the ability to fly. Dynamo generally acts as a front line fighter, using his ranged abilities only when the direct approach isn't working. He is mobile and tough, and is often the first into combat.Campaign Use: A young but established team of superheroes for characters to meet if they travel south.
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Thursday 12/11My instinctual fighter....GladiatorPlayer: NPC; Member of Crimefighter Legion

Val Char Cost
25 STR 15
27 DEX 51
20 CON 20
15 BODY 10
13 INT 3
13 EGO 6
20 PRE 10
18 COM 4
10/16 PD 5
10/16 ED 6
7 SPD 33
10 REC 2
50 END 5
50 STUN 12
6"/8" RUN03" SWIM010" LEAP0Characteristics Cost: 182
Cost Power END
30 Instictive Combat Ability: Multipower, 30-point reserve
2u 1) Accurate Strike: (Total: 30 Active Cost, 23 Real Cost) HA +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 13) plus +2 with OCV (Real Cost: 10) 2
3u 2) Defensive Strike: (Total: 30 Active Cost, 27 Real Cost) HA +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 7) plus +4 with DCV (Real Cost: 20) 1
2u 3) Killing Strike: HKA 1d6+1 (2 1/2d6 w/STR), +1 Increased STUN Multiplier (+1/4) (25 Active Points) 2
2u 4) Special Attacks: HA +2d6, Variable Advantage (+1 Advantages; +2) (30 Active Points); Hand-To-Hand Attack (-1/2) 3
2u 5) Standard Strike: HA +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2) 3
10 Instinctive Dodging: Negative Combat Skill Levels (-2 to opponent's OCV) 1
5 Natural Toughness: Damage Resistance (5 PD/5 ED)
6 Remarkable Senses: +2 PER with all Sense Groups
10 Stong Leaper: Leaping +5" (10" forward, 5" upward) (Accurate) 1
1 Strong Swimming: Swimming +1" (3" total) 1
4 Swift: Running +2" (6"/8" total) 1
Powers Cost: 77
Cost Skill
16 +2 with All Combat
3 Acrobatics 14-
3 Analyze: Combat 12-
3 Breakfall 14-
3 Climbing 14-
3 Paramedic 12-
3 Shadowing 12-
3 Stealth 14-
3 Streetwise 13-
4 Survival (Temperate/Subtropical, Urban) 12-
9 Tactics 15-
3 Tracking 12-
9 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Small Arms, Off Hand
Skills Cost: 65
Cost Perk
Crimefighter Legion Perks
4 1) Computer Link:SAT Database Access
5 2) Warehouse Base Contribution
5 3) Fringe Benefit: Membership: Crimefighter Legion, Security Clearance: Local SAT Base
Perks Cost: 14
Cost Talent
12 Combat Luck: 6 PD/6 ED
20 Combat Sense 17-
Talents Cost: 32
Val Disadvantages
10 DNPC: Jane Wheeler; Girlfriend 8- (Normal)
10 Distinctive Features: Mutant Not Concealable, Always Noticed and Causes Major Reaction, Detectable Only By Unusual Senses
15 Hunted: Assassinos 8- (Mo Pow, Harshly Punish)
10 Hunted: Green Dragon 8- (As Pow, Harshly Punish)
20 Hunted: Viper 8- (Occasionally), More Powerful, NCI, Harshly Punish
20 Psychological Limitation: Code vs Killing Common, Total
15 Psychological Limitation: Loves Combat; overreacts to threats. Common, Strong
15 Psychological Limitation: Thrillseeker (Common, Strong)
15 Reputation: Loose Cannon, Frequently (11-) (Extreme)
5 Rivalry: Professional (Dynamo; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret ID Frequently (11-), Major
Disadvantage Points: 150

Base Points: 200Experience Required: 20Total Experience Available: 20Experience Unspent: 0Total Character Cost: 370

