Enforcer84 Posted December 18, 2003 Author Report Share Posted December 18, 2003 Wednesday 12/17Captain TempestPlayer: Chad Riley Val Char Cost 30 STR 20 24 DEX 42 25 CON 30 15 BODY 10 15 INT 5 13 EGO 6 18 PRE 8 16 COM 3 20 PD 14 20 ED 15 6 SPD 26 11 REC 0 50 END 0 50 STUN 7 6" RUN02" SWIM06" LEAP0Characteristics Cost: 186Cost Power END 100 Multipower: Multipower, 100-point reserve 10u 1) Energy Blast (Electrical Bolt): Energy Blast 16d6, Reduced Endurance (1/2 END; +1/4) (100 Active Points) 4 3u 2) Flash (Electric Flash): Hearing Group Flash 5d6, Area Effect: Line (+1) (30 Active Points) 3 10u 3) RKA (Lightning Bolt): RKA 5d6+1, Reduced Endurance (1/2 END; +1/4) (100 Active Points) 4 2u 4) Hand-to-Hand Attack (Shock Punch): Hand-to-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2) 3 10u 5) Transfer (To ALL Powers in Multipower): Transfer 2d6, Can Transfer Maximum Of 19 Points, All Powers Simultaneously (+2) (100 Active Points) 10 7u 6) Teleportation 10", Improved Noncombat Movement (x131072) (100 Active Points); Only over electrical lines (-1/2) 10 10 Damage Resistance (10 PD/10 ED) 30 Electrical Immunity (Damage Reduction): Energy Damage Reduction, Resistant, 75% (60 Active Points); Electrical Damage Only (-1) 15 Elemental Control: Living Lightning: Elemental Control, 30-point powers 85 1) Flight 40", Reduced Endurance (1/2 END; +1/4) (100 Active Points) 4 12 2) Invisibility to Sight and Additional Sense Groups , No Fringe (40 Active Points); Electronic Based Sensors only (-1) 4 15 3) Electrokinesis: Telekinesis (10 STR), Fine Manipulation, Invisible Power Effects, Source Only (Fully Invisible; +1/2) (37 Active Points); Only Works Electronics/Computers Limited Group of Objects (-1/2) 4 8 Instant Change: Cosmetic Transform 2d6 (10 Active Points); Limited Target: Own Clothes Slightly Limited (-1/4) 1 Powers Cost: 317Cost Skill 16 +2 with All Combat 3 Computer Programming 12- 3 Conversation 13- 3 Electronics 12- 3 High Society 13- 3 KS: Operating Languages 12- 3 KS: Coding Techniques 12- 3 KS: Knowledge Skill: Firewalls & Security 12- 3 Oratory 13- 3 SS: Computer Repair 12- 3 SS: Computer Science 12- Skills Cost: 46Cost Perk 3 Computer Link 3 Reputation: National Hero (A small to medium sized group) 8-, +3/+3d6 Perks Cost: 6Cost Talent 3 Lightning Calculator 9 Lightning Reflexes: +6 DEX to act first with All Actions 3 Bump Of Direction Talents Cost: 15Val Disadvantages 10 DNPC: Dr Charles Watson (Mentor): 11- (Occasionally), Normal, Useful noncombat position or skills 20 Hunted: VIPER: 8- (Occasionally), More Powerful, NCI, Harshly Punish 15 Hunted: Ultimates (Particularly Thunderbolt) 8- (Occasionally), More Powerful, Harshly Punish 20 Code Against Killing: Common, Total 15 Overeager to be a hero: Very Common, Moderate 15 Secret Identity: Eric Singer: Frequently (11-), Major 15 Susceptibility: Intense Magnetic Fields: , 2d6 damage per Turn Uncommon 10 Vulnerability: Magnetic Attacks: 1 1/2x STUN Uncommon 15 In Love with Natalia Petrova (Silverfox): Common, Strong 15 Reputation: : Saved the President of the US. Famous Hero, Frequently (11-), Extreme Disadvantage Points: 150Base Points: 300Experience Required: 120Total Experience Available: 200Experience Unspent: 80Total Character Cost: 570 Height: 1.83 m Hair: Blonde Weight: 97.00 kg Eyes: Green Appearance: Eric is your standard superhero energy projector, athletic without being too bulky, handsome without being overbearing, and tall without being gigantic. He dresses in casual wear and often a lab coat. The CT costume is a blue body suit with a gold domino mask, boots, and a golden thunderbolt on his chest. The thunderbolt starts at his left shoulder and ends just below his sturnum.Personality: Eric is a good hearted young man. He works hard to improve his control of his powers and spends his time trying to be a better hero. He is ernest if a bit overeager at times.Quote:"Truely the pun is the most foul of superhero witicisms, but beleive me, you will get a CHARGE out of this one!"Background: Eric Singer was a computer science student at MIT in 1995. He was alone in the computer lab one evening when everyone else not late with their thesis were at the commons courtyard where President was speaking. Eric took a break from his work and looked out the window when the Ultimates attacked. The supervillain team had planned to hold the entire campus as well as the President hostage. Eric saw them from his vantage point and quickly pulled the fire alarm. This alerted the secret servicemen who began to converge on the disguised villains. Their ambush ruined, the Ultimates scattered. One member, Thunderbolt, in a fit of pique fired a bolt of lightning at Eric. The incredible rush of energy unlocked Eric's latent mutant abilties. Eric found that he, like Thunderbolt was able to control, even become, electricity. Eric instinctively transported via electrical outlet to his dorm and grabed his "thunderman" halloween costume. Wearing that and a domino mask(his thunderman mask was being used by a friend down the hall), Eric flew into battle. Although inexperienced and initially out gunned, Eric drew the attention of the Ultimates away from the President while he awaited superhuman backup. His televised mano y mano against Thunderbolt was rebroadcast for almost three weeks. Eric's heroics were lauded by nearly everyone. He developed a slightly different costume and announced himself Captain Tempest. He later joined the fledgling superteam, the Frontline. He has served with them since 1996 and has been elected chairman twice in that time. He and Thunderbolt hate eachother and their battles have been known to cause great distruction and when they are through, both combatants often require medical attention. Powers/Tactics: Standard energy projector. As a result of his clashes with Thunderbolt, he has developed a "lightning punch" of his own. Campaign Use: Just a filler hero. The rest of the Frontline consists of (Enforcer (My namesake), Emperia, Syphon, Rising Sun, Mantis, and Xenonoblaster) They might make appearances. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted December 19, 2003 Author Report Share Posted December 19, 2003 Thursday 12/18Happy birthday Mom.anyway, here we go with my cross between Menton and Marvel's Frankie Rye, the second Nova.EmperiaPlayer: s Chad Riley Val Char Cost 40 STR 30 21 DEX 33 60 CON 100 15 BODY 10 25 INT 15 30 EGO 40 23 PRE 13 22 COM 6 15/30 PD 7 15/30 ED 3 6 SPD 29 20 REC 0 120 END 0 65 STUN 0 6" RUN02" SWIM08" LEAP0Characteristics Cost: 286Cost Power END 36 Metallic Skin (Armor): Armor (15 PD/15 ED) (45 Active Points); Only in Hero ID (-1/4) 30 Elemental Control: Psionic Mastery: Elemental Control, 60-point powers 40 1) Ego Attack 7d6 (70 Active Points) 7 30 2) Mental Illusions 12d6 (60 Active Points) 6 32 3) Mind Control 10d6, Telepathic (+1/4) (62 Active Points) 6 34 4) Mind Scan 12d6, +2 ECV (64 Active Points) 6 45 5) Telepathy 15d6 (75 Active Points) 7 41 6) Teleportation 23", Improved Noncombat Movement (x64) (71 Active Points) 7 103 7) Telekinesis (75 STR), Affects Porous, Fine Manipulation (133 Active Points) 13 132 VPP, 60 base + 72 control cost, Cosmic (+2) (150 Active Points); all slots Only in Hero ID (-1/4) 19 Mental Defense (25 points total) 45 Mind Link , Any Willing Target, Any distance, Number of Minds (x32) 10 Instant Change: Cosmetic Transform 2d6, Improved Target Group: Any Clothes (+1/4) (12 Active Points); Limited Target: Own Clothes Slightly Limited (-1/4) 1 15 Power Defense (15 points) 5 Regeneration: Healing 1 BODY, Can Heal Limbs (15 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 1 46 Multipower: Multipower, 46-point reserve 5u 1) Flight 23" (46 Active Points) 5 1u 2) Supersonic Flight: Flight 4", Megascale (1" = 1 km; +1/4) (10 Active Points) 1 5u 3) Faster-Than-Light Travel (30 Light Years/hour) (46 Active Points) 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: 724Cost Skill 10 +2 with Mental Combat 20 +2 with Overall Level 5 +1 with PRE Skills 3 KS: Knowledge Skill: Cosmic Beings 14- 3 KS: Knowledge Skill: Diplpomacy 12- 3 KS: Knowledge Skill: Psionics World 14- 3 Bureaucratics 14- 3 High Society 14- 3 Interrogation 14- 3 Persuasion 14- 3 Seduction 14- 3 Trading 14- 3 Professional Skill: Ambassador 12- Skills Cost: 65Cost Perk 5 Fringe Benefit: International Driver's License, Membership: The Frontline, Passport 6 Contact: UNTIL, Organization Contact (x3) (6 Active Points) 11- 15 Contact: Metropolitan Extra-Terrestrial Enclave (Very Good relationship with Contact), Organization Contact (x3) (15 Active Points) 12- Perks Cost: 26Cost Talent 3 Absolute Time Sense 3 Bump Of Direction 50 Danger Sense (immediate vicinity, out of combat, Function as a Sense, Targeting Sense) 17- 5 Eidetic Memory 3 Lightning Calculator 3 Lightsleep 4 Speed Reading: x10 28 Universal Translator 22- Talents Cost: 99Val Disadvantages 15 Distinctive Features : Metallic Blue skin with glowing blue "Energy hair" Easily Concealed, Extreme Reaction, Detectable By Commonly-Used Senses 20 Hunted: Devios the Mad (Titan of Slaughter): 11- (Frequently), More Powerful, Harshly Punish 20 Hunted: Menton: 11- (Frequently), As Powerful, NCI, Harshly Punish 20 Hunted: PSI: 11- (Frequently), As Powerful, NCI, Harshly Punish 10 Watched: Operation Janus 11- (Frequently), As Powerful, NCI, Watching [Notes: Operation Janus is a US/UK/Canadian organization that studies the various extraterrestrial races in the universe. They also track the various beings of cosmic power. The have some serious hardware at their disposal, like the MIB, but they are benevolent and don't usually hunt, not even villains] 15 Social Limitation: Secret Identity: Alexandria Austin Frequently (11-), Major 15 Psychological Limitation: Aloof, Superior Very Common, Moderate 20 Psychological Limitation: Code of Heroes; Help those in need, punnish evil Common, Total 10 Psychological Limitation: Retirement Plan; Alex intends to one day give up the superhero biz and explore the universe Uncommon, Strong 15 Psychological Limitations: Stubbornness, alway right Common, Strong 15 Reputation: Awesomely Powerful Mentalist: , Almost Always (14-) Disadvantage Points: 175Base Points: 500Experience Required: 525Total Experience Available: 525Experience Unspent: 0Total Character Cost: 1200 Height: 1.78 m Hair: Glowing Blue energy Weight: 71.00 kg Eyes: Silver Appearance: A beautifull goddess, cast in gleaming blue tinted silver, Alexandria bears a striking resemblance to Marvel Comic's Nova (the shiny female of fire, not bucket head). When "armored up" she wears no clothing, her metallic "skin" has a dark metallic blue eye symbol on her chest. Other than that, nothing. Her hair is a soft, transparent energy, it can be touched and tingles a bit. In her civies, she dresses like a bond girl. She enjoys her body's cosmic "enhancements" and feels she can dress however she wants.Personality: Emperia is a "world guardian" she sees herself as a protector of the entire planet. She aslo sees this as a job. Eventually she expects the Earth to get along without her and explore the universe. She's aloof and quite arrogant, but she tries to do the right thing and has made attempts at modesty. Quote:"You do not give the orders around here; I do."Background: Alexandria Austin was intent on seeing the world. The daughter of a diplomat, she was going to follow in her mother's footsteps and become an attaché. She spent six years attending school in Pennsylvania and Europe. She went to the right parties, and pretty much made herself as many contacts as possible. On night, she was at a party for a young dilettante from France, when she and a few of her friends decided to travel down to the coast. On her way there a shooting star struck the earth right in front of her car. She swerved and hit a tree. Her car was totaled and she had flown through the windshield and lay dying on the road. She struggled to breath, tried in vain to move or speak, but nothing was happening.It was then that she heard in her mind the feeble voice of Kymar. Kymar was a being of vast power, but the power had attracted Devios the Mad. Devios was also a being of vast power and he wanted to clean out the competition, and potential competition, and a couple of worlds because they were ugly. Devios had assaulted Kymar just outside of the earth's atmosphere and would surely come down to lay claim to Kymar's power and snuff out its life. Kymar was dying and it posed a solution to the young woman. We are both dying, it seems... it began, Perhaps, I can spare us both. Using its telekinetic powers, Kymar brought Alexandria's dying body over towards it. With barely enough strength to open her eyes, Alexandria stared at the alien, it resembled a bluish silver Pegasus from Greek legends, although its wings had no feathers and its head looked less like a horse and more like a dragon. Hmmm...it appears I have sustained more damage than I had thought... The voice in her head was getting softer, Your world is in danger, Devios will not be quenched by my death alone...Take my power human, perhaps you can find away to save your world... Alexandria woke in a crater. Next to her was a broken corpse of a being she had never seen before. In her head swam thoughts of danger. Concentrating, she pinpointed it. Looking to the sky she could almost see Devios. Without thinking, a sheath of cosmic metal surrounded her body and she prepared for battle. Mentally summoning as many heroes as she could, Emperia took off to battle the Mad Titan. Since driving off Devios, she has traveled the globe and much of the solar system. She has faced beings of cosmic and psionic might. She has saved the world. Someday, she will travel to the stars and see what the rest of the universe is like, but now, Earth needs her. Powers/Tactics: A powerful mentalist made even more powerful with a cosmic variable power pool at her disposal. She has the traditional "Cosmic" abilities of spuerhuman strength and gleaming, environmentally independant, and hyper resiliant skin. She can fly.Campaign Use: She's annoying but tries to do the right thing. She thinks she's always right and powerful enough to push around entire teams. She should be used carefully. