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Enforcer84

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Friday 1/2/04Here is one of my favorite characters that drove me nuts. Without going into defending a martial artist who uses aikido to kick arse and the horror what was the Damage Shield Martial Throw...here is the imaginatively named Aikido.AikidoPlayer: Nearly unrecognizable version of character created by Bill Carone

Val Char Cost
20 STR 10
30 DEX 60
20 CON 20
12 BODY 4
15 INT 5
13 EGO 6
18 PRE 8
18 COM 4
8/14 PD 4
8/14 ED 4
6 SPD 20
10 REC 4
40 END 0
40 STUN 8
9" RUN02" SWIM010" LEAP0Characteristics Cost: 157
Cost Power END
6 Accute Senses: +2 PER with all Sense Groups
6 Acrobatic: Superleap +6" (10" forward, 5" upward) 1
3 Keen Vision: +3 PER with Normal Sight
60 Multipower (Aikido Ki Powers): Multipower, 60-point reserve
4u 1) Butterfly Touch: Entangle 4d6, 4 DEF, Entangle Damage: Entangle Takes no Damage From Attack (+1/2) (60 Active Points); No Range (-1/2) 6
4u 2) Evasion : Missile Deflection (Any Ranged Attack), +5 OVC with Deflection, Adjacent Hex (+1/2) (45 Active Points)
2u 3) Swiftness of the Tengu: Teleportation 15" (30 Active Points); Must pass through Intervening Space (-1/2) 3
6 Swift: Running +3" (9" total) 1
10 Toughness: Physical Damage Reduction, 25%
6 Combat Gear: Armor (6 PD/6 ED) (18 Active Points); Activation Roll 10- (Full Contact Karate Gear; -1 1/4), OIF (-1/2)
4 Iron Will: Mental Defense (7 points total)
25 Ki Perception: Find Weakness 12- with Related Group of Attacks (Martial Arts)
Powers Cost: 136
Cost Martial Arts Maneuver
8 +2 HTH Damage Class(es)
Akido (Varient)
4 1) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 8d6 Strike, Must Follow Block
5 2) Disarming Throw: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 35 STR to take weapon away; Target Falls
4 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs
4 5) Extend Ki: 1/2 Phase, +0 OCV, +0 DCV, 45 STR to resist Shove; Block, Abort
5 6) Fast Strike: 1/2 Phase, +1 OCV, +3 DCV, 6d6 Strike
3 7) Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike; Target Falls; Must Follow Grab
3 8) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on
5 9) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1 1/2d6 , Disable
4 10) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 4d6 NND ; Target Falls
3 11) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls
5 12) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
5 13) Redirect: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
3 14) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 6d6 Strike; Target Falls
3 15) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls
1 16) Weapon Element: Blades
1 17) Weapon Element: Polearms
1 18) Weapon Element: Staffs
Martial Arts Cost: 71
Cost Skill
6 +2 with Aikido
10 +2 with HTH Combat
3 Acrobatics 15-
3 Analyze: Style 12-
3 Breakfall 15-
3 Climbing 15-
10 Defense Maneuver I-IV
2 KS: Aikido 11-
2 KS: Aikijutsu 11-
2 KS: Martial Arts World 11-
3 Language: Japanese (completely fluent)
2 PS: Martial Arts Instructor 11-
3 Paramedics 12-
5 Rapid Attack (HTH)
3 Shadowing 12-
3 Stealth 15-
3 Streetwise 13-
3 Teamwork 15-
2 Weapon Familiarity: Common Melee Weapons
1 Weapon Familiarity: Quarterstaff
Skills Cost: 72
Cost Perk
4 Fringe Benefit: License to practice a profession: Accredited Martial Arts Instructor, Membership: Westguard
10 Westguard Compound Contribution
10 Dojo
Perks Cost: 24
Cost Talent
20 Danger Sense (self only, out of combat) 12-
18 Combat Luck (9 PD/9 ED)
2 Trackless Stride
Talents Cost: 40
Val Disadvantages
10 DNPC: Andrea Ling, Student 8- (Normal)
10 Distinctive Features: Style Disadvantage: Aikido (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10 Hunted: Green Dragon 8- (As Pow, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: Eurostar: 11- (Frequently), More Powerful, Harshly Punish
15 Psychological Limitation: Cannot abide tyranny and brutality; will act to prevent abuse. (Common, Strong)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Competative (Common, Strong)
10 Reputation: Highly Skilled Martial Artist: , Frequently (11-)
5 Rivalry: Professional (Male Martial arts Hero (Seeker/Mantis/Nighthawk default), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
10 Social Limitation: "Secret" Identity (Iris McClure) (Frequently, Minor)
5 Unluck: 1d6
Disadvantage Points: 150

Base Points: 200Experience Required: 150Total Experience Available: 150Experience Unspent: 0Total Character Cost: 500

Height: 1.85 m Hair: Red
Weight: 73.00 kg Eyes: Green
Appearance: A stunning redhead with green eyes and a tall "comic book amazon" build. In costume she wears a white aikido jacket and black billowy pants (I beleive that is the hakama) with a black lightly armored "sports bra" and red hand and foot armor (a la Ryu and Ken from Streetfighter fame). She doesn't wear a mask and doesn't go out of her way hide her identity but she stil maintains her anonymity in her private life. Personality: A strong desire to see that the strong do not prey on the weak and a love of martial arts combat have been her main motivations. She has become a slightly more well rounded heroine, adding teamwork and some skulking skills, but she's more of a footwork type investigator rather than clue analysis. She has studied the more esoteric martial arts skills and has some pretty amazing Ki manipulation abilities to show for it. Quote:"Bring it on."Background: Iris McClure was a martial arts prodigy. Her father, an aikido practitioner himself got her into the sport when she was eight years old. Iris, a gifted athlete, won her age division every year she competed. Her reflexes were legendary and it was surmized that she was borderline superhuman by many rivals and opposing instructors. She loved the sport and competing. When she was 18 she moved to Japan and studied under instructors there, learning the language and developing her own techniques. She studied the older, more direct Aikijutsu, and weapons elements. She added from Karate and other arts she observed until she had what she consided a "perfect" combat technique. She openned her own dojo when she returned to the states four years later.

One evening, she and some of her students were in a tavern when a scene between a rather abusive man and the woman he was with interrupted their relaxation. Never one to let abuse carry on in front of her, and never being shy about butting in, Iris confronted the man. In his anger, the man swung at her and Iris quickly and painfully disabled him. The bar errupted in cheers and the embarassed man was thrown out.

When she and her students left, Iris had the feeling they were being followed. After they went their separate ways, she began her walk home, only to be confronted by the angry and abusive man. The man, a VIPER agent, had gathered a few (read: a dozen) of his buddies to help him get revenge. A brief but violent confrontation errupted and Iris found herself in the unfamiliar place of facing multiple, combat trained individuals. Her amazing physical prowess and training allowed her to hold her own until a costumed man appeared.

Iris recognized him as Shugoshin, a local vigilante. Shugoshin, who had been trailing the VIPER agents all night helped Iris send the agents to dreamland and then complemented her on her form.

After this mildly traumatic experience, Iris began to think the was maybe destined for something more than being an aikido instructor. Taking one of her "dress" uniforms (hakama?), she added some full contact armor (sans headgear) and dubbed her self Aikido. She often sparred with Shugoshin in the early days and he gave her pointers on handling the "Superhero Biz". Later, she found herself with four other heroes encountering the villain Holocaust and sme hired cronies and they formed what would become Westguard.

Powers/Tactics: An upfront fighter despite her relative lack of offense or defense, she spends much of combat keeping her opponents off balance. She has raised the ability to temporarily restrain opponents for her allies benefit to an art form. She knocks them over, grapples them, redirects them towards incoming attacks, and basically makes it seem that they are trying to get hit. Campaign Use: Aikido is a pretty good rival for a pc martial artist, her competative nature makes her strive to be the premier practitioner in the area. She's not an unfriendly rival though and forms strong bonds with other Martial Artists, loving to compare styles. If she's too powerful for your game, drop her damage classes and Find Weakness. If she's not tough enough, give her a little more defense and increase her combat skill levels.
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Saturday 1/3/4ForcePlayer: NPC; Member of Westguard

Val Char Cost
13/43 STR 3
13/27 DEX 9
12/22 CON 4
11 BODY 2
25 INT 15
18 EGO 16
15 PRE 5
12 COM 1
4/25 PD 1
4/20 ED 2
3/6 SPD 7
5/13 REC 0
24/60 END 0
50 STUN 0
6" RUN02" SWIM02 1/2"/8 1/2" LEAP0Characteristics Cost: 65
Cost Power END
63 Defense Array: Multipower, 75-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (94 Active Points); all slots OIF (-1/2)
5u 1) Force Blast: Energy Blast 15d6 (75 Active Points); OIF (-1/2) 3
5u 2) Force Fist: Energy Blast 8d6, Indirect ( Any origin, any direction; +3/4) (70 Active Points); OIF (-1/2) 3
5u 3) Force Fusillade: Energy Blast 10d6, Autofire (5 shots; +1/2) (75 Active Points); OIF (-1/2) 3
3u 4) Force Spear: Killing Attack - Ranged 3d6 (45 Active Points); OIF (-1/2) 2
5u 5) Sharp Force Blast: Energy Blast 10d6, Armor Piercing x1 (+1/2) (75 Active Points); OIF (-1/2) 3
5u 6) Strong Barrier: Force Wall (12 PD/12 ED; 5" long and 2" tall) (70 Active Points); OIF (-1/2) 3
5u 7) Strong Shackles: Entangle 6d6, 9 DEF (75 Active Points); OIF (-1/2) 3
FORCE Battlesuit , all slots OIF (-1/2)
15 1) Telekinetic Strength Enhancement: +30 STR (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 3
21 2) Telepathic Interface: +14 DEX (42 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
10 3) Telekinetic Impact Dispersal: +10 CON (20 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
20 4) Telepathic Interface: +3 SPD (30 Active Points); OIF (-1/2)
11 5) Adrenal Enhancements: +8 REC (16 Active Points); OIF (-1/2)
12 6) Energy Effeciency Increase: +36 END (18 Active Points); OIF (-1/2)
17 7) Stress Level Tolerance Enhancements: +26 STUN (26 Active Points); OIF (-1/2)
8 8) Self Contained Atmosphere: 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); Costs Endurance (-1/2), OIF (-1/2), Linked (TK Defense Fields; -1/2), Greater Power is Constant or in use most or all of the time (+1/4) 2
85 9) TK Defense Fields: FF (21 PD/16 ED/5 Mental Defense/5 Power Defense) (Protect Carried Items), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (128 Active Points); OIF (-1/2)
27 10) Telekinetic Propulsion: Flight 20" (40 Active Points); OIF (-1/2) 4
Psionic Sensor Suite, all slots OIF (-1/2)
11 1) Detect Sentients: Detect A Class Of Things 14- (Sight Group), Discriminatory, Telescopic (+1 versus Range Modifier), Tracking (16 Active Points); OIF (-1/2)
3 2) Thermo Imaging: IR Perception (Sight Group) (5 Active Points); OIF (-1/2)
18 3) Psilink Com System: Mind Link , Human class of minds, Specific Group of Minds: , Any distance, No LOS Needed, Number of Minds (x16) (45 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2)
15 Psionic Abilities: Multipower, 15-point reserve
1u 1) Psi-Stalking: Mind Scan 3d6 ( Human class of minds) (15 Active Points) 1
1u 2) Psychokinetic Manipulation: Telekinesis (10 STR) (15 Active Points) 1
1u 3) Telepathic Communication: Mind Link , Human class of minds, Any Willing Target (15 Active Points)
1 Strong Willed: Mental Defense (5 points total)
Powers Cost: 373
Cost Skill
6 +2 w/ Multipower
3 Bureaucratics 12-
3 Computer Programming 14-
3 Electronics 14-
3 Inventor 14-
2 KS: Hi-Tech World 11-
2 Knowledge Skill: Psionics World 11-
3 Mechanics 14-
3 Paramedics 14-
3 Scientist
1 1) SS: Chemistry 11- (2 Active Points)
2 2) SS: Force Field Physics 14- (3 Active Points)
2 3) SS: Physics 14- (3 Active Points)
8 4) SS: Psionic Engineering 20- (9 Active Points)
3 Security Systems 14-
3 Systems Operation 14-
Skills Cost: 50
Cost Perk
15 Westguard Compound Contribution
5 Money: Well Off
5 Fringe Benefit: International Driver's License, Membership: Westguard, Passport
3 CEO: Hawkins Technologies
4 Contact: Unicorn of Tomorrow Legion (Good relationship with Contact) 12-
Perks Cost: 32
Val Disadvantages
5 DNPC: Dr Elias Tong (Assistant/friend) 8- (Normal; Useful Noncombat Position or Skills)
5 Distinctive Features: Psionic Metahuman (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15 Hunted: ARGENT 8- (As Pow, NCI, Harshly Punish)
5 Hunted: Brain Child 11- (As Pow, Watching)
15 Hunted: Eurostar 8- (Mo Pow, Harshly Punish)
20 Hunted: PSI 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Becomes reckless/aggressive in costumed identity (Common, Strong)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Nerd Complex, relates better to machines than people (Common, Moderate)
5 Rivalry: Professional (PC Gadgeteer/Defender by Default; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity; Dr Tyson Hawkins (Frequently, Major)
Disadvantage Points: 130

Base Points: 200Experience Required: 190Total Experience Available: 190Experience Unspent: 0Total Character Cost: 520

Height: 1.85 m Hair: Brown
Weight: 73.00 kg Eyes: Brown
Appearance: Tall and thin with a wiry build, Tyson has forged a more heroic physique over the years, but he's far from a Superman. The suit is sculpted to make him look a little thicker and more impressive. He has short brown hair and brown eyes. He tends towards slacks and polo shirts with a white lab coat when not on duty. Personality: A strong desire to do good coupled with a need to feel powerful and respected. Tyson has always felt separated from others either due to his "nerd" tendancies or his psychic abilitis and the lure of being a popular and respected hero is too great for him to resist. Quote:"Look, don't make me use FORCE."Background: Tyson Hawkins has always been a brilliant young man. He also has always had minor psychic abilities. It was these abilities that led him to a lifetime of studying Psionic Engineering. He developed the Force armor slowly over the years, basically using a powerful crystaline based micro circuitry to amplify his abilites to fantastic levels. The suit also sets "unconscious functions" and moniters his will. He has operated as a superhero in San Fransisco and other parts of California for years now and was a founder of Westguard. His efforts in the field of Psionic Engineering is equaled only by Unicorn of the Tomorrow Legion and Brainchild, a mercenary villain. Powers/Tactics: Immobilize when you can, pummel into unconsciousness when you have to. Look cool doing it.Campaign Use: A non-standard gadgeteer/mentalist. If FORCE is too powerful for your campaign, drop his Defense Array to 60 pts, and his FF to more median levels. If he's too weak, up his defenses and add more Telepathic abilities to his suit.
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Sunday 1/4/04Formerly known as Mammoth, but I lost taste for than name after European Enemies....:)MonolithPlayer: NPC; Member of Westguard

