Enforcer84 Posted January 23, 2004 Author Report Share Posted January 23, 2004 Wednesday 01/21/04Well I am getting alittle behind, but I can catch up. The Art is becoming a problem. Oh well. Any artists out there wanna lend me a hand? Just kidding. Master RampagePlayer: NPC; Villain Val Char Cost 65 STR 55 20 DEX 30 30 CON 40 22 BODY 24 18 INT 8 12 EGO 4 25 PRE 15 8 COM -1 30 PD 17 23 ED 17 4 SPD 10 19 REC 0 70 END 5 70 STUN 0 6" RUN02" SWIM023" LEAP0Characteristics Cost: 224Cost Power END 60 Brick Tricks: Multipower, 60-point reserve 2u 1) Super-Strength Smash-Through: Tunneling 1" through 15 DEF material (47 Active Points); Requires A Skill Roll (-1/2), Walls Only (-1/2) 5 2u 2) 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 2u 3) 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 9 Environmental Independance: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 8 Expanded Bio-Functions: LS (Eating Character only has to eat once per week; Extended Breathing; Longevity 400 Years; Sleeping Character only has to sleep 8 hours per week) 6 Large and In Charge: Knockback Resistance -3" 13 Protohumanoid Physique: (Total: 13 Active Cost, 13 Real Cost) +0 PD, Hardened (+1/4) (7 Active Points) (Modifiers affect Base Characteristic) (Real Cost: 7) plus +0 ED, Hardened (+1/4) (6 Active Points) (Modifiers affect Base Characteristic) (Real Cost: 6) 34 Protohumanoid Physique: Damage Resistance (30 PD/24 ED), Hardened (+1/4) (34 Active Points) 5 Protohumanoid Physique: Lack Of Weakness (-5) for Normal Defense 6 Protohumanoid Senses: +2 PER with all Sense Groups 10 Super-Strong Legs: Leaping +10" (23" forward, 11 1/2" upward) 1 Powers Cost: 157Cost Skill 15 +3 with HTH Combat 3 Forensic Medicine 13- 2 KS: Mercenary World 11- 2 KS: Scientific Community 11- 2 KS: The Superhuman World 11- 3 Paramedics 13- 3 Scientist 2 1) SS: Biochemistry 13- (3 Active Points) 2 2) SS: Biology 13- (3 Active Points) 2 3) SS: Chemistry 13- (3 Active Points) 2 4) SS: Genetics 13- (3 Active Points) 2 5) SS: Medicine 13- (3 Active Points) 2 6) SS: Microbiology 13- (3 Active Points) 2 7) SS: Pharmacology/Toxicology 13- (3 Active Points) 2 8) SS: Virology 13- (3 Active Points) 2 9) SS: Zoology 13- (3 Active Points) 4 Systems Operation (Environmental Systems, Medical Systems) 13- Skills Cost: 52Cost Perk 3 Contact: Mercenary Brokers 12- 10 Money: Wealthy 4 Reputation: Powermad Superhuman Mastermind (A large group) 11-, +2/+2d6 25 Usurper's Compound Perks Cost: 42Val Disadvantages 20 Distinctive Features: Huge gray skinned humanoid. (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 25 Hunted: PRIMUS 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish 25 Hunted: UNTIL 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish 5 Physical Limitation: Really Big (8'4'', 700+lbs (Infrequently, Slightly Impairing) 20 Psychological Limitation: Arrogant to the Extreme (Very Common, Strong) 15 Psychological Limitation: Enjoys "flexing his muscles" (Common, Strong) 10 Psychological Limitation: Greedy Common, Moderate 15 Reputation: Destructive Villain, 11- (Extreme) 15 Social Limitation: Public Identity: Dr. Lee Olsen Frequently (11-), Major Disadvantage Points: 150Base Points: 200Experience Required: 125Total Experience Available: 125Experience Unspent: 0Total Character Cost: 475 Height: 1.98 m Hair: Black Weight: 320.00 kg Eyes: Green Appearance: Huge gray humanoid with black hair and green eyes. He wears a black bodysuit with no sleves and a crimson "R" on the torso. His belt and boots are red.Personality: Devoted to the cult of "ME", Master Rampage is an over the top "Master Villain" of the lower order. His team, the Usurpers range in power from low level to nigh godlike and he controlls them with his keen intellect and huge fists when he has to.Quote:"This looks like a good spot for a Rampage."Background: Dr Olsen's attempt at turning himself into a physical powerhouse was successful. Unfortunately, it took his brain a few hours to cope with the painful transformation and by the time he had calmed down, he had destroyed much of the university where he had been employed. The fact that this didn't really concern him was the first clue that he was heading down the slope of villainy. Briliant, but with a nasty streak a mile wide, Dr Olsen, dubbed Rampage by the press, and later adding the "Master" title decided to set about creating a society where the enlightened scientific minds (such as his) ruled the day. This lead to his gathering of the other Usurpers.Powers/Tactics: Smash things, take things, say something witty.Campaign Use: The Usurpers are a team of villains capable of giving various teams a good fight. They should be a more serious threat than say, Deathstroke, but they aren't quite in the league of the Eurostar, or even the Ultimates. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted January 25, 2004 Author Report Share Posted January 25, 2004 Thursday 01/22/04Here is the leader of the Dead Man's Hand... Dr. DemolitionDr. DemolitionPlayer: NPC Villain Val Char Cost 15 STR 5 20 DEX 30 20 CON 20 10 BODY 0 15 INT 5 11 EGO 2 15 PRE 5 12 COM 1 22 PD 5 22 ED 4 5 SPD 20 7 REC 0 40 END 0 30 STUN 2 8" RUN44" SWIM24" LEAP1Characteristics Cost: 106Cost Power END .50 Desert Eagle, all slots OAF (-1) 2 1) Sight: +1 with Ranged Combat (5 Active Points); OAF (-1) 20 2) Killing Attack - Ranged 2d6, +1 STUN Multiplier (+1/4), 64 Clips of 9 Charges (+1/4) (45 Active Points); OAF (-1), No Knockback (-1/4) 5 Another Desert Eagle: Custom Power (5 Active Points) 1 15 Combat armor: Armor (6 PD/6 ED), Hardened (+1/4) (22 Active Points); OIF (-1/2) 134 Explosive Arsenal: VPP (Gadget Pool), 112 base + 22 control cost, (168 Active Points); VPP Powers Can Be Changed Only at workshop (-1/2), Limited Class Of Powers Available Limited (-1/2); all slots Focused: Minimum IAF (-1/2) 0 1) Disguised Bomb: Energy Blast 10d6, Time Delay (+1/4), Explosion (-1 DC/3"; +1) (112 Active Points); Side Effects: Bomb Goes Off (-1), IAF (-1/2), Requires A INT Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/2), Focused: Minimum IAF (-1/2) Real Cost: 32 11 0 2) Shrapnel Barrage: Killing Attack - Ranged 2d6+1, +1 STUN Multiplier (+1/4), Penetrating (+1/2), Area Of Effect (6" Radius; +1) (96 Active Points); 2 Charges (-1 1/2), OAF (-1), Focused: Minimum IAF (-1/2) Real Cost: 24 0 3) Wrist Rockets: Energy Blast 10d6, Explosion (-1 DC/2"; +3/4) (87 