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted December 20, 2003 Author Report Share Posted December 20, 2003 Friday 12/19Here's today's hero...Rising SonRising SunPlayer: Created by Ed Fein, Current Version: Chad Riley Val Char Cost 20 STR 10 30 DEX 60 18 CON 16 12 BODY 4 18 INT 8 12 EGO 4 18 PRE 8 20 COM 5 8/17 PD 4 8/17 ED 4 7 SPD 30 10 REC 4 40 END 2 40 STUN 9 7" RUN24" SWIM26" LEAP2Characteristics Cost: 174Cost Power END Battlesuit: Rising Son v2.1, all slots OIF (-1/2) 8 1) Armored Combat Suit: Armor (4 PD/4 ED) (12 Active Points); OIF (-1/2) 13 2) Force Field (5 PD/5 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); OIF (-1/2) 25 3) Absorption (Physical to Force Field): Absorption 4d6 (energy, Energy), Can Absorb Maximum Of 60 Points' Worth Of Energy Damage (38 Active Points); OIF (-1/2) 7 4) Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 3 5) Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 13 6) Flight 10" (20 Active Points); OIF (-1/2) 2 33 Energy Katana (RKA): RKA 3d6, Penetrating (+1/2), Increased STUN Multiplier (+1/2) (90 Active Points); OAF (-1), No Range (-1/2), Beam Attack (-1/4) 9 13 Tangler Bombs: Entangle 4d6, 4 DEF (40 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) 25 Shuriken Launcher Guantlet: Killing Attack - Ranged 1d6, Autofire (5 shots; +1/2), 4 Clips of 32 Recoverable Charges (+1) (37 Active Points); OIF (-1/2) 4 Energy Katana: Missile Deflection (Arrows, Slings, Etc.) (10 Active Points); OAF (-1), Will Not Work Against Heavy Missiles (-1/4) 5 Ki Mastery (Power Defense): Power Defense (5 points) 5 Iron Will (Mental Defense): Mental Defense (7 points total) Powers Cost: 154Cost Martial Arts Maneuver Karate/Kobojutsu 1 1) Weapon Element: Swords, Unarmed Combat 8 2) +2 HTH Damage Class(es) 4 3) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND 4 4) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 5) Chop: 1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6 4 6) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll 4 7) Escape: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 5 8) Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 3 9) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls 4 10) Punch: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike Martial Arts Cost: 41Cost Skill 18 +6 with Karate 4 Weapon Familiarity: Unarmed Combat & Clubs, Common Melee Weapons, Common Martial Arts Weapons 4 Language: English (Idiomatic, native accent) 0 Language: Japanese (Idiomatic, native accent; Native Language) 3 Mathematics 13- 3 Physics 13- 3 Acrobatics 15- 3 Analyze: Style 13- 3 Breakfall 15- 3 Climbing 15- 3 Computer Programming 13- 3 Stealth 15- 3 Electronics 13- 3 Mechanics 13- 3 Systems Operation 13- 3 KS: Knowledge Skill: Karate 12- 2 KS: Knowledge Skill: Yakuza 11- 2 KS: Metahuman World 11- 5 Defense Maneuver I-II 3 Security Systems 13- 3 Streetwise 13- 3 Sleight Of Hand 15- Skills Cost: 80Cost Perk 3 Access: Dragon Foundation 3 Computer Link: Dragon Foundation 24 Contact: Dragon Foundation (Contact has significant Contacts of his own, Contact has: very useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (24 Active Points) 12- 6 Fringe Benefit: International Driver's License, Membership: Frontline (Reserve Member), Membership: Pacific Lords, Passport 1 Reputation: Hero of Japan (A small to medium sized group) 8-, +1/+1d6 5 Money: Well Off Perks Cost: 42Cost Talent Concealed Onboard microcomputer, all slots IIF Fragile (-1/2) 2 1) Absolute Range Sense (3 Active Points); IIF Fragile (-1/2) 2 2) Absolute Time Sense (3 Active Points); IIF Fragile (-1/2) 2 3) Bump Of Direction (3 Active Points); IIF Fragile (-1/2) 2 4) Lightning Calculator (3 Active Points); IIF Fragile (-1/2) Talents Cost: 8Val Disadvantages 10 Distinctive Features: Very flamboyant clothing, attitudes: Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 20 Hunted: Yakuza: 8- (Occasionally), More Powerful, NCI, Harshly Punish 20 Watched: The Dragon Foundation: 14- (Very Frequently), More Powerful, NCI, Watching 15 Secret Identity: Matsuki Jiro: Frequently (11-), Major 20 Glory Hound: Common, Total 10 Style Disadvantage: Karate/Kobojutsu 15 Psychological Limitation: Vain Common, Strong 20 Superpatriot: Japan: Common, Total 10 Reputation: Popular Japanese Hero: , Frequently (11-) 10 Rivalry: Mantis: Professional (; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) Disadvantage Points: 150Base Points: 300Experience Required: 49Total Experience Available: 200Experience Unspent: 151Total Character Cost: 499 Height: 1.73 m Hair: Black, dyed bright red Weight: 70.00 kg Eyes: Brown Appearance: Matsuki Jiro looks like he stepped out of a post modern anime; or maybe a fighting game. He is handsome, arrogant, and wears outlandish styles, often with long jackets, many belts combat boots, gloves, and he always dyes his hair bright red. The Rising Sun battle suit resembles a video game ninja costume. It is white with white metallic armor plate on the torso, shoulders, and vitals. A rising sun symbol is on the chest of the armor. His head is visible, but he wears a bright red goggles. His Katana is sheathed in a glowing plasma.Personality: Self absorbed, too cool for school and vain, Rising sun still has heroic inclinations. When the chips are down he puts the needs of others ahead of his own comfort and fame. Quote:"We'll start a new tradition. One in wich I consistantly hand you your ass."Background: Matsuki Jiro is a master of Karate and Kobojutsu. He is also totally in love with himself. A devote to science and the modern, he wears a state of the art battlesuit and battles crime as a hero of Japan. He spent three years in America, to learn the ropes, and joined the Frontline at that time. However, he did not blend well with the others, often arguing and fighting with his own teammates. In 1999 he returned to Japan and was asked to join the Pacific Lords a large superteam that defends the various pacific Islands and asian countries as well. He remains with the lords to this day.Jiro has a fierce(and rather one sided) rivalry with Mantis. The young "techno-ninja" and the more traditional kung fu crimefighter never really saw eye to eye. Jiro would like nothing better than to show up Mantis in the Tournament of the Dragon, that Mantis talked about periodically. However, he realizes that he might not be able to use his weapons and armor. Jiro's armor was developed by the Dragon Foundation, based on notes of his own. The Dragon Foundation believes in restoring Japan into an international power. Thus far they are merely a political and economic organization, but there are rumors that they are trying to amass an army. Rising Sun originally created by Ed Fein Current version by Chad Riley Powers/Tactics: A martial artist with near superhuman agility and peak physical strength. Rising Son is skilled with weapon and weaponless combat and his battle suit allows him to take quite a beating. The inertia displacement field strengthens the field the more he gets hit topping out at +20 rPD/rED. He also has enhanced senses and an onboard micro computer. Campaign Use: A rival modern martial artist. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted December 21, 2003 Author Report Share Posted December 21, 2003 Saturday 12/20Here is my namesake. His most recent incarnation anyway. He's been 1000 pts before.He was originally a Mutant with gadgets. but this origin is the most outlandish and the most fun incarnation I got to play.EnforcerPlayer: S Chad Riley; Member of Frontline Val Char Cost 60/100 STR 50 23 DEX 39 30 CON 40 15 BODY 10 15 INT 5 13 EGO 6 20 PRE 10 22 COM 6 30 PD 18 30 ED 24 5 SPD 17 18 REC 0 60 END 0 60 STUN 0 10" RUN86" SWIM415"/23" LEAP3Characteristics Cost: 240Cost Power END 50 Enforcer Guantlets (Multipower): Multipower, 75-point reserve, (75 Active Points); all slots OIF Durable (-1/2) 4u 1) Force Beam (Energy Blast): Energy Blast 12d6 (60 Active Points); OIF Durable (-1/2) 6 5u 2) Force Globe (Entangle): Entangle 5d6, 5 DEF, Backlash (+1/2) (75 Active Points); OIF Durable (-1/2) 7 3u 3) Force Wall: Force Wall (9 PD/9 ED; 2" long and 2" tall), Backlash (+1/2) (73 Active Points); Feedback (-1), OIF Durable (-1/2) 7 20 Adrenal Overrides: +40 STR (40 Active Points); 6 Continuing Charges lasting 1 Extra Phase each (-1/2), No Figured Characteristics (-1/2) 3 Antigravity Defense: Gliding 5", Only to "land safely" (+0) (5 Active Points); Only when Unconscious (-1/2) [Notes: This represents safty features that allow Enforcer to float to the ground when KO'd rather than fall to his (and whatever he hits') detriment.] 67 Antigravity Implant: Multipower, 45-point reserve, all slots Reduced Endurance (0 END; +1/2) (67 Active Points) 4u 1) Anti-Gravity Belt (Flight): Flight 20", Position Shift (45 Active Points) 1u 2) Supersonic Flight: Flight 4", Megascale (1" = 1 km; +1/4) (10 Active Points) 5 Cellular Lock: LS (Longevity Immortal) 45 Environmental Immunities: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) 10 Immunities: Power Defense (10 points) 37 Invulnerability: Damage Resistance (30 PD/30 ED), Hardened (+1/4) (37 Active Points) 7 Invulnerability: Lack of Weakness (-7) for Resistant Defenses 10 Psychic Invulnerability: Mental Defense (13 points total) 7 Regeneration: Healing 1d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (1 Hour, -3), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).] 37 Resiliance: Energy Damage Reduction, Resistant, 50%, Hardened (+1/4) (37 Active Points) 37 Resiliance: Physical Damage Reduction, Resistant, 50%, Hardened (+1/4) (37 Active Points) 6 Rock Solid: Knockback Resistance -3" Sensory Implants 5 1) +3 versus Range Modifier for Hearing Group 5 2) Infrared Perception (Sight Group) 10 3) Radio Perception/Transmission (Radio Group) Powers Cost: 378Cost Martial Arts Maneuver Akido 4 1) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 2) Escape: 1/2 Phase, +0 OCV, +0 DCV, 75 STR / 115 STR vs. Grabs 4 3) Extend Ki: 1/2 Phase, +0 OCV, +0 DCV, 75 STR / 115 STR to resist Shove; Block, Abort 3 4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 70 STR / 110 STR for holding on 5 5) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6 +1 , Disable 4 6) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND ; Target Falls 5 7) Redirect: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 5 8) Strike: 1/2 Phase, +1 OCV, +3 DCV, 12d6 / 20d6 Strike 3 9) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 12d6 / 20d6 Strike; Target Falls 3 10) Throw: 1/2 Phase, +0 OCV, +1 DCV, 12d6 / 20d6 +v/5, Target Falls 1 11) Weapon Element: Blades 1 12) Weapon Element: Staffs 1 13) Weapon Element: Polearms Martial Arts Cost: 43Cost Skill 10 +2 with Ranged Combat 25 +5 with HTH Combat 3 Breakfall 14- 3 Bureaucratics 13- 3 Conversation 13- 7 Criminology 14- 3 Deduction 12- 3 Forensic Medicine 12- 3 High Society 13- 3 Interrogation 13- 3 PS: Security Specialist 12- 3 Paramedics 12- 3 Persuasion 13- 3 SS: Ballistics 12- 3 SS: Chemistry 12- 3 SS: Forensics 12- 3 Scholar 1 1) KS: Akido (2 Active Points) 11- 1 2) KS: Ballroom Dance (2 Active Points) 11- 1 3) KS: Criminal Law (2 Active Points) 11- 1 4) KS: Metahuman Criminals (2 Active Points) 11- 1 5) KS: NYPD (2 Active Points) 11- 1 6) KS: Sexual Positions and Techniques (2 Active Points) 11- 3 Security Systems 12- 3 Seduction 13- 3 Shadowing 12- 3 Streetwise 13- 3 Teamwork 14- 3 Tracking 12- 1 WF: Handguns Skills Cost: 109Cost Perk 8 Fringe Benefit: Concealed Weapon Permit (where appropriate), International Driver's License, Licensed Security Specialist, Membership: The Frontline, Passport 9 Contact: NYPD (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (9 Active Points) 12- Perks Cost: 17Cost Talent 13 Universal Translator 12- (20 Active Points); Terran Languages only (-1/2) Talents Cost: 13Val Disadvantages 10 Distinctive Features: Incredibly handsome. Women swoon, men get jealous, etc. (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Distinctive Features: Fighting Style: Aikido (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 20 Hunted: Empress 8- (Mo Pow, NCI, Harshly Punish) 10 Hunted: Firewing 8- (As Pow, Harshly Punish) 15 Hunted: ARGENT 8- (As Pow, NCI, Harshly Punish) 10 Psychological Limitation: Enjoys the company of women (Common, Moderate) 15 Psychological Limitation: Respectful of Authority figures (Common, Strong) 10 Psychological Limitation: Admires "free spirits" (Common, Moderate) 15 Psychological Limitation: Code vs Killing (Common, Strong) 5 Reputation: Superpowered "Player", 11- (Known Only To A Small Group) [Notes: Reputation is more amongst the superhuman community itself and has been rumored in the super tabloids...] 