Val Char Cost
70 STR 60
20 DEX 30
35 CON 50
17 BODY 14
13 INT 3
15 EGO 10
23 PRE 13
10 COM 0
35 PD 21
35 ED 28
5 SPD 20
21 REC 0
70 END 0
70 STUN 0
6" RUN02" SWIM050" LEAP0Characteristics Cost: 249
Cost Power END
Brick Tricks
30 1) Armsweep: Up to 60 STR, Area Of Effect (up to One Hex; +1/2) (30 Active Points) 3
27 2) Flick Of Unconsciousness: Energy Blast 6d6, No Normal Defense (+1) (60 Active Points); No Range (-1/2), Requires A Strength Tricks Roll (-1/2), Side Effects (-1/4) 6
26 3) Shockwave: Explosion on up to 60 STR, Hole In The Middle, Only Does Knockdown, Not Knockback (+0) (45 Active Points); Extra Time (Full Phase, -1/2), Only affects Targets On The Ground (-1/4) 4
20 4) The Big Wrap-Up: Entangle 6d6, 6 DEF, Side Effects (Side Effect only affects the environment near the character; +0) (60 Active Points); OIF (material of opportunity) (-1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Defense Depends On Material Used (-1/2) 6
24 5) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (+1/4), Does Knockback (+1/4), Explosion (-1 DC/3"; +1) (60 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2) 6
Super-Strong Senses
5 1) Super-Sensitive Eyes: Nightvision
10 2) Super-Sensitive Touch: (Total: 10 Active Cost, 10 Real Cost) Discriminatory Sense with Normal Touch (Real Cost: 5) plus Analyze Sense with Normal Touch (Real Cost: 5)
2 3) Super-Strong Ears: +2 PER with Normal Hearing
3 4) Super-Strong Eyes: +3 PER with Normal Hearing
12 5) Super-Strong Eyes: +8 versus Range Modifier for Sight Group
13 Bracing: Knockback Resistance -10" (20 Active Points); Costs Endurance (-1/2) 2
52 Really Tough Skin: (Total: 52 Active Cost, 52 Real Cost) PD & ED, Hardened (+1/4) (15 Active Points) (Real Cost: 15) plus Damage Resistance (30 PD/30 ED), Hardened (+1/4) (37 Active Points) (Real Cost: 37)
8 Holding His Breath: LS (Self-Contained Breathing) (10 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 1
9 Super Resistant Body: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)
6 Large and In Charge: Knockback Resistance -3"
10 Temperature Resistant: Energy Damage Reduction, Resistant, 25% (15 Active Points); Only vs Heat or Cold based attacks (-1/2)
28 Super-Leaping: Multipower, 28-point reserve
3u 1) Basic Leaping: Leaping +28" (50" forward, 25" upward) (28 Active Points) 3
1u 2) MegaLeaping: Leaping +8" (50" forward, 25" upward), Megascale (1" = 1 km; +1/4) (13 Active Points) 1
20 Supertough Form: (Total: 20 Active Cost, 20 Real Cost) Lack Of Weakness (-10) for Normal Defense (Real Cost: 10) plus Lack Of Weakness (-10) for Resistant Defenses (Real Cost: 10)
Powers Cost: 309
Cost Skill
25 +5 with HTH Combat
3 Breakfall 13-
3 Combat Piloting 13-
2 KS: Graphic Art 11-
2 KS: Computer Aided Drafting 11-
2 KS: Architectural Styles 11-
2 KS: Metahuman World 11-
5 PS: Architect 14-
2 PS: Illustrator 11-
3 Security Systems 12-
3 Streetwise 14-
3 Systems Operation 12-
3 Teamwork 13-
1 TF: Combat Aircraft, Small Planes
Skills Cost: 59
Cost Perk
21 Contact: Silver Avenger (Lee Allen), San Fransisco (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 12-
3 Fringe Benefit: Membership: Westguard
5 Money: Well Off
4 Reputation: Popular "Everyman" hero (A large group) 11-, +2/+2d6
10 Wesguard Compound Contribution
Perks Cost: 43
Val Disadvantages
5 DNPC: Elliot Batson (now James Marks) Brother 8- (Normal; Useful Noncombat Position or Skills)
10 DNPC: Bethany Prescot, PRIMUS Agent (girlfriend) 11- (Normal; Useful Noncombat Position or Skills)
15 Distinctive Features: Gigantic Fellow (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
25 Hunted: ARGENT 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
10 Hunted: Ankylosaur 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Hunted: Eurostar 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
5 Physical Limitation: Large Size and weight (Infrequently, Slightly Impairing)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Disdainful of "Petty Conquerers" (Common, Strong)
10 Psychological Limitation: Tries hard to be "Normal" (Common, Moderate)
15 Social Limitation: Public Identity: Mark Batson (Frequently, Major)
Disadvantage Points: 150

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

Height: 2.50 m Hair: Black
Weight: 250.00 kg Eyes: Blue
Appearance: Mark is now over eight feet tall and very broad and muscular. He weas a dark blue body suit with a white studded belt and boots. He has a symbol of a gray obilesk on his chest. His hair is black and worn short, he has blue eyes and an easy going smile. Personality: Mark has always been a good guy. He never saw himself as anything special and when he gained superpowers he tried hard to remain the normal guy he was. He often feels out of his element as a superhero even though he has powers far beyond the ken of normal. He is noble and self sacrificing and over the years has become a far more comfortable and dynamic hero. Quote:"Yeah, yeah...You're death incarnate here to take your rightful place as ruler of men and all of creation. Just like the last guy. And Foxbat seems to have a better plan than you do, buddy."Background: Mark Batson was an architect on the rise, he had just openned his own business after working successfully for one of Millenium City's bigger firms. He moved out to San Fransisco and the world lay at his feet. Mark's brother, Elliot, an engineer secretly working for ARGENT, had been working on developing a hyper-efficient biologically based energy source for a series of powerful energy weapons ARGENT was working on. Mark and his brother had alway gotten along and part of the reason Mark moved to the west coast was to becloser to Elliot. Elliot had been having second thoughts about his lifestyle. Sure it was exciting working on highly advanced technology without worrying about ethics and making money hand over fist, but ARGENT's technology often went towards some really heinous crimes and he had only been frustrated wiht the red tape, he hand't really wanted to see people die because of his work.

One night, when Mark was over, Elliot tried to tell his little brother his plans, but he wan't sure that it was safe in his ARGENT furnashed home. Elliot hadn't been able to successfully hide his feelings from the others at work and he started to get the impression that ARGENT was watching him more closely.

Things came to a head one evening when Elliot swiped the prototype and tried to go to PRIMUS with it. He caught sight of ARGENT security agents on his tail. Thinking he might be able to give them the slip by heading to Mark's place, he parked at a diner near his brother's place and snuck out the back.

Mark was surprised to see his older brother in such a state at his door, and even more surprised when Elliot produced a handgun and quickly tried to explain what he was doing. Then gunfire from the hallway errupted and Mark's door was demolished. Leaping to Elliot's defense, Mark tackled one of the agents and grabbed a pistol. Elliot had dialed PRIMUS on his cell and a squadron of agents were on their way, the two brothers attempted to hold of their assailants long enough for PRIMUS to arrive.

The PRIMUS agents arrive to see a gigantic man flailing about in pain and horror at the highly armed agents surrounding him. During the conflict, Elliot had been shot and his prototype had been damaged. The biomatter spilled over Mark and the transformation was slow, painful, and violent, much of the apartment building was damaged. The PRIMUS agents subdued Mark but the ARGENT security team had fled. Elliot was still alive and both brothers were taken to PRIMUS's secured medical facilities.

Mark adjusted rather quickly to his new form; his appearance hadn't really changed, just his dimensions, he looked like a hulking version of himself. Elliot recovered from his injurues and was given amnsesty in return for his information on ARGENT's local set up. He was given a newe identity and went to work for PRIMUS in another town.

Mark tried to live a normal life for a while, the local Silver Avenger was very helpful in getting him set up with a new apartment and a wardrobe that fit. He went back to his job as an architect but his customers were somewhat intimidated by his new "look". Mark had been thinking of entering the superhero game after it dawned on him that he would probably never go back to his former self; but he put it off because he just never felt he had the aptitude for it.

When Holocaust and his mercenaries attempted to abscond with several important world leaders at a civil rights conference in San Fransisco, Mark, in his street clothes, first helped emergency crews keep people out of danger. When it began to look like the superheroes who had gathered to stop the villain were getting the short end of the stick, he finally summoned up the courage to step into the arena, he called out Holocaust and goaded the wannabe master villain into going mano y mano. While the villain bettered him with little effort, Mark's gambit had bought the assembled heroes time to clean up the mercenaries and focus on the main antagonist. They were able to drive Holocaust off and when he awoke, Mark was greeted with cheers of the assembled on-lookers.

He debuted as Monolith a few days and a Google search later.

Powers/Tactics: See who looks to be the most destructive and lay them down for a nap.Campaign Use: typical "blue collar" brick. He is a hero that is easy to get along with, works well with others and is well adjusted. He takes his role seriously and finds it to be a very rewarding existance. If Monolith is too tough for your campaign, lower his strength to 60, drop his defenses to 25-30 range and his SPD to 3 or 4. If he's not tough enough, rais his DEX to 23 and maybe give him a few mor Brick Tricks.

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Monday 01/05/04BoltPlayer: NPC; based on character created by Peter Osborne; Member of Westguard

Val Char Cost
15 STR 5
23 DEX 39
28 CON 36
14 BODY 8
13 INT 3
17 EGO 14
18 PRE 8
14 COM 2
18 PD 15
35 ED 29
5 SPD 17
10 REC 2
60 END 2
60 STUN 24
6" RUN02" SWIM03" LEAP0Characteristics Cost: 204
Cost Power END
22 Electrical Powers: Elemental Control, 44-point powers
48 1) Ball Lightning: Energy Blast 7d6, Area Of Effect (4" Radius; +1) (70 Active Points) 7
23 2) Deadly Lightning: Killing Attack - Ranged 3d6 (45 Active Points) 4
45 3) Electro-Missile: EB 9d6, Increased Maximum Range (335"; +0), No Range Modifier (+1/2) (67 Active Points) 7
28 4) Lightning Blast: Energy Blast 10d6 (50 Active Points) 5
23 5) Lightning Strikes: Flight 20", x4 Noncombat (45 Active Points) 4
7 6) Power Device: Aid Endurance 4d6 (40 Active Points); Technological/Electricity-based END Only (-1), Others Only (-1/2), Only Restores to Starting Values (-1/2)
25 Electrosense: Detect Energy Fields 12- (Unusual Group), Discriminatory, Range, Targeting Sense
40 OHM Effect: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Limited Type Of Attack Electricity (-1/2)
13 Toughened Flesh: Damage Resistance (9 PD/17 ED)
Powers Cost: 274
Cost Skill
15 +3 with Ranged Combat
3 Electronics 12-
2 KS: Local Wiring Codes 11-
3 Mechanics 12-
2 PS: Electrician 11-
3 Security Systems 12-
3 Systems Operation 12-
Skills Cost: 31
Cost Perk
4 Fringe Benefit: Licensed Electrician, Membership: Westguard
10 Westguard Compound Contribution
Perks Cost: 14
Cost Talent
3 Absolute Range Sense
Talents Cost: 3
Val Disadvantages
15 Hunted: Eurostar 8- (Mo Pow, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code Vs Killing (Common, Total)
15 Psychological Limitation: Loves "Electric" Themed items (Very Common, Moderate)
15 Psychological Limitation: Not comfortable with the spotlight (Common, Strong)
15 Social Limitation: Secret Identity: Brian Raines (Frequently, Major)
15 Susceptibility: Being "Grounded" , 3d6 damage Instant (Uncommon)
5 Unluck: 1d6
10 Vulnerability: 1 1/2 x BODY Fire/Heat Based Attacks (Common)
20 Vulnerability: 2 x STUN Fire/heat Based Attacks (Common)
Disadvantage Points: 150

Base Points: 200Experience Required: 176Total Experience Available: 176Experience Unspent: 0Total Character Cost: 526

Height: 1.81 m Hair: Blonde
Weight: 81.00 kg Eyes: Blue
Appearance: A handsome young man with blond hair and blue eyes. The Bolt costume is black with a golden lightning bolt over his heart. His boots and gloves are gold and he wears a gold face mask.Personality: Help people. Make sparks. Really, he's a simple man. He loves his superpowers, his calling as a hero and his life as a mwmber of Westguard. He has been with the team since its inception and doesn't intend to leave.Quote:"Chargin' up and taking down!" Background: Brian Raines was drawn to electricity, from an early age he looked for ways to play with it. He repaired televisions, computers, and radios when he was a teenager and studied electrical engineering at the local technical college. He began his career as an electrician and would have been extremely happy with his lot in life. But fate had other plans. It seems that his affinity with electricity was more than just intellectual curiosity, Brian was a latent mutant, his powers simmering just below the surface waiting a for the right moment to be released. That moment came during a blackout in 2001. Brian was part of the crew sent to the grid to bring it back on line; a misstep later and he had found himself resting a badly twisted ankle against the generator when it finally came back on. Brian's powers saved his life and transformed him from a mere journyman electrician to the superhuman Bolt.

Brian quickly put his abilities towards helping those in need. He was among the heroes that gathered to stop Holocaust's schemes and led to the forming of Westguard.