Height: 1.75 m Hair: Black
Weight: 80.00 kg Eyes: Brown
Appearance: Dan in great shape, he has a runner's build and thick black hair. He wears a blue and red costume.Personality: At first Dan was in this for the thrills. He is slowly becoming more responsible, but he isn't doing it happily. He enjoys combat the most and will leap into the fray at the first sign of confrontation. He likes the adulation of the citizens as well.Quote:"Oh I am so gonna kick your @$$!"Background: Danial Whitecrow is a mutant. His family have always been warriors, but he takes it to a new level. He has the minor mutation of near superhuman strength, resistance to injury and instinctive combat skills. He has no formal training. He learns combat skills quickly. When he was old enough to live on his own, Dan left the reservation and moved to Miami. Early on he made his living fighting in toughguy contests and the occasional underground arena. He didn't consider crime or crime fighting until he was in the bank cashing a check for his winnings and several armed and masked men entered. Although he was outnumbered, Dan managed to subdue the five gunmen without any one else getting injured. The feeling was far more exhilerating than his one on one matches. He donned a costume and began prowling the streets fighting crime. He almost died during the confrontations with VIPER and the Assassinos, but the close call did nothing to deter him from his new career. He occasionally butts heads with Dynamo over the direction of the team and his own violent impulses, but the older, more reponsible hero is slowly turning him into a true crimefighter.Powers/Tactics: Dan is simply a brilliant natural athlete and combat monster. He is strong, agile, and fast. He can take a punch as well as give one and can use any weapon he picks up.Campaign Use: Wanna have a hero vs hero battle? Dan's your man.
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Friday 12/12Here is the Lovely Shooting Star.Shooting StarPlayer: NPC; Member of the Crimefighter Legion

Val Char Cost
10 STR 0
26 DEX 48
25 CON 30
10 BODY 0
15 INT 5
11 EGO 2
20 PRE 10
20 COM 5
15 PD 3
20 ED 5
6 SPD 24
10 REC 6
50 END 0
30 STUN 2
6" RUN02" SWIM02" LEAP0Characteristics Cost: 140
Cost Power END
20 Solar Energy Command: Elemental Control, 40-point powers
20 1) Protective Mantle: Force Field (10 PD/10 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points)
35 2) Solar Beam: Energy Blast 11d6 (55 Active Points) 5
20 3) Solar Flight: Flight 20" (40 Active Points) 4
20 Celestial Flight: Faster-Than-Light Travel (3 Light Years/month)
21 Sunfire Blast: Sight Group Flash 6d6, Personal Immunity (+1/4) (37 Active Points); Linked (Solar Beam; -1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4) 4
5 Starlight Vision: Nightvision
5 Thermal Vision: Infrared Perception (Sight Group)
50 Total Life Support: Life Support (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep)
Powers Cost: 196
Cost Skill
3 Computer Programming (Personal Computers, Local Networks) 12-
3 Deduction 12-
3 Electronics 12-
2 KS: Superheroes 11-
3 Mechanics 12-
2 SS: Nuclear Physics 11-
2 SS: Physics 11-
4 Systems Operation (Communications Systems, Environmental Systems) 12-
Skills Cost: 22
Cost Perk
Crimefighter Legion Perks
4 1) Computer Link:SAT Database Access
5 2) Warehouse Base Contribution
5 3) Fringe Benefit: Membership: Crimefighter Legion, Security Clearance: Local SAT Base
Perks Cost: 14
Val Disadvantages
5 Dependent NPC: Jeff Taylor, Research Scientist 8- (Infrequently), Normal, Useful noncombat position or skills [Notes: Co-Worker, boyfriend]
10 Distinctive Features : Sparkles when Force Field is active (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted : Bradford Industries 11- (Frequently), Less Powerful, NCI, Harshly Punish [Notes: Bradford Industries is whom Aimee works for. They know that Shooting Star was 'Created' at one of their research centers and the board of directors consider her their 'property'. They have been sending special agent teams (read thugs) to retrieve her]
15 Hunted: Assassinos 8- (Mo Pow, Harshly Punish)
20 Hunted: VIPER: 8- (Occasionally), More Powerful, NCI, Harshly Punish
20 Psychological Limitation: Code Against Killing Common, Total
15 Psychological Limitation: Craves approval; insecure and unsure of herself (Common, Strong)
10 Rivalry: Professional and Romantic (Starwell; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
10 Psychological Limitation: Dislikes crowds Common, Moderate
10 Reputation: Ppopular local Heroine, 11-
15 Social Limitation: Secret Identity: Aimee Weaver Frequently (11-), Major
5 Unluck: 1d6
Disadvantage Points: 150

Base Points: 200Experience Required: 22Total Experience Available: 22Experience Unspent: 0Total Character Cost: 372