Active Points); 3 Charges (-1 1/4), OIF (-1/2), Focused: Minimum IAF (-1/2) Real Cost: 27 Helmet, all slots OIF (-1/2) 3 1) Armored Helmet: Armor (2 PD/2 ED), Hardened (+1/4) (7 Active Points); Only Works Attacks to the Head Very Limited Type of Attack (-1), OIF (-1/2) 7 2) Commlink: Radio Perception/Transmission (Radio Group), Telescopic (+1) (11 Active Points); OIF (-1/2) 3 3) Heat Sensor Visor: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 3 4) NIghtvision Visor: Nightvision (5 Active Points); OIF (-1/2) Powers Cost: 192Cost Martial Arts Maneuver Commando Training 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Strike: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike 3 3) Throw: 1/2 Phase, +0 OCV, +1 DCV, 5d6 +v/5, Target Falls 8 4) +2 HTH Damage Class(es) 4 5) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND 4 6) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR to Disarm roll 4 7) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 3 1/2d6 NND ; Target Falls 4 8) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 3 9) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6d6 Strike, Target Falls Martial Arts Cost: 38Cost Skill 16 +2 with All Combat 6 +2 with Explosive based weapons 10 +2 with Ranged Combat 20 +4 with Demolitions/Explosives Based Skills 3 Analyze: Combat 12- 3 Breakfall 13- 3 Climbing 13- 3 Combat Driving 13- 3 Concealment 12- 11 Demolitions 16- 3 Electronics 12- 3 Interrogation 12- 5 Inventor 16- (11 Active Points); Explosives Based only (-1) 3 Linguist 1 1) Language: Arabic (Fluent Conversation) (2 Active Points) 2 2) Language: German (Completely Fluent, w/Accent) (3 Active Points) 1 3) Language: Japanese (Fluent Conversation) (2 Active Points) 1 4) Language: Russian (Fluent Conversation) (2 Active Points) 3 Lockpicking 13- 3 Mechanics 12- 4 SS: Chemical Engineering 13- 7 SS: Explosives Engineering 16- 3 SS: Physics 12- 3 Scholar 1 1) KS: Arms Dealers (2 Active Points) 11- 6 2) KS: Explosives (7 Active Points) 16- 3 3) KS: Military/Mercenary/Terrorist World (4 Active Points) 13- 2 4) KS: Paramilitary Organizations (3 Active Points) 12- 1 5) KS: US Marines (2 Active Points) 11- 3 Security Systems 12- 3 Shadowing 12- 3 Sleight Of Hand 13- 3 Stealth 13- 3 Streetwise 12- 6 Survival (Temperate/Subtropical, Desert, Urban) 12- 4 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles 3 Tactics 12- 3 Tracking 12- 9 WF: Emplaced Weapons, Small Arms, Blades, Clubs, Fist-Loads, Garrote, Grenade Launchers, Shoulder-Fired Weapons, Vehicle Weapons 9 Weaponsmith (Chemical Weapons, Firearms, Incendiary Weapons, Missiles & Rockets) 14- Skills Cost: 182Cost Perk 6 Contact: Mercenary Community (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 11- 6 Contact: VIPER (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 11- 4 Fringe Benefit: Concealed Weapon Permit (where appropriate), International Driver's License, Passport 5 Leader of Deadman's Hand 5 Money: Well Off 2 Reputation: Master of Disaster (A medium-sized group) , 11-, +2/+2d6 Perks Cost: 28Cost Talent 12 Combat Luck: 6 PD/6 ED 6 Lightning Reflexes: +4 DEX to act first with All Actions Talents Cost: 18Val Disadvantages 10 Distinctive Features: Commando Training Style Disadvantage Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures 5 Distinctive Features: : Marine Corps Tattoo Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses 20 Hunted: UNTIL 8- (Occasionally), More Powerful, NCI, Harshly Punish 20 Hunted: US Military 8- (Occasionally), More Powerful, NCI, Harshly Punish 20 Psychological Limitation: Adrenaline Junky Very Common, Strong 20 Psychological Limitation: Code of the Mercenary Common, Total 15 Psychological Limitation: Loves Explosions Common, Strong 10 Reputation: Mercenary Assassin, Frequently (11-) 10 Rivalry: Mechassassin Professional (; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry) 15 Social Limitation: Secret Identities Frequently (11-), Major Disadvantage Points: 145Base Points: 200Experience Required: 219Total Experience Available: 250Experience Unspent: 31Total Character Cost: 564 Height: 1.73 m Hair: Blonde Weight: 79.00 kg Eyes: Brown Appearance: A well built man in his early 30's. Greg is a devotee to bodybuilding and staying in shape.He dresses in relaxed fit clothing for ease of movement and hiding weapons. Dr Demolition's uniform is gun-metal gray with black armor plating on the chest, shoulders, elbows, and knees. His helmet is also black with a skull pattern on the face. His guantlets, belts, and boots are also black. Personality: Greed, Likes to see things explode. He has really come around to the idea of being a "supervillain". He now talks the talk, and tries to make himself seem larger than life.Quote:I know you think you have me, Nighthawk. But the C4 I have placed around this bridge say, that you probably wnt to let me go.Background: Archie Harrington joined the Marines out of highschool. He enjoyed the job, and found he had an affinity for explosives. He was trained in the creation, disarming, and disposal of all manner of bombs. He designed several himself, worked out new timers and even developed a crude micro rocket launcher in his spare time. Realizing that he could make a far better living as an arms dealer; he went AWOL and started his own explosives selling business. Taking the name Dr Hans Beachum, he made quite a name for himself, but he missed the adrenaline rush of using the bombs. He began to consider life as a "super" mercenary; seeing the world, fighting costumed crime fighters, cops, and anyone else who he could blow up. Faking his death in a car bombing; he took another name, Greg Davies and developed the initial arsenal for his costumed persona of Dr. Demolition. He worked solo for a while, then found himself working with a like-minded fellow known as the Missileer. Together, they re-designed much of their weaponry, and decided to form their own mercenary team. They recruited a few men from both arms designers and mercenary worlds and created a team of crack professionals dubbed the Dead Man's Hand. Powers/Tactics: IF at all possible, Dr. D will booby trap the area while disguised before he goes in. When he makes the scene as Dr Demolition, the more preparation he made before the better. If caught without prep time, he tosses some grenades and uses the Two Desert Eagles given to him by Missileer.Campaign Use: An explosive specialist mercenary assassin, how can you not like that? Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted January 25, 2004 Author Report Share Posted January 25, 2004 Friday 01/23/2004MissileeerPlayer: NPC Villain Val Char Cost 20 STR 10 17 DEX 21 20 CON 20 10 BODY 0 15 INT 5 12 EGO 4 15 PRE 5 14 COM 2 17 PD 5 16 ED 4 5 SPD 23 8 REC 0 40 END 0 30 STUN 0 8" RUN44" SWIM25" LEAP1Characteristics Cost: 106Cost Power END .50 Desert Eagle, all slots OAF (-1) 2 1) Sight: +1 with Ranged Combat (5 Active Points); OAF (-1) 20 2) Killing Attack - Ranged 2d6, +1 STUN Multiplier (+1/4), 64 Clips of 9 Charges (+1/4) (45 Active Points); OAF (-1), No Knockback (-1/4) 5 Another Desert Eagle: Custom Power (5 Active Points) 1 15 Combat armor: Armor (6 PD/6 ED), Hardened (+1/4) (22 Active Points); OIF (-1/2) 93 Weapons Arsenal: VPP (Gadget Pool), 75 base + 18 control cost, (112 Active Points); VPP Powers Can Be Changed Only at workshop (-1/2), Limited Class Of Powers Available Limited (-1/2) 0 1) Blaster Pistol: M-17 CC: Energy Blast 9d6, 16 Charges (+0), No Range Modifier (+1/2) (67 Active Points); OAF (-1), Beam (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4) Real Cost: 27 0 2) Bolo Rockets: Entangle 4d6, 4 DEF, Increased Maximum Range (1,500"; +1/4), Takes No Damage From Attacks All Attacks (+1/2) (70 Active Points); 4 Charges (-1), IAF (-1/2) Real Cost: 28 0 3) EMP Blaster: Suppress technological 5d6, All Powers Simultaneously (+2) (25 Active Points); 1 Charge (-2), OAF (-1), Limited Special Effect Very Common SFX (-1/4) Real Cost: 18 0 4) Leech Blaster: Energy Blast 6d6, Attack Versus Limited Defense (Power Defense; +1 1/2) (75 Active Points); OAF (-1), 8 Charges (-1/2), Beam (-1/4), No Knockback (-1/4) Real Cost: 25 0 5) Micro Missiles: Energy Blast 7d6, Area Of Effect (4" Radius; +1) (70 Active Points); 2 Charges (-1 1/2), OAF (-1) Real Cost: 20 0 6) Sniper Laser: Killing Attack - Ranged 2d6, 16 Charges (+0), Increased Maximum Range (1,125"; +1/4), No Range Modifier (+1/2) (52 Active Points); OAF (-1), No Knockback (-1/4) Real Cost: 23 Helmet, all slots OIF (-1/2) 3 1) Armored Helmet: Armor (2 PD/2 ED), Hardened (+1/4) (7 Active Points); Only Works Attacks to the Head Very Limited Type of Attack (-1), OIF (-1/2) 7 2) Commlink: Radio Perception/Transmission (Radio Group), Telescopic (+1) (11 Active Points); OIF (-1/2) 3 3) Heat Sensor Visor: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 3 4) NIghtvision Visor: Nightvision (5 Active Points); OIF (-1/2) Powers Cost: 151Cost Martial Arts Maneuver Tae Kwon Do 8 1) +2 HTH Damage Class(es) 4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll 5 4) Flying Side Kick: 1/2 Phase, +1 OCV, -2 DCV, 10d6 Strike 3 5) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls 4 6) Punch/Elbow Strike: 1/2 Phase, +2 OCV, +0 DCV, 8d6 Strike 4 7) Side Kick: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 5 8) Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike Martial Arts Cost: 37Cost Skill 16 +2 with All Combat 20 +4 with Ranged Combat 5 Accurate Sprayfire 3 Breakfall 12- 3 Climbing 12- 3 Combat Driving 12- 3 Combat Piloting 12- 3 Concealment 12- 5 Concentrated Sprayfire 3 Demolitions 12- 3 Electronics 12- 5 Fast Draw 13- 3 Interrogation 12- 5 Inventor 13- 3 Linguist 1 1) Language: Arabic (Fluent Conversation) (2 Active Points) 2 2) Language: German (Completely Fluent, w/Accent) (3 Active Points) 1 3) Language: Japanese (Fluent Conversation) (2 Active Points) 1 4) Language: Russian (Fluent Conversation) (2 Active Points) 3 Lockpicking 12- 3 Mechanics 12- 5 Rapid Attack (Ranged) 5 Rapid Autofire 3 Scholar 1 1) KS: Arms Dealers (2 Active Points) 11- 6 2) KS: Explosives (7 Active Points) 16- 3 3) KS: Military/Mercenary/Terrorist World (4 Active Points) 13- 2 4) KS: Paramilitary Organizations (3 Active Points) 12- 1 5) KS: US Marines (2 Active Points) 11- 3 Scientist 3 1) SS: Chemical Engineering 13- (4 Active Points) 6 2) SS: Explosives Engineering 16- (7 Active Points) 2 3) SS: Physics 12- (3 Active Points) 3 Security Systems 12- 3 Shadowing 12- 5 Skipover Sprayfire 3 Sleight Of Hand 12- 3 Stealth 12- 3 Streetwise 12- 6 Survival (Temperate/Subtropical, Desert, Urban) 12- 6 TF: Common Motorized Ground Vehicles, Combat Aircraft, Helicopters, Submarines, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles 3 Tactics 12- 3 Tracking 12- 10 Two-Weapon Fighting (Ranged) 29 WF: Common Missile Weapons, Early Firearms, Emplaced Weapons, Small Arms, Arare, Atatl, Blowguns, Boomerangs and Throwing Clubs, Clubs, Early Thrown Grenades, Fist-Loads, Flamethrowers, Fukimi-Bari, General Purpose/Heavy Machine Guns, Grenade Launchers, Iron Mandarin Duck, Metsubishi, Shoulder-Fired Weapons, Sling, Sling Bow, Staff Sling, Steel Olive, Steel Toad, Thrown Chain & Rope Weapons, Thrown Sword, Vehicle Weapons, Wishful Steel Ball 9 Weaponsmith (Energy Weapons, Firearms, Missiles & Rockets, Muscle-Powered Ranged) 14- Skills Cost: 220Cost Perk 9 Contact: Mercenary Community (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (9 Active Points) 12- 6 Contact: VIPER (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 11- 4 Fringe Benefit: Concealed Weapon Permit (where appropriate), International Driver's License, Passport 5 Leader of Deadman's Hand 5 Money: Well Off 1 Reputation: Mercenary (A medium-sized group) , 11-, +1/+1d6 Perks Cost: 30Cost Talent 3 Absolute Range Sense 12 Lightning Reflexes: +8 DEX to act first with All Actions Talents Cost: 15Val Disadvantages 10 Distinctive Features: Tae Kwon Do Style Disadvantage Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures 15 Hunted: Eurostar 8- (Occasionally), More Powerful, Harshly Punish 15 Hunted: New Knights of the Round Table 8- (Occasionally), More Powerful, NCI, Limited Geographical Area, Harshly Punish 20 Hunted: UNTIL 8- (Occasionally), More Powerful, NCI, Harshly Punish 20 Psychological Limitation: Code of the Mercenary Common, Total 20 Psychological Limitation: Fiercely Competitive Very Common, Strong 15 Psychological Limitation: Loves Combat Common, Strong 10 Reputation: Mercenary Assassin, Frequently (11-) 10 Rivalry: Mechassassin Professional (; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry) 15 Social Limitation: Secret Identity Frequently (11-), Major Disadvantage Points: 150Base Points: 200Experience Required: 209Total Experience Available: 250Experience Unspent: 41Total