Powers/Tactics: Bolt is the long-range specialist of the team. He has an amazing reach with his Electro-Missiles and can affect great areas with is Ball Lightning. His defenses aren't low but are better suited for ranged combat. Campaign Use: If Bolt is too tough for your campaign lower his ED to 20 and drop his killing attack. If he's not tough enough raise the DCs of his attacks to fit the bill.
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Tuesday 1/6/04Silver Player: NPC; Based on Character created by Peter Osborne

Val Char Cost
40 STR 30
23 DEX 39
30 CON 40
30 BODY 40
15 INT 5
20 EGO 20
30 PRE 20
20 COM 5
8/48 PD 0
8/48 ED 2
5 SPD 17
15 REC 2
70 END 5
70 STUN 5
6" RUN02" SWIM08" LEAP0Characteristics Cost: 230
Cost Power END
35 Silver Energy Powers: Elemental Control, 70-point powers
40 1) Cosmic Blast: Energy Blast 15d6 (75 Active Points) 7
65 2) Cosmic Manipulation: Telekinesis (60 STR), Affects Porous (100 Active Points) 10
140 3) Cosmic Shield: Force Field (40 PD/40 ED/20 Power Defense), Hardened (+1/4), Reduced Endurance (0 END; +1/2) (175 Active Points)
45 4) Cosmic Flight: Flight 40" (80 Active Points) 8
55 5) Atmospheric Flight: Flight 20", Reduced Endurance (1/2 END; +1/4), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (90 Active Points) 4
50 Cosmic Spaceflight: Faster-Than-Light Travel (2 Light Years/minute)
59 Cosmic Awareness: Detect Physical Objects & Energy and Each Extra Thing or Class of Things 12- (Unusual Group), Discriminatory, Analyze, Increased Arc of Perception, Range, Sense, Targeting Sense, Telescopic (+12), Tracking
62 Cosmic Being: Life Support (Eating Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep), Inherent (+1/4) (62 Active Points)
Powers Cost: 551
Cost Skill
3 Bureaucratics 15-
24 +3 with All Combat
3 Conversation 15-
3 High Society 15-
2 KS: European History 11-
2 AK: Earth's Solar System 11-
2 Language: Latin (completely fluent) (3 Active Points)
0 Language: English (idiomatic) (4 Active Points)
3 Paramedics 12-
3 Navigation (Air, Space) 12-
3 Power 11-
3 Seduction 15-
3 Streetwise 15-
3 Teamwork 14-
2 WF: Common Melee Weapons
Skills Cost: 59
Cost Perk
10 Westguard Compound Contribution
10 Ancenstral Home
10 Money: Wealthy
7 Fringe Benefit: International Driver's License, Member of the Lower Nobility, Membership: Westguard, Passport
10 Contact: Atlas (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 12-
8 Contact: Nilrem (Contact has extremely useful Skills or resources, Very Good relationship with Contact) 12-
6 Contact: Ministry of Paranormal Investigation, Organization Contact (x3) (6 Active Points) 11-
Perks Cost: 61
Cost Talent
3 Absolute Range Sense
3 Absolute Time Sense
3 Bump Of Direction
Talents Cost: 9
Val Disadvantages
15 Distinctive Features: Unearthly Presence (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 DNPC: Lord Elias Merriwether Jr (Elderly Son) 8- (Incompetent; Useful Noncombat Position or Skills)
20 Hunted: Eurostar 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25 Hunted: VIPER 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Hunted: Firewing 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Psychological Limitation: Living Anachonism; her values and morals are predominately from 60 decades ago. (Common, Strong)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: fearful of forming attachments to "mortals" (Common, Strong)
15 Reputation: Famous WWII Heroine, 11- (Extreme)
15 Social Limitation: Public Identity: Maryanne Merriwether (Frequently, Major)
Disadvantage Points: 170

Base Points: 200Experience Required: 540Total Experience Available: 540Experience Unspent: 0Total Character Cost: 910

Height: 1.82 m Hair: Silver
Weight: 100.00 kg Eyes: glowing violet
Appearance: An attractive woman seemingly made of silver with glowing violet eyes. When her forcefield is off she retains her metallic silver hair and violet eyes (though the eyes don't glow) and a youthful and beautiful face. She tends towards more modest fashions.Personality: Silver fights crime out of a sense of duty and, well, boredom. She is trying to lose herself in her job to enable her to forget the life she once had. She keeps in contact with her son by email and phone and flies to see him on his birthday, but she is very uncomfortable with his mortality. She enjoys the company of long lived individuals when she can find it (Nilrem, Atlas are good friends).Quote:"In my day, men new how to treat a lady. I used to beat them up too."Background: Maryanne Merriwether was given "phenomenal cosmic powers" in 1943. The exact nature of the accident that gave her her powers has never been revealed publically. Maryanne was married to Great Brittain's genius inventor Elias Merriwether. Dr. Merriwether was attempting to create a weapon to end the war. His graviton bomb experiment went badly and the resulting explosion killed him and demolished his estate. His wife was transformed into a being of cosmic energy, their young son Elias, Jr. was with Maryanne's parents. Maryanne became Britannia and fought the nazi's for the rest of the war.

Her life after WWII was one of public service, she was forced to leave much of the raising of her son to her parents as she fought crime, natural disasters, and generally lived the life of a public hero. She was on the original New Knights of the Round Table team, worked with UNTIL in its infancy, and grew more and more miserable. Finally, in 1956 she could take it no more, her son was a teenager and she had barely known his childhood. Giving over the title of Britannia to a younger woman, she retired.

Her son barely acknowledged her and she became increasingly distant from much of the world. One day, she decided to leave Earth to see the wonders of the universe. She didn't get very far. Longing for home always brought her back after a few months. She and Elias reconciled their differences in 1982, and she returned to a life of a hero in the early 1990's, taking the name Silver (in reference to her appearance when her force field is up). As her friends have passed away and her son has aged to his sixties, Silver has found it increasingly less comfortable for her to remain in the UK. She has relocated to San Fransisco (a place she and her husband had vacationed in her youth) and joined up with the super team there.

Powers/Tactics: Failry standard Cosmic power house. She tends to hold back on her blasts and punches until she is sure that she won't do permanant damage to her target. Campaign Use: If she's too tough for your campaign lower her attacks and defenses until they are more in line with your campaign limits. If she's too weak, give her more variety of abilities, it's far from inconcievable that she would have a more varied repetoire by now.
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Wednesday 1/7/04To finish up Westguard...the MasterThe MasterPlayer: NPC; Member of Westguard; based on Character Created by Bill Carone

Val Char Cost
15 STR 5
20 DEX 30
20 CON 20
10 BODY 0
25 INT 15
25 EGO 30
25 PRE 15
14 COM 2
8/26 PD 5
8/26 ED 4
5 SPD 20
7 REC 0
40 END 0
40 STUN 12
6" RUN02" SWIM03" LEAP0Characteristics Cost: 158
Cost Power END
60 Spell Arsenal: Multipower, 90-point reserve, (90 Active Points); all slots Gestures (-1/4), Incantations (-1/4)
4u 1) Animate Object: Summon 150-point Animated Object, Expanded Class of Beings Any Object (+1/2), Slavishly Devoted (+1) (75 Active Points); Summoned Being Must Inhabit Locale (-1/2), Gestures (-1/4), Incantations (-1/4) 7
2u 2) Audible Glamour: Hearing Group Images x8" Radius (+3/4), -4 to PER Roll (17 Active Points); Does Not Work In Vacuum (-1/4), Gestures (-1/4), Incantations (-1/4) 3
2u 3) Berendall's Blizzard: Change Environment 32" radius, -3 to Hearing Group PER Rolls (36 Active Points); Gestures (-1/4), Incantations (-1/4) 4
5u 4) Body Of Metal: (Total: 90 Active Cost, 52 Real Cost) Armor (18 PD/18 ED) (54 Active Points); Visible (-1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 31) plus Knockback Resistance -4" (8 Active Points); Gestures (-1/4), Incantations (-1/4) (Real Cost: 5) plus +20 STR (20 Active Points); No Figured Characteristics (-1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 10) plus +4 PD (4 Active Points); Gestures (-1/4), Incantations (-1/4) (Real Cost: 3) plus +4 ED (4 Active Points); Gestures (-1/4), Incantations (-1/4) (Real Cost: 3) 2
3u 5) Circe's Curse: Major Transform 4d6 (Human Into Any Animal), Improved Target Group (any animal) (+1/4) (75 Active Points); Limited Target Humans (-1/2), Limited Range (30") (-1/4), Gestures (-1/4), Incantations (-1/4) 7
3u 6) Cloak Of Illusion: Invisibility to Sight, Hearing and Smell/Taste Groups , No Fringe (45 Active Points); Gestures (-1/4), Incantations (-1/4) 4
6u 7) Conflagration: Killing Attack - Ranged 2d6, Area Of Effect (6" Radius; +1), Continuous (+1) (90 Active Points); Gestures (-1/4), Incantations (-1/4) 9
1u 8) Create Light: Sight Group Images x8" Radius (+3/4), +4 to PER Roll (22 Active Points); Only To Create Light (-1), Gestures (-1/4), Incantations (-1/4) 4
2u 9) Earthmoving: Telekinesis (30 STR) (45 Active Points); Only Versus Earth/Rock (-1/2), Gestures (-1/4), Incantations (-1/4) 4
4u 10) Extinguish Fire: Dispel Fire Powers 16d6, One At A Time (+1/4) (60 Active Points); Gestures (-1/4), Incantations (-1/4) 6
4u 11) Fireball: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); Gestures (-1/4), Incantations (-1/4) 6
3u 12) Flare Blast: Sight Group Flash 10d6 (50 Active Points); Gestures (-1/4), Incantations (-1/4) 5
3u 13) Ice Wall: Force Wall (12 PD/8 ED) (50 Active Points); Gestures (-1/4), Incantations (-1/4) 5
4u 14) Icicle Storm: Killing Attack - Ranged 2d6, Autofire (5 shots; +1/2), Reduced Endurance (Half END; +1/2) (60 Active Points); Gestures (-1/4), Incantations (-1/4) 2
3u 15) Illusions: Sight, Hearing and Smell/Taste Groups Images x8" Radius (+3/4), -3 to PER Roll (29 Active Points); Gestures (-1/4), Incantations (-1/4) 5
3u 16) Instill Fear: Drain PRE 3d6, Delayed Return Rate (5 Points per Minute; +1/4), Ranged (+1/2) (52 Active Points); Gestures (-1/4), Incantations (-1/4) 5
3u 17) Lightning Bolt: Killing Attack - Ranged 3d6 (45 Active Points); Gestures (-1/4), Incantations (-1/4) 4
2u 18) Mirror Images: Sight and Hearing Groups Images x4" Radius (+1/2), -5 to PER Roll (30 Active Points); Set Effect (-1), Gestures (-1/4), Incantations (-1/4) 4
2u 19) Polymorph Self: Shapeshift (Sight, Hearing and Touch Groups, Any Shape) (38 Active Points); Gestures (-1/4), Incantations (-1/4) 4
5u 20) Presandier's Vortex: Energy Blast 9d6, Random Knockback (+0), Area Of Effect (5" Radius; +1) (90 Active Points); Does Not Work Under Water Or In Vacuum (-1/4), Gestures (-1/4), Incantations (-1/4) [Notes: A whirlwind assault] 9
3u 21) Shadow Casting: Darkness to Sight Group 4" radius, Personal Immunity (+1/4) (50 Active Points); Gestures (-1/4), Incantations (-1/4) 5
4u 22) Sleep Infliction: Ego Attack 6d6 (60 Active Points); Gestures (-1/4), Incantations (-1/4) 6
3u 23) Weather Control: Change Environment 8" radius, 4 Temperature Level Adjustment, Varying Effect Limited Group (+1/2) (43 Active Points); Gestures (-1/4), Incantations (-1/4) 4
36 Enchanted Business Suit: Armor (12 PD/12 ED), Hardened (+1/4) (45 Active Points); IIF (-1/4)
27 Cloak of the Owl: Multipower, 40-point reserve, (40 Active Points); OIF (-1/2)
4u 1) Wings of the Owl: Flight 20" (40 Active Points) 4
1u 2) Protective Wings: Armor (6 PD/6 ED) (18 Active Points); Activation Roll 12- (-3/4)
1u 3) Silent Flight: Gliding 8" (8 Active Points)
30 Minor Magics: Variable Power Pool (Magic Pool), 20 base + 10 control cost, (30 Active Points)
10 Mystic Shields: Power Defense (10 points)
10 Strong Will: Mental Defense (15 points total)
Powers Cost: 253
Cost Martial Arts Maneuver
Boxing, Modern
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 2) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on
4 3) Cross: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
5 4) Hook: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike
3 5) Jab: 1/2 Phase, +2 OCV, +1 DCV, Strike
Martial Arts Cost: 19
Cost Skill
16 +2 with All Combat
3 Analyze: Magic 14-
2 Animal Handler (Birds) 14-
3 Bribery 14-
3 Bureaucratics 14-
3 Conversation 14-
3 Deduction 14-
3 High Society 14-
4 Language: Latin (idiomatic)
3 Navigation (Astral, Dimensional) 14-
3 Oratory 14-
3 PS: CEO Walsh Enterprises 14-
3 PS: Entrepeneur 14-
3 Persuasion 14-
3 Power: Magic Skill 14-
3 Scholar
2 1) KS: Arcane Lore (3 Active Points) 14-
2 2) KS: Artifacts & Relics (3 Active Points) 14-
4 3) KS: Business/Finance (5 Active Points) 16-
1 4) KS: Demon Lore (2 Active Points) 11-
2 5) KS: Dimensional Geography (3 Active Points) 14-
1 6) KS: Dragon Lore (2 Active Points) 11-
2 7) KS: Supernatural Beings (3 Active Points) 14-
2 8) KS: The Business World (3 Active Points) 14-
2 9) KS: The Mystic World (3 Active Points) 14-
1 10) KS: Undead Lore (2 Active Points) 11-
3 Seduction 14-
3 Streetwise 14-
3 Teamwork 13-
3 Trading 14-
Skills Cost: 92
Cost Perk
2 Dual Citizenship: United States & United Kingdom
8 Fringe Benefit: International Driver's License, Membership: Trismegist Council, Membership: Westguard, Passport
10 Money: Wealthy
15 Private Sanctuary
6 Reputation: Financial Wizard (A large group) 11-, +3/+3d6
15 Wesguard Compound Contribution
Perks Cost: 56
Cost Talent
5 Magesight
Talents Cost: 5
Val Disadvantages
5 DNPC: Parents 8- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs)
0 Distinctive Features: British Accent (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10 Distinctive Features: Mystic Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15 Hunted: Circle of the Scarlet Moon 8- (As Pow, NCI, Harshly Punish)
20 Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: Eurostar 8- (Mo Pow, Harshly Punish)
15 Psychological Limitation: Arrogant, Vain (Common, Strong)
10 Psychological Limitation: Greedy (Common, Moderate)
5 Psychological Limitation: Homesick for the UK (Uncommon, Moderate)
20 Psychological Limitation: Sworn to defend the just from Evil (Common, Total)
10 Reputation: Wealthy Financial Genius, 11-
5 Rivalry: Professional (Jefferson Picard; rival wizard; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity: Casius Churchill Walsh (Frequently, Major)
5 Unluck: 1d6
Disadvantage Points: 150

Base Points: 200Experience Required: 233Total Experience Available: 233Experience Unspent: 0Total Character Cost: 583