Height: 1.75 m Hair: Brown
Weight: 64.00 kg Eyes: Brown
Appearance: Shoulder length blonde hair, Blue eyes, wears opaque chrome goggles, black skin tight costume with white shooting star on breast, star has red trail that goes diagnally down her abdomen. She wears red boots and gloves with gold trim,Personality: Helpful, articulate, compassionate. Shooting Star sometimes seems incabable of negative thoughts. Truth is, she often hides her insecurities behind a front of excited optimism. She is the team's long range specialist and is perfectly happy staying away from hand to hand combat.Quote:"Come on guys, we can do this!"Background: Aimee Weaver was given her powers in a nuclear physics accident. She almost immediately became a superheroine. She is a founding member pf the Crimefighter Legion. She has found that her powers are particularly effective against certain forms of undead. She does not yet realize that she is immortal. Aimee revealed her powers to her boyfriend and fellow researcher Jeff Taylor. He has been very supportive especially since the company she works for seems to have deduced her origin (if not her identity, thanks to Jeff) and has become a frequent nemesis. Jeff's old girlfriend also has made a few appearances and she also has light based superpowers.Powers/Tactics: Photokinetic abilities. She can fly, fire bolts of photonic energy and create dazzling bursts of light. She can fly at the speed of light and her body has become completely self sufficient and immortal.Campaign Use: 
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D'Oh! Saturday 12/13Forgot to post last night. The Earnest and naive PoltergeistPoltergeistPlayer: NPC: Member of Crimefighter Legion

Val Char Cost
10 STR 0
13 DEX 9
15 CON 10
11 BODY 2
13 INT 3
23 EGO 26
13 PRE 3
10 COM 0
4 PD 2
4 ED 1
4 SPD 17
5 REC 0
30 END 0
30 STUN 6
6" RUN02" SWIM02" LEAP0Characteristics Cost: 79
Cost Power END
17 Elemental Control: Psychic Powers: Elemental Control, 34-point powers
23 1) Psychic Spears: Ego Attack 3d6 ( Human and Additional Class of Minds: Alien classes of minds) (40 Active Points) 4
18 2) Hallucinations: Mental Illusions 7d6 ( Human class of minds) (35 Active Points) 3
18 3) Domination: Mind Control 7d6 ( Human class of minds) (35 Active Points) 3
19 4) Mind Seeking: Mind Scan 6d6 ( Human class of minds), +3 ECV (36 Active Points) 4
33 5) Psychokinesis: Telekinesis (20 STR), Affects Porous, Fine Manipulation (50 Active Points) 5
18 6) Mind Probe: Telepathy 7d6 ( Human class of minds) (35 Active Points) 3
18 7) Aportation: Teleportation 15", x2 Increased Mass (35 Active Points) 3
18 8) Telekinetic Flight: Flight 15", x4 Noncombat (35 Active Points) 3
33 9) Psionic Defense Reflex: Ego Attack 2d6 ( Human class of minds), Damage Shield (+1/2), Continuous (+1) (50 Active Points) 5
15 Psychic Defenses: Mental Defense (20 points total)
Powers Cost: 230
Cost Skill
20 +4 with Psychic Combat
3 Power: Psychic Abilties 14-
2 KS: Meditation 11-
3 Paramedic 12-
3 Persuasion 12-
3 Streetwise 12-
Skills Cost: 34
Cost Perk
Crimefighter Legion Perks
4 1) Computer Link:SAT Database Access
5 2) Warehouse Base Contribution
5 3) Fringe Benefit: Membership: Crimefighter Legion, Security Clearance: Local SAT Base
Perks Cost: 14
Val Disadvantages
10 Enraged : if Mother threatened Uncommon, go 11-, recover 14-
15 Distinctive Features: White hair, grey eyes, aura of power Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
10 DNPC: Adelle Wells (Mother) 8- (Infrequently), Normal
20 Hunted: PSI: 8- (Occasionally), More Powerful, NCI, Harshly Punish
10 Hunted: Menton 8- (Mo Pow, NCI, Watching)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
15 Social Limitation: Secret Identity: Evan Wells Frequently (11-), Major
20 Psychological Limitation: Code Against Killing Common, Total
10 Psychological Limitation: Unsure of powers Common, Moderate
10 Psychological Limitation: Has a crush on Shootingstar (Common, Moderate)
10 Social Limitation: Minor: Age 16 (Occasionally, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 7Total Experience Available: 7Experience Unspent: 0Total Character Cost: 357

Height: 1.65 m Hair: Brown
Weight: 44.00 kg Eyes: Brown
Appearance: White hair, grey eyes, and slight of build. He wears a black gothic leather looking costume with blue accents and highlights. He thinks it makes him look tough. He wears a blue domino mask.Personality: A responsible young man who wants to make the world a better place. He wants to master his powers so that he can protect those who are precious to him. He and his mother live at the Warehouse base and she is the secretary for the foundation that owns it.Quote:"Do you fear things that go bump in the light?"Background: Evan Wells is a natural psychic. He has quite a few abilities at his disposal but they are weak and untrained. His mother, seeing the new team of heroes in her home town asked that they look out for him by making him a member. She had been approached by some men from PSI and her own nascent psychic abilities (mental defense) allowed her to refuse their requests, but they unnerved her. Taking the name Poltergeist, Evan is a full fledged member of the Crimefighter Legion. He enjoyes being a hero, but he is frightened of his powers and the implications of what could happen to his mom if PSI comes looking for him.Powers/Tactics: A mentalist with psychokinetic and telepathic abilities. His abilities aren't very strong yet but they have imroved. He is capable of a variety of effects at once but is still young and tires easily. His training has allowed him to fly faster, teleport with a passenger, fine manipulate with his telekinesis, and affect alien minds with his Ego blast. He has also added a reflexive psychic defense and improved his mental defenses. He is working on group mental defense and a "telepathic switchboard" for interteam communication.Campaign Use: An up and coming mentalist hero.
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Sunday 12/14Here is the Pugnacious Water Elemental....Sea Dragon.Sea DragonPlayer: NPC; Member of the Crimefighter Legion