15 Social Limitation: Secret Identity: Alric Victor (Frequently, Major) 15 Susceptibility: When uses Adrenal Override, 3d6 damage Instant (Uncommon) Disadvantage Points: 150Base Points: 300Experience Required: 350Total Experience Available: 350Experience Unspent: 0Total Character Cost: 800 Height: 1.96 m Hair: Black Weight: 124.00 kg Eyes: Blue Appearance: Tall, unsettlingly handsome and graceful. Enforcer was created to be a protector and a companion. He is well versed in social skills and has impeccable taste in clothes. He has short black hair and piercing blue eyes. The Enforcer uniform is white with plue trim, black boots and gloves. He wears a blue opaque headset.Personality: Enforcer is a respectful and straightlaced guy. He has slowly developed a more comfortable, and philosophical appraoch to life after being created as a souless being for war and "sport". He sees Anna as family, not a possible romantic partner. Early in his career as a superhero he had many affairs with other superhumans; this is most likely due to the "programming" he had at creation, he enjoys sex and making women happy. As he has grown as an individual, he has sought more permanent relations but occasionally his reputation from the early days works against him. He is a solidly heroic professional in his costumed identity; works well with others, respectful of the authorities and gets along well with both the "free will" supers and the "By the Book" heroes in part due to his own clashes with Free Will vs Programmed Classism. He rarely gets angry during combat but when he does can be a truely frightning foe. Quote:"Surrender Firewing, or face the consequences."Background: Bio-Unit A#2231234, know known as Alric Victor as well as the heroic, Enforcer, began his life in an alternate dimension in which the Earth is run by a scientific meritocracy known as the Tech Lords. Created as a pleasure/guardian unit by Contessa Lilith Strossen of the Clonists, Unit A#2231234, then dubbed, Adonis, was found to be “too sentient†and lacking sexual technique for the vain and sex crazy Contessa. Rather than having the unique Bio-Unit destroyed Contessa Strossen traded it to Baron Otto Rupert, a Machinist. Otto intended to use the Bio-Unit as a bodyguard and companion to his daughter Anna. Anna was the one who discovered Adonis’s unusually high level of individuality. He was given the name Alric to better fit his personality. Alric served faithfully for several years until Baron Rupert’s genius came to the attention of King Albert the III, the Zerstoiten family had ruled Earth for four generations now and had stayed in power by stealing and adapting the work of others. When the Destroids and Black Talon agents invaded the Rupert Stronghold to steal Baron Otto’s Dimensional Aporter, Alric led the Rupert Model Defense bots in the defense of his lord and lady. Although he accounted for the destruction of several of the foes, Alric found the invasion force overwhelming. He knew there would be no help from the authorities as they turned a blind eye to the intrigue and violence between the lords. Alric was ordered by Baron Otto to rendezvous at the workshop. When he arrived he was informed that he needed to follow Anna through the Aporter. “I cannot abandon you Baron. You go, I will operate the machine.†“No Alric,†Otto said with a rueful grin, “My time is at hand, Alric, King Albert will not follow you and Anna; I will make a final stand here.†With that, Otto’s visor shut. Alric saluted his lord and flew to the platform with Anna. Her eyes brimming with tears, she waved to her father and they stepped through the portal. “This is my greatest achievement, Albert, and I will be damned if I give it to you.†Otto said. He then activated his Omega Protocols and the entire compound disintegrated in a flash of brilliant golden light. Somewhere, King Albert Zerstoiten III roared in anger. Arriving on Champions Earth, Anna used the information and resources she and her father had gathered during the successful tests of the DA. She used the funds from a few patents that they had filed already to form a company Rupert Technologies. She and Alric studied the world and culture they had entered. Since there were no Bio-Units or android class laws, Alric was released from service. Taking a surname (Victor, as a nod to Mary Shelly’s Frankenstein), he began a career as a security professional for RT. Realizing his abilities made him a metahuman on this world, he adopted a costumed identity and went about protecting those who needed it. In a misguided but respectful attempt to emulate police officers upholding the laws of America, he took the name Enforcer. Powers/Tactics: Enforcer is a brick with impressive combat skills, high durability, a versitile weapon and the ability to enhance his stregth to Gargantuan levels for a short time. He can fly and enjoys enhanced senses.Campaign Use: If Enforcer is too powerful for your campaign, drop the adrenaline surge or lower it to +30 Str and drop his regular Cha to 50 STR 25 CON 12 BODY 25 PD 25 ED and lose the Damage reduction. If he's not tough enough, give him a few DC's with Aikido and increase the power and or flexability of his force guantlets. Quote Link to comment Share on other sites More sharing options...
Siberian Tiger Posted December 22, 2003 Report Share Posted December 22, 2003 I'm really enjoying this thread. Many, many intersting characters and much thought-provoking ideas for future campaigns... Re: Enforcer Must say that I found the background for Enforcer refreshingly original even if there were the nods to Champions Universe entities.. Is Anna still alive and does Enforcer have any connection with her anymore Re: Rising Sun Another interesting character. Would like to see more of the Pacific Lords, if you've written them up. Also the Dragon Foundation sounds like worthy opponents... Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted December 22, 2003 Author Report Share Posted December 22, 2003 I made 5th ed concessions to my older characters to tie what I like of 5th ed to my old universe. I got trapped last night christmas shopping so 2 characters today. And some art if I can find any of the old guard... Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted December 23, 2003 Author Report Share Posted December 23, 2003 Sunday 12/21Here is Vice, originally created by a friend of mine who gamed once. We were trying to expand our circle of gamer friends and invited a bunch of nongamers to play. Vice was the only one I remember...VicePlayer: Based on Character Created By Nicole Hilfiker, Chad Riley, and Bill Carone Val Char Cost 15 STR 5 18 DEX 24 20 CON 20 13 BODY 6 18 INT 8 23 EGO 26 23 PRE 13 22 COM 6 20 PD 7 25 ED 11 5 SPD 22 10 REC 6 40 END 0 35 STUN 4 7" RUN23" SWIM14" LEAP1Characteristics Cost: 162Cost Power END 81 Elemental Command (Telekinesis): Telekinesis (30 STR), Affects Porous, Fine Manipulation, Variable Special Effects - Four Elements: Certain Group (+1/4) (81 Active Points) 8 67 Elemental Magics: VPP (Magic Pool), 50 base + 17 control cost, (75 Active Points); all slots Gestures: Instant Power (-1/4), Incantation: Instant Power (-1/4) 10 Instant Change: Cosmetic Transform 2d6, Improved Target Group: Any Clothes (+1/4) (12 Active Points); Limited Target: Own Clothes Slightly Limited (-1/4) 1 15 Iron Fortress of the Mind: Mental Defense (20 points total) 25 Mage Armor : Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); OIF (Enchanted Costume; -1/2) 21 Mage Sense: Detect Magic 14- (Unusual Group), Discriminatory, Analyze, Range 15 Mystic Shields (Power Defense): Power Defense (15 points) 5 Sense Psychic Energies: Mental Awareness 33 Staff of the Acolyte (Multipower): Multipower, 67-point reserve, (67 Active Points); all slots OAF Durable (-1) 3u 1) Elemental Blast (Energy Blast): Energy Blast 10d6, Variable Special Effects - Four Elements: Certain Group (+1/4) (62 Active Points); OAF Durable (-1) 6 1u 2) Staff Smash: Hand-to-Hand Attack +4d6 (20 Active Points); OAF Durable (-1), Hand-To-Hand Attack (-1/2) 2 3u 3) Stone Skipping: Tunneling 10" through 10 DEF material, Fill In Hole (60 Active Points); OAF Durable (-1) 6 3u 4) Wall of Fire (RKA): RKA 2d6, Hole in the Middle: Fixed Size (+1/4), Area Effect: Radius (+1) (67 Active Points); OAF Durable (-1) [Notes: the Ring of Fire is 1 hex thick. (ie the hole in the middle is 2"] 7 3u 5) Wall of Stone (Force Wall): Force Wall (9 PD/9 ED/7 Flash Defense: Sight Group) (Opaque Sight Group) (62 Active Points); OAF Durable (-1) 6 2u 6) Wind walking: Flight 20", Reduced Endurance (1/2 END; +1/4) (50 Active Points); OAF Durable (-1) 2 Powers Cost: 287Cost Martial Arts Maneuver Kung Fu 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll 5 3) Kick: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike 3 4) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls 4 5) Punch: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike 1 6) Weapon Element: Staffs Martial Arts Cost: 21Cost Skill 15 +3 with Ranged Combat 3 Concealment 13- 5 Cramming 3 Cryptography 13- 3 Deduction 13- 3 High Society 14- 3 Jack of All Trades 2 1) PS: Artificier (3 Active Points) 13- 1 2) PS: Author (2 Active Points) 11- 2 3) PS: Bookbinder (3 Active Points) 12- 1 4) PS: Cook (2 Active Points) 11- 1 5) PS: Store Owner (2 Active Points) 11- 3 Linguist 3 1) Language: French (Idiomatic, native accent) (4 Active Points) 3 2) Language: German (Idiomatic, native accent) (4 Active Points) 3 3) Language: Latin (Idiomatic, native accent) (4 Active Points) 3 4) Language: Welsh (Idiomatic, native accent) (4 Active Points) 3 Lockpicking 13- 3 Persuasion 14- 13 Power (Magic Skill) 19- 3 Scholar 2 1) KS: Arcane & Occult Lore (3 Active Points) 13- 2 2) KS: Artifacts & Relics of Power (3 Active Points) 13- 1 3) KS: Demonology (2 Active Points) 11- 3 4) KS: Elemental Magics (4 Active Points) 14- 3 5) KS: Elemental Planes (4 Active Points) 14- 2 6) KS: Supernatural Beings & Monsters (3 Active Points) 13- 5 Seduction 15- 3 Shadowing 13- 3 Sleight Of Hand 13- 3 Stealth 13- 3 Streetwise 14- 5 TF: Common Motorized Ground Vehicles, Equines, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles 3 Teamwork 13- 1 WF: Staffs Skills Cost: 118Cost Perk 9 Contact: Trismegistus Council (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11- 5 Follower: Pentacles (Cat Familiar) 5 Fringe Benefit: International Driver's License, Membership: The Frontline, Passport 15 Manor House 10 Money: Wealthy Perks Cost: 44Val Disadvantages 10 Distinctive Features: Mystic Aura Not Concealable, Always Noticed and Causes Major Reaction, Detectable Only By Unusual Senses 10 Distinctive Features: Martial Arts Style: Kung Fu (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 15 Hunted: Circle of the Scarlet Moon 8- (Occasionally), As Powerful, NCI, Harshly Punish 20 Hunted: DEMON 8- (Occasionally), More Powerful, NCI, Harshly Punish 15 Psychological Limitation: Hatred of the Undead Common, Strong 15 Psychological Limitation: Hedonistic; likes the finer things and earthly pleasures Very Common, Moderate 20 Psychological Limitation: Sworn to defend Earth Realm from supernatural threats Common, Total 15 Psychological Limitation: Thrill Seeker Common, Strong 10 Reputation: Sorceress, Frequently (11-) 15 Social Limitation: Secret Identiy: Anne-Marie Lillian DeChampion Frequently (11-), Major Disadvantage Points: 145Base Points: 300Experience Required: 187Total Experience Available: 187Experience Unspent: 0Total Character Cost: 632 Height: 1.68 m Hair: Black Weight: 54.00 kg Eyes: Green Appearance: Lilly is a truely stunning, vivaceous young woman in her mid twenties. She has long, natrually wavy black hair that she wears to her waist, green eyes and a lush, curvaceous figure. She gennerally dresses like a refugee from MTV, adding "weird" touches, like cloaks, sashes, and scarves. Her "uniform" is enchanted black leather bodice with a low cut white chemise, red skirt and soft leather black boots. She wears an indigo cloak with a silver pin in the shape of an owl.Personality: Protect the innocent, have a good time, fight crime. In that order. Quote:"Sure, Cheshire Cat, I'll scratch you behind the ears, drop the money first."Background: Anne-Marie DeChampion, who also goes by the name Lilly Champion, is an the daughter of two magicians. She was raised by her parents, both elementalists of no small water who had ties with the Trimegistus Council, to be a champion of the light in these dark times. As they had suspected, Lilly surpassed them in power and was soon ready to assume her role in the world. Her parents met their ends battling evil, and while devistated, Lilly knew that was the road she herself would tred. She has inherited their considerable wealth. Although she is a bit of a hedonist, and quite ...ahem, worldly for her age; Lillian has taken to heart her parents teachings and is a truely fierce protector of the innocent when combat is ineveitable. When she turned 18, her parents gave her the Staff of the Acolyte. As she progresses, the staff will actually grow with her, eventually gaining true sentience and awarenes. She doens't know this yet. Powers/Tactics: Vice often prefers the direct approach, no one knows why. But since she started studying Kung Fu under Mantis, she has as often as not jumped into combat with her staff a spinning. Assuming she uses her magic offensively, she generally focuses an elemental blast (one of the four classical elements; Air, Earth, Fire, or Water). She will generally use her VPP for unusual attacks, Darkness, Entangles, Drains, or enhancing her attributes: Body of Stone, Flame Aura, Hydroform, etc. Campaign Use: A mage of power, she could teach Witchcraft a lesson, she's also an available romantic entanglement and a font of elemental knowledge. If she is too tough for your campiagn drop her Staff to 50 pts and her VPP to 30 or eliminate it all together. If she's not tough enough, increase her DEX to 23, give her a few more levels and maybe increase her VPP to 60. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted December 23, 2003 Author Report Share Posted December 23, 2003 Monday 12/22the man monster that is...SyphonPlayer: NPC; Member of the Frontline; Based on Character by Jeff Nelson Val Char Cost 40 STR 30 20 DEX 30 20 CON 20 10 BODY 0 15 INT 5 13 EGO 6 20 PRE 10 6 COM -2 20 PD 12 20 ED 16 4 SPD 10 12 REC 0 40 END 0 40 STUN 0 6" RUN02" SWIM08" LEAP0Characteristics Cost: 137Cost Power END 35 Lifeforce Control: Elemental Control, 70-point powers 57 1) Damage Transferrance: Healing Characteristics 5d6, All Powers Simultaneously (+2) (150 Active Points); Side Effects: 60/All (-1) [Notes: ALL Below Normal Characteristics; Syphon temporarily looses indentical ammount of points from all CHA that he "heals"] 15 61 2) Impede Superpowers (Suppress): Suppress All superpowers 6d6, All Powers Simultaneously (+2), Personal Immunity (+1/4), Area Effect: Radius (+1) (67 Active Points); No Range (-1/2) 13 40 3) Kinetic Absorption: Absorption 6d6 (physical, 1/2 STR, 1/2 to END), Can Absorb Maximum Of 76 Points' Worth Of Physical Damage, Two Powers Simultaneously (+1/2) (75 Active Points) 35 4) Strength Leech (Transfer): Transfer 4d6 (Strength to Strength), Can Transfer Maximum Of 44 Points (70 Active Points) 7 35 5) Weakening (Drain): Drain CON 7d6 (70 Active Points) 7 6 Aware of Surroundings: +2 PER with all Sense Groups 10 Hyper sense of Smell and Taste: Discriminatory Sense with Smell/Taste Group 9 Regeneration: Healing 2 BODY (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4) 2 20 Syphon Defenses: Power Defense (20 points) 10 Tougher than Old Leather: Damage Resistance (10 PD/10 ED) 5 Tracking Scent: Tracking with Normal Smell Powers Cost: 323Cost Skill 20 +4 with HTH Combat 3 Climbing 13- 3 Deduction 12- 3 High Society 13- 3 Linguist 1 1) Language: Afrikaans (Fluent Conversation) (2 Active Points) 1 2) Language: Arabic (Fluent Conversation) (2 Active Points) 3 3) Language: English (Idiomatic, native accent) (4 Active Points) 2 4) Language: French (Completely Fluent, w/Accent) (3 Active Points) 2 5) Language: Italian (Completely Fluent, w/Accent) (3 Active Points) 2 6) Language: Latin (Completely Fluent, w/Accent) (3 Active Points) 2 7) Language: Spanish (Completely Fluent, w/Accent) (3 Active Points) 3 Oratory 13- 3 Paramedic 12- 3 Persuasion 13- 3 Scholar 2 1) KS: Knowledge Skill: Classical Liturature (3 Active Points) 12- 2 2) KS: Knowledge Skill: Lore (Kuhngan) (3 Active Points) 12- 2 3) KS: Knowledge Skill: Shamanic Rituals (3 Active Points) 12- 3 Scientist 2 1) SS: Anthropology 12- (3 Active Points) 2 2) SS: Archaeology 12- (3 Active Points) 2 3) SS: History 12- (3 Active Points) 1 4) SS: Medicine 11- (2 Active Points) 1 5) SS: Sociology 11- (2 Active Points) 1 6) SS: Theology 11- (2 Active Points) 3 Stealth 13- 10 Survival (Temperate/Subtropical, Tropical, Pick Something) 14- 3 Tracking 12- Skills Cost: 91Cost Perk 4 Fringe Benefit: Membership: The Frontline, Passport Perks Cost: 4Cost Talent 3 Lightsleep Talents Cost: 3Val Disadvantages 15 Distinctive Features: Extremely hairy, neanderthal looking fellow Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 10 Distinctive Features: Mutant Not Concealable, Always Noticed and Causes Major Reaction, Detectable Only By Unusual Senses 10 Distinctive Features: Prehistoric Man (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Hunted: Institute for Human Advancement 8- (Occasionally), More Powerful, NCI, Harshly Punish 10 Hunted: Power Crusher: 8- (Occasionally), As Powerful, Harshly Punish 20 Phsychological Limitation: Honorable Common, Total 20 Psychological Limitation: Code Against Killing Common, Total 15 Psychological Limitation: Hunger for Knowledge/Irrational Curiousity Common, Strong 10 Reputation: Heroic Monster: , Frequently (11-) 15 Social Limitation: Public Identity: Cro/Alexander Cro Frequently (11-), Major Disadvantage Points: 145Base Points: 300Experience Required: 113Total Experience Available: 113Experience Unspent: 0Total Character Cost: 558 Height: 1.75 m Hair: Brown Weight: 103.00 kg Eyes: Brown Appearance: Syphon, is a hairy, primitive looking, humanoid who has found culture. He dresses in eighteenth century style clothing (his favorite era of study) and speaks with a cultured British accent. His arms are long and his legs short; he has dense muscle and ruddy skin. He wears a few of his shaman totems still. When he is acting as Syphon, he wears a black bodysuit, not unlike a surfer's body glove. There are no sleeves and the leggings stop at mid thigh. He has silver "S" over his heart. He wears silver armbands and black boots.Personality: Protect his adopted home from the evils of society. Alexander is a noble man who protects the weak and defends the innocent. His outsider status makes him keen to the whims of public opinion. Quote:"Look sir, I understand your need to aspire to financial independence, but doing it at the expense of those who had worked so hard is an anathema, and I cannot allow such behavior to persist."Background: Cro was a young and respected shaman of his people. He had been given special command over the life force, or "Spirit" of others. An intensely curious young man he ventured from his tribe on several occasions, learning about their world. One of his adventures he encountered a glowing disc on the wall of a cave in a mountain far away from his home. He touched the disc and found himself transported to a strange building in an even stranger world. The portal was one way, apparently set up for a sorcerer who was studying Cro's world. Cro left the dwelling and tried to acclimate himself with this new world. He was attacked and captured by superheroes. One of the heroes, a telepath, managed to communicate with Cro and he began his education of the planet Earth. Taking the name Alexander (after the telepath who first spoke to him), Cro studied his new world and joined her champions. He eventually made his way America. In the states he encountered the Frontline, one of America's preeminent super teams. Aiding them against Empress, he came too really like their company and decided to stay. He was accepted as a member and has served capably ever since. Cro is an odd being. A primitive man, yet very intelligent and gifted with "magic powers" that have turned out to be mutations (he shows up on mutant scanners). He knows that no matter what he does, he will stick out, so he pretty much goes all out with the weirdness. He gets along fabulously with anyone he meets, provided that they at least try to meet him half way. He obviously knows Dr Silverback and the two still correspond. Syphon was originally created by Jeff Nelson. Current version by Chad Riley Powers/Tactics: Mostly a low end brick who can become a high end brick with a little work. He fights hand to hand and within close proximity.Campaign Use: Oustider hero. If he's too tough, drop the elemental control to reasonable levels and get rid of the Damage transferrance. If he's too weak, give him higher physical stats and perhaps a martial arts package or a weapon. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted December 24, 2003 Author Report Share Posted December 24, 2003 Tuesday 12/23Holidays are spanking me in the butt...day late, but worth the wait?XenonoblasterPlayer: NPC; Based on character created by Bill Carone Val Char Cost 100 STR 90 23 DEX 39 50 CON 80 25 BODY 30 25 INT 15 17 EGO 14 33 PRE 23 10 COM 0 50 PD 30 50 ED 40 6 SPD 27 30 REC 0 100 END 0 100 STUN 0 6"/20" RUN02"/15" SWIM020" LEAP0Characteristics Cost: 388Cost Power END 90 Defense Systems: Multipower, 90-point reserve 9u 1) Disintigration Beam(RKA): RKA 6d6 (90 Active Points) 9 9u 2) Electro-Magnetic Pulse (Energy Blast): Energy Blast 12d6, Explosion (+1/2) (90 Active Points) 9 9u 3) Particle Beam (Energy Blast): Energy Blast 12d6, Armor Piercing (+1/2) (90 Active Points) 9 7u 4) Sound Blaster (Energy Blast): Energy Blast 12d6, STUN Only (+0), Affects Desolidified (+1/2) (90 Active Points); No effect on targets that cannot hear or have Hearing Flash defense (-1/4) 9 9u 5) Stasis Globes (Entangle): Entangle 6d6, 6 DEF, Entangle Backlash (+1/2) (90 Active Points) 9 9u 6) Tractor Beam (Telekinesis): Telekinesis (60 STR) (90 Active Points) 9 30 Alloy Skin: Damage Resistance (30 PD/30 ED) 5 Cyber Web Inhibitor (Mental Defense): Mental Defense (8 points total) 20 Energy Matrix Shield (Missile Deflection): Missile Deflection (Any Ranged Attack) 45 Mobility: Multipower, 45-point reserve 4u 1) Flight 15", Improved Noncombat Movement (x16) (45 Active Points) 4 3u 2) Running +14" (6"/20" total) (28 Active Points) 3 1u 3) Swimming +13" (2"/15" total) (13 Active Points) 1 Sensor Systems 10 1) Audio Filters: Hearing Group Flash Defense (10 points) 15 2) Magnificaction Vision: Microscopic (x1,000) with Sight Group 5 3) Omnirange Audio Sensors: Ultrasonic Perception (Hearing Group), Increased Arc Of Perception (240 Degrees) 10 4) Protected Optics: Sight Group Flash Defense (10 points) 20 5) Radar Sense: Radar (Radio Group), Telescopic (+5 versus Range Modifier) 25 6) Radio Scanning: High Range Radio Perception (Radio Group), +1 to PER Roll, Telescopic (+7 versus Range Modifier), Tracking 12 7) Telescopic Vision: +8 versus Range Modifier for Sight Group 17 8) Thermo Imaging: Infrared Perception (Sight Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Transmit 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) 10 Big and Heavy: Knockback Resistance -5" 5 Peerless Alloy Construction: Lack of Weakness (-5) for Resistant Defenses 10 Core Configuration Protection: Power Defense (10 points) Powers Cost: 439Cost Skill 20 +2 Overall 16 +2 with All Combat 3 Combat Piloting 14- 12 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 14- 3 Cryptography 14- 5 Electronics 15- 2 KS: Alien Races 11- 3 KS: Artificial Intelligence Community 12- 3 Mechanics 14- 3 Scientist 2 1) Biology 14- (3 Active Points) 2 2) Chemistry 14- (3 Active Points) 2 3) Computer Science 14- (3 Active Points) 2 4) Mathematics 14- (3 Active Points) 2 5) Physics 14- (3 Active Points) 2 6) Robotics 14- (3 Active Points) 3 Security Systems 14- 14 Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Air/Space Traffic Control Systems, FTL Sensors, Medical Sensors, Metal Detectors, Radar, Sensor Jamming Equipment, Sonar) 14- 5 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Combat Aircraft, Small Planes 3 Teamwork 14- 1 WF: Vehicle Weapons Skills Cost: 108Cost Perk 4 Fringe Benefit: Free Robot, Membership: Frontline 18 Contact: Metropolitan Extra Terrestrial Enclave (Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 12- 9 Reputation: Long time Hero (A large group) 14-, +3/+3d6 Perks Cost: 31Cost Talent 3 Absolute Range Sense 3 Absolute Time Sense 3 Ambidexterity (-2 Off Hand penalty) 3 Bump Of Direction 5 Eidetic Memory 3 Lightning Calculator 16 Universal Translator 14- (20 Active Points); Terran Languages only (-1/4) Talents Cost: 36Val Disadvantages 5 DNPC: Anna Watson; "sister" 8- (Normal; Useful Noncombat Position or Skills) 10 Dependent NPC: Anna Watson: 11- (Occasionally), Normal, Useful noncombat position or skills 10 Distinctive Features: Artificial Voice: Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 20 Distinctive Features: Large Silver Robot: Concealable, Extreme Reaction, Detectable By Commonly-Used Senses 20 Hunted : ARGENT 11- (Frequently), As Powerful, NCI, Harshly Punish 15 Hunted: Mechanon: 11- (Frequently), As Powerful, Harshly Punish 20 Hunted: VIPER: 11- (Frequently), More Powerful, Harshly Punish 20 Psychological Limitation: Code Against Killing (Humans) Common, Total 15 Psychological Limitation: Must protect Anna Watson (Uncommon, Total) 15 Psychological Limitation: Seeking his place in the universe (Common, Strong) 15 Reputation: Heroic Robot: , Almost Always (14-) 15 Social Limitation: Public Identity Frequently (11-), Major 10 Vulnerability: Electrical Attacks: 1 1/2x STUN Common 5 Vulnerability: Magnetic Attacks: 1 1/2x BODY Uncommon 5 Vulnerability: Magnetic Attacks: 1 1/2x STUN Uncommon Disadvantage Points: 200Base Points: 400Experience Required: 402Total Experience Available: 402Experience Unspent: 0Total Character Cost: 1002 Height: 2.26 m Hair: None Weight: 680.00 kg Eyes: Red Appearance: A tall, silver, anthropomorphic robot with a single red eye. He has two "horns" on either side of his head and a metallic, inhuman voice. He is kind of a cross between Mechanon from 3rd & 4th edition and the Cylons from Battlestar Galactica.Personality: To help those in need and find his own place. He is less curious in his past (read: Origin) than his future.Quote:"By your Command...*heh*""your day has come Mechanon, prepare to meet your maker." Background: Throughout the universe there is nothing as rare and as curious as “Iâ€, the computer planet. “I†is a gigantic artificial intelligence based on holographic memory surrounded by an "atmosphere" of organic circuitry. It doesn't know how long it has been around but it does know that its sentience is not by design. “I†calls its awareness, the "Life Virus"; at some point several millennia ago, it achieved self awareness. Since then it has roamed the universe and learned. "I", as the AI dubbed itself (actually it’s the English equivalent), has developed what would appear to the outsider, a civilization on its surface. Cities and robotic citizens bustle about, but this is not entirely true. While some of its "gatherers" achieve self awareness and individual personalities and goals (are infected by the "Life Virus"), the vast majority of the individuals on I are merely extensions of its own mind. “I†is intensely curious about the universe around it; apparently when it achieved awareness, much of its data regarding its origin was lost. “I†has remained stationary in a small solar system in an unnamed galaxy for the last 12000 years. It has sent probes, then Gatherers to various parts of the universe. Xenonoblaster is one of those Gatherers. When the probe began intercepting radio and satellite signals from Earth 25 years ago, I sent a gatherer. To ease the burden on the local populous, the Gatherer was sent in the form of a famous Earth Hero, Xenonoblaster. The fact that the cartoon I was basing this decision off of was fiction is irrelevant now. Xenonoblaster was dispatched and arrived on Earth completely confused and ignorant of its purpose. It had apparently been afflicted with the Virus. Found by an engineer and his family, and recognized by the father as Xenonoblaster from his childhood, the robot took the name and followed the family home. They kept it. Over the next few years Xenonoblaster learned what it could about its world and its history. The robot knows its extremely capable in combat and has turned to its "predecessor" for guidance and become a hero. He has developed a greater sense of self and although he is unsure of his origins, does what he can to help the people of Earth against those who would harm or enslave them. He was one of the heroes that originated the Frontline and has served the team in some capacity ever since. Powers/Tactics: A powerful robot. Really. Xenonoblaster constantly powers down his attacks so as not to cause irreparable harm to organic foes. He is truly frightening if he ever lets loose. He uses his SoundBlaster to take down most opponents, or a TK Punch if they prove resistant to the sonic attacks. He uses his pulse on groups and his Particle Beam on inorganic opponents.Campaign Use: If Xenonoblaster is too powerful for your campaign (and he is) lower his characteristics: STR 60 CON 30 BOD 15 PD 30 ED 30 SPD 5 REC 18 END 60 STUN 60. If he's not tough enough for your campaign (color me shocked) increase his multipower into the 125-150 pt range. I should note that Xenonoblaster is as tough as he is because my friend's concept (bare in mind we were 12 at the time) was "A robot with 100 strength." he made Xenonoblaster and realized that he had come up with 500 pts of disads (again we were 12) and hadn't taken into account his base 100 pts (2nd or 3rd edition Champions here) and so rather than scale back his disads, he added another 100 pts worth of powers (skills were pretty much non-existent). Its still one of my favorite stories from the "old" days. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted December 25, 2003 Author Report Share Posted December 25, 2003 Happy Holidays! Wednesday 12/24Well here I am; about to be kicked from my computer for a while. So I am breaking out the Young Lions. These are characters I made from the old 4th ed Big Blue Book, using powers suggested in the examples. Save for Raven, their leader, the Young Lions are mutants. My world still had Genocide but I am introducing the Istitute for Human Advancement as another organization the two are separate at this time (at least to the public).They are also very young and have lower powerlevels than most of mine...RavenPlayer: NPC; Leader of the Young Lions Val Char Cost 15 STR 5 23 DEX 39 18 CON 16 10 BODY 0 18 INT 8 11 EGO 2 15 PRE 5 14 COM 2 19 PD 7 17 ED 4 5 SPD 17 7 REC 0 36 END 0 30 STUN 3 8" RUN43" SWIM14" LEAP1Characteristics Cost: 114Cost Power END 5 Billy Club: Hand-To-Hand Attack +2d6, Range Based On STR (+1/4) (12 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 1 12 Combat Armor: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 3 Stong Willed: Mental Defense (5 points total) 4 Swing Line Gun: Swinging 10" (10 Active Points); OAF (-1), 12 Charges (-1/4) 3 Very Perceptive : +1 PER with all Sense Groups Powers Cost: 27Cost Martial Arts Maneuver Karate 4 1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll 3 4) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls 5 5) Kick: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike 4 6) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike Martial Arts Cost: 24Cost Skill 3 Acrobatics 14- 3 Breakfall 14- 3 Bureaucratics 12- 3 Climbing 14- 3 Computer Programming 13- 3 Concealment 13- 3 Criminology 13- 7 Deduction 15- 10 Defense Maneuver I-IV 3 Lockpicking 14- 3 Scholar 1 1) KS: Criminal Law (2 Active Points) 11- 1 2) KS: Criminal Underworld (2 Active Points) 11- 1 3) KS: Police Proceedure (2 Active Points) 11- 3 Security Systems 13- 3 Shadowing 13- 3 Stealth 14- 3 Streetwise 12- 3 Tracking 13- Skills Cost: 62Cost Perk 4 Contact: Police Records Clerk (Contact has useful Skills or resources, Good relationship with Contact) 11- 5 Follower: Alan Dreisdale (Legal Assistant) 3 Fringe Benefit: Membership: The Young Lions 5 Money: Well Off Perks Cost: 17Cost Talent 6 Combat Luck: 3 PD/3 ED Talents Cost: 6Val Disadvantages 10 Distinctive Features: Style Limitation: Karate (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 10 Hunted: Former enemies of the Original Raven 8- (Less Pow, NCI, Harshly Punish) 20 Hunted: Institute for Human Advancement 8- (Mo Pow, NCI, Harshly Punish) 20 Psychological Limitation: Code vs Killing (Common, Total) 10 Psychological Limitation: Legacy Hero; lives in the shadow of his forebearer (Uncommon, Strong) 15 Psychological Limitation: Protective of team (Common, Strong) 15 Social Limitation: Secret Identity (Frequently, Major) Disadvantage Points: 100Base Points: 150Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 250 Height: 1.70 m Hair: Brown Weight: 52.00 kg Eyes: Blue Appearance: James is an athletically built young man about 17 with brown hair and blue eyes. He dresses in casual, comfortablefashions. The Raven uniform is a lightly armored, dark gray body suit with black trunks, guantlets, boots, and cowl. He wears several gray belts and holsters for his various gadgets. A black Raven is silouetted on his chest. Personality: Raven is a legacy hero. He feels he has a lot to live up to and leading this group of young heroes is a start. He has his grandfather's keen mind and is looking towards the future of his team; he's looking at ways for each of them to grow and become respected and legitemate superheroes (They are kind of looked down upon as children in a big man's game).Quote:"Nevermore."Background: James DePriest is the grandson of the original Raven. When the elder Raven passed away, James recieved his diary andpieced together the secrets therin. He is a natural detective, and a gifted athlete. He found the five kidnapped children and was plesantly surprised whent they turned out to be mutants. He was able to help them escape and later, when another child was slain he called on them again to help him. Their actions brought about media attention and James offered up the idea of becoming a regular hero team. He used some of his trust fund to purchase and outfit the warehouse they use as a base of operations(the man in charge of the trust is a friend and confidant). He takes being the elected leader very seriously, but recognizes that the kids often follow the lead of Laser Lad. Powers/Tactics: A skilled normal with detective and martial arts skills. More of a Nightwing Clone than Batman though.Campaign Use: Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted December 25, 2003 Author Report Share Posted December 25, 2003 Thursday 12/25Merry Christmas!AquakidPlayer: NPC; Member of the Young Lions Val Char Cost 40 STR 30 17 DEX 21 20 CON 20 10 BODY 0 13 INT 3 13 EGO 6 15 PRE 5 14 COM 2 16 PD 8 8 ED 4 4 SPD 13 12 REC 0 40 END 0 40 STUN 0 6" RUN010" SWIM08" LEAP0Characteristics Cost: 112Cost Power END 3 Accute Senses: +1 PER with all Sense Groups 15 Delphic Sonar: Active Sonar (Hearing Group) 3 High Range Hearing: Ultrasonic Perception (Hearing Group) 8 Hyperswimming: Swimming +8" (10" total) 1 10 Life Support: Life Support (Expanded Breathing: Water; Safe in High Pressure; Safe in Intense Cold; Safe in Low Pressure/Vacuum) 5 Low Light Vision: Ultraviolet Perception (Sight Group) 5 Regeneration: Healing 2 BODY (20 Active Points); Works only in Water (-1 1/2), Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4) 2 5 Strong Willed: Mental Defense (8 points total) 2 Sturdy and Stubborn: Knockback Resistance -1" 5 Toughened Flesh: Damage Resistance (6 PD/4 ED) Powers Cost: 61Cost Martial Arts Maneuver Wrestling 3 1) Slam: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls 3 2) Take Down: 1/2 Phase, +2 OCV, +1 DCV, 8d6 Strike; You Fall, Target Falls 4 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, 55 STR vs. Grabs 3 4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on 4 5) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 4 6) Reversal: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort Martial Arts Cost: 21Cost Skill 5 +1 with HTH Combat 10 +2 with Underwater Combat 2 Animal Handler (Aquatic Animals) 12- 2 KS: Knowledge Skill: Baseball 11- 2 KS: Knowledge Skill: Fishing 11- 2 KS: Knowledge Skill: Oceanology 11- 2 Navigation (Marine) 12- 2 Survival (Marine) 12- 8 TF: Jetskis, Rafts, Skiing (water), Small Motorized Boats, Small Rowed Boats, Small Wind-Powered Boats, Surfing, Windsurfing Skills Cost: 35Cost Perk 3 Membership: Young Lions 1 Contact: Victory Siren 8- Perks Cost: 4Cost Talent 3 Perfect Pitch 9 Lightning Reflexes: +6 DEX to act first with All Actions 2 Environmental Movement (Water) 3 Bump Of Direction Talents Cost: 17Val Disadvantages 10 Distinctive Features: Mutant Not Concealable, Always Noticed and Causes Major Reaction, Detectable Only By Unusual Senses 20 Hunted : Institute for Human Advancement 8- (Occasionally), More Powerful, NCI, Harshly Punish 10 Psychological Limitation: Loves to Explore; will try anything once. Common, Moderate 15 Psychological Limitation: Protective of his Friends Common, Strong 15 Secret Identity: Danny Paulson: Frequently (11-), Major 10 Susceptibility: Alcohol (Immersion), 1d6 damage per Turn Uncommon 10 Susceptibility: : Lack of Water (at least 8hours immersion a day), 2d6 damage Instant Uncommon 10 Vulnerability: Fire/Heat Based Attacks: 1 1/2x STUN Common Disadvantage Points: 100Base Points: 150Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 250 Height: 1.75 m Hair: Green Weight: 74.00 kg Eyes: Green Appearance: Eyes: Green, Hair: Aqua (blue green)Danny is an amphibious mutant. He has a swimmer's build. he generally wears a body glove and cuts his hair short. His eyes are an unusually bright green. Personality: Danny, now 16 is their "other" brick, his powers are specialized and rarely has a chance to shine. It bothers him a little. He does however, enjoy exploration and will often spend time in the rivers near Millenium City. He has insatiable curiosity and will try almost anything once.Quote:"Here comes the hurt!"Background: Danny Paulson is a mutant. His amphibian powers emerged on his 13th birthday. He was one of the young mutants that were captured by the IHA. Upon freeing themselves, the children immediately returned to thier families but kept in touch. When a young mutant was slain in an attempted kidnapping(the IHA was attempting to study mutations in children, trying to reverse them), the young mutants regrouped and found those responsible. While unable to link the kidnappers to the IHA, they did bring them to justice and were lauded as heroes by the papers. Dubbed "Young Lions" by the media the youths decided to stay together as a team.Powers/Tactics: brick, not as powerful physically as Leadboy, but in his element he really shines.Campaign Use: Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted December 25, 2003 Author Report Share Posted December 25, 2003 Friday 12/26Happy Return the Crap for Store Credit Day!FerretPlayer: NPC; Member of Young Lions Val Char Cost 10 STR 0 26 DEX 48 15 CON 10 11 BODY 2 13 INT 3 10 EGO 0 9 PRE -1 10 COM 0 11 PD 6 11 ED 5 7 SPD 34 5 REC 0 30 END 0 30 STUN 6 6"/9" RUN02"/3" SWIM02"/7" LEAP0Characteristics Cost: 113Cost Power END 5 Infrared Vision: Infrared Perception (Sight Group) 10 Tracking Scent: Tracking with Smell/Taste Group 11 Swift Runner: Running +3" (6"/9" total), Improved Noncombat Movement (x4) 1 5 Athletic: Superleap +5" (2"/7" forward, 1"/3 1/2" upward) 1 1 Athletic: Swimming +1" (2"/3" total) 1 25 Burrowing: Tunneling 5" through 5 DEF material 2 18 Regeneration: Healing 2d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (50 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).] 20 Claws (HKA): HKA 1d6+1 (2d6 w/STR) 2 Powers Cost: 95Cost Skill 3 Acrobatics 14- 7 Breakfall 16- 3 Climbing 14- 3 Concealment 12- 5 Contortionist 15- 3 Shadowing 12- 3 Sleight of Hand 14- 3 Stealth 14- 3 Tracking 12- Skills Cost: 33Cost Perk 3 Fringe Benefit: Membership: Young Lions Perks Cost: 3Cost Talent 6 Combat Luck: 3 PD/3 ED Talents Cost: 6Val Disadvantages 10 Distinctive Features: Mutant: Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 15 Enraged: When trapped or cornered Uncommon, go 11-, recover 11- 20 Hunted : Institute for Human Advancement 8- (Occasionally), More Powerful, NCI, Harshly Punish 15 Psychological Limitation: Driven to "Pull his weight" with team Common, Strong 15 Psychological Limitation: Timid, easily frightened Common, Strong 15 Secret Identity: Darren Philips: Frequently (11-), Major 15 Vulnerability: 1 1/2 x Effect PRE Attacks (Very Common) Disadvantage Points: 105Base Points: 150Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 250 Height: 1.57 m Hair: Black with white streaks. Weight: 44.00 kg Eyes: Brown Appearance: Darran is a scrawny, short, and skittish looking young man with shoulder length black hair that is white at the temples. He wears a brown costume with black boots and gloves. The gloves have no fingers so that he can use his claws.Personality: To be truthful, Darren feels way out of his element. As one of the youngest and certainly the least sure hearted among the Young Lions, he feels he has bitten off way more than he can chew. He's loyal to his friends and wants to do the right thing, but they often find themselves in situations that terrify him. He worries that he will somehow fail his friends in their time of need and he doesn't think he could live with himself if that happened.Quote:"Sure, Raven, I-I got this guy...