Height: 1.91 m Hair: Black
Weight: 91.00 kg Eyes: Brown
Appearance: A handsome black man with short black hair and brown eyes. He has a british accent in his civilian ID but adopts (in his words) an American Intellectual in his crime fighting id. In either guise he wears tailored black suits. His Cloak of the Owl is worn over an enchanted black suit that not only protects him but also alters his features enough that he is not immediately recognizable as Casius Walsh. The Cloak is red with a golden lining.Personality: The Master is arrogant, greedy, vain, and not very easy to get along with. However, and he would never tell a soul this (but his team mates have him figured out pretty well), but he secretly gets great satisfaction out of being a hero and altruist. Even if it was initially aginst his will. Walsh Enterprises is one of the most generous givers to charity in the county and his employees are treated very well. He runs everything above the board and the company has an exemplary record. His contributions to superherodom have made his "alter ego" a household name and in either guise he is a popular figure in the city he calls home. Quote:"That was about as effective as your presence is overwhelming, and given that I have been laughing at you since our first meeting, I dare say that you should consider a life more attuned to your abilities. Perhaps the city needs a new street cleaner?"Background: Casius, a UK/US dual citizen, is something of a unique hero. An African-American/Brit (born in London), wizard, businessman, ruthless bastard. Raised by parents who were both members of the Trismegist Council, he had aptitude for magic that far exceeded their own. He rebelled in the fashion of many youth and became a businessman. Extremely gifted in business he turned their small bookstore into a thriving book bookseller and when he had finished schooling, moved to the United States. However, he was not to escape his heritage that easily. On his 21st birthday, he was told by his parents that he needed to join the council and serve as a mystical protector, like their family had done for 4 generations. Casius rebelled again and challenged his father to a mystic dual for the right to do as he pleased. His father declined but his mother accepted in his stead and even though Casius was obviously more gifted, his skills had never truely been nurtured and his mother managed to defeat him. She then cast a geas upon him swearing that he would use his abilities to their fullest to defend the right against the wicked. Then he was free to move to America. Casius moved to San Fransisco and in a few weeks had rounded up enough investment capital to start his business, basically he bought the intellectual property and inventory from a bunch of failed local startups and after sifting through them found enough worth to build on and Walsh Enterprises was born. He has since used his own financial genius and some juducious technical hires to make a sizable fortune. He is the major funder of Westguard. He was compelled by the geas to finally get around to seriously studying magic and he does this and protects the world with a slight arrogant sneer etched on his handsome features. Powers/Tactics: A mage of no small water. The Master's "Spell List" Multipower is pretty large and his VPP serves mostly as enhancement and the occasional surprise. Also, like his namesake, Casius Clay (read Mohamad Ali), he has boxed since his early childhood (his father was a huge Ali fan).Campaign Use: A mage who annoys. If he is too powerful or versitile trim his spell list to more manageble levels and ditch the VPP. If he's not tough enough, Raise his VPP to 50 Base Pool and his Spells to 125 points. That'll show em.
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Wednesday 01/07/04

 

Here is Westguard's Compound. Its not used all the points allowed so some tweaking may insue but...

 

Westguard Compound

 

Player: Base of Westguard

 

Val Char Cost
12 BODY 10
Characteristics Cost: 55

 

Cost Power END
9 Air Filtration System and Temperature Control: LS (Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (14 Active Points); Costs Endurance (-1/2) 1
104 Corridor Sealing: Entangle 10d6, 10 DEF (standard effect: 10 BODY, 10 DEF) (Stops A Given Sense Group Hearing Group, Stops A Given Sense Group Radio Group, Stops A Given Sense Group Sight Group), Cannot Be Escaped With Teleportation (+1/4), Costs END Only To Activate (+1/4), Affects Desolidified Any form of Desolidification (+1/2) (260 Active Points); Only To Form Barriers (-1), Only in Corridors (-1/2) 23
30 Geothermal Power Core: Endurance Reserve (250 END, 50 REC) (75 Active Points); OIF Immobile (-1 1/2)
15 Private Satellite Communications: HRRP (Radio Group), +1 to PER Roll, Concealed (-5 with HRRP PER Rolls), Discriminatory: Decrypting Programs, Analyze, Rapid (x10), Telescopic (+10 versus Range Modifier) (41 Active Points); OIF Immobile Fragile (-1 3/4)
24 Security Cameras: Clairsentience (Hearing And Sight Groups), 8 Perception Points: 8 Camera Units, Targeting (55 Active Points); OAF Fragile (-1 1/4) 5
Powers Cost: 182

 

 

Cost Skill
9 Computer Programming 12-
3 Criminology 9-
7 Electronics 11-
Force's Workshop
2 1) SS: Force Field Physics 11-
2 2) SS: Microtechnology 11-
2 3) SS: Physics 11-
2 4) SS: Psionics Engineering 11-
3 Forensic Medicine 9-
7 Mechanics 11-
11 Paramedics 13-
The Master's Library
2 1) Knowledge Skill: Arcane Lore 11-
2 2) Knowledge Skill: Artifacts & Relics 11-
2 3) Knowledge Skill: Demonolgy 11-
2 4) Knowledge Skill: Economic News 11-
2 5) Knowledge Skill: History of Magic in Europe 11-
2 6) Knowledge Skill: Supernatural Beings 11-
2 7) Knowledge Skill: Weekley Political Current Events (ie Magazine Subscritptions) 11-
Skills Cost: 62

 

Cost Perk
6 Computer Link
1 Grounds (x2 Base Size)
5 Location: Suburb
15 Follower: Butler/Steward
3 Anonymity: Not Generally known as Westguard Compound
Perks Cost: 30

 

 

 

Total Character Cost: 329

 

Val Disadvantages
15 Hunted: PRIMUS 11- (Mo Pow, NCI, Watching)

Disadvantage Points: 15

 

Base Points: 350

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

 

 

BTW; Export Template cuts some data. Here is the missing stuff:

 

Val Char Base Points Total Roll Notes

12 BODY 2 10 12 11-

11 DEF 2 27 11

9 SIZE 0 18 9 Length 32.00", Width 16.00", Area 512.00" DCV -10

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Thursday 1/8/04First of the preteen powerhouses, the Class '09!AdamantPlayer: NPC; member of the "Class of '09"

Val Char Cost
30 STR 20
17 DEX 21
20 CON 20
20 BODY 20
13 INT 3
11 EGO 2
14 PRE 4
12 COM 1
50 PD 44
50 ED 46
4 SPD 13
10 REC 0
40 END 0
45 STUN 0
6" RUN02" SWIM08" LEAP0Characteristics Cost: 194
Cost Power END
62 Nigh Invulnerable: Damage Resistance (50 PD/50 ED), Hardened (+1/4) (62 Active Points)
24 Hardened Defenses: (Total: 24 Active Cost, 24 Real Cost) +0 PD, Hardened (+1/4) (12 Active Points) (Modifiers affect Base Characteristic) (Real Cost: 12) plus +0 ED, Hardened (+1/4) (12 Active Points) (Modifiers affect Base Characteristic) (Real Cost: 12)
19 Nigh Invulnerable: LS (Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)
10 No Weakpoints: Lack Of Weakness (-10) for Normal Defense
10 No Weakpoints: Lack Of Weakness (-10) for Resistant Defenses
3 Really Hard Fists: HA +1d6 (5 Active Points); Hand-To-Hand Attack (-1/2) 1
2 Small Buildings in a Single Bound: Leaping +2" (8" forward, 4" upward) 1
2 Stubborn: Knockback Resistance -1"
2 Good Vision: +1 PER with Sight Group
Powers Cost: 134
Cost Skill
6 +3 with Punch
2 KS: Metahuman World 11-
2 KS: Politics 11-
3 Oratory 12-
3 Persuasion 12-
3 Teamwork 12-
Skills Cost: 19
Cost Perk
3 Fringe Benefit: Membership: Student at Prescot Institute
Perks Cost: 3
Val Disadvantages
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
20 Hunted: Institute for Human Advancement/Genocide 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: Bulldozer 8- (As Pow, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Hates bigotry/bigots (Common, Strong)
20 Psychological Limitation: Approval junkie, needs to be loved (Very Common, Strong)
15 Social Limitation: Secret identity: Jessica Brahn (Frequently, Major)
10 Social Limitation: Minor: Age 13 (Frequently, Minor)
20 Vulnerability: 2 x STUN Magic Based Attacks (Common) [Notes: Large group of uncommon attacks]
10 Vulnerability: 1 1/2 x BODY Magic Based Attacks (Common) [Notes: Large group of uncommon attacks]
Disadvantage Points: 150

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

Height: 1.65 m Hair: Brown
Weight: 57.00 kg Eyes: Blue
Appearance: A teenage girl with shoulder length brown hair and blue eyes. Her costume is a blue bodysuit with black gloves and boots. She has a silver "A" on her abdomen.Personality: Jessica is quickly becoming a responsible and earnest young woman. She still shows the occasional teenage rebellion but her friends look to her for guidance and she is leaned on heavily by her teachers to act in a responsible manner.Quote:"Oh, this is going to hurt you alot more than it hurts me."Background: Jessica Brahn is a mutant, like the others of the "Class of '09" she is a student at the Prescot Institute in Portland, Oregon. Professor James Prescot, brother of the late John Prescot, aka the Golden Gladiator (a mutant hero of the 70's and early 80's), started the school as a way to give "special needs" children (ie those with superpowers) an environment that was conducive to learning and self fullfillment. Its a finishing school also offering grandes k-12. Prescot has assembled a competant staff and has contacts throught the superheroic community. Jessica's parents are, sadly, anti-mutant and she was sent to live with relatives. She was understandably distraught over her abandonment and tended to act out, given her abilities it was difficult to control her and Prescot was called in. She's doing much better now, writes her aunt and uncle weekly and is an authority figure for her class. She and the others from the Class 'O9 have (like so many of the children before them) taken to superheroism at a young age. Although it is not something the Institute condones, they do understand the need for the students to act out in this manner. A fair majority have gone on to become crime fighters elsehwere (Oregon's relatively low supercrime rate was part of the reason it was chosen as the sight of the Institute).Powers/Tactics: Jessica is Nigh Invulnerable. She is a low level brick but her defenses are off the charts. She can take blows that would stagger superhtough characters and shrug them off. She also has very little to fear from temperature extremes and energy attacks. The only time she runs into trouble is against mentalists and magic.Campaign Use: The Class '09 is a group of young, well meaning and surprisingly powerful heroes in their early teens. If Adamant is too powerful for your campaign as is. Lower her defenses but they should remain above the campaign norm, it is, after all her concept. If she's not tough enough, then her brick nature could be improved, perhaps bringing her STR up to mid range for bricks in your campaign.
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Friday 1/9/4this is to get tomorrow's out early. Crimson DragonPlayer: NPC; Member of Class '09

Val Char Cost
10 STR 0
27 DEX 51
20 CON 20
12 BODY 4
13 INT 3
15 EGO 10
15 PRE 5
14 COM 2
6/18 PD 4
6/18 ED 2
7 SPD 33
10 REC 8
40 END 0
30 STUN 3
7" RUN23" SWIM14" LEAP2Characteristics Cost: 150
Cost Power END
60 Unbeatable Martial Arts Skills!: Multipower, 60-point reserve
2u 1) Basic Strikes: HA +5d6 (25 Active Points); Hand-To-Hand Attack (-1/2) 2
4u 2) Ch'i Power Ball: EB 8d6 (40 Active Points) 4
2u 3) Evasion: Missile Deflection (Any Ranged Attack) (20 Active Points)
3u 4) Killing Strike: HKA 2d6 (2 1/2d6 w/STR) (30 Active Points) 3
5u 5) Peerless Defense: FW (10 PD), Invisible Power Effects, SFX Only (Fully Invisible; Seems like superb blocking; +1/2), Transparent ED (+1/2) (50 Active Points) 5
2u 6) Peerless Grappling: Entangle 4d6, 4 DEF, Reduced Endurance (1/2 END; +1/4) (50 Active Points); No Range (-1/2), Gestures ("Gestures" is merely the fact that he has to hold his enemies; -1/4), Nonresistant DEF (-1/4), Side Effects (Characater takes damage when "entangle" is damaged; -1/4) 2
3u 7) Return Fire: Missile Deflection (Thrown Objects), Missile Reflection, Reflect At Any Target (35 Active Points)
3u 8) Special Strikes: HA +3d6, Variable Advantage (+1 Advantages; +2) (45 Active Points); Hand-To-Hand Attack (-1/2) 4
32 Ch'i Awareness: Detect A Class Of Things 12- (Unusual Group), Discriminatory, Analyze, Range, Sense, Targeting
Powers Cost: 116
Cost Skill
3 Acrobatics 14-
3 Analyze: Style 12-
3 Breakfall 14-
3 Climbing 14-
3 Contortionist 14-
10 Defense Maneuver I-IV
3 Knowledge Skill: Martial Arts Based Video Games 12-
2 Knowledge Skill: Martial Arts Films 11-
1 Knowledge Skill: Kung Fu 8-
3 Lockpicking 14-
3 Shadowing 12-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 12-
10 Two-Weapon Fighting (HTH)
4 WF: Common Martial Arts Melee Weapons, Common Melee Weapons
Skills Cost: 60
Cost Talent
24 Combat Luck (12 PD/12 ED)
Talents Cost: 24
Val Disadvantages
10 DNPC: Sheresse Porter (older sister) 8- (Normal)
10 Distinctive Features: Strong Ch'i (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15 Hunted: Dr Yin Wu 11- (Mo Pow, NCI, Watching)
10 Hunted: Ninjas 8- (As Pow, Harshly Punish)
10 Hunted: The Dragon Master 8- (Mo Pow, NCI, Watching)
10 Psychological Limitation: Likes Combat (Common, Moderate)
15 Psychological Limitation: Overconfident (Common, Strong)
15 Psychological Limitation: Plays at Bushido Code (Common, Strong)
15 Psychological Limitation: Protective of Sister (Common, Strong)
10 Reputation: Martial Arts Savant, 11- (Extreme; Known Only To A Small Group)
15 Social Limitation: Minor Age: 12 (Frequently, Major)
15 Social Limitation: Secret Identity: Jerome Porter (Frequently, Major)
Disadvantage Points: 150