Val Char Cost
40 STR 30
24 DEX 42
30 CON 40
17 BODY 14
15 INT 5
13 EGO 6
18 PRE 8
6 COM -2
25 PD 17
20 ED 14
5 SPD 16
14 REC 0
60 END 0
60 STUN 8
6" RUN020" SWIM08" LEAP0Characteristics Cost: 198
Cost Power END
15 Arcane Defenses: Power Defense (15 points)
5 Breathe Water: Life Support (Expanded Breathing)
3 Deep Sea Hearing: Ultrasonic Perception (Hearing Group)
18 Delphine Sonar: (Total: 18 Active Cost, 18 Real Cost) Active Sonar (Hearing Group) (Real Cost: 15) plus Ultrasonic Perception (Hearing Group) (Real Cost: 3)
5 Environmental Adaption: Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Low Pressure/Vacuum)
18 Improved Swimming: Swimming +18" (20" total) 2
2 Regeneration: Healing 1d6 (10 Active Points); Extra Time (6 Hours, -2 1/2), Works only in Water (-1 1/2) 1
10 Toughened Flesh: Damage Resistance (10 PD/10 ED)
5 Underwater Eyes: Nightvision
Powers Cost: 81
Cost Martial Arts Maneuver
Dirty Infighting
4 1) Punch: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike
5 2) Roundhouse: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike
4 3) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm roll
4 5) Kidney Blow: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
Martial Arts Cost: 21
Cost Skill
9 +3 with Dirty Infighting
6 Animal Handler (Aquatic Animals) 15-
3 AK: Elemental Plane of Water 12-
2 KS: Elemental Beings 11-
2 KS: Aquatic Life 11-
4 Language: Water Elemental (Idiomatic, native accent)
2 Navigation (Marine) 12-
2 Survival (Marine) 12-
Skills Cost: 30
Cost Perk
Crimefighter Legion Perks
4 1) Computer Link:SAT Database Access
5 2) Warehouse Base Contribution
6 3) Access (Hidden (-3 to Skill Rolls))
5 4) Fringe Benefit: Membership: Crimefighter Legion, Security Clearance: Local SAT Base
Perks Cost: 20
Cost Talent
2 Environmental Movement (no penalties in Water)
6 Lightning Reflexes: +6 DEX to act first with All Actions (9 Active Points); Only in Water Power loses about a third of its effectiveness (-1/2)
Talents Cost: 8
Val Disadvantages
20 Distinctive Features : Fish Man Concealable, Extreme Reaction, Detectable By Commonly-Used Senses
15 Hunted: Assassinos 8- (Mo Pow, Harshly Punish)
20 Hunted: VIPER: 8- (Occasionally), More Powerful, NCI, Harshly Punish
20 Psychological Limitation: Code Against Killing Common, Total
10 Psychological Limitation: Fearful of Magic Users Uncommon, Strong
10 Psychological Limitation: Resents his "Condition" (Uncommon, Strong)
10 Reputation: Heroic Fishman: , Frequently (11-)
15 Social Limitation: Public Identity: Eric Lee Frequently (11-), Major
10 Vulnerability: 1 1/2 x BODY Fire (Common)
20 Vulnerability: Fire Based Attacks: 2 x STUN Common
Disadvantage Points: 150

Base Points: 200Experience Required: 8Total Experience Available: 8Experience Unspent: 0Total Character Cost: 358