*I hope*."Background: Darren Philips is a young mutant who was captured with several other children by the IHA. When they were released Darren went back to his family and planned to stay there. When a young mutant was killed in a similar attempt, Raven contacted Darren first. His enhanced senses would be useful in tracking the killers. Although he was frightened of the idea of confronting killers, Darren new he had to help Raven. The young heroes found the killers and brought them to justice; they were unable to link them to the IHA, however, and the cat and mouse game continues. When the papers named them heroes, Darren faced a difficult choice. He reluctantly stayed with the others when they decided to form a more permanent hero team. Darren loathes the idea of combat with supervillains and gun toting maniacs. However, he feels a sense of responsibility and wants to help his friends.Powers/Tactics: Ferret is a Wolverine clone with none of the fearlessness. He tends to use his enhanced senses to lead the team to their opponents and then tries to stay out of the way. Truth be told, Ferret (if he overcomes his cowardice), may evolve into the team's best overal comatant. He is blindingly fast and very agile. Raven has made training him in martial arts a high priority.Campaign Use: Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted December 25, 2003 Author Report Share Posted December 25, 2003 Saturday 12/27Yeah! Happy I still have to work on a flippin Saturday!Glue GirlPlayer: NPC: Member of Young Lions Val Char Cost 8 STR -2 23 DEX 39 15 CON 10 10 BODY 0 18 INT 8 11 EGO 2 14 PRE 4 16 COM 3 5/11 PD 3 4/10 ED 1 5 SPD 17 5 REC 0 30 END 0 22 STUN 0 7" RUN02" SWIM06 1/2" LEAP0Characteristics Cost: 85Cost Power END 25 Adhesive Emission: Elemental Control, 50-point powers 25 1) Giant Ball of Glue!: Entangle 2d6, 2 DEF, Sticky (+1/2), Area Effect: Radius (+1) (50 Active Points) 5 35 2) Stuck on you!: Entangle 4d6, 4 DEF, Sticky (+1/2) (60 Active Points) 6 5 Gymnastic Leaps: Superleap +5" (6 1/2" forward, 3" upward) 1 10 Glueline Web: Swinging 10" 1 13 I can walk up walls?: Clinging (18 STR) 2 Swift runner: Running +1" (7" total) 1 9 Toughened Skin : Armor (3 PD/3 ED) Powers Cost: 124Cost Skill 5 +1 with Dex Based Skills 2 +1 with Entangle 3 Acrobatics 14- 5 Breakfall 15- 3 Climbing 14- 3 Contortionist 14- 4 KS: Knowledge Skill: Gymnastics 13- 3 Stealth 14- Skills Cost: 28Cost Perk 3 Membership: Young Lions Perks Cost: 3Cost Talent 6 Combat Luck: 3 PD/3 ED 4 Double Jointed Talents Cost: 10Val Disadvantages 10 Distinctive Features: Mutant: Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 5 Dependent NPC: Father (Dwayne White) 8- (Infrequently), Normal, Useful noncombat position or skills 25 Hunted: Genocide: 11- (Frequently), More Powerful, NCI, Harshly Punish 15 Secret Identity: Kelly White: Frequently (11-), Major 20 Code Against Killing: Common, Total 10 Giddy Teenage Girl Syndrome: Common, Moderate 10 Has a crush on Laser Lad: Common, Moderate 5 Rivalry: Mind Maid Romantic (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) Disadvantage Points: 100Base Points: 150Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 250 Height: 1.55 m Hair: Brown Weight: 38.00 kg Eyes: Brown Appearance: Eyes: Brown, Hair: BlackKelly is an Asian-American girl with a trim, athletic build. She was a successful child gymnast and tends to bounce around the battlefield. Her costum is a skintight white leotard with a pink mini skirt, pink gloves, boots and domino mask. She wears her hair in a pony tail normally but as Glue Girl she lets it down. Personality: Kelly is a typical mutant teenager. She is rebellious, thinks she knows it all and generally fawns over any attractive older male she sees. Undernieth all that is an intelligent, caring, and compassionate young woman. She is going through some growing pains right now. Kelly was among the children kidnapped by the IHA. She jumped at the chance to be a superhero. As Glue Girl she enjoys the comradere of the Young Lions. Raven has noticed her "cool under fire" and is considering making her deputy leader.Quote:"Hey, stick around! This is the good part!"Background: A mutant with (to her) disgusting abilities, Kelly White never really bothered to use her adhesive emiting abilities. When she was kidnapped and held by the Institute for Human Advancement however, she saw the uses of her abilities. When the other teens decided to form a superteam, Kelly adopted the name Glue Girl and joined up.Powers/Tactics: Kelly can emit adhesive substances. She's already becoming rather creative with it. She can either use a concentrated sticky attack on an individual or a less powerful attack on a greater area. She also has her "Spider-Man tricks" of a swingline and the ability to cling to surfaces. She was a gymnastics prodigy until her mutant powers nixed her from competition, she's adapting her combat style to include her gymnastic abilities.Campaign Use: Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted December 25, 2003 Author Report Share Posted December 25, 2003 Sunday 12/28Happy Day!Laser LadPlayer: NPC; Member of the Young Lions Val Char Cost 13 STR 3 20 DEX 30 20 CON 20 10 BODY 0 13 INT 3 11 EGO 2 15 PRE 5 16 COM 3 7 PD 4 15 ED 11 5 SPD 20 10 REC 6 40 END 0 30 STUN 3 6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 110Cost Power END 62 Energy Emission: Multipower, 62-point reserve 6u 1) Laser Bolt: Energy Blast 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points) 2 5u 2) Laser Cutter: (Total: 51 Active Cost, 49 Real Cost) RKA 3d6 (Real Cost: 45) plus Hearing Group Flash 2d6 (6 Active Points); Linked to RKA (-1/2) (Real Cost: 4) 5 5 Energy Resistance: Damage Resistance (10 ED) 31 Energy Sponge: Absorption 5d6 (energy, END), Delayed Return Rate (5 Points per Minute; +1/4) (31 Active Points) 7 Laser Vision: N-Ray Perception (Sight Group) (10 Active Points); Extra Time: full phase (-1/2) [Notes: Not Vs Force Fields] Powers Cost: 116Cost Skill 10 +2 with Multipower 2 AK: City Knowledge: New York 11- 3 Scientist 2 1) Laser Technology 12- (3 Active Points) 1 2) Physics 11- (2 Active Points) 3 Streetwise 12- Skills Cost: 21Cost Perk 3 Fringe Benefit: Membership: Young Lions Perks Cost: 3Val Disadvantages 10 Distinctive Features: Mutant: Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 20 Hunted: Institute for Human Advancement 8- (Occasionally), More Powerful, NCI, Harshly Punish 20 Psychological Limitation: Code Against Killing Common, Total 15 Psychological Limitation: Feels responsible for the welfare of his teammates Common, Strong 10 Psychological Limitation: Has a crush on Mind Maid Common, Moderate 10 Reputation: Popular Young Hero: , Frequently (11-) 15 Secret Identity: Lance Harrington: Frequently (11-), Major Disadvantage Points: 100Base Points: 150Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 250 Height: 1.80 m Hair: Black Weight: 81.00 kg Eyes: Black Appearance: Laser Lad is a well-built teenage boy with thick black hair and black eyes. He wears a typical four color superheroic costume, white body suit, red shoulders, neck, and chest. Red gloves and boots, transparent red goggles. He has a white circle on his chest with a red "L".Personality: When Lance and his fellow former captives regrouped and they decided to form a team, he was (privately) dismayed that Raven was elected leader. He, after all, was the oldest and had the most experience as a hero. He has taken it in stride and is really the linchpin that holds the team together.Quote:"Get ready for a true Light Show!"Background: Lance Harrington is a mutant born with the ability to manipulate photonic energy. He can emit and project light in many ways. He set out on his career as a superhero when he was 14. He had some success and now at 18, he was ready to step out into the world as a big named superhero. Unfortunately, he also was one of the six children kidnapped by the IHA. Taken in his civilian identity, he played along to avoid injury to his family and friends who were present. When they made their break and were joined by Raven, Lance was excited; he knew that this is how super teams are created. When they gathered to solve the mystery of the murdered mutant teenager, he was sure his age and expericence would make him the leader. This was not to be.Powers/Tactics: Laser Lad is a classic light energy wielding blaster. He has two settings, standard and "fry". He also is highly resistant to energy attacks. He has exhibited the potential for a lot more power but despite his training he hasn't achieved it.Campaign Use: Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted December 25, 2003 Author Report Share Posted December 25, 2003 Monday 12/29Good God the end of 2003 is nigh!LeadboyPlayer: NPC; Member of the Young Lions Val Char Cost 15/60 STR 5 15 DEX 15 20/30 CON 20 10 BODY 0 10 INT 0 10 EGO 0 13/20 PRE 3 10 COM 0 9/30 PD 6 6/20 ED 2 4 SPD 15 9/20 REC 4 40/60 END 0 32/60 STUN 4 6" RUN02" SWIM03"/12" LEAP0Characteristics Cost: 74Cost Power END Metallic Form, all slots Only In Heroic Identity (-1/4) 36 1) Living Metal Strength Enhancement: +45 STR (45 Active Points); Only In Heroic Identity (-1/4) 4 16 2) Living Metal Toughness : +10 CON (20 Active Points); Only In Heroic Identity (-1/4) 6 3) Imposingly Powerful Metallic Form: +7 PRE (7 Active Points); Only In Heroic Identity (-1/4) 4 4) Metal Form: Lack Of Weakness (-5) for Resistant Defenses (5 Active Points); Only In Heroic Identity (-1/4) 10 5) Heavy Metal Body: Knockback Resistance -6" (12 Active Points); Only In Heroic Identity (-1/4) 20 6) Armor (12 PD/12 ED) (36 Active Points); Linked to Density Increase (-1/2), Only In Heroic Identity (-1/4) 27 7) Energy Damage Reduction, Resistant, 75% (60 Active Points); Radiation Based Attacks Only (-1), Only In Heroic Identity (-1/4) 36 8) 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; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) (45 Active Points); Only In Heroic Identity (-1/4) 8 Instant Change: Cosmetic Transform 2d6 (10 Active Points); Limited Target: Own Clothes Slightly Limited (-1/4) 1 Powers Cost: 163Cost Skill 5 +1 with HTH Combat 1 KS: Knowledge Skill: Superheroes (Trivia) 8- Skills Cost: 6Cost Perk 3 Membership: Young Lions Perks Cost: 3Cost Talent 4 Lightning Reflexes: +3 DEX to act first with All Actions (5 Active Points); Only In Heroic Identity (-1/4) Talents Cost: 4Val Disadvantages 15 Dependent NPC: Mother: 8- (Infrequently), Normal, Unaware of character's adventuring career/Secret ID 10 Distinctive Features: Mutant: Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 25 Hunted: Institute for Human Advancement 11- (Frequently), More Powerful, NCI, Harshly Punish 20 Psychological Limitation: Code Against Killing Common, Total 15 Psychological Limitation: In Love with Glue Girl (Crush) Common, Strong 15 Social Limitation: Secret Identity: Walter Roosevelt Frequently (11-), Major Disadvantage Points: 100Base Points: 150Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 250 Height: 1.93 m Hair: Brown Weight: 74.00 kg Eyes: Brown Appearance: Eyes: Brown (Gray), Hair: Brown (Gray)In his "normal" form, Walter is a tall, muscular 14 year old. When he "Armors Up" he becomse a taller, more muscular youth made out of a dull gray metal. His costume is a skin tight one piece bathing suit in black with a white belt, white boots and gloves. He wears a white domino mask. Personality: Walter is a good kid, however, he's only a young man and right now his priorities are having fun, and impressing Kelly White, aka Glue GirlQuote:"This is going to hurt you alot more than it hurts me."Background: Walter is a mutant whose powers have just surfaced. On the way to school one afternoon he was attacked and captured by a Genocide like organization known as the Institute for Human Advancement. He and four other young mutuants were held in a small containment center. They were tested and were in the process of being brainwashed to not use their mutant powers ever again when one of the young ladies managed to damage the inhibitor collar Walter was wearing. Transforming, he was able to free the others and they made their escape from the facility. During their escape they encountered neophyte hero Raven; who had helped other's escape. When they had made good their escape and contacted authorities, the IHA had already abandoned the sight and no evidence was found. The teenagers decided to stay to gether and form a team to protect humans and mutants alike. They were dubbed "Young Lions" by one newspaper and took that name to be their official team moniker. He has a crush on Glue Girl.Powers/Tactics: 1) Armor Up2) Bash the snot out of enemies 3) Go have pizza. Campaign Use: The Young Lions are a low powered supergroup. Their membership is made up entirely of the mutants who had been abducted, but they are not a "Mutant" team in that their only goal is to protect mutuantkind from the dangers of Genocide and the IHA (which at this point in my universe are separate entities). Yeah, he's alot like Colossus don't you think? Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted December 25, 2003 Author Report Share Posted December 25, 2003 Tuesday 12/30Penultimate Day of 2003Mind MaidPlayer: NPC; Member of the Young Lions Val Char Cost 10 STR 0 13 DEX 9 10 CON 0 10 BODY 0 13 INT 3 23 EGO 26 15 PRE 5 18 COM 4 2 PD 0 2 ED 0 5 SPD 27 4 REC 0 20 END 0 20 STUN 0 6" RUN02" SWIM02" LEAP0Characteristics Cost: 74Cost Power END 20 Elemental Control: Telepathic Powers: Elemental Control, 40-point powers 15 1) Astral Walking: Desolidification , Reduced Endurance (1/2 END; +1/4) (50 Active Points); Leaves Physical Body Behind (-1) 2 24 2) Dominion: Mind Control 7d6, Telepathic (+1/4) (44 Active Points) 4 20 3) Mind Games: Mental Illusions 8d6 (40 Active Points) 4 21 4) Mind Masking: Invisibility to Sight and Mental Groups, Normal Smell and Normal Hearing , No Fringe (41 Active Points) 4 20 5) Mind Pobe: Telepathy 8d6 (40 Active Points) 4 20 6) Searching: Mind Scan 8d6 (40 Active Points) 4 15 Mind Wall: Mental Defense (20 points total) Powers Cost: 155Cost Skill 5 +1 with Mental Combat 3 Deduction 12- 3 High Society 12- 2 KS: Clothing design 11- 2 KS: Psionics World 11- 3 Lip Reading 12- 3 Persuasion 12- Skills Cost: 21Val Disadvantages 10 Distinctive Features: Mutant: Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 25 Hunted : Institute for Human Advancement 11- (Frequently), More Powerful, NCI, Harshly Punish 15 Hunted: PSI: 8- (Occasionally), More Powerful, NCI, Mildly Punish [Notes: They wish to coerce her into joining] 15 Social Limitation: Secret Identity: Michelle Towers Frequently (11-), Major 20 Psychological Limitation: Code Against Killing Common, Total 10 Psychological Limitation: Slightly vain Common, Moderate 5 Rivalry : Romantic (Glue Girl; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) [Notes: Michelle is a little jealous that Kelly is as attractive as she is.] Disadvantage Points: 100Base Points: 150Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 250 Height: 1.68 m Hair: Blonde Weight: 50.00 kg Eyes: Blue Appearance: Michelle Towers is a beautiful young lady. She dresses in fashions she has designed. Although she has been asked to model, she prefers designing the clothes to being seen in them.Her costume consists of a gold bodysuit with white gloves, boots and a red sash. She has two "M" symbols on her torso. Her hair is worn long and she wears a golden mask that covers the top of her head. Personality: A psionic mutant, Michelle Towers is pursued by anti mutant groups, recruiters for modeling agencies, colleges, and PSI. She tries to balance superheroing with an active life but often feels a bit drained. Her parents have encouraged her to use her powers for the good of everyone. To tell you the truth, superheroin is the most rewarding thing she does. She enjoys the attention though and is still a bit vain about her good looks.Quote:"Perhaps you should change your mind before I change it for you."Background: Michelle Towers' parents knew of her powers and encouraged her to practice their use. When the IHA agents attempted to kidnap her she could have defeated them easily but allowed them to take her so she could find out if there were others taken. She helped them with the escape and when Raven gathered a group of them to find those responsible for a young girl's death, she joined up. The teenagers became the Young Lions.Powers/Tactics: A mentalist. Michelle lacks a damaging attack unless her Mind Games ability does damage. She can affect an astral form and hide from those around her if she needs be.Campaign Use: 03 Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted December 25, 2003 Author Report Share Posted December 25, 2003 Well that does it for the characters for a few days. Let's see if I can't get some more artwork. I have a half finished Aries somewhere and I will then start on the others.... Hope everyone has a great New Year. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted December 25, 2003 Author Report Share Posted December 25, 2003 By the way I calculate I have posted 60 Characters so far. 12 with art? Not good. Gotta catch up on my visuals Quote Link to comment Share on other sites More sharing options...
Stephen Mann Posted December 26, 2003 Report Share Posted December 26, 2003 Originally posted by Enforcer84 By the way I calculate I have posted 60 Characters so far. And I've copied and saved all of them so far. Don't you dare stop! Stephen Mann Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted December 26, 2003 Author Report Share Posted December 26, 2003 Oh Alright. Oddly enough, I seem to be more prolific during the school terms than vacations. I'm not sure I like what that says about my study habits. Quote Link to comment Share on other sites More sharing options...
TaxiMan Posted December 27, 2003 Report Share Posted December 27, 2003 Not a criticism, but what is your take on having OIHID limitations plus Instant Change (like maybe Leadboy has) ? I'm not sure if Leadboy can instantly turn into his heroic form, but for the sake of argument suppose he does. Is it still OK to take OIHID on a bunch of powers? One hand says "If it isn't limiting, it's worth nothing." The other says "He paid points for Instant Change so it's OK. Besides, he has a secret ID & transforming blows his cover - so it's still limiting." I've wondered about this, since I like the secret ID & OIHID seems natural - though I'd hate to be out of action for a Turn! Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted December 27, 2003 Author Report Share Posted December 27, 2003 Yeah, I can go back and forth on that, but in the end his effectiveness is sufficiently deminished if he is attacked where he cannot jeopardize his Secret Id, however, were it to get blown, then We'd have to work something out.... Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted January 1, 2004 Author Report Share Posted January 1, 2004 Wednesday 12/31Final Day of 2003! Here is Achilles, I actually used the Random Hero Generator (Inside Champions) for ideas on this guy...AchillesPlayer: NPC; Millenium City Neophyte Hero Val Char Cost 15 STR 5 20 DEX 30 20 CON 20 15 BODY 10 18 INT 8 15 EGO 10 10 PRE 0 10 COM 0 15 PD 7 15 ED 6 5 SPD 20 11 REC 8 40 END 0 35 STUN 2 6" RUN02" SWIM03" LEAP0Characteristics Cost: 126Cost Power END 37 Hyperion Mk1 MultiAssault Weapon: Multipower, 75-point reserve, (75 Active Points); all slots OAF (-1) 4u 1) Pulse Blaster: Energy Blast 12d6, 32 Charges (+1/4) (75 Active Points); OAF (-1) 3u 2) Plasma Needler: Energy Blast 7d6, Autofire (5 shots; +1/2), 4 Clips of 32 Charges (+1/2) (70 Active Points); OAF (-1) 3u 3) Phaeton Bomber: Energy Blast 10d6, Explosion (+1/2) (75 Active Points); OAF (-1), 8 Charges (-1/2) 14 Ultra-Hoplite Armor: (Total: 31 Active Cost, 14 Real Cost) +5 PD, Hardened (+1/4) (8 Active Points); OIF (-1/2) (Modifiers affect Base Characteristic) (Real Cost: 2) plus +5 ED, Hardened (+1/4) (8 Active Points); OIF (-1/2) (Modifiers affect Base Characteristic) (Real Cost: 2) plus Damage Resistance (12 PD/12 ED), Hardened (+1/4) (15 Active Points); OIF (-1/2) (Real Cost: 10) 22 Gladius (Energy Blade): Killing Attack - Hand-To-Hand 2d6, Penetrating (+1/2), Armor Piercing x1 (+1/2) (60 Active Points); OAF (-1), No STR Bonus (-1/2), No Knockback (-1/4) 6 17 Ikkaris Model AGravpack: Flight 10", Usable Underwater (+1/4) (25 Active Points); OIF (-1/2) 2 Delphi Comm/Sensor Systems, all slots OIF (-1/2) 10 1) Heightened Awareness: +5 PER with all Sense Groups (15 Active Points); OIF (-1/2) 3 2) Heat Sight: Infrared Perception (Sight Group), Sight Group (+0) (5 Active Points); OIF (-1/2) 7 3) Commlink: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 10 4) Radar (Radio Group) (15 Active Points); OIF (-1/2) 3 5) Amplified Radio: +3 versus Range Modifier for Radio Group (5 Active Points); OIF (-1/2) Powers Cost: 133Cost Skill 5 +1 with Ranged Combat 6 +2 with Hyperion Rifle 15 +3 with Technical Skills 3 Computer Programming 13- 3 Demolitions 13- 3 Electronics 13- 3 Inventor 13- 2 KS: Mythology (Greek) 11- 3 Mechanics 13- 2 SS: Materials Engineering 11- 2 SS: Physics 11- 3 Security Systems 13- 3 Shadowing 13- 3 Stealth 13- 3 Streetwise 11- 2 Survival (Urban) 13- 3 Systems Operation 13- 3 Tactics 13- 3 WF: Small Arms, Blades 3 Weaponsmith (Energy Weapons, Firearms) 13- Skills Cost: 73Cost Perk 20 (Suped Up Auto) Perks Cost: 20Val Disadvantages 10 Dependent NPC: Lisa Gadeus (Assistant) 11- (Normal; Useful noncombat position or skills) 10 Dependent NPC: Dr. Stephen Martin (Father) 8- (Normal; Useful noncombat position or skills; Unaware of character's adventuring career/Secret ID) 20 Hunted: ARGENT 8- (Mo Pow, NCI, Harshly Punish) 10 Hunted: Laser 8- (As Pow, Harshly Punish) 15 Hunted: Ultimates 8- (Mo Pow, Harshly Punish) 20 Psychological Limitation: Code vs Killing (Common, Total) 15 Psychological Limitation: Thrillseeker; wants to be a hero of legend (Common, Strong) 15 Psychological Limitation: Overconfident (Common, Strong) 10 Reputation: Neophyte (but powerful) hero (A loose cannon so to speak), 11- 10 Rivalry: Professional (Cavalier; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) [Notes: Mostly a popularity contest between the two. Cavalier is far more well known than Achilles] 15 Social Limitation: Secret Identity (Louis Martin) (Frequently, Major) Disadvantage Points: 150Base Points: 200Experience Required: 2Total Experience Available: 2Experience Unspent: 0Total Character Cost: 352 Height: 1.78 m Hair: Blonde Weight: 68.00 kg Eyes: Blue Appearance: The Achilles battlesuit is black with golden armor plates and helm. It is designed to look like Greek Hoplite armor. The Hyperion Mk I is gold. Outside his costume, Louis is blonde haired, blue eyes and athletically built. He wears one of three tailored suits to social and business functions; one black, two blue.Personality: Eager to test his weapons and seek adventure, Achilles has gained a reputation as a bit of a loose cannon. He is protective of life and does his best to make sure innocents are unharmed and villians are brought back alive. He seeks new thrills and jumps into combat with obviously superior foes to see if he can figure something out.Quote:"Take it from me. This gun will hurt you."Background: Louis Martin always dreamed of being a hero like Jason or Heracles. An avid reader of the Olympian mythological tales since his childhood. Louis graduated from the first class of the New Millenium University. He took a job with Binary Corporation. It was there that he begin to design and build his weaponry. Careful to conceal his notations and fortunate to work on several projects; Louis, under the tuteladge of his father Dr Stephen Martin (no relation), contributed to several important projects for Binary Corp.. This earned him a bit of lee way when he was starting his own projects. Using materials bought with his own money and designs he developed while working on various projects, Louis and his personal assistant Lisa Gadeus developed the initial Achilles Uniform and weapons. During a round of layoffs, Louis took voluntery retirement (after a whopping 2 years employment) and then recieved a consulting contract from Binary. He began his own firm (Hoplite Consulting) and hired Lisa away from Binary. Lisa is his representative at Binary and does most of the day to day for that account. Louis spends most of his time as Achilles and checks in a Binary from time to time. He is managing to make ends meet.Powers/Tactics: At the moment, Achilles uses the initial equipment he designed, the Battlesuit with Ikkaris Flight pack (complete with hologrpahic wings) and Delphi sensor system, the Hyperion Rifle, and his energy blade. He might add more to the suit, or more weapons. He uses the Hyperion almost exclusively, the blade is only for nonliving matter. He has little to no Hand to Hand abilities so he tends to stay away from his foes.Campaign Use: A neophyte super who could join a new group or be mentored by more experienced heroes. 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Enforcer84 Posted January 1, 2004 Author Report Share Posted January 1, 2004 Thursday 01/01/04Happy New Year! The first day of '04 is but two and a half hours old and I have finally finished the HD writeup of my Technological Goddess, Empress...Enjoy.And here she is! EmpressIrina Durkova Val Char Cost 30/60 STR 20 30/33 DEX 60 30/40 CON 40 30 BODY 40 40 INT 30 30 EGO 40 30/35 PRE 20 30 COM 10 15/40 PD 9 15/40 ED 9 7 SPD 30 15/23 REC 6 60/80 END 0 60/80 STUN 0 9" RUN 0 5" SWIM 0 6"/12" LEAP 0 Characteristics Cost: 314 Cost Power END 84 Gadget Pool: Variable Power Pool (Gadget Pool), 60 base + 24 control cost, (90 Active Points); all slots IIF (At least IIF can be more.; -1/4) 125 Weapons Array on Evening Gown: Multipower, 125-point reserve 12u 1) Ionic Pulse: EB 20d6, Reduced Endurance (1/2 END; +1/4) (125 Active Points) 5 12u 2) Low Impact Ion Pulse: EB 11d6, Increased Maximum Range (2,750"; +1/4), Reduced Endurance (0 END; +1/2), No Range Modifier (+1/2) (124 Active Points) 12u 3) Pulse Light Matrix: Entangle 3d6, 6 DEF (Stops A Given Sense Group Radio Group), Cannot Be Escaped With Teleportation (+1/4), Personal Immunity (+1/4), Reduced Endurance (1/2 END; +1/4), Area Of Effect (One Hex; +1/2) (124 Active Points) 5 12u 4) Tractor Beam: Telekinesis (60 STR), Affects Porous, Reduced Endurance (1/2 END; +1/4) (125 Active Points) 5 Evening Gown Battle Suit, all slots OIF (-1/2) [Notes: This metallic gray evening gown has long sleeves, a split skirt over sleek leggings and high heels; it’s off the shoulder and has a rather revealing décolleté. The suit is backed by invisible force fields, so headshots aren't that effective, attractive green and blue lights pulse throughout the "dress" giving colorful designs and impressive countenance.] 