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

Height: 1.70 m Hair: Black, Dyed Red
Weight: 55.00 kg Eyes: Brown
Appearance: Tall and skinny but with obvious athleticism. Jerome has brown eyes; he dyes his hair red and dresses in urban fashions. His costume consists of a red domino mask, red leather jacket with a dragon embossed on the back and red pants. He wears red Karate pads on his hands.Personality: Jerome is a warrior; he enjoys fighting and sees his "superhero" antics as training for something bigger. He also has some idea that his abilities are known to others. He has found himself facing what could best be described as Ninjas and other martial artists of skill who seem to be seeking him out. Jerome's worldview has been shaped by his Video Game and Kung Fu film obsessions; he tries to live the life of a movie hero, following a romanticized "code of Bushido".Quote:"Beware; you will soon taste Gecko’s Mountain Waterfall Kick, although it was left out of Street Kings IV: The Rebirth, it was one of the strongest moves in the game..."Background: Jerome Porter doesn't know this, but he is a mythical being. His family has lived in San Francisco as long as he can remember and one of his ancestors was one of the most gifted martial artists of his generation. This relative, a young man from China who migrated to the US to escape the machinations of a number of Chinese strongmen who would use his abilities for personal gain, eventually settled in San Francisco and married an African woman who had been freed from her former "employment". Jerome's ancestor had a vision of one of his descendants becoming a great warrior, and he wrote of it in a diary. This knowledge found its way to various sources and it is believed that Jerome is the Warrior mentioned. Jerome is a completely self taught fighter; his "style" is based on video games and movies he's seen. His parents saw his "Ch'i Blast" and figured he was a mutant. He ended up at the Prescot Institute, and while the source of his powers is one of the greater mysteries to the staff, he has been receiving instruction in Kung Fu by a local teacher. The instructor, amazed at his prowess has sought to correct his "erratic" form. Jerome's older sister is studying at a local school in Portland so that he has family with him. He is very protective of her. Powers/Tactics: An eclectic series of "Martial Arts" attacks, backed by phenomenal physical prowess. Jerome is only twelve but he is very strong for his age. When he reaches adulthood he will be in the 20-25 STR range. He generally uses his strikes or peerless grappling to wear his foes down, breaking loose with the Ch'i Power Ball if the prove too tough. He doesn't use his killing strike against living foes if he can help it.Campaign Use: As Jerome grows and continues to truly study martial arts his powers will blossom into an amazing arsenal of special abilities. He would be a good student for a dedicated, Ch'i oriented martial artist. If he's too tough, trim his Ultimate Martial Arts Multipower to a few slots and drop his speed to 6. If he's not tough enough, bring his stats up to what ever "Teen Hero" norm is, and maybe give him some actual martial arts maneuvers (stay away from strikes, his MP should handle those).
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Saturday 1/10/04Here is ....Princess Gear UltimaPlayer: NPC; Member of the Class '09

Val Char Cost
5/35 STR -5
8/18 DEX -6
5/20 CON -10
5/15 BODY -10
28 INT 18
12 EGO 4
8/18 PRE -2
14 COM 2
2/22 PD 1
2/22 ED 1
3/5 SPD 12
2/9 REC 0
10/40 END 0
20/40 STUN 9
6"/9" RUN02" SWIM01"/19" LEAP0Characteristics Cost: 14
Cost Power END
Mech Attributes, all slots OIF (-1/2)
15 1) Robotic Strength: +30 STR (30 Active Points); OIF (-1/2), No Figured Characteristics (-1/2) 3
15 2) Cybernetic Control Relay: +10 DEX (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
15 3) Structural Durability: +15 CON (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
10 4) Mecha Structure: +10 BODY (20 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
7 5) Impressive Visage: +10 PRE (10 Active Points); OIF (-1/2)
13 6) Cybernetic Relay Enhancement: +2 SPD (20 Active Points); OIF (-1/2)
9 7) Bio Energy Stores: +7 REC (14 Active Points); OIF (-1/2)
10 8) BioReserves: +30 END (15 Active Points); OIF (-1/2)
13 9) Feedback Supressors: +20 STUN (20 Active Points); OIF (-1/2)
40 Battle Armor Weapons Suite: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2)
4u 1) Sunfire Plasma Cannon!: Energy Blast 12d6 (60 Active Points); OIF (-1/2) 6
4u 2) Deathreign Micro-Missile Barrage!: Killing Attack - Ranged 2d6, Area Of Effect (3" Radius; +1) (60 Active Points); OIF (-1/2) 6
4u 3) Silken Steel Cable Captors!: Entangle 6d6, 6 DEF (60 Active Points); OIF (-1/2) 6
40 Battle Armor: Armor (20 PD/20 ED) (60 Active Points); OIF (-1/2)
5 Internal Air Supply: Life Support (Self-Contained Breathing) (10 Active Points); OIF (-1/2), Costs Endurance (-1/2) 1
11 Jumpjets: Leaping +12" (1"/19" forward, 0 1/2"/9 1/2" upward) (Accurate) (17 Active Points); OIF (-1/2) 2
26 Sensor Suite: (Total: 40 Active Cost, 26 Real Cost) Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2) (Real Cost: 2) plus Radar (Radio Group) (15 Active Points); OIF (-1/2) (Real Cost: 10) plus High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2) (Real Cost: 8)
4 Leg Servos: Running +3" (6"/9" total) (6 Active Points); OIF (-1/2) 1
Powers Cost: 245
Cost Skill
6 +2 with Battle Armor Weapons Suite
3 Climbing 11- (13-)
3 Combat Piloting 11- (13-)
3 Computer Programming 15-
3 Demolitions 15-
3 Electronics 15-
3 Inventor 15-
0 Language: English (Idiomatic, native accent; Native Language)
3 Language: Japanese (completely fluent)
3 Lockpicking 11- (13-)
3 Mechanics 15-
4 Navigation (Air, Land, Marine) 15-
3 Persuasion 11- (13-)
3 Scholar
2 1) KS: Anime/Manga (3 Active Points) 12-
2 2) KS: Mecha Anime/Manga (3 Active Points) 15-
1 3) KS: Robotics World (2 Active Points) 11-
3 Scientist
2 1) SS: Bio Physics 15- (3 Active Points)
2 2) SS: Cybernetics 15- (3 Active Points)
2 3) SS: Physics 15- (3 Active Points)
2 4) SS: Robotics 15- (3 Active Points)
3 Security Systems 15-
3 Systems Operation 15-
2 TF: Mecha
6 Weaponsmith (Energy Weapons, Firearms, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged) 15-
Skills Cost: 73
Cost Talent
Onboard Computer, all slots OIF (-1/2)
2 1) Absolute Range Sense (3 Active Points); OIF (-1/2)
2 2) Absolute Time Sense (3 Active Points); OIF (-1/2)
2 3) Bump Of Direction (3 Active Points); OIF (-1/2)
3 Lightning Calculator
5 Eidetic Memory
4 Speed Reading (x10)
Talents Cost: 18
Val Disadvantages
20 DNPC: Richard and Lydia Abernathy (Parents) 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
20 Hunted: ARGENT 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: Armadillo 8- (As Pow, Harshly Punish)
10 Hunted: Prescott Institute 8- (Mo Pow, NCI, Watching)
5 Physical Limitation: Rather Small (Infrequently, Slightly Impairing)
15 Psychological Limitation: Code vs Killing (Common, Strong)
15 Psychological Limitation: Obsessed with Mecha (Common, Strong)
15 Psychological Limitation: Refuses To Back Down Or Be Bullied Common, Strong
15 Social Limitation: Minor: Age 12 (Frequently, Major)
15 Social Limitation: Secret Identity: Penny Abernathy (Frequently, Major)
Disadvantage Points: 150

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

Height: 1.27 m Hair: Blonde
Weight: 39.00 kg Eyes: Brown
Appearance: A slightly larger than Human-size robot vehicle shaped like a Gundam Wing style mecha. The Mech is Pink with white arms and legs, the "face" is a good human copy (curved rather than straight lines) and looks like an angel. The Mech has a golden "Crown".Personality: Penny is a nice little girl who wants to be a "Famous Mecha Pilot". She's just naive enough still to not yet realize that there aren't very many mech pilots to compete with. Penny's powered armor looks like something out of Gundam Wing. Penny has taken a code against killing but not at the "total" level because she knows that occasionally there are foes so vile that a mecha pilot has to take them down by any means necessary. She's stubborn and refuses to back down from a fight and she obviously obsesses over the robot behicles.Quote:"Okay! Now you've done it. Princess Gear Ultima!! Deathreign Micro-Missile Barrage!!!!"Background: Penny Abernathy is a robot obsessed super-genius. She is a mutant whose mutation has given her an impressive intellect particularly when geared towards robotics. She is one of the most capable experts in the field today. Think of what she will be when she can actually pay attention long enough to really advance her skills. Penny's parents were delighted to send her to the Prescott Institute, mostly because her robots were messing up the house. She visits them alot and they are amazed at her note books and schematic drawings. They realize that at some point she is going to end up taking part in the meta-human lifestyle, but they don't know she's already started. ARGENT has taken notice of the white and pink hardsuited heroine that has been battling crime in the Portland area.Powers/Tactics: Although her hardsuit makes her far more formidable in hand to hand combat than a normal twelve year old girl, Princess Gear Ultima generally uses her ranged attacks. Her power reseves are based on her own bioelectric impulses, and as she grows and trains with the armor she will gain a far greater endurance level. As it is, she is good for about a turn of combat. After that she needs rest.Campaign Use: If PGU is too powerful for your campaign lower the suit's attacks and defenses to campaign level. If she isn't tough enough, raise her CON, REC, END, and STUN to levels allowing her to stick around longer, or add reduced END to her Weapons Array. Also, add a Blazing No-Daichi (2d6 penetrating HKA, no knock back, OAF), and Jet Packs (15" Flight). Finally, increase the size of the Mech to Large (+15 STR, +3 BOD, +5 PRE, -3" KB)
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oops! Got a little behind

 

For those who actually read this thread regularly, I hit a snag over the weekend, Wife was gone and I cleaned house as a "brownie point enhancement mesure?, my BPEM hit epic proportions as I cooked dinner for her and her folks, cleaned the inside and out of her car, and made cheesecake for desert.

 

After recovering from the ensuing "Browie Point Payback Methods", I had a gaming night on Monday. I have to get three characters and at least Aries' art up in the next 7 hours so we will see what I can manage.

 

Thanks for reading.

:)

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Sunday 1/11/04Here is the first of thre three member supernatural contingent of the Class '09BloodfangPlayer: NPC; Member of Class '09

Val Char Cost
25 STR 15
25 DEX 45
20 CON 20
10 BODY 0
10 INT 0
12 EGO 4
18 PRE 8
10 COM 0
12 PD 7
12 ED 8
6 SPD 25
9 REC 0
40 END 0
35 STUN 2
6" RUN02" SWIM05" LEAP0Characteristics Cost: 134
Cost Power END
4 Terrifying Howl: +10 PRE (10 Active Points); Only For Fear-Based Presence Attacks (-1), Incantations (must howl; -1/4)
55 Were-Form: Multiform (250 Character Points in the most expensive form) (x2 Number Of Forms)
12 Claws: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); Reduced Penetration (-1/4) 1
8 Damage Resistance (12 PD/12 ED) (12 Active Points); Not vs Silver (-1/2)
20 Physical Damage Reduction, Resistant, 50% (30 Active Points); Not vs Silver (-1/2)
30 Large Fangs: Killing Attack - Hand-To-Hand 2d6 (3 1/2d6 w/STR) 3
6 Animal Senses: +2 PER with all Sense Groups
3 Animal Ears: Ultrasonic Perception (Hearing Group)
5 Animal Eyes: Nightvision
4 Animal Nose: +2 PER with Smell/Taste Group
5 Animal Nose: Tracking with Normal Smell
9 Animal Communication: Telepathy 5d6 ( Animal class of minds) (25 Active Points); No Range (-1/2), Limited Class Of Minds Canines (-1/2), Communication Only (-1/4), Incantations (-1/4), Visible (-1/4) 2
20 Animal Control: Mind Control 6d6 ( Animal class of minds) (30 Active Points); Limited Class Of Minds Canines (-1/2) 3
Powers Cost: 181
Cost Skill
10 +2 with HTH Combat
3 Breakfall 14-
3 Climbing 14-
3 Concealment 11-
2 KS: Supernatural Beings 11-
3 Shadowing 11-
3 Stealth 14-
3 Streetwise 13-
2 Survival (Urban) 11-
Skills Cost: 32
Cost Talent
3 Ambidexterity (-2 Off Hand penalty)
Talents Cost: 3
Val Disadvantages
10 Accidental Change: When Stunned 8- (Common)
20 Distinctive Features: Were-Wolf (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
20 Enraged: Berserk if takes body under full moon (Uncommon), go 11-, recover 14-, Berserk
15 Hunted: Prescott Institute 11- (Mo Pow, NCI, Watching)
20 Hunted: Demon 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Violent and Aggressive (Common, Strong)
20 Psychological Limitation: Fearless (Common, Total)
15 Psychological Limitation: Loyal to friends (Common, Strong)
15 Social Limitation: Secret Identity: Daniel Redfang (Frequently, Major)
Disadvantage Points: 150

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

Height: 1.75 m Hair: Black Fur
Weight: 65.00 kg Eyes: Brown
Appearance: In his hybrid form, Daniel is an anthropomorphic wolf with black fur, brown eyes and whatever clothing dan was wearing. He has taken a "costume" and tends to wear a pair of black jeans, torn to allow for his legs, and a black tank top with chinese characters on it in red.