Height: 1.85 m Hair: none
Weight: 92.00 kg Eyes: Green
Appearance: Scaly blue green humanoid with no hair, green eyes, and a muscular build. He wears blue trunks and nothing else. His stomach has lighter scales.Personality: Eric is a little bitter about his lot in life but not so that you'd know. He enjoys his powers and he can really study fish up close now. He works well with his team mates and has begun taking classis again. He has found acceptance from most people but he does make an unforgettable first impression.Quote:"Look, another fish pun and you'll be needing surgery to get your head out of your hindquarters."Background: Eric Lee was a student at the University of Miami. He studied archeology and had a part time job at a local seaworld style water park. One afternoon a violent confrontation between the forces of DEMON and UNTIL forced the evacuation of the park. Eric was part of the clean up crew. He found a silver necklace with a brilliant aquamarine in it at the bottom of the tank. He pocketed the necklace and went home. That night he stared into the stone, it seemed to have a current of it own and the effect was hypnotic. Puttin it on, Eric was instantly transformed into an aquatic, reptilian humanoid power house and transported to the Elemental Plane of Water. He spent a panicked week trying to return home and return himself to normal. One out of two wasn't bad. He encountered a rather soft hearted Nerid who cast the dimensional aportation spell. However, he was unable to return to normal. Eric did the only thing he could, he adapted to his new life and tried to put his new physical might to good use. He is a founding member of the Crimefighter Legion.Powers/Tactics: A brawler with low level superhuman strength and stamina. He is far more effective in the water, but he isn't helpless out of it.Campaign Use: A fishman. Do you need a fishman?
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Monday 12/15Here is the final member of the CL.- StarwalkerStarwalkerPlayer: NPC; Member of the Crimefighter Legion

Val Char Cost
30/55 STR 20
20 DEX 30
30 CON 40
15 BODY 10
13 INT 3
11 EGO 2
15 PRE 5
12 COM 1
12 PD 6
12 ED 6
5 SPD 20
12 REC 0
60 END 0
50 STUN 5
6" RUN02" SWIM06"/11" LEAP0Characteristics Cost: 148
Cost Power END
45 Photokinetic Manipulation: Multipower, 45-point reserve
4u 1) Photon Beam: Energy Blast 9d6 (45 Active Points) 4
4u 2) Light Globe: Entangle 4d6, 4 DEF (40 Active Points) 4
4u 3) Light Constructs: Force Wall (7 PD/7 ED; 6" long and 1" tall) (45 Active Points) 4
3u 4) Bend Light: Invisibility to Sight Group , No Fringe (30 Active Points) 3
4u 5) Laser: Killing Attack - Ranged 3d6 (45 Active Points) 4
4u 6) Psychokinetic Constructs: Telekinesis (30 STR) (45 Active Points) 4
4u 7) Translight Travel: Faster-Than-Light Travel (15 Light Years/hour) (44 Active Points)
4u 8) Dazzle Burst: Sight Group Flash 5d6, Explosion (-1 DC/2"; +3/4) (44 Active Points) 4
30 Celestial Flight: Flight 15" 3
5 Lowlight Vision: Nightvision
5 Full Spectrum Vision I: Infrared Perception (Sight Group)
5 Full Spectrum Vision II: Ultraviolet Perception (Sight Group)
5 Polarized Vision: Sight Group Flash Defense (5 points)
17 Solar Strength: +25 STR (25 Active Points); No Figured Characteristics (-1/2) 2
13 Solar Enhancement: Endurance Reserve (50 END, 10 REC) Reserve: (15 Active Points) REC: (10 Active Points); Custom Modifier (Only in Direct Sunlight; -1/4)
Powers Cost: 156
Cost Martial Arts Maneuver
Ak'tuhrka
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Charge: 1/2 Phase, +0 OCV, -2 DCV, 8d6 / 13d6 +v/5 Strike, FMove
4 3) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR / 70 STR vs. Grabs
3 5) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR / 65 STR for holding on
4 6) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND ; Target Falls
3 7) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 / 12d6 Strike, Target Falls
4 8) Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 / 13d6 Strike
Martial Arts Cost: 30
Cost Skill
10 +2 with Ranged Combat
3 Analyze: Combat 12-
3 Fast Draw 13-
2 KS: Malvan Space 11-
Skills Cost: 18
Cost Perk
3 Contact: Ironclad (Contact has: useful Skills or resources) 11-
Crimefighter Legion Perks
4 1) Computer Link:SAT Database Access
5 2) Warehouse Base Contribution
5 3) Fringe Benefit: Membership: Crimefighter Legion, Security Clearance: Local SAT Base
Perks Cost: 17
Val Disadvantages
10 Distinctive Features: glowing yellow eyes Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses
15 Enraged: Trechery, Betrayal, or unfair Combat techiques (Common), go 8-, recover 11-
20 Hunted: VIPER 8- (Occasionally), More Powerful, NCI, Harshly Punish
15 Hunted: Assassinos 8- (Mo Pow, Harshly Punish)
10 Physical Limitation: Unfamiliar with Earth Culture Frequently, Slightly Impairing
10 Psychological Limitation: Feels Betrayed by Firewing's Arrogance and Herculean's indifference (Uncommon, Strong)
20 Psychological Limitation: Honorable (Common, Total)
15 Psychological Limitation: Protective of adopted homeland Common, Strong
10 Reputation: Local Hero, Frequently (11-)
5 Unluck: +1d6
10 Vulnerability: 2x BODY Anti-Photonic (ie Darkness) Attacks Uncommon
10 Vulnerability: 2x STUN Anti-Photonic (ie Darkness) Attacks Uncommon
Disadvantage Points: 150