20 1) Bioweave Exoskeleton: +30 STR (30 Active Points); OIF (-1/2) 3 6 2) Telepatic imprint reflexes: +3 DEX (9 Active Points); OIF (-1/2) 13 3) Bioweave Impact Dispersal : +10 CON (20 Active Points); OIF (-1/2) 14 4) Structural integrity: +19 PD, Hardened (+1/4) (28 Active Points); OIF (-1/2) (Modifiers affect Base Characteristic) 17 5) Structural Intengrity: +23 ED, Hardened (+1/4) (33 Active Points); OIF (-1/2) (Modifiers affect Base Characteristic) 21 6) Structural Integrity: Damage Resistance (25 PD/25 ED), Hardened (+1/4) (31 Active Points); OIF (-1/2) 3 7) DAMN!: +5 PRE (5 Active Points); OIF (-1/2) 7 8) Protected Senses: Hearing Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 7 9) Protected Senses II: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 7 10) Protected Senses III: Radio Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 50 11) Antigravity Field: Flight 25", x8 Noncombat, Reduced Endurance (1/2 END; +1/4) (75 Active Points); OIF (-1/2) 3 10 12) Com-Link: HRRP (Radio Group), Concealed (-3 with HRRP PER Rolls) (15 Active Points); OIF (-1/2) 7 13) Thermo Tracers: IR Perception (Sight Group), Tracking (10 Active Points); OIF (-1/2) 11 14) Lifesupport Functions: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 2 10 15) PDF (Psionic Dampening Field): Mental Defense (25 points total) (15 Active Points); OIF (-1/2) 3 16) Light Enhancement: Nightvision (5 Active Points); OIF (-1/2) 10 17) AntiManipulation Fields: Power Defense (15 points) (15 Active Points); OIF (-1/2) 26 18) Transport Circuitry: Teleportation 12", No Relative Velocity, x2 Increased Mass (39 Active Points); OIF (-1/2) 4 23 19) Supersonic Flight: Flight 10", MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (35 Active Points); OIF (-1/2) 3 9 Accute Senses: +3 PER with all Sense Groups 14 Physical Perfection: LS (Immunity All terrestrial diseases and biowarfare agents; Longevity 1600 Years) 4 Iron will: +4 Mental Defense (25 points total) 6 Swift: Running +3" (9" total) 1 3 Strong Swimmer: Swimming +3" (5" total) 1 Powers Cost: 558 Cost Martial Arts Maneuver Karate 4 1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR / 70 STR to Disarm roll 4 4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 5) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 3 6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 / 13d6 Strike, Target Falls 4 7) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 8d6 / 14d6 Strike 5 8) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 / 16d6 Strike 1 9) Weapon Element: Karate Weapons 1 10) Weapon Element: Staffs Martial Arts Cost: 34 Cost Skill 30 +3 Overall 24 +3 with All Combat 7 Power: Gadgeteering 19- 3 Acrobatics 15- (16-) 3 Breakfall 15- (16-) 3 Bribery 15- (16-) 3 Bureaucratics 15- (16-) 3 Combat Driving 15- (16-) 3 Combat Piloting 15- (16-) 3 Computer Programming 17- 3 Conversation 15- (16-) 3 Deduction 17- 10 Defense Maneuver I-IV 3 Disguise 17- 3 Electronics 17- 3 Forensic Medicine 17- 3 High Society 15- (16-) 3 Interrogation 15- (16-) 3 Inventor 17- 3 Linguist 3 1) Language: English (idiomatic) (4 Active Points) 1 2) Language: French (Completely Fluent, w/Accent) (3 Active Points) 1 3) Language: German (completely fluent, w/Accent) (3 Active Points) 1 4) Language: Italian (Completely Fluent, w/Accent) (3 Active Points) 3 5) Language: Japanese (Completely Fluent, w/Accent) 3 6) Language: Mandarin (Completely Fluent, w/Accent) 1 7) Language: Portugese (Completely Fluent, w/Accent) (3 Active Points) 0 8) Language: Russian (idiomatic) (4 Active Points) 1 9) Language: Spanish (Completely Fluent, w/Accent) (3 Active Points) 3 Mechanics 17- 5 Navigation (Air, Land, Marine, Space) 17- 3 Oratory 15- (16-) 3 Paramedics 17- 3 Persuasion 15- (16-) 3 Riding 15- (16-) 3 Scholar 2 1) KS: Art History (3 Active Points) 17- 1 2) KS: Contemporary Culture (2 Active Points) 11- 3 3) KS: Dance (4 Active Points) 18- 1 4) KS: Economics (2 Active Points) 11- 2 5) KS: High Society (3 Active Points) 17- 2 6) KS: History (3 Active Points) 17- 1 7) KS: Kama Sutra (2 Active Points) 11- 1 8) KS: Karate (2 Active Points) 11- 2 9) KS: Literature (3 Active Points) 17- 1 10) KS: Massage (2 Active Points) 11- 2 11) KS: Military History (3 Active Points) 17- 2 12) KS: Music (3 Active Points) 17- 1 13) KS: Philosophy (2 Active Points) 11- 2 14) KS: Superheroes (3 Active Points) 17- 2 15) KS: Superpowers (3 Active Points) 17- 2 16) KS: Supervillains (3 Active Points) 17- 2 17) KS: The Espionage World (3 Active Points) 17- 2 18) KS: The Military/Mercenary/Terrorist World (3 Active Points) 17- 2 19) KS: The Superhuman World (3 Active Points) 17- 2 20) KS: World Politics (3 Active Points) 17- 3 Scientist 2 1) SS: Anatomy 17- (3 Active Points) 2 2) SS: Anthropology 17- (3 Active Points) 2 3) SS: Archaeology 17- (3 Active Points) 2 4) SS: Astronomy 17- (3 Active Points) 2 5) SS: Bacteriology/Virology 17- (3 Active Points) 2 6) SS: Biochemistry 17- (3 Active Points) 2 7) SS: Biology 17- (3 Active Points) 2 8) SS: Botany 17- (3 Active Points) 2 9) SS: Chemistry 17- (3 Active Points) 2 10) SS: Computer Science 17- (3 Active Points) 2 11) SS: Density Physics 17- (3 Active Points) 2 12) SS: Dimensional Engineering 17- (3 Active Points) 2 13) SS: Electronic Engineering 17- (3 Active Points) 2 14) SS: Force Field Physics 17- (3 Active Points) 2 15) SS: Genetics 17- (3 Active Points) 2 16) SS: Geology 17- (3 Active Points) 2 17) SS: Gravitics 17- (3 Active Points) 2 18) SS: Mathematics 17- (3 Active Points) 2 19) SS: Medicine 17- (3 Active Points) 2 20) SS: Metallurgy 17- (3 Active Points) 2 21) SS: Nuclear Physics 17- (3 Active Points) 2 22) SS: Oceanography 17- (3 Active Points) 2 23) SS: Pharmacology/Toxicology 17- (3 Active Points) 2 24) SS: Physics 17- (3 Active Points) 2 25) SS: Psionic Engineering 17- (3 Active Points) 2 26) SS: Robotics 17- (3 Active Points) 2 27) SS: Size Physics 17- (3 Active Points) 2 28) SS: Sub-Atomic Physics 17- (3 Active Points) 2 29) SS: Zoology 17- (3 Active Points) 3 Security Systems 17- 3 Seduction 15- (16-) 3 Stealth 15- (16-) 2 Survival (Arctic/Subarctic) 17- 3 Systems Operation 17- 28 TF: Common Motorized Ground Vehicles, Mecha, Science Fiction & Space Vehicles, Balloons & Zeppelins, Combat Aircraft, Equines, Helicopters, Jetskis, Large Military Ships, Large Motorized Boats, Large Planes, Large Wind-Powered Boats, Parachuting, Basic, Railed Vehicles, Skating (iceskating or rollerskating), Skiing (snow), Skiing (water), Small Military Ships, Small Motorized Boats, Small Planes, Small Wind-Powered Boats, Snowmobiles, Submarines, Surfing, Tracked Military Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles, Windsurfing 3 Tactics 17- 3 Teamwork 15- (16-) 3 Trading 15- (16-) 3 Traveler 1 1) AK: Eastern Europe (2 Active Points) 11- 1 2) AK: Medeteranian (2 Active Points) 11- 1 3) AK: The Middle East (2 Active Points) 11- 1 4) AK: The United States (2 Active Points) 11- 1 5) AK:: Southeast Asia (2 Active Points) 11- 1 6) CK: Berlin (2 Active Points) 11- 1 7) CK: Buenos Aires (2 Active Points) 11- 1 8) CK: London (2 Active Points) 11- 1 9) CK: Moscow (2 Active Points) 11- 1 10) CK: New York City (2 Active Points) 11- 1 11) CK: Silverhold (2 Active Points) 11- 1 12) CK: Tokyo (2 Active Points) 11- 10 Two-Weapon Fighting (HTH) 24 WF: Beam Weapons, Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Early Firearms, Emplaced Weapons, Energy Weapons, Small Arms, Electric Whip, Energy Blades, Garrote, Off Hand, Three-Section Staff, Thrown Sword, Vehicle Weapons, Whips 9 Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged) 17- Skills Cost: 361 Cost Perk 4 Access: United Nations 5 Computer Link: UNTIL 10 Computer Link: United Nations Databases 18 Contact: Various Diplomats (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 12- 18 Contact: Various Social High Fliers (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 12- 27 Fringe Benefit: Concealed Weapon Permit (where appropriate), Head of State of a single nation, International Driver's License, Passport, Security Clearance: UN, Security Clearance: UNTIL 15 Money: Filthy Rich 12 Reputation: Internationally Known Supergenius/Media Personality (A large group) 14-, +4/+4d6 0 Bases/Agents/Cool Stuff.... All She needs Perks Cost: 109 Cost Talent 3 Absolute Time Sense 3 Absolute Range Sense 3 Ambidexterity (-2 Off Hand penalty) 3 Bump Of Direction 5 Eidetic Memory 3 Lightning Calculator 4 Speed Reading (x10) Talents Cost: 24 Val Disadvantages 10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 10 Distinctive Features: Fantastically Alluring (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Hunted: VIPER 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 15 Hunted: UNTIL 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 20 Hunted: Red Doom 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 20 Psychological Limitation: Code of Honor: Equivalent of Chivalric Codes with protection of her nation and people as prime directive (Common, Total) 15 Psychological Limitation: Winsome, Romantic, given to bouts of Hedonism (Common, Strong) 20 Psychological Limitation: Self Assured to the Extreme (Common, Total) 20 Reputation: "Dictator"/Monarch/Celebrity, 14- (Extreme) 15 Social Limitation: One of the most recognized women in the World (Frequently, Major) Disadvantage Points: 165Cost Summary:Base Points:1235Disadvantage Points: 165Total Experience Available: 0Total Character Cost: 1400Height: 1.90 mHair: BrownWeight: 75.00 kgEyes: BlueAppearance: A ravishing dark-haired beauty with ice blue eyes and fair skin, Irina is one of the most photographed women in the world. She wears styles from elegant simplicity to femme fatale daring depending on the circumstances, but she generally has plenty of protection either externally (agents) or concealed in her outfit, and most often both. Irina moves with the easy grace of a dancer, her mannerisms can range from conciliatory to predatory but she maintains a careful air of courtesy and has a ready smile for the world.Personality: A classy woman with the heart and title of granted nobility. She sees her nation as HER people, her family, her property. She is proud without being overtly arrogant, intellectual without being otherworldly, and commanding with out being a megalomaniac. She is honorable and good natured if not a little unimpressed with most people she meets. She has admirers and the papers often make a big deal about her affairs, and she has dated some of the most famous men on the planet, actors, musicians, royalty, superheroes, and even for a week; Foxbat.Quote:"Do not make me remove you."Background: The precious daughter of one of the most reviled man of twentieth century. Irina's father was Yuri Durkova, known during his lifetime as the Victor, The Liberator, and the Tyrant. Yuri was transformed from an earnest and willing Russian Soldier into the Victor, Russia's premier super soldier during World War II. He was a typical flag suited type, enhanced but not superhuman physical attributes and intense training. Unbeknownst to his creators, Yuri also developed a super genius intellect as a result of the process. He studied in private, turning himself into a technological wunderkind over the course of the war. Yuri kept many things from his superiors. He was a proud Russian, not Soviet; he chafed under the communist system that seemed only to keep the working class at bay. During the 1950's he was a tool of the government, speaking, performing feats, and battling "insurgents". He often found himself confronting his old WWII Allies and hated it. During this time the Victor was slowly spreading his influence in the military, by 1961, he had found enough support that he felt he could leave his life behind and launch his most ambitious project ever, running a country. On February 3rd 1962, a now Powered Armor Clad Durkova, lead three Russian regiments into what was one the Rostov Oblast and declared it the "Free Nation of Silver" (can't translate to Russian, sorry?). Durkova had planned this out so far in advance and he used the Cold War to his advantage, he calling on old western friends convinced the NATO allies that having a free enterprise nation in the middle of the Soviet Block would be a tremendous boon to them. He also had enough damaging evidence on his former leaders that the USSR abstained from a vote and his "Nation of Silver" was given UN recognition. Dubbed the Liberator by his people, he took over as the head of state and instituted a progressive meritocracy and convinced a lot of western powers to help his country stay afloat until it could support itself. Things started to sour between the Liberator and the West in the later 70's and he was dubbed the Tyrant by the western media. Durkova would not allow western business interests to gain a foothold in his nation and exploit his people; he also was no where near as forthcoming with the Soviet Military secrets that they were expecting. Irina was born in 1971, her mother has never been revealed and it is unclear whether or not she had one (a "test tube" baby? Clone?). What is clear; is while he would occasionally clash with the west, the Tyrant was far more interested in protecting his tiny nation’s people than taking over the world. He fought to expand his borders deeper into the USSR as well as the Ukraine. He clashed with western heroes when he clashed with western business and military interests, but he never tried to take over the world. He often opposed Dr. Destroyer, seeing the megalomaniac as great a threat to his people as the rest of the world and on a few occasions physically confronted the Doctor. The Tyrant died during an invasion attempt of Earth by Istvatha V'han. At the ripe old age of 18, Irina became the Empress. She has proven an even more capable leader and genius than her father. Beautiful, powerful, and graceful, she is a star in the metahuman, scientific, political, and celebrity skies. Irina, often simply referred to as Empress, has presided over the impressive technological, economic, and political rise of her nation. When Destroyer was slain by his own machinations, his underlings went there separate ways and Empress and some of her "Elite Guard" swept into the fray and made off with technology and agents, robots, and weapons. She has over the years incorporated this technology with her own. While not overtly concerned with taking over the world, there are those who think that is her goal. Some of these people aren't sure that it would be worse then than it is now. Powers/Tactics: Aside from her perfect physical attributes and martial arts training, Empress wears several different suits of armor; the most famous is a force field backed metallic gray "evening gown" with appealing light pulses along its contours. She never wears a mask. Her battle armors, even the heavy assault types are very flattering and make her look like a Goddess. She makes good of technology several decades ahead of the norm, she has teleportation technology, psionic circuitry, cloning (although crude by Telios's Standards), antigravity, and more. She is rarely encountered without agents or her "Elite Guard" of superhuman champions.Campaign Use: Help, hindrance, romance, and rivalry, she can be almost anything. She can take on entire groups on her own, or just let her agents, robots, superhuman bodyguards, and others fight for her. She could be met at a Gala, an ally against either European evil or an alien invasion. The heroes could be investigating leads that point towards Empress' nation and corruption. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted January 1, 2004 Author Report Share Posted January 1, 2004 Hmm the HD file is big. Lets see what I can do.... Here is the character sheet with no Descriptive Text....and I had to pare down her TF & WF's Zipped it instead. Quote Link to comment Share on other sites More sharing options...
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