The characters stand for "moon" and "life"

Personality: Dan is raging against the world. He lost most of his family and he lashes out. He originally went out on his own, looking to act as a violent (ie lethal) vigilante. He encountered the other members of the Class '09 who followed him, and a fight ensued, he was subdued by the combined efforts of Adamant, Crimson Dragon, and a silver ring. Since then he has been working with his fellow students. His emotional growth has been dramatic since finding a new "family". Eric is very protective of his little brother and he has been working with the staff to keep an eye on the younger students.Quote:"Growl"Background: The youngest of a family of werewolves. Daniel's family was hunted down by members of a New Mexico DEMON Morbane, who believed with their blood and hearts he could transform his followers into werewolves loyal only to him. Daniel escaped with his older brother Eric. They made their way north and found freinds of their family who sent them to the Prescott Institute. Eric is sixteen and a junior. Daniel is 12 and a member of the Class '09, a group of 8th graders who are more powerful than average and have been patrolling the streets of Portland, wishing to be crime fighters. The school staff has been watching them (secretly) to keep them out of trouble.Powers/Tactics: Bloodfang has toned down his act since he began running with a new pack. He doesn't fight to kill anymore (but is less in control during the full moon) and tends to rely on his natural strength and speed to carry him through. Next to Adamant, Bloodfang is the most durable.Campaign Use: BTW due to my misuse of time. I don't have his wolf and his human forms done yet. I will post them if I get around to it.
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Monday 1/12/04Here is #2 of the Supernatural Kids.Guardian AngelPlayer: NPC; member of Class '09

Val Char Cost
4 STR -6
23 DEX 39
15 CON 10
7 BODY -6
15 INT 5
11 EGO 2
25 PRE 15
20 COM 5
6/12 PD 5
6/12 ED 3
5 SPD 17
4 REC 0
30 END 0
20 STUN 3
6" RUN02" SWIM00 1/2" LEAP0Characteristics Cost: 92
Cost Power END
92 Blinding Aura: (Total: 155 Active Cost, 92 Real Cost) Sight Group Flash 8d6, Personal Immunity (+1/4), Area Of Effect (5" Radius; +1) (90 Active Points); No Range (-1/2) (Real Cost: 60) plus Energy Blast 4d6, Personal Immunity (+1/4), No Normal Defense (+1), Area Of Effect (5" Radius; +1) (65 Active Points); Linked (Flash; -1/2), No Range (-1/2) (Real Cost: 32) 15
32 Body Of Light: Desolidification (affected by Light Or Darkness Attacks) (40 Active Points); Only Through Non-Opaque Objects (-1/4) 4
19 Create Light: Sight Group Images x8" Radius (+3/4), +4 to PER Roll (22 Active Points); Only To Create Light (-1) 4
34 Safe Lightform: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare 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) (42 Active Points); Linked to Body Of Light (-1/4)
24 Wings: Multipower, 24-point reserve
1u 1) Gliding I: Gliding 12" (12 Active Points); Restrainable (-1/2)
2u 2) Wings: Flight 12" (24 Active Points); Restrainable (-1/2) 2
Powers Cost: 204
Cost Skill
10 +2 with DCV
2 KS: Music 11-
2 KS: Mystical Lore 11-
2 KS: Religious Studies 11-
3 Mimicry 12-
3 Oratory 14-
3 PS: Musician (Vocalist) 14-
3 Persuasion 14-
Skills Cost: 28
Cost Talent
12 Combat Luck (6 PD/6 ED)
11 Inspire [Notes: 1d6 AID to PRE; Area of Effect(voice radius); Selective;Concentration; Extra Time (Full Phase); Incantations (voice range).]
3 Perfect Pitch
Talents Cost: 26
Val Disadvantages
10 Distinctive Features: "Angel" (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Distinctive Features: Being of Light (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
25 Hunted: DEMON 11- (Mo Pow, NCI, Harshly Punish)
15 Hunted: Prescott Institute 11- (Mo Pow, NCI, Watching)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Has a crush on Daniel Redfang (Bloodfang) (Common, Strong)
15 Psychological Limitation: Unsure of her place in religious community (Common, Strong)
10 Reputation: Guardian Angel, 11- (Extreme; Known Only To A Small Group)
15 Social Limitation: Minor; Age 12 (Frequently, Major)
15 Social Limitation: Secret Identity: (Frequently, Major)
Disadvantage Points: 150

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

Height: 1.60 m Hair: Black
Weight: 43.00 kg Eyes: Green
Appearance: A pretty 12 year old girl with an astounding presence. Guardian Angel has black hair, green eyes, and she has large, white, feathered wings on her back. The wings can somehow be compressed against her back such that they resemble more of an elaborate tattoo than extra limbs, this allows her to have a somewhat normal wardrobe. When acting as the guardian angel, she wears a white bodysuit with a golden halo on her chest. She wears a golden mask, boots, and gloves as well.Personality: Aria tries to do good works. She feels uncomfortable with the religious implications of her powers as she feels no connection to a higher power beyond the superficial resemblance. On the few occasions that she has encountered supernatural evil their reaction was one of fear and revulsion. She has formed a strong bond with the other two supernaturally powered students in her class, the werewolf Daniel Redfang, and the Darkling Elf girl, Jelena. The fact that these two come from what would be considered historically evil backgrounds doesn't seem to bother her. She is studying the religions of the world as well as the occult and has found enough references to beings of similar abilities to feel her family might not be who she thinks they are. All in all she is a very confused girl.Quote:"I don't think that would be the right thing to do."Background: Ariella Andrews was brought to the Prescott Institute when she was six. Her demonstration of her abilities and her parents’ obvious distaste for them led Professor Prescott to open the school to younger students than he had anticipated. Ariella, who shortens her name to Aria when among friends, hasn't heard from her mother or father since. She receives regular mail from her grandparents (both maternal and paternal) and they have come to visit her at the school several times. As she got older the comments on her being an "Angel" caused her to research what that means. She is sure she isn't an Angel because she has no idea what God wants of her, and Angels always seem to know. When her friends began acting as superheroes, she took the name Guardian Angel, despite her feelings that she is neither.Powers/Tactics: Guardian Angel has two seemingly unrelated sets of powers. She has her wings and the ability to glow with a searing supernatural light. When pressed, she can also transform into a being of pure light, resembling a fainly glowing translucent version of herself. Her light form can be affected by light based, and magic based attacks.Campaign Use: If she's too powerful for your campaign don't use her because she has the lowest combat value of any of the Class '09 as it is. If you want to make her stronger add a "Light Sword" HKA energy with no strength bonus and affects desolid. Perhaps give her some higher defenses.
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Tuesday 01/13/04The final supernatural component. And more of a misplaced D&D character than anything else....(to those who hate those, I am sorry)Maiden ShadowPlayer: NPC; Member of the Class '09

Val Char Cost
15 STR 5
26 DEX 48
18 CON 16
11 BODY 2
18 INT 8
18 EGO 16
15 PRE 5
18 COM 4
8/11 PD 5
8/11 ED 4
6 SPD 24
7 REC 0
40 END 2
30 STUN 2
6" RUN02" SWIM03" LEAP0Characteristics Cost: 141
Cost Power END
30 Magic Knowledge: Variable Power Pool (Magic Pool), 20 base + 10 control cost, (30 Active Points)
0 1) Alter Self - Human Form: Shape Shift (Sight Group) (10 Active Points) Real Cost: 10 1
20 Innate Dark Elven Magic: Multipower, 20-point reserve
1u 1) Shroud of Night: Darkness to Sight Group 1" radius, Personal Immunity (+1/4) (12 Active Points) 1
1u 2) Levitation: Flight 5" (10 Active Points); Levitation (-1/2) 1
1u 3) Shadow Melding: Invisibility to Sight Group (20 Active Points); Only When Not Attacking (-1/2), Only in shadows or darkness (-1/2) 2
4 Stong Will: Mental Defense (8 points total)
7 LS (Immunity Venom from very common plant/animal(Arachnids); Longevity 1600 Years)
Powers Cost: 64
Cost Martial Arts Maneuver
Dark Elf Combat Training
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 5d6 Strike, Must Follow Block
4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm
4 4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 5) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6
3 6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls
4 7) Reverse Spinning Backhand/Side Kick: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
5 8) Slash Kick: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike
3 9) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
4 10) Thrust/Foreward Kick: 1/2 Phase, +2 OCV, +0 DCV, 5d6 Strike
4 11) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 25 STR
1 12) Weapon Element: Blades
1 13) Weapon Element: Clubs
1 14) Weapon Element: Off Hand
1 15) Weapon Element: Polearms and Spears
Martial Arts Cost: 47
Cost Skill
10 +2 with HTH Combat
3 Acrobatics 14-
3 Acting 12-
3 Analyze: Combat 13-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 13-
3 Contortionist 14-
3 Defense Maneuver I
3 Fast Draw 14-
3 High Society 12-
3 Interrogation 12-
2 KS: Arcane Lore 11-
2 KS: Pop Culture 11-
0 Language: Elven (idiomatic) (4 Active Points)
5 Language: English (completely fluent; literate) (4 Active Points)
3 Language: Undercommon/American Sign Language (completely fluent)
3 Persuasion 12-
3 Power: Magic Skill 13-
3 Shadowing 13-
3 Stealth 14-
4 Survival (Mountain, Urban) 13-
10 Two-Weapon Fighting (HTH)
5 WF: Common Melee Weapons, Common Missile Weapons, Off Hand
Skills Cost: 86
Cost Talent
3 Bump Of Direction
6 Combat Luck (3 PD/3 ED)
3 Lightsleep
Talents Cost: 12
Val Disadvantages
10 Distinctive Features: Dark Elf in Superheroic Setting (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15 Hunted: Prescott Institute 11- (Mo Pow, NCI, Watching)
15 Hunted: Former Master 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)
15 Psychological Limitation: Protective of Secrets (Common, Strong)
15 Psychological Limitation: Doesn't want to lose her new friends/freedom (Common, Strong)
10 Psychological Limitation: Materialistic (Common, Moderate)
10 Psychological Limitation: Hedonist (Common, Moderate)
15 Social Limitation: Secret Identity: Jelena Serilda (Frequently, Major)
15 Social Limitation: Minor: Listed Age: 12 (Frequently, Major)
20 Vulnerability: 2 x Effect Light Based Flash Attacks (Common)
10 Susceptibility: Light Based Flash Attacks, 1d6 damage Instant (Common)
Disadvantage Points: 150

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

Height: 1.25 m Hair: Silver
Weight: 37.00 kg Eyes: Emerald Green
Appearance: Normally, a short, thin elven girl with jet black skin, silver hair, and emerald green eyes; her instructor from the Trismegistus Council has taught her an illusion spell that hides her dark elven heritage and allows her to go out with her friends. When she does this she appears as a normal human girl with blonde hair. When acting with the Class '09, she tends to use her true appearance and wears a red two piece costume with black boots and gloves.Personality: Jelena is a girl in a brand new world. She has adapted quickly, and her understanding of Earth and the culture she has ended up in is astounding. It has been theorized that the magic that brought her here has had something to do with that. She has learned english quickly and being with other teenagers she has picked up alot of slang.Quote:"Looks can be decieving."Background: Jelena is for all intents and purposes, a dark elf. How she got here, she doesn't know. She knows not of her past. She was found wandering the streets of Eugene, OR one afternoon by a police officer. Dressed in rags and obviously not in her element, the officer approached her. Not surprisingly, she spoke no english, but the officer was surprised (and thrilled) to find that she spoke American Sign Language. She referred to it as "undercommon" and there were some differences, but they were able to communicate. Although she couldn't remember how she got there, she had vague recollection of imprisonment and a harsh life of servitude to a great dragon. Skeptical, but not able to completely disregard her story, the officer took her back to the station, got her some food, and contacted the nearest PRIMUS center. The Portland branch sent a few plain-clothes agents to collect her, as well as a sign language interpreter. A call was made to UNTIL and Dr White and Dr Black were sent to see the girl. The two sorcerers were no more able to cooberate her story than the PRIMUS agents, but they had contacts who could help. It was decided that the Prescott Institute would be a perfect place to take care of her while her mystery was solved.

Jelena was introduced to a group of mystics, several with dimensional travel experience. While her plane of origin was unable to be determined they were able to unlock the parts she couldn't remember, namely that she was freed from servitude by the sacrifice of her mother and sent sent somewhere safe for her. She also proved to have a high level of magic potential. A representative from the Trismegistus Council was asked to join the staff at the Prescott Institute to better teach Jelena and the other supernatually based children about their powers and origin. Jelena was then given "non-resident alien" status and allowed to stay.

Powers/Tactics: Jelena has impressive physical characteristics for a girl her size and age. She knows a little magic but nothing really combat worthy. SHe relies on her natural prowess and her supernatural abilities. Unbeknownst ot her teachers she is roughly 60 years old, has had extensive training in swordsmanship and other combat skills. She keeps this fact hidden because she doesn't want her friends to think less of her.

She only reverts to the combat savvy warrior when her friends are in danger. Very young for an elf, she is quickly entering the maturation stage, she will probably mature just as quickly as her friends give or take a year or two. Maiden Shadow has a vulnerability to light based flash attacks, they simply are more effective against her and cause her pain.

Campaign Use: She's odd to pigeon hole. If she is too tough, drop her magic skills entirely (save for her disguise spell). If she's not tough enough, then she appeared with armor and weapons.to tell you the truth, she wastes a few points with her weapon combat skills and no weapons to use. Oh well, character growth and all. I'll give her some weapons when she's older....
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Wednesday 1/14/04Here is the powerhouse of the kiddie corps...StarchildPlayer: NPC; Member of Class '09

Val Char Cost
10 STR 0
20 DEX 30
20 CON 20
12 BODY 4
13 INT 3
12 EGO 4
13 PRE 3
14 COM 2
6/16 PD 4
6/26 ED 2
5 SPD 20
6 REC 0
40 END 0
30 STUN 3
6" RUN02" SWIM02" LEAP0Characteristics Cost: 95
Cost Power END
112 Cosmic Power Bolt: Energy Blast 15d6, Area Of Effect (One Hex; +1/2) (112 Active Points) 11
15 Energy Analysis: Detect A Class Of Things 12- (Sight Group), Discriminatory, Analyze
5 Light-enhancing Vision: Nightvision
45 Protective Aura I: Armor (10 PD/20 ED)
21 Protective Aura II: LS (Eating Character only has to eat once per week; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character only has to sleep 8 hours per week)
10 Protective Aura III: Power Defense (10 points)
Powers Cost: 208
Cost Skill
4 +2 with Cosmic Power Bolt
3 KS: Astronomy 12-
2 Navigation (Land) 12-
3 Paramedics 12-
3 Persuasion 12-
3 Teamwork 13-
Skills Cost: 18
Cost Talent
3 Absolute Time Sense
3 Bump Of Direction
20 Universal Translator 12-
3 Absolute Range Sense
Talents Cost: 29
Val Disadvantages
15 DNPC: Parents 8- (Normal; Group DNPC: x2 DNPCs)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
5 Distinctive Features: Violet Hair and eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Hunted: Dr Fredrick Manning (for study) 8- (Less Pow, NCI, Harshly Punish)
20 Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: Prescott Institute 11- (Mo Pow, NCI, Watching)
20 Psychological Limitation: Code vs Killing (Very Common, Strong)
10 Psychological Limitation: Fearful of Power's destructive nature. (Common, Moderate)
15 Psychological Limitation: Shy and withdrawn (Common, Strong)
15 Social Limitation: Minor: Age 12 (Frequently, Major)
15 Social Limitation: Secret Identity: Laura Holden (Frequently, Major)
Disadvantage Points: 150

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

Height: 1.42 m Hair: Violet
Weight: 41.00 kg Eyes: Violet
Appearance: A pretty young girl with purple hair and eyes. Her "uniform" was put together by her friend Penny and she resembles a sailor scout. She wears a white top with long sleeves, a purple star over her heart, and a purple pleated skirt. She has white boots and gloves.Personality: Be good, don't hurt anyone too badly. That's Starchild's creedo.Quote:"Don't make me hurt you."Background: Laura Holden, the daughter of teachers in Newport, OR, was born with vibrant purple eyes and hair. The prognosis was that she was a mutant. Her parents, while concerned about her future, were delighted at their cheerful and beautiful baby girl. When Laura was six her; parents heard of a school for metahuman children opening up through a friend in social services. Delighted, the Holden's interviewed to have Laura placed in the school. At the interview, they found that the school was also looking for elementary grade teachers. Getting the jobs, the family moved to Portland and Laura was enrolled. Laura's powers surfaced shortly after her eleventh birthday. She is one of the most powerful and potential destructive students at the institute. The last year has been a productive one for her in regards to control and confidence building. She has joined with the others in the Class '09 and tries to be a responsible super heroine.Powers/Tactics: Her powers have grown considerably in the short time she has exhibited them; in raw power and in scope. She is constantly surrounded by a protective aura that not only protects against damage but also has granted her environmental immunity and drastically reduced dependence on food and sleep. Recently she has been able to converse with anyone, seemingly translating their words as they speak. Her instructors theorize that she will one day be able to fly. That day can't come soon enough for Laura.Campaign Use: Laura is pretty tough for a twelve year old. If you want her to be less dangerous to her environment, lower her cosmic pulse to 12d6. If she's in need of toughening up, give her a few more points of armor, and flight.
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Thursday 1/15/04Payday! Well, Let me get ahead of myself here. This is the penultimate member of the Class '09. after the kiddies are done I will post some of my villains I think...CorePlayer: NPC; Member of Class '09