Base Points: 200Experience Required: 19Total Experience Available: 19Experience Unspent: 0Total Character Cost: 369

Height: 1.98 m Hair: Bald,
Weight: 99.00 kg Eyes: Glowing Yellow
Appearance: Starwalker wears a purple costume with white gloves, boots, and mask. He has a larg white fin that goes from his forehead to has shoulders. A black star is on his chest. WHen not in costume he appears as a well dressed, handsome bald man of indeterminate ethnic origin with glowing yellow eyes. He often wears sunglasses to disguise this fact.Personality: Noble and just, T'har followed in the steps of those whom he considered honorable and just heroes. He had never actually faced them outside of the arena and Firewing's and Herculean's arrogance and violent tendancies have disappointed him, but he considers Ironclad a friend and ally.Quote:"There is much you still need to know about combat my friend."Background: An alien gladiator from the former Malvan empire; T'har has followed Ironclad, Firewing, and Herculean to Earth and lends his Photokinetic abilities along with his impressive strength to the cause of Justice on his new planet. He arrived during the initial meetings that led to the formation of the Crimefighter Legion and has stayed on ever since. He is a popular hero and something of an exotic sex symbol in his new home.Powers/Tactics: An alien energy manipulator with enhanced strength. Starwalker can also store solar energy to increase his already formidable strength. He is durable and a skilled combatant.Campaign Use: Alien hero with heart of gold and a deeply held sense of honor and fairness.
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Tuesday 12/16My first martial artist now 5th edition strong.MantisPlayer: Chad Riley

Val Char Cost
25 STR 15
27 DEX 51
25 CON 30
12 BODY 4
18 INT 8
13 EGO 6
18 PRE 8
18 COM 4
21 PD 10
16 ED 5
7 SPD 33
10 REC 0
50 END 0
50 STUN 12
8" RUN44" SWIM210" LEAP0Characteristics Cost: 192
Cost Power END
60 Ch'i Powers : VPP, 30 base + 30 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (60 Active Points)
0 1) Shields of the Summer Rain: Missile Deflection (Any Ranged Attack) (20 Active Points) Real Cost: 20
0 2) Sword Fist: Killing Attack - Hand-To-Hand 2d6 (3 1/2d6 w/STR) (30 Active Points) Real Cost: 30 3
0 3) Dragon Strike: Hand-To-Hand Attack +6d6 (30 Active Points); Increased Endurance Cost (5x END; -2), Hand-To-Hand Attack (-1/2), Extra Time (Delayed Phase, Character May Take No Other Actions, -1/2) Real Cost: 7 15
5 Ch'i Awareness: Mental Awareness
6 Accute Senses: +2 PER with all Sense Groups
4 Protective Lenses: Sight Group Flash Defense (5 points) (5 Active Points); IIF - Cowl (-1/4)
4 Night Sight: Infrared Perception (Sight Group) (5 Active Points); IIF - Cowl (-1/4)
8 Concealed Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF - Cowl (-1/4)
10 Cloud Walking: Superleap +5" (10" forward, 5" upward) (Accurate) 1
6 Iron Skin : Damage Resistance (8 PD/5 ED)
Powers Cost: 103
Cost Martial Arts Maneuver
Grand Mantis Style Kung Fu
8 +2 HTH Damage Class(es)
4 1) Weapon Element: Axes, Maces, Picks, Clubs, Pole Arms, Swords, Unarmed Combat
5 2) Axe Kick/Crescent Kick: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike
4 3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 4) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND
4 5) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR to Disarm roll
4 6) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 7) Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 11d6 Strike
3 8) Joint Lock: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 45 STR for holding on
3 9) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 Strike, Target Falls
4 10) Punch: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike
5 11) Snap Kick/Back Hand: 1/2 Phase, +1 OCV, +3 DCV, 7d6 Strike
5 12) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 45 STR to take weapon away
3 13) Throw: 1/2 Phase, +0 OCV, +1 DCV, 7d6 +v/5, Target Falls
4 14) Tien-Hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND
4 15) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 45 STR
Martial Arts Cost: 69
Cost Skill
24 +3 with All Combat
21 +7 with Kung Fu
3 Acrobatics 14-
13 Analyze: Style 18-
3 Breakfall 14-
3 Climbing 14-
3 Contortionist 14-
3 Lockpicking 14-
3 Sleight of Hand 14-
3 Stealth 14-
3 Disguise 13-
3 Shadowing 13-
3 Criminology 13-
5 Deduction 14-
3 Forensic Medicine 13-
3 Paramedic 13-
3 Security Systems 13-
3 Tracking 13-
3 Interrogation 13-
3 Persuasion 13-
3 Power (Ch'i Powers 12-
3 Seduction 13-
3 Streetwise 13-
3 Teamwork 14-
3 Tracking 13-
5 TF: Common Motorized Ground Vehicles, Equines, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles
4 Weapon Familiarity: Unarmed Combat & Clubs, Common Melee Weapons, Common Martial Arts Weapons
3 Linguist
2 1) Language: Cambodian (Completely Fluent, w/Accent) (3 Active Points)
3 2) Language: Mandarin (Idiomatic, native accent) (4 Active Points)
2 3) Language: Cantonese (Completely Fluent, w/Accent) (3 Active Points)
3 Scholar
2 1) KS: Criminal Underworld (3 Active Points) 13-
2 2) KS: Kung Fu (3 Active Points) 13-
2 3) KS: Martial Arts World (3 Active Points) 13-
3 4) KS: Grand Mantis Style Kung Fu (4 Active Points) 14-
1 5) KS: Tournament of the Dragon (2 Active Points) 11-
2 6) KS: Martial Artists of Note (3 Active Points) 12-
Skills Cost: 160
Cost Perk
10 Dojo
5 Money: Well Off
15 Vehicle: Motorcycle
2 Contact: Police Records Clerk Teresa Gordon 11-
2 Contact: Primus Technician Andrea Stucker 11-
3 Contact: UNTIL Agent Louise Anderson 12-
2 Contact: Dragon Master (Contact has significant Contacts of his own, Contact has: useful Skills or resources, Contact limited by identity) 8-
3 Contact: Mongoose (Contact has: useful Skills or resources, Contact limited by identity, Good relationship with Contact) 11-
1 Contact: Green Dragon (Contact has: useful Skills or resources, Contact limited by identity) 8-
2 Reputation: Renowned Martial Artist (A small to medium sized group) 8-, +2/+2d6
5 Fringe Benefit: International Driver's License, Membership: The Frontline, Passport
1 Accredited Martial Arts Instructor
Perks Cost: 51
Cost Talent
12 Combat Luck: 6 PD/6 ED
25 Danger Sense (self only, out of combat) 13-
9 Lightning Reflexes: +6 DEX to act first with All Actions
5 Resistance: 5 points
Talents Cost: 51
Val Disadvantages
10 Style Disadvantage: Grand Mantis Kung Fu
10 Dependent NPC: Supervillain Reclimation Project (Mongoose, Dragon Master, Green Dragon) 8- (Infrequently), As powerful as the PC, Group DNPC (x4 DNPCs)
5 Distinctive Features: Ch'i Aura Not Concealable, Noticed and Recognizable, Detectable Only By Unusual Senses
20 Hunted: VOICE 8- (Occasionally), More Powerful, NCI, Harshly Punish
5 Hunted: Shadow Dragon 8- (Occasionally), Less Powerful, Harshly Punish
10 Hunted: Martial arts master assassin of the week 8- (Occasionally), As Powerful, Harshly Punish
25 Psychological Limitation: Code of the Chinese Knight Very Common, Total
15 Psychological Limitation: Disdain for Killing Common, Strong
15 Psychological Limitation: Believes in rehabilitation Common, Strong
15 Reputation: Honorable Hero, Frequently (11-), Extreme
10 Reputation : Master of Kung Fu, Frequently (11-), Extreme, Known Only To A Small Group
15 Social Limitation: Secret Identity: Brian Xiang Frequently (11-), Major
Disadvantage Points: 155

Base Points: 300Experience Required: 171Total Experience Available: 171Experience Unspent: 0Total Character Cost: 626

Height: 1.75 m Hair: Black
Weight: 79.00 kg Eyes: Green
Appearance: Brian is a handsome, incredibly fit Chinese-American man with short black hair, green eyes (yeah, I saw Big Trouble in Little China, why?) and the build of a life-time martial artist/exercise junkie. He wears loose fitting pants and tight shirts, and looks like he stepped out of a modern adventure movie. He is "cool" with a capital K. His costume has evolved over the years and he has recently given up the "armored vigilante" look for a more traditional, kung fu movie look. He wears a black, sleeveless shirt, billowy white pants, and black toe-shoes. He wears a half mask over the top of his head, green with white eyes. An emerald green silk sash at his waist and green fingerless gloves oh his hands.Personality: Honorable man with asperations of herodom. He enjoys being a wise cracking battler of evil but feels as much elation being a teacher.Quote:"The road to excellence is not a path to a door."