Val Char Cost
5/30 STR -5
15 DEX 15
40 CON 60
20 BODY 20
10 INT 0
9 EGO -2
9 PRE -1
10 COM 0
10/15 PD 9
11/16 ED 3
4 SPD 15
10 REC 2
80 END 0
45 STUN 2
5" RUN-21" SWIM-11"/6" LEAP0Characteristics Cost: 115
Cost Power END
40 Density Manipulation: Multipower, 40-point reserve
3u 1) Density Enhancement: Density Increase (1,400 kg mass, +25 STR, +5 PD/ED, -5" KB), Costs END Only To Activate (+1/4) (31 Active Points) 2
4u 2) Intangibility: Desolidification (affected by Force, Gravitic, Magnetic Attacks) (40 Active Points) 4
78 Disrupt Electronics: Dispel Electronic Devices 14d6, One At A Time (+1/4), Affects Physical World (+2) (136 Active Points); No Range (-1/2), Linked To Desolidification (-1/4) 14
36 Intangible Touch: Energy Blast 4d6, No Normal Defense (+1), Affects Physical World (+2) (80 Active Points); No Range (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage; Takes Half famage done by attack; -1/2), Linked To Desolidification (-1/4) 8
18 Lighter Than A Feather: +40 STR (40 Active Points); Only For Lifting (-1), Non Persistant (-1/4) 4
26 Too Heavy To Move: Entangle 3d6, 3 DEF, Takes No Damage From Attacks All Attacks (+1/2) (45 Active Points); No Range (-1/2), Vulnerable (Gravitic; -1/4) 4
8 Walking On Air: Flight 6" (12 Active Points); Linked to Desolid (-1/2) 1
Powers Cost: 213
Cost Skill
5 +1 with HTH Combat
3 Computer Programming 11-
2 KS: Superhero World 11-
1 SS: Density Physics 8-
1 SS: Gravitics 8-
Skills Cost: 12
Cost Talent
10 Lightning Reflexes: +10 DEX to act first with Changing Density
Talents Cost: 10
Val Disadvantages
15 Distinctive Features: Alien characteristics (Flame red skin, golden hair & eyes) (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Hunted: Institute for Human Advancement 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: METE 11- (Mo Pow, Watching)
15 Hunted: Prescott Institute 11- (Mo Pow, NCI, Watching)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: idolizes superheroes (Common, Moderate)
15 Psychological Limitation: yearns for acceptance (Common, Strong)
15 Social Limitation: Minor: Age 12 (Frequently, Major)
15 Social Limitation: Secret Identity: Kevin Clark (Frequently, Major)
5 Vulnerability: 1 1/2 x BODY Gravity Based Attacks (Uncommon)
10 Vulnerability: 2 x STUN Gravity Based Attacks (Uncommon)
Disadvantage Points: 150

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

Height: 1.60 m Hair: Golden Yellow
Weight: 45.00 kg Eyes: Golden Yellow
Appearance: A short, skinny kid with crimson skin and golden hair and eyes. He generally has to have one of the instructors put makeup on his face and hands to let him go out of the compound. His costume is a black body suit with a golden star design on his side. His boots, bracers, and belt are gold.Personality: Kevin can't wait to grow up and be a "real hero". He considers his activities as training and kiddy stuff until he is 18 and can live on his own without his mother or anyone else watching over him. Feeling like an outcast and circuis freak most of his life, Kevin loves his new home and school, he desperately craves acceptance and approval. Quote:"Did ya see that, Starchild? I smaked him but good."Background: Kevin's mother is positive that he is the result of an alien abduction. Even before he was born, red skinned and golden eyed, she maintained she had been impregnated by an alien. The fact that she came from a rural area in Louisiana, in a particular county where UFO sighting were common, and just as commonly ignored, meant no one believed her. Kevin's metahuman abilities made him tabloid fodder in his home town and so his mother and he moved away. At some point enough of her story had been made that the Metropolitan ExtraTerrestrial Enclave stepped in and attempted to determine if his characteristics were indeed those of any known alien race. Their findings were mixed, but one of the researchers knew Prof. Prescott and of his school and suggested that he attend. METE offered to cover their moving expenses and his tuition and his mother jumped at the chance.

Kevin does not register as a mutant and his DNA is barely recognizable as human.

Powers/Tactics: Kevin can alter his body's density between two extremes, insubstantial and superdense. Its easier for him to increase his density than it is to decrease it, as yet no one knows why. When desolid he can walk on air and make use of his Intangible Touch, which causes damage to his target as well as himself. He has also proven capable of altering the density of those he can touch, either causing them to be light as a feather, enabling him to lift seemingly vast amounts, or making them too heavy to move. Campaign Use: If Core is too powerful for your campaign, get rid of his Light as a Feather and Too Heavy To Move powers. If he's not tough enough, raise his DI to 8 levels and adjust his Intangibility to Costs End Only to Activate.
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Friday 01/16/04Here is the last of the Class '09, he took a bit of official CU alteration but hey...SentinalPlayer: NPC; Member of the Class '09

Val Char Cost
55 STR 5
15 DEX 15
25 CON 30
15 BODY 10
15 INT 5
20 EGO 20
15 PRE 5
14 COM 2
9/21 PD 6
8/20 ED 3
2 SPD 0
8 REC 0
50 END 0
50 STUN 14
6" RUN02" SWIM011" LEAP0Characteristics Cost: 115
Cost Power END
29 Barkskin: Armor (12 PD/12 ED) (36 Active Points); Visible (-1/4)
15 Plant Body Control: Elemental Control, 30-point powers
17 1) Choking Spores: Energy Blast 4d6, No Normal Defense (+1) (40 Active Points); Limited Range (4") (-1/4), Not In High Winds, Rain, Or Water (-1/4) 4
30 2) Phytotoxic Sting: (Total: 97 Active Cost, 35 Real Cost) Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Armor Piercing x1 (+1/2) (15 Active Points) (Real Cost: 15) plus Drain CON & STUN 3d6, Delayed Return Rate (5 Points per Minute; +1/4), Two Powers Simultaneously (+1/2), No Normal Defense (+1) (82 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), 4 Charges (-1), HKA Must Do Body (-1/2), Linked (Killing Attack - Hand-To-Hand; -1/4) (Real Cost: 20) 1
25 3) Plant Control: Mind Control 8d6 ( Plant class of minds) (40 Active Points) 4
15 4) Plant Speech : Telepathy 6d6 ( Plant class of minds) (30 Active Points) 3
10 5) Strength of Trees: +40 STR (40 Active Points); Increased Endurance Cost (3x END; -1), No Figured Characteristics (-1/2) 12
17 6) Wood Warping: Major Transform 3d6 (wooden objects into useless wooden objects) (45 Active Points); Increased Endurance Cost (x2 END; -1/2), Limited Target wood (-1/4) 8
8 Rooted: Knockback Resistance -6" (12 Active Points); Costs Endurance (-1/2) 1
24 Sense Vibrations: Detect Physical Vibrations 12- (Unusual Group), Discriminatory, Range, Targeting Sense (30 Active Points); Only In Contact With The Ground (-1/4)
3 Thicket Master: Environmental Movement (Undergrowth)
Powers Cost: 193
Cost Skill
5 +1 with HTH Combat
3 Climbing 12-
2 KS: Agriculture 11-
1 SS: Botany 8-
3 Stealth 12-
3 Survival (Arctic/Subarctic Forests, Temperate/Subtropical Forests, Tropical Forests) 12-
Skills Cost: 17
Cost Talent
20 Animal Friendship
5 Rapid Healing
Talents Cost: 25
Val Disadvantages
15 DNPC: Deborah Martin (Mother) 8- (Normal; Unaware of character's adventuring career/Secret ID) [Notes: His mother knows of his powers, yes, but she is unaware that he is active in the superhero community, something she would not be pleased with. As such, Peter avoids media attention whenever possible.]
15 Distinctive Features: Bark like skin and green hair. (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15 Hunted: Prescott Institute 11- (Mo Pow, NCI, Watching)
20 Hunted: Thorn 8- (Mo Pow, NCI, Harshly Punish)
5 Physical Limitation: Bological changes make medical care difficult (Infrequently, Slightly Impairing)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Defender of the weak. Will stick up for the underdog (Common, Strong)
15 Psychological Limitation: Fears his father (Common, Strong)
15 Social Limitation: Minor: Age 12 (Frequently, Major)
15 Social Limitation: Secret Identity: Peter Martin (Frequently, Major)
Disadvantage Points: 150

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

Height: 1.80 m Hair: Green
Weight: 60.00 kg Eyes: Green
Appearance: An unusual looking boy about 12, with brown tough skin (barklike even!) and green hair and eyes. His hair is indeed hair and not leaves, his skin while unusual looking still feels like skin, if a little rough. As Sentinal, he wears jeans and a t-shirt. He doesn't really disguise himself when he leaves campus.Personality: Sentinal is a little forelorn. He knows that his presence might actually be a danger to the other students and faculty if his father comes calling. He also knows that he lacks the power to deal with him one on one. He appreciates the abilities of his "team" but also knows that they have yet to face anything stronger than an overconfident Bulldozer and a few ninja. Peter worries about his mother and calls her often.Quote:"Hey Aria, your flowers want you to put them closer to the window."Background: Peter Martin is the son Dr. Lawrence Lloyd, aka Thorn. Born a normal boy, Peter left Millennium City with his mother after her divorce from Dr. Lloyd. When Lloyd became Thorn, the idea of a plant based super villain team appealed to him. He also thought that he would "reclaim" his son and turn him into an heir of sorts for when he conquered the world. He used a more refined version of his plant antitoxin and Peter was indeed transformed. He lacks his father's power level and variety but his body has seemingly permenantly changed. Also, he seems to have mantained his sanity. When the Champions rescued Peter from Thorn and returned him to his mother, Professor Prescott came calling almost immediately. Peter was admitted into the school so that he could be monitored for mental illness like his father's, learn to use his powers, and be kept safe from Thorn's attempts at reclamation. Peter gladly joined the other members of the Class '09 and while he holds no love in his heart for his estranged (and deranged) father, he does appreciate the power he has been given.Powers/Tactics: Sentinal has plant based powers. His powers are mostly physical at this point. He can communicate and control plants but these abilities aren't very effective unless the plants are capable of movement. He can cause a large thorn-like spike to protrude from his wrist that inflicts a degenerative, but not fatal poison if he can pierce the skin. He can also cause a cloud of choking spores to eminate from his body. Finally, he has superhuman strength at a high level, however it is very tiring for him to use.Campaign Use: IF he's too tough lower is "strength of trees" to +30. If he's not tough enough, raise h is dex to 18 or 20.
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Saturday 01/17/04Hey! What the )($@#()*& happened to my weekend? Oh yeah, work. I hate that.Well kids. I'm looking to post a villain or two today. No teams though, I don't have enough single villains in my campaign.Here is a martial artist that I made simply because I was tired of using the same martial arts all the time. However, I don't know anything about the culture so he came off a little uneven in my mind...BladestormPlayer: NPC Villain

Val Char Cost
20 STR 10
33 DEX 69
20 CON 20
15 BODY 10
18 INT 8
15 EGO 10
20 PRE 10
14 COM 2
12/27 PD 8
8/23 ED 4
7 SPD 27
10 REC 4
40 END 0
40 STUN 5
8" RUN43" SWIM16" LEAP2Characteristics Cost: 194
Cost Power END
17 Accuracy: +5 with Ranged Combat (25 Active Points); Only To Increase OCV (-1/2)
16 Attack Tracking: +4 with DCV (20 Active Points); Does Not Work If Two Or More Sense Groups Are Flashed Or Similarily "Blocked" (-1/4)
10 Awareness: Defense Maneuver I-IV
10 Combat Hearing: Targeting Sense with Normal Hearing
5 Enhanced Hearing: +5 PER with Normal Hearing
5 Enhanced Smell: +5 PER with Normal Smell
5 Enhanced Touch: +5 PER with Normal Touch
35 Expanded Range II: Find Weakness 12- with All Attacks
30 Full Awareness: Danger Sense (Immediate Vicinity, Out of Combat, Function as a Sense) 16-
10 Microradio: HRRP (Radio Group) (12 Active Points); IIF (Microradio in mask; -1/4)
5 Nightsight: Nightvision
5 Thermalvision: Infrared Perception (Sight Group)
7 Toughened Will: Mental Defense (10 points total)
15 Trace Odor Detection: Microscopic with Smell/Taste Group
10 Tracking Smell: Tracking with Smell/Taste Group
24 Uniform Combat Armor: Armor (12 PD/12 ED) (36 Active Points); OIF (-1/2)
47 Various Weapons: HKA 2d6+1 (3d6 w/STR), Variable Advantage (+1/2 Advantages; +1) (70 Active Points); OIF (Several Bladed weapons on person; -1/2) 7
Powers Cost: 256
Cost Martial Arts Maneuver
Pentjak-Silat
12 1) +3 HTH Damage Class(es)
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3 1/2d6 NND
4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR to Disarm roll
4 5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 50 STR vs. Grabs
3 6) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 45 STR for holding on
5 7) Kick: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike
4 8) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6
3 9) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 Strike, Target Falls
4 10) Punch/Elbow Strike: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike
4 11) Rahasia Strike: 1/2 Phase, -1 OCV, +1 DCV, 3 1/2d6 NND
3 12) Throw: 1/2 Phase, +0 OCV, +1 DCV, 7d6 +v/5, Target Falls
1 13) Weapon Element: Blades
1 14) Weapon Element: Chain & Rope Weapons
1 15) Weapon Element: Clubs
1 16) Weapon Element: Fist-Loads
1 17) Weapon Element: Karate Weapons
1 18) Weapon Element: Pendjepit (Grab and Killing Strike only)
1 19) Weapon Element: Polearms
1 20) Weapon Element: Staffs
1 21) Weapon Element: Whips
Martial Arts Cost: 63
Cost Skill
40 +5 with All Combat
3 Acrobatics 16-
3 Analyze: Combat 13-
3 Breakfall 16-
3 Bribery 13-
3 Bugging 13-
3 Bureaucratics 13-
3 Climbing 16-
3 Combat Driving 16-
3 Combat Piloting 16-
3 Concealment 13-
3 Contortionist 16-
3 Criminology 13-
3 Cryptography 13-
3 Demolitions 13-
3 Disguise 13-
3 Fast Draw 16-
3 Forgery (Documents, Credit Cards) 13-
3 Interrogation 13-
5 Language: English (idiomatic) (4 Active Points)
4 Language: Japanese (completely fluent) (3 Active Points)
0 Language: Javanese (idiomatic) (4 Active Points)
3 Lockpicking 16-
3 Mechanics 13-
4 Navigation (Air, Land, Marine) 13-
2 PS: Dancing 11-
3 PS: Security Consultant 13-
3 Paramedics 13-
3 Scholar
1 1) KS: Black Market (2 Active Points) 11-
1 2) KS: Military/Mercenary/Terrorist World (2 Active Points) 11-
1 3) KS: Pentjak-Silat (2 Active Points) 11-
1 4) KS: Security & Infiltration Standards (2 Active Points) 11-
1 5) KS: World Politics (2 Active Points) 11-
9 Security Systems 16-
3 Shadowing 13-
3 Sleight Of Hand 16-
3 Stealth 16-
3 Streetwise 13-
2 Survival (Urban) 13-
4 Systems Operation (Metal Detectors, Radar, Sensor Jamming Equipment, Sonar) 13-
3 Tactics 13-
3 Tracking 13-
10 Two-Weapon Fighting (HTH)
2 WF: Common Martial Arts Melee Weapons
2 WF: Common Melee Weapons
1 WF: Pendjepit
1 WF: Whips
2 Weaponsmith (Muscle-Powered HTH) 13-
Skills Cost: 180
Cost Perk
6 Contact: ARGENT, Organization Contact (x3) (6 Active Points) 11-
4 Reputation: Skilled Assassin (A large group) 11-, +2/+2d6
6 Fringe Benefit: International Driver's License, License to practice a profession: Personal Security Consultant, Membership: Member of the UNION, Passport
Perks Cost: 16
Cost Talent
3 Absolute Range Sense
3 Absolute Time Sense
3 Bump Of Direction
6 Combat Luck (3 PD/3 ED)
3 Lightsleep
3 Perfect Pitch
Talents Cost: 21
Val Disadvantages
10 Distinctive Features: Style Limitation: Penjak-Silat (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10 Distinctive Features: Mutatnt (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: Powerful Local Hero 8- (As Pow, NCI, Harshly Punish)
10 Hunted: Indonesian Super heroes 11- (Less Pow, Harshly Punish)
15 Psychological Limitation: Code of the Mercenary (Common, Strong)
10 Psychological Limitation: Secretly enjoys Combat (Common, Moderate)
10 Psychological Limitation: Greedy (Common, Moderate)
10 Psychological Limitation: Disdain for "Western Arrogance" (Uncommon, Strong)
15 Reputation: Feared Assassin, 11- (Extreme)
10 Rivalry: Professional (Mechassassin; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 380Total Experience Available: 380Experience Unspent: 0Total Character Cost: 730

Height: 1.88 m Hair: Black
Weight: 87.00 kg Eyes: Brown
Appearance: Bladestorm is a man of mixed American and Indonesian decent, his fairly tall and muscular. His hair is black and he wears it fairly long. He wears black business suits when making deals, his "uniform" consists of a dark red combat suit with a black sword over his heart, black boots, belts and gloves and a red mask. The mask covers his entire face but keeps his hair loose.

Personality: For the most part, Bladestorm is in the game to get rich and retire, like his father did. He has a certain satisfaction for a job well done but beyond that he doesn't enjoy killing or crime that much. He secretly enjoys testing his skills against other super powered individuals but he doesn't advertise it. Quote:"I'm late; its time for you to die." Background: Born in Indonesia, the man woul would become Bladestorm, trained in martial arts and weapons techniques from the time he was a child. His father, an American hitman who had "retired" to the area liked the idea of raising an assassin. Using the native techniques for his son would give the boy a gimmick that would serve him well. The boy wasn't fond of his father, and has never referred to himself by his American name Jeff Kenneton. He took the name Bladestorm when he took his first job. He uses the pseudonym Nick Razor when not on a job; he's not very sophisticated humor-wise.

Bladestorm has been an assassin/security specialist for about four years. His "turf" has been mostly in indonesia with a few jobs in both Japan and the West. He knows Mechassassin by reputation but has never encountered him. Bladestorm is a member of the UNION, a group of criminal freelancers backed by a team of legal, accounting, and medical professionals who help with court costs/defenses, medical expenses and care, investment and money laundering. Bladestorm generally works alone.

Powers/Tactics: Bladestorm's superhuman senses are mutations that emerged in his early teens. He understands that they aren't mystical abilities but he likes to play them up as such. It gives his "mysterious assassin" personae more credibility. He is an acrobatic fighter who keeps alot of blades on his person. Campaign Use: A steep challenge for a martial artist character or a mercenary to add to groups. Much of his points are spent on background skills but if he's too tough for your campaing, lower his DEX and SPD to 30 and 6 Respectively and drop his Damage Classes for his martial arts. If he's not tough enough, enhance his Blades, either a multipower or VPP arsenal.
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Monday 01/19/2004When Projects Collide!This is part of my other on and off again Character project. Create a character for the art from each of the CHampions Books + Hero5ArmageddonPlayer:

Val Char Cost
125 STR 115
13 DEX 9
60 CON 100
20 BODY 20
10 INT 0
20 EGO 20
25 PRE 15
2 COM -4
60 PD 35
60 ED 48
3 SPD 7
37 REC 0
120 END 0
120 STUN 7
6" RUN02" SWIM049" LEAP24Characteristics Cost: 396
Cost Power END
75 Absurdly Resistant to Attacks: Damage Resistance (40 PD/40 ED/20 Mental Def./20 Power Def.), Hardened (+1/4) (75 Active Points)
20 Difficult to blind: Sight Group Flash Defense (20 points)
33 Knuckle Spiked guantlets: Killing Attack - Hand-To-Hand 3d6+1 (6 1/2d6 w/STR) (50 Active Points); OIF (-1/2) 5
10 Like your gonna find a weakness: Lack Of Weakness (-10) for Resistant Defenses
10 Like your gonna find a weakness: Lack Of Weakness (-10) for Normal Defense
20 Massively Built: Knockback Resistance -10"
15 Really good leaper: Leaping 0" (25" forward, 12 1/2" upward) (Accurate, Improved Noncombat Movement (x8)) 1
50 Can Survive Anything: 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)
26 Get out of my head mortal: Mental Defense (24 points total), Hardened (+1/4) (26 Active Points)
88 Get out of my head Mortal (Pt 2): Ego Attack 4d6, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2) (110 Active Points); Doesn't work if Attack gets (30+ EGO) (-1/4)
20 Bah! You cannot Steal my Might!: Power Defense (20 points)
22 Regeneration: Healing 3d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).]
Powers Cost: 389
Cost Skill
55 +11 with HTH Combat
Skills Cost: 55
Cost Talent
3 Bump Of Direction
3 Lightning Reflexes: +2 DEX to act first with All Actions
Talents Cost: 6
Val Disadvantages
25 Distinctive Features: Large, albino Biker Monster with lots of jutting spikes. Not Concealable, Extreme Reaction, Detectable By Commonly-Used Senses
25 Hunted: Any Hero or Crime fighting Unit Available 14- (As Pow, NCI, Harshly Punish)
10 Physical Limitation: Weighs 1150 lbs; can't go some places. Infrequently, Greatly Impairing
20 Psychological Limitation: Casual Killer Very Common, Strong
20 Psychological Limitation: Loves Frightening "Mortals" Very Common, Strong
20 Reputation: Hero Killer/Engine of Mass Destruction, Almost Always (14-), Extreme
Optional Disadvantages:
20 1) Hunted: Master 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
15 2) Social Limitation: Subject to Orders (Frequently, Major)
Disadvantage Points: 155

Base Points: 400Experience Required: 291Total Experience Available: 291Experience Unspent: 0Total Character Cost: 846

Height: 2.74 m Hair: none
Weight: 521.00 kg Eyes: blood red
Appearance: Large, Horned, Demonic Looking with pale white skin and spiked horns jutting out from just about everywhere. Also wears what appears to be leather pants and studded bandolier. He wears spiked guantlets.Personality: Not much beyond engine of destruction. The picture that serves as Armageddon's inspiration is obviously an homage to Superman vs Doomsday and Armageddon is pretty much a cross between the Monster and Grond; an unstoppable brick with killing attacks and an obvious evil about him.

The GM might want to use Armageddon as merely an engine of destruction and run him as something the heroes must stop, no matter the cost. Or he might have an agenda and all of this seemingly mindless destruction is the building blocks of an underestimated intellect.

Quote:"Pheh, Die."Background: No one knows where Armageddon came from, and he isn't telling. A being of fantastic physical might and durability; entire teams of heroes have to respond when he appears. He seems to delight in causing death and destruction; he generally leaves after slaying a prominant hero unless stalled.

He has yet to be captured.

Powers/Tactics: Tactics are for the weak.Campaign Use: Armageddon really does overlap the Monster and Grond. He is therefore quite expendable, but hey, I plan on writing all the art up so Here He Comes! His origins are vague as is the creature he was based on. He could be the henchman of a powerful master villain, the creation of Tellios, an alien being bent on the destruction of what ever world he happens to be on, a summoned Demon of Pain and Misery, the embodiment of the rage of a powerful comatose mentalist, anything.

My campaigns are quite high end. If Armageddon is too powerful for your campaign, lower his STR, CON, Body, PD/ED, END and Stun ( 80, 40, 20, 40, 40, 80, 80 respectively) this makes him a dangerous, Grond level threat. If he's too weak. Up whatever you need; perhaps adding Brick Tricks powers (shockwave, sonic slam, tear down the walls, etc)

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Tuesday, 01/20/04The neophyte crime lord...The OwlPlayer: NPC Villain, Leader of the Stormfront

Val Char Cost
25 STR 15
23 DEX 39
25 CON 30
15 BODY 10
18 INT 8
11 EGO 2
18 PRE 8
14 COM 2
10/18 PD 5
10/18 ED 5
5 SPD 17
10 REC 0
50 END 0
50 STUN 9
6" RUN02" SWIM05" LEAP0Characteristics Cost: 150
Cost Power END
12 Reinforced Costume: Armor (5 PD/5 ED) (15 Active Points); IIF (-1/4)
10 Talon Bracer: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); OIF (-1/2) 1
Cowl, all slots IIF (-1/4)
4 1) Nightvision (5 Active Points); IIF (-1/4)
8 2) Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-1/4)
20 Wingless Flight: Flight 10" 2
Powers Cost: 54
Cost Skill
3 Bribery 13-
3 Bureaucratics 13-
3 Concealment 13-
3 Criminology 13-
3 Demolitions 13-
3 Electronics 13-
2 Gambling (Card Games) 13-
3 High Society 13-
3 KS: Criminal Underworld 13-
3 KS: Security Systems 13-
3 KS: Stock Market 13-
3 Lockpicking 14-
3 Mechanics 13-
3 PS: Broker 13-
3 Persuasion 13-
3 Security Systems 13-
3 Seduction 13-
3 Shadowing 13-
3 Stealth 14-
3 Streetwise 13-
3 Trading 13-
Skills Cost: 62
Cost Perk
4 Access: Baxter & Associates (Hidden (-1 to Skill Rolls))
5 Computer Link: PRIMUS
12 Contact: ARGENT (Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 11-
4 Contact: Business World (Contact limited by identity, Good relationship with Contact) 13-
25 Follower: Thugs
5 Head of Criminal Organization
5 Money: Well Off
2 Reputation: Minor Crime Lord (A small to medium sized group) 8-, +2/+2d6
13 Secret Headquarters
Perks Cost: 75
Cost Talent
3 Bump Of Direction
6 Combat Luck: 3 PD/3 ED
Talents Cost: 9
Val Disadvantages
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10 Hunted: Nighthawk (or other hero) 8- (As Pow, Harshly Punish)
25 Hunted: Police 11- (Mo Pow, NCI, Harshly Punish)
15 Hunted: Rival Crimelords 8- (As Pow, NCI, Harshly Punish)
10 Psychological Limitation: Greedy (Common, Moderate)
15 Psychological Limitation: Likes to be in charge (Common, Strong)
15 Psychological Limitation: Loves challenges. (Common, Strong)
15 Psychological Limitation: Overconfident (Common, Strong)
10 Reputation: Burgeoning Crimelord, 11- (Extreme; Known Only To A Small Group)
15 Social Limitation: Secret Identity (James W Hall (Frequently, Major)
10 Unluck: 2d6
Disadvantage Points: 150

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

Height: 1.98 m Hair: Brown
Weight: 99.00 kg Eyes: Brown
Appearance: A tall and muscular man with reddish brown hair and green eyes. He wears gray and black business suits. When operating as the Owl, he wears a gray body suit with a black cloak. He wears a specially designed cowl that includes communications and night vision. His 'talon bracers' are iron.Personality: The Owl is a man who enjoys challenges, particularly illegal ones. He enjoyed being a cat-burgler; wasn't very fond of fighting superheroes though. He enjoys the challenge of building a criminal empire. He knows that he needs to spend money to make money and he is heavily investing in training his normal thugs into competent agent class criminals. He also goes after technology, and is looking to create a stable of scientists to create and improve the gear that his agents and super villains use.Quote:"Nighthawk, huh? Well lets see just how well you fly, my friend."Background: James hall is a mutant with the ability to fly. This coupled with a powerful physique and razor sharp mind led him to decide to become a costumed criminal. By day he maintained his job as a respectable stock broker; by night he robbed the wealthy as the Owl. Amassing a small fortune, he turned his superlative organizational skills towards creating a modest criminal empire. His initial foray was something of a failure as established crime families didn't take kindly to a new player in their game. His men were beaten or killed and his funds began to dwindle. Even acting as the Owl was becoming difficult. Instead of folding, the Owl took some of his remaining fortune and purchased two avian-themed battle suits, sent his best two men to a "thug university" and had them start operating as super villains. The plan was successful to an extent but Buzzard and Hawkfire were inexperienced and none too powerful. The Owl then used his contacts to find other low-powered super villains and approached them about joining his gang. After all was said and done, he had ten super-agents. He began the task of rebuilding his criminal empire.Powers/Tactics: A strong, capable combatant, the Owl suppliments this with his ability to fly. He's not blindingly fast, but very agile in the air and he has been working on developing weapons and such beyond his 'talon bracers'. He is not afraid of combat, but he is still more of a thinker than a fighter.Campaign Use: Emerging crime lord. The Owl is built on the same number of points as a typical hero. He and his organization should grow as the campaign matures. Perhaps every 3 or so adventures in which they appear, he should make some improvement. This could be better agents, better weapons, martial arts skills, perhaps add another villain to his roster.
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