"Boot to the Head."

Background: Brian's father is a third generation American. He graduated with and engineering degree from Cal Tech, and moved to San Fransisco. Brad Xiang often hosted the children or grandchildren of his grandparents families and friends when they came to America. This was how he met Lian; she was over in the states to study business. They hit it off almost immediately and began dating. Marraige followed and Brian soon after that. An only child Brian was indulged in almost anything. A gifted athlete at a young age, Lian taught him kung fu just as her father had taught her. When Brian was 12, he asked to visit his gradparents in China, hoping to learn more martial arts from his grandfather. His parents allowed it and he spend the next six years in China with his grandparents. Brian became a phenomenally talented fighter. His grandfather sent him to various different teachers over his six year stay. He returned home and began college at UCLA. He wasn't sure what he wanted to do, so he enrolled in the liberal arts department.

While at college, he met and began dating a young woman who had just come over from China whith her brother. Lin Chow wanted to be an actress. She picked up english easily and helped Brian study his cantonese. However Deng, her brother, was not happy she was dating a westerner. Even though Brian was chinese, his family had "betrayed" china by settling in the US. Deng called Brian out and attacked him. Brian was able to defeat Deng, as the hot blooded martial artist was supremely overconfident. Later that week, Brian was attacked again. This time it was a supervillain! The Green Dragon challenged Brian. Nervous at facing a supervillain, Brian fought defensively. He was barely holding his own against the ferocious attacks of the Green Dragon when Brian realized that he had fought this opponent before! It was Lin's brother Deng! Brian broke of the combat and ran. He felt he didn't have a choice; if he had lost to Deng, he might have been severely beaten or murdered; but if he defeated Deng again, he would expose the fighter and bring Lin unwanted attention from the authorities.

He told Lin that he shouldn't see her anymore and went home to think things over. He emerged from his thoughts and apartment as the Mantis. He had hoped that if he could capture Deng he could council the angry young man and get him to turn away from crime, for Lin's sake. He adopted am armored costume and began fighting in the mantis style of kung fu to set Mantis apart from Brian. Brian graduated with a degree in philosophy and a minor in business. He set up a training center and began teaching Kung Fu.

Over the years, Mantis used contacts in the superhero "industry" to develop special weapons and vehicles. He joined the Frontline in 1996. His battles against evil led to confrontations with three men that troubled him. Green Dragon, Dragon Master, and Mongoose. He felt each of these men were honorable spirits who had been set upon the wrong path. Of the three, Green Dragon seemed the most lost, but even he was not pure evil. Mantis has tried to rehabilitate them over the years with very limited success. His "dojo" has become neutral ground to those three and he has on a few occasion harbored one of them there while they recovered from wounds or were falsely accused for crimes. He knows that they are criminals, and he could get into trouble for this but he can't help but think that each of them could do great things for the world if they would only find the road to lawfulness.

Mongoose has the least distance to go: he already considers himself something of a hero, doesn't harm innocents, and has on more than one occasion risen to battle evil when it threatened those around him. He views Mantis as a friendly rival.

Since they have both developed their own styles of fighting; the Mongoose Style and Grand Mantis Style, they meet once a year at a place of Mongoose's choosing and have at it to see whose style is better. Mantis, against his better judgement, enjoys these bouts tremendously.

Green Dragon is heart breaking to Mantis as his prejudices have done nothing but get worse over the years. He fears that it is only a matter of time before Deng becomes unworthy of his attempts to rehabilitate. Mantis still cares for Lin and goes out of his way to make sure that her brother's criminal career doesn't bring her pain. It is probably for this reason that Green Dragon has not revealed Mantis's identity to the underworld.

It is Dragon Master that is most perplexing. Dragon Master has a destiny and Mantis is not sure he can persuade him to alter that destiny. To Dragon Master, crime is a means to the freedom of the chinese people. Mantis has been unable to even plant the seed of doubt into him. However, their relationship is cordial, even warm.

Recently, Mantis has decided to drop the gadgets (save for his motorcycle) and rely solely on his martial arts skills. He has begun to develop Ch'i based powers in part to prepare for the upcoming Tournament of the Dragon.

Powers/Tactics: Martial Arts master with neato abiltities.Campaign Use: Fighter, lover, trainer of warriors.
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