Character Cost: 559 Height: 1.83 m Hair: Black Weight: 90.00 kg Eyes: Brown Appearance: Anton is tall and thickly built. He trains in Tae Kwon Do daily, as well as weights and running. He is in tremendous shape. He has black hair, but currently shaves his head and wears a goatee. He is an African-Italian citizen. The Missileer uniform is red with black armor on his upper torso, vitals, thighs, knees, shins, and elbows. His guantlets, helmet, and boots are metallic gold. The Helmet has an opaque red visor, and leaves his mouth and chin uncovered. He carries a variety of gunbelts, ammo, and weapons on his person. The holsters, belts, and such are black, the weapons are gray.Personality: Ambrose is a firey violent man with a streak of nobility. He follows a code of the mercenary, keeps the lose of innocent life as low as possible in his line of work, and then works out his frustrations on his targets and anyone who gets in his way.Quote:Hmm, with the wind and the fog, I'd say he's about ...DEAD! KABLAM!Background: Anton was born into the mercenary trade. He is an impressive physical specemin and uncanny with firearms of any sort.He adopted the Missileer name and uniform in 1995 and tried to make a name for himself as an assassin, and criminal security expert. This brought him into occasional conflict and cooperation with Mechassassin, Dr. Demolition, Lazer, Iron Commando, and other hi-tech mercs. He relishes conflict with these men, and formed a friendship with Demolition. Later the two mercs decided to join forces and head a team of crack mercenaries themselves. They formed the Dead Man's Hand in 1999 and the organization has gained a reputation as dependable and professional. Powers/Tactics: A brillian marksman, Missileer is also adept at creating weapons. He generally carries a small arsenal with him when he is doing his jobs. He tends to sit back and snipe if at all possible. He will get "up close and personal" as required and trains heavily in Tae Kwon Do. He also is skilled at breaking and entering.Campaign Use: A merc with a heavy dose of offense. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted January 25, 2004 Author Report Share Posted January 25, 2004 Friday 01/23/2004This guy is one of my first villains. I use him all the time but he isn't especially deep or well rounded. ReactorPlayer: NPC; Villain Val Char Cost 30 STR 20 23 DEX 39 28 CON 36 10 BODY 0 10 INT 0 15 EGO 10 20 PRE 10 10 COM 0 20 PD 7 17 ED 4 5 SPD 17 12 REC 0 56 END 0 52 STUN 13 6" RUN02" SWIM06" LEAP0Characteristics Cost: 156Cost Power END 5 Mentally Tough: Mental Defense (8 points total) 24 Erosion: Tunneling 3" through 10 DEF material (36 Active Points); No Noncombat Movement (-1/4), Not vs Lead (-1/4) 4 58 Bio-Chemical Energy Field : RKA 3d6, +1 STUN Multiplier (+1/4), Penetrating (+1/2), Armor Piercing (+1/2) (101 Active Points); No Range (-1/2), No Knockback (-1/4) 10 21 Toughened Flesh: Armor (7 PD/7 ED) Powers Cost: 108Cost Martial Arts Maneuver Dirty Infighting 4 1) Punch: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 5 2) Roundhouse: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 4 3) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll 4 5) Kidney Blow: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 Martial Arts Cost: 21Cost Skill 15 +3 with HTH Combat 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 3 Concealment 11- 3 Contortionist 14- 3 Demolitions 11- 3 Electronics 11- 2 KS: Knowledge Skill: Biochemical Cleanup 11- 2 KS: Knowledge Skill: Explosives Production 11- 3 Lockpicking 14- 3 Paramedic 11- 3 Security Systems 11- 3 Shadowing 11- 3 Stealth 14- 3 Streetwise 13- 3 Tracking 11- 3 Scientist 1 1) SS: Bacteriology 11- (2 Active Points) 1 2) SS: Biochemistry 11- (2 Active Points) 1 3) SS: Chemistry 11- (2 Active Points) 1 4) SS: Genetics 11- (2 Active Points) Skills Cost: 68Cost Perk 4 Reputation (A large group) ; 8-, +4/+4d6 25 Vehicles & Bases 21 Contact (Contact has very useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (21 Active Points) 12- 8 Fringe Benefit: Concealed Weapon Permit (where appropriate), International Driver's License, Licensed Security Specialist, Membership: League of Assassins, Passport Perks Cost: 58Val Disadvantages 15 Hunted: Champions: 8- (Occasionally), More Powerful, Harshly Punish 20 Hunted: Police: 11- (Frequently) (As Pow, NCI, Harshly Punish) 15 Secret Identity: Leon Williams: Frequently (11-), Major 20 Antisocial: Common, Total 15 Greedy: Common, Strong 20 Sadistic: Common, Total 15 Reputation: Hired Assassin, Frequently (11-) (Extreme) 10 Rivalry: Mechassassin : Professional (; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 5 Susceptibility: Radioactive Substances: , 1d6 damage per Minute Uncommon 5 Unluck: 1d6 Disadvantage Points: 140Base Points: 200Experience Required: 71Total Experience Available: 71Experience Unspent: 0Total Character Cost: 411 Height: 1.85 m Hair: Red Weight: 74.00 kg Eyes: Green Appearance: Red Hair, Green Eyes. Sturdy build. Leon wears a black costume with green highlights and the "biohazard" symbol on his chest. He wears a green domino mask.Personality: Mercenary to the core. Williams cares not for his fellow man, enjoys killing and can be pretty horrific if he puts his mind to it. (Hence his reps)Quote:"This will hurt alot."Background: A high priced super assassin. Leon Williams gained his powers working as a technician for a genetics research company. Reactor is one of my earliest creations and yet over the years His origin hasn't grown. Odd isn't it? Powers/Tactics: A close range fighter, Reactor wants to get in and snuff his opponents and get out. He is a skilled streetfighter and uses his enhanced physique to do some real damage before slaying his foes with his Chemical AttackCampaign Use: Thug, assassin, mercenary, secruity specialist; a criminal rennaisance man. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted January 25, 2004 Author Report Share Posted January 25, 2004 Saturday 01/24/2004Reaper ManPlayer: NPC Val Char Cost 25 STR 15 20 DEX 30 20 CON 20 15 BODY 10 15 INT 5 15 EGO 10 20 PRE 10 14 COM 2 16/22 PD 8 11/17 ED 4 5 SPD 20 10 REC 2 40 END 0 40 STUN 2 8" RUN45" SWIM35" LEAP0Characteristics Cost: 145Cost Power END 15 Combat Leathers: Armor (6 PD/6 ED), Hardened (+1/4) (22 Active Points); OIF (-1/2) 7 Concealed Radio : Radio Perception/Transmission (Radio Group) (10 Active Points); IAF (-1/2) 2 Nightsight Goggles: Nightvision (5 Active Points); OAF (-1) 2 Polorized Nightsight Goggles: Sight Group Flash Defense (5 points) (5 Active Points); OAF (-1) 21 Scythe Guantlet: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), +1 STUN Multiplier (+1/4) (37 Active Points); OIF (-1/2), No Knockback (-1/4) 4 5 Another Scythe Guantlet: Custom Power (5 Active Points) 1 9 Throwing Scythes: Killing Attack - Ranged 2d6-1 (25 Active Points); OAF (-1), No Knockback (-1/4), Range Based On Strength (-1/4), 6 Recoverable Charges (-1/4) Powers Cost: 61Cost Martial Arts Maneuver Self Developed Style 12 1) +3 HTH Damage Class(es) 4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 2 3) Weapon Element: Empty hand, Homemade Weapons, Off Hand 3 4) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on 4 5) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 10d6 Strike, Must Follow Block 4 6) Cross: 1/2 Phase, +2 OCV, +0 DCV, 10d6 Strike 4 7) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm roll 4 8) Escape: 1/2 Phase, +0 OCV, +0 DCV, 55 STR vs. Grabs 4 9) Flying Kick/Overhead Punch: 1/2 Phase, +2 OCV, -2 DCV, 8d6 +v/5; FMove 4 10) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 5d6 NND ; Target Falls 3 11) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls 3 12) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls 5 13) Kick/Uppercut: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike Martial Arts Cost: 56Cost Skill 30 +6 with HTH Combat 4 +2 with any single attack 3 Acrobatics 13- 3 Breakfall 13- 3 Climbing 13- 3 Contortionist 13- 10 Defense Maneuver I-IV 2 Gambling 12- 3 Interrogation 13- 3 KS: Mercenary World 12- 3 KS: Criminal Organizations 12- 2 KS: Law Enforcement Agencies 11- 3 KS: Martial Arts World 12- 3 Language: Cantonese (Completely Fluent, w/Accent) 5 Rapid Attack (HTH) 3 Security Systems 12- 3 Shadowing 12- 3 Stealth 13- 2 Survival (Urban) 12- 3 Tracking 12- 10 Two-Weapon Fighting (HTH) 2 WF: Blades, Clubs, Fist-Loads, Homemade Weapons 3 Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 12- Skills Cost: 109Cost Perk 5 Fringe Benefit: International Driver's License, Membership: Deaad Man's Hand, Passport 5 Money: Well Off 4 Reputation: Maniac Killer (A medium-sized group) , 11-, +4/+4d6 Perks Cost: 14Cost Talent 6 Combat Luck: 3 PD/3 ED 6 Lightning Reflexes: +4 DEX to act first with All Actions 3 Lightsleep Talents Cost: 15Val Disadvantages 20 Dependent NPC: Sister's family 8- (Infrequently), Normal, Group DNPC (x4 DNPCs) 10 Distinctive Features: Ominous Looking man with death motif clothing Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 20 Hunted: FBI 11- (Frequently), More Powerful, NCI, Limited Geographical Area, Harshly Punish 20 Hunted: UNTIL 8- (Occasionally), More Powerful, NCI, Harshly Punish 15 Psychological Limitation: Casual Killer Common, Strong 15 Psychological Limitation: Greedy Common, Strong 20 Psychological Limitation: Craves respect and credibility Very Common, Strong 15 Reputation: Maniac Murderer, Frequently (11-), Extreme 5 Rivalry: Another Assassin Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 20 Social Limitation: Secret Identity Frequently (11-), Severe Disadvantage Points: 160Base Points: 200Experience Required: 40Total Experience Available: 50Experience Unspent: 10Total Character Cost: 400 Height: 1.91 m Hair: Black; Dyed white Weight: 99.00 kg Eyes: Brown Appearance: A large, African American man with white hair, dressed all in leather with skull motifs on his right shoulder and back. He wears combat boots and oversized bracers with sharp, retractable blades. He also carries small "throwing Scythes".Personality: Reaper Man is in it for the cash and the credibility. He enjoys being a feared assassin and mercenary "Supervillain". Although he has no trouble taking human life, he doesn't kill for "sport". He is also capable of taking non-lethal assignments.Quote:Just a second and this will all be over.Background: Carl Miller is a devotee to death itself. At least he pretends to be; he is actually a rather well adjusted man for an assassin. He enjoys the physical challenges of competing in the "metahuman" world, as well as the money that can be made by a "named" criminal. He comes from Georgia, spent three years in the army, has trained physically all his life, using an ecclectic blend of Kung Fu and Boxing, then adding the use of his blade guantlets. Reaper Man has spent the last three years developing his reputation and joined the Dead Man's Hand happily when Approached by Dr. D.Powers/Tactics: A phenomenal physical specimen with an ecclectic, self developed combat style. Reaper Man often uses his blades to great effect, after softening his victume up with his throwing scythes. He often makes frightening PRE attacks against his victems because he likes the rush of being feared.Campaign Use: Mercenary Supervillain. He might end up working for Barron Terror if the latter needs more 'muscle'. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted January 26, 2004 Author Report Share Posted January 26, 2004 Sunday 01/25/2004Hey, I am almost 1/4 of the way done...MinervaPlayer: NPC Val Char Cost 55 STR 3 23 DEX 15 30 CON 10 20 BODY 0 23 INT 13 11 EGO 2 13 PRE 3 18 COM 4 30 PD 3 25 ED 3 6 SPD 7 17 REC 0 60 END 0 69 STUN 5 6" RUN02" SWIM011" LEAP0Characteristics Cost: 68Cost Power END Minerva Armor, all slots OIF (-1/2) 32 1) Powered Armor: Armor (16 PD/16 ED) (48 Active Points); OIF (-1/2) 28 2) Memory Fiber Exomusculature: +42 STR (42 Active Points); OIF (-1/2) 4 16 3) Memory Fiber Exomusculature: +8 DEX (24 Active Points); OIF (-1/2) 20 4) Memory Fiber Exomusculature: +15 CON (30 Active Points); OIF (-1/2) 13 5) Memory Fiber Exomusculature: +10 BODY (20 Active Points); OIF (-1/2) 13 6) Memory Fiber Exomusculature: +2 SPD (20 Active Points); OIF (-1/2) 11 7) Life Support Unit: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 2 19 8) On-Board Radar: Radar (Radio Group), Discriminatory, Analyze, Telescopic (+4) (29 Active Points); OIF (-1/2) 8 9) High Range Radio : High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2) 3 10) Ultraviolet Lenses: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2) 30 Transport Systems: Multipower, 45-point reserve, (45 Active Points); all slots OIF (-1/2) 1u 1) Transport Flight: Flight 5", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (20 Active Points); OIF (-1/2) 2 2u 2) Combat Level Flight: Flight 15", Position Shift, Reduced Endurance (Half END; +1/4) (44 Active Points); OIF (-1/2), No Noncombat Movement (-1/4) 1 Powers Cost: 196Cost Martial Arts Maneuver Tae Kwon Do 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 3 2) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 12d6 Strike, Target Falls 4 3) Punch/Elbow: 1/2 Phase, +2 OCV, +0 DCV, 13d6 Strike 5 4) Side/Spin Kicks: 1/2 Phase, -2 OCV, +1 DCV, 15d6 Strike Martial Arts Cost: 16Cost Skill 10 +2 with HTH Combat 6 +2 with firearms 3 Computer Programming 14- 3 Cryptography 14- 7 Electronics 16- 3 Inventor 14- 4 KS: Powered Armor Heroes and Villains 15- 3 KS: Technology Black Market 14- 3 KS: Underworld Scientific Centers 14- 1 Language: French (Basic Conversation) 3 SS: BioPhysics 14- 3 SS: Exoskeletons 14- 3 SS: Physics 14- 3 Security Systems 14- 3 Stealth 14- 3 Teamwork 14- 2 WF: Small Arms 3 Weaponsmith (Energy Weapons, Powered Armor) 14- Skills Cost: 66Cost Perk 7 Fringe Benefit: Concealed Weapon Permit (where appropriate), International Driver's License, Membership: Dead Man's Hand, Passport 5 Money: Well Off 4 Contact: Underworld Science Market (Contact has access to major institutions, Contact has useful Skills or resources) 11- 3 Contact: Ladybug (Good relationship with Contact) 11- Perks Cost: 19Cost Talent 3 Lightning Calculator Talents Cost: 3Val Disadvantages 15 Hunted: Champions 8- (Occasionally), More Powerful, Harshly Punish 10 Hunted: Iron Commando 8- (Occasionally), As Powerful, Harshly Punish 20 Hunted: UNTIL 8- (Occasionally), More Powerful, NCI, Harshly Punish 15 Psychological Limitation: Code of the Mercenary Common, Strong 15 Psychological Limitation: Devoted to the perfection of her Armor Common, Strong 10 Psychological Limitation: Enjoys Combat Common, Moderate 10 Psychological Limitation: Tech Geek Common, Moderate 10 Reputation: Mercenary Supervillain, Frequently (11-) 5 Rivalry: Ladybug Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 15 Social Limitation: Secret Identity Frequently (11-), Major 10 Susceptibility: Mental Attacks, 2d6 damage Instant Uncommon 5 Vulnerability: 1 1/2x BODY Magnetic Attacks Uncommon 5 Vulnerability: 1 1/2x Effect Magnetic Attacks Uncommon 5 Vulnerability: 1 1/2x STUN Magnetic Attacks Uncommon Disadvantage Points: 150Base Points: 200Experience Required: 18Total Experience Available: 25Experience Unspent: 7Total Character Cost: 368 Height: 1.83 m Hair: Red Weight: 61.00 kg Eyes: Green Appearance: Tracy is a tall, muscular woman who wears trendy clothing. She wears her hair long and when not in the Minerva suit she wears reading glasses. The battle armor is sleek, feminine and metallic. The base is silver with blue chrome on the upper torso, shoulders, guantlets, and boots. The Helmet is shaped like a beautiful silver faced woman, complete with red metallic "hair". The Armor is in a stylized greek warrior theme.Personality: Appart from her desire to further her Powered Armor, and the friendship she has with Missileer, Minerva likes the money she makes, and the stories she can tell her friend Lady Bug.Quote:You're in for it now, Ironclad, wrath of a goddess and all that. Tell Defender I said 'Hi'.Background: MIT grad Tracy Augustine jumped at the chance to work on a privately funded Powered Armor program. She had several theories about a memory fiber based musculature that would greatly enhance the wearer's strength as well as endurance and even agility. She had also worked on telepathic inerfaces. When the company imploded financially in 2001, she stole the plans, prototypes, and several other items to sell on the black market while she continued to work on the armor. Testing the armor was the most liberating thing she had ever known; she wasn't about lose it. She became a mercenary criminal to fund the armor development. During her criminal career two individuals have made the most impact in her life. The first, Ladybug, a powered armor villianess from Canada whose origin nearly mirrors her own, is a good friend they have spend many a night drinking and comparing notes. They have a rather competative rivalry as well, each trying to prove her suit is the superior. The other individual was Anton Ambrose, the Missileer. The two criminals met on a botched robbery attempt. The more experienced Missileer came to Tracy's aid and they started a rather intense romantic relationship. Tracy and Anton aren't dating any more but they are close friends and he called her immediately when he and Dr. Demolition wanted to create the Dead Man's Hand. As Minverva, Tracy serves as the team brick. She has not added any weapons systems to the armor as she enjoys the up close style combat. She also realizes that the rest of the team are predominately ranged attackers and she can use them for cover. Powers/Tactics: Straight up brick. She has a more technological bent and she can fly.Campaign Use: See Powers and Tactics. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted January 29, 2004 Author Report Share Posted January 29, 2004 Monday 01/26/2004Black RoninPlayer: NPC Villian, member of Dead Man's Hand Val Char Cost 15 STR 5 18 DEX 24 15 CON 10 10 BODY 0 18 INT 8 11 EGO 2 15 PRE 5 14 COM 2 8/24 PD 5 8/24 ED 5 5 SPD 22 10 REC 8 30 END 0 30 STUN 4 8" RUN43" SWIM14" LEAP1Characteristics Cost: 106Cost Power END 16 Energy Katana: (Total: 57 Active Cost, 16 Real Cost) Killing Attack - Hand-To-Hand 2d6, +1 STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2) (52 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 14) plus +1 with HTH Combat (5 Active Points); OAF (-1), STR Minimum (10) (-1/2) (Real Cost: 2) 16 Black Ronin Armor (Underlayer): Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 11 Black Ronin Armor (Plates): Armor (8 PD/8 ED) (24 Active Points); Activation Roll 13- (-3/4), OIF (-1/2) 7 Black Ronin Armor II: LS (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 9 Missile Interception: Missile Deflection (Any Ranged Attack) (20 Active Points); OAF (Energy Katana; -1), Will Not Work Against Heavy Missiles (-1/4) Powers Cost: 59Cost Martial Arts Maneuver Kenjutsu 4 1) Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 25 STR 4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll 4 4) Evade: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 5) Lightning Stroke: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike 5 6) Running Stroke: 1/2 Phase, +1 OCV, +0 DCV, Weapon +v/5; FMove 5 7) Sacrifice Stroke: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike 5 8) Slashing Stroke: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike 5 9) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 25 STR to take weapon away 0 10) Weapon Element: Blades 1 11) Weapon Element: Empty Hand (Bind, Block, Disarm, Evade, Takeaway maneuvers only) Karate 4 1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll 4 4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 5) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 3 6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls 4 7) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike 5 8) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike 1 9) Weapon Element: Karate Weapons 1 10) Weapon Element: Staffs Martial Arts Cost: 75Cost Skill 5 +1 with Ranged Combat 10 +2 with HTH Combat 15 +5 with Blades 3 Breakfall 13- 3 Climbing 13- 3 Combat Driving 13- 3 Concealment 13- 3 Electronics 13- 3 Fast Draw 13- 2 KS: Arms Dealers 11- 2 KS: Blades & Swords 11- 2 KS: Karate 11- 2 KS: Kenjutsu 11- 3 Lockpicking 13- 3 Mechanics 13- 2 Navigation (Land) 13- 3 SS: Physics 13- 3 SS: Sonics 13- 3 SS: Vibro-Technologies 13- 3 Security Systems 13- 3 Shadowing 13- 3 Stealth 13- 3 Streetwise 12- 3 Teamwork 13- 10 Two-Weapon Fighting (HTH) 2 WF: Common Melee Weapons 1 WF: Off Hand 3 Weaponsmith (Exotic Melee Weapons, Muscle-Powered HTH) 13- Skills Cost: 104Cost Perk 3 Fringe Benefit: Membership: Dead Man's Hand Perks Cost: 3Cost Talent 9 Lightning Reflexes: +9 DEX to act first with Draw Weapon Talents Cost: 9Val Disadvantages 10 Distinctive Features: Style limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 15 Enraged: If honor is insulted (Uncommon), go 11-, recover 11- 20 Hunted: Police 8- (Mo Pow, NCI, Harshly Punish) 10 Hunted: Shugoshen 8- (As Pow, Harshly Punish) 20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish) 20 Psychological Limitation: Casual Killer (Common, Total) 10 Psychological Limitation: Greedy (Common, Moderate) 15 Psychological Limitation: Overconfidance (Common, Strong) 10 Reputation: High Tech Assassin, 8- (Extreme) 15 Social Limitation: Secret Identity (Percival "Percy" Watanabe) (Frequently, Major) 5 Unluck: 1d6 Disadvantage Points: 150Base Points: 200Experience Required: 6Total Experience Available: 0Experience Unspent: 0Total Character Cost: 356 Height: 1.82 m Hair: Black Weight: 77.00 kg Eyes: Brown Appearance: A tall and sturdy man of mixed asian and european heritage. He has black hair that is perpetually messy, with a top-knot, dark brown eyes and a fair complexion. His armor is high tech with plates on it to look more authentic. Its black with red trim. He often wears an eye patch over one eye but doesn't need it. Personality: Mercenary and looking cool.Quote:"Kiahhh!"Background: Just a high tech mercenary Samurai wannabe. Percival is a half japanese, half british swordsman and martial artist. He is one of the weakest members of the DMH but he is skilled and has a fantastic weapon; created for him by ARGENTPowers/Tactics: ALthough he plays the samurai, Percy doesn't think too highly of honor. He is in it to win it and will use any underhanded trick in the book. He tends to play "back up" and likes to work with a team mate against the same foe. Campaign Use: Black Ronin shouldn't really need to be reduced for a campaign, he has redundant martial arts maneuvers and his main attack doesn't do more than 3d6+1 KA. If he's too much of a threat though, drop his SPD to 4. If he isn't tough enough, then trim the redundant martial arts maneuvers and elements and give him a few damage classes. Perhaps adding another weapon. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted January 29, 2004 Author Report Share Posted January 29, 2004 Tuesday 01/27/2004Silver HuntressPlayer: NPC Villainess; Member of Dead Man's Hand Val Char Cost 15 STR 5 27 DEX 51 20 CON 20 11 BODY 2 18 INT 8 14 EGO 8 18 PRE 8 18 COM 4 11/23 PD 8 11/23 ED 7 5 SPD 13 11 REC 8 40 END 0 40 STUN 11 9" RUN02" SWIM03" LEAP0Characteristics Cost: 153Cost Power END 30 Bow and Arrows: Multipower, 60-point reserve, (60 Active Points); all slots OAF (-1) 1u 1) Broadhead Arrow: Killing Attack - Ranged 3d6 (45 Active Points); 4 Charges (-1), OAF (-1) 1u 2) Bugged Arrow: Clairsentience (Hearing Group), x128 Range (14080"), Transmit (57 Active Points); 1 Charge (-2), OAF (-1) 1u 3) Chisle-Point Arrow: Killing Attack - Ranged 2d6, Armor Piercing (+1/2) (45 Active Points); 4 Charges (-1), OAF (-1) 2u 4) Explosion Arrow: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); 4 Charges (-1), OAF (-1) 2u 5) Flare Arrow: Sight and Hearing Groups Flash 11d6 (55 Active Points); 4 Charges (-1), OAF (-1) 2u 6) Glue Arrow: Entangle 4d6, 4 DEF, Sticky (+1/2) (60 Active Points); 4 Charges (-1), OAF (-1) 2u 7) Knockout Gas Arrow: Energy Blast 4d6, No Normal Defense (Life Support (Self-Contained Breathing); +1), Area Of Effect (4" Radius; +1) (60 Active Points); 4 Charges (-1), OAF (-1) 2u 8) Smoke Arrow: Darkness to Sight Group 6" radius (60 Active Points); OAF (-1), 4 Continuing Charges (removed by high winds or rain) lasting 1 Turn each (-1/2) 1u 9) Swingline Arrow: Swinging 12" (12 Active Points); 4 Charges (-1), OAF (-1) 2u 10) Taser Arrow: Energy Blast 12d6, STUN Only (+0) (60 Active Points); 4 Charges (-1), OAF (-1) 15 Supremely designed Compound Bow: No Range Modifier for Multipower slots (up to 60 active points), No Range Modifier (+1/2) (30 Active Points); OAF (Specially Designed Bow.; -1) 3 Peerless Senses: 17 1) Accuracy: +5 with Ranged Combat (25 Active Points); Only To Increase OCV (-1/2) 15 2) Far Seeing: +10 versus Range Modifier for Sight Group 6 3) Good Eyes: +3 PER with Sight Group 24 Bulletproof Costume: Armor (12 PD/12 ED) (36 Active Points); OIF (-1/2) 6 Fleet Footed: Running +3" (9" total) 1 6 Mask Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As Hearing Group As Well As Radio Group [very common Sense] (-1/4) 3 Nightsight Mask Lenses: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2) Powers Cost: 138Cost Martial Arts Maneuver Karate 4 1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll 4 4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 5) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 3 6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls 4 7) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike 5 8) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike 1 9) Weapon Element: Karate Weapons 1 10) Weapon Element: Staffs Martial Arts Cost: 34Cost Skill 15 +5 with Bow and Arrows Multipower 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 3 Inventor 13- 2 PS: Bowyer 11- 3 Scholar 1 1) KS: 60's-70' s Era Heroes and Villains (2 Active Points) 11- 2 2) KS: Competition Archery (3 Active Points) 13- 1 3) KS: Criminal Underworld (2 Active Points) 11- 1 4) KS: Karate (2 Active Points) 11- 1 5) KS: Superheroes (2 Active Points) 11- 1 6) KS: Supervillains (2 Active Points) 11- 1 7) KS: The Military/Mercenary/Terrorist World 8- 3 Stealth 14- 3 Streetwise 13- 2 Survival (Urban) 13- 3 Tactics 13- 3 Teamwork 14- 3 Tracking 13- 4 WF: Common Melee Weapons, Common Missile Weapons 1 WF: Off Hand 6 Weaponsmith (Chemical Weapons, Incendiary Weapons, Muscle-Powered Ranged) 14- Skills Cost: 68Cost Perk 3 Fringe Benefit: Membership: member of the Dead Man's Hand Perks Cost: 3Cost Talent 6 Lightning Reflexes: +4 DEX to act first with All Actions Talents Cost: 6Val Disadvantages 15 Hunted: Champions 8- (Occasionally), More Powerful, Capture 15 Hunted: Red Hawk 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 20 Hunted: UNTIL 8- (Occasionally), More Powerful, NCI, Capture 15 Hunted: Warpath 8- (Occasionally) (As Pow, NCI, Harshly Punish) 15 Psychological Limitation: Hatred of Heroes Common, Strong 20 Psychological Limitation: Must Be The Best; Won't Settle For Second Place Very Common, Strong 15 Psychological Limitation: Overconfidence Very Common, Moderate 10 Reputation: Murderer (Patricide), 11- (Extreme; Known Only To A Small Group) 10 Rivalry: Professional (Warpath; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry) 15 Social Limitation: Secret Identity (Selene Broussard) Frequently (11-), Major Disadvantage Points: 150Base Points: 200Experience Required: 52Total Experience Available: 59Experience Unspent: 7Total Character Cost: 402 Height: 1.68 m Hair: Black Weight: 55.00 kg Eyes: Green Appearance: An attractive young woman with black hair and green eyes. Her costume is a black bodysuit with silver gloves, boots, and tabard. She wears a silver wig and black domino mask when in costume.Personality: Silver Huntress has decided that life has little meaning to her anymore, she simply wants to be the best archer there is bar none. She cares not a bit for others lives or (secretly) her own. Dr. Demolition has picked up on this and he tries to ensure that she is not the linch-pin to any mission as he doesn't trust her to put the mission ahead of her agendas. Quote:"Bull's eye. You're dead."Background: Selene Broussard is the second child of 60's & 70's hero Red Bowman and his parter-turned-wife, Silver Shrike. Red Bowman, nomme de reality, Peter Broussard had a hard time in retirement. He developed a severe drinking problem that eventually ruined his marriage. However, Peter was able to cast aside his demons when his eldest child, Darren wanted to follow in his footsteps. Selene idolized her older brother and wanted to learn the bow too. For the next year, the two children split time between their parents and things seemed to be going well. Then Peter fell off the wagon. He kept it hidden for a while but it tragically caused the death of Darren during a training exercise. Selene never forgave her father. However, instead of giving up archery; she practiced with an intensity and ferocity that unnerved her mother. She ran away from home shortly after her seventeenth birthday. When Selene was 21, she returned to take her revenge on her father. She tried to force him into a fight where she could show him what a pitiful man he truly was, but he wouldn't even lift the bow against her. She killed him in cold blood. Taking the name Silver Huntress, she joined the ranks of hired assassins. She and Warpath know eachother by reputation and that's enough for them to want to kill each other. She joined with the Dead Man's Hand as their eighth and final member. Powers/Tactics: Stay a way and pepper them with arrows.Campaign Use: If she's too tough; drop her Multipower Pool to 45 Active points and drop her Martial Arts. This makes her a one trick pony. If she's not tough enough, give her some more trick arrows and perhaps add the Autofire Advantage to represent her superlative skill. You could also give her the talents Combat Archery, Rapid Archery, and or Mounted Archery. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted January 29, 2004 Author Report Share Posted January 29, 2004 Wednesday 01/28/2004Dr. DeathPlayer: "Leader" or the Dead Man's Hand Val Char Cost 15/35 STR 5 15/20 DEX 15 15/25 CON 10 10 BODY 0 13 INT 3 13 EGO 6 35/45 PRE 25 22/6 COM 6 5/25 PD 2 5/25 ED 2 2/4 SPD 0 6/12 REC 0 34/64 END 2 39/69 STUN 13 6" RUN02" SWIM03"/7" LEAP0Characteristics Cost: 89Cost Power END Powered Armor Enchanced Characteristics, all slots OIF (-1/2) 10 1) +20 STR (20 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 2 7 2) +5 DEX (15 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 10 3) +10 CON (20 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 7 4) +10 PRE (10 Active Points); OIF (-1/2) 5 5) -16 COM (8 Active Points); OIF (-1/2) 13 6) +2 SPD (20 Active Points); OIF (-1/2) 8 7) +6 REC (12 Active Points); OIF (-1/2) 10 8) +30 END (15 Active Points); OIF (-1/2) 20 9) +30 STUN (30 Active Points); OIF (-1/2) 50 Battle Armor Weapons Suite: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2) 5u 1) Concussive Plasma Blast: Energy Blast 10d6, Explosion (+1/2) (75 Active Points); OIF (-1/2) 7 5u 2) Force Globe Generator: FW (10 PD/10 ED; 6" long and 6" tall) (70 Active Points); OIF (-1/2) 7 5u 3) High Density Plasma Blast: Energy Blast 15d6 (75 Active Points); OIF (-1/2) 7 5u 4) Low Density Plasma Blast: Energy Blast 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points); OIF (-1/2) 5u 5) Plasma Repulser Beam: EB 8d6, Double Knockback (+3/4) (70 Active Points); OIF (-1/2) 7 5u 6) Searing Plasma Blast: Killing Attack - Ranged 5d6 (75 Active Points); OIF (-1/2) 7 50 Battle Armor: Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points); OIF (-1/2) 6 Communications Systems: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing Groups As Well As Radio Group [very common Sense] (-1/2) 26 Flashbang Protection: (Total: 40 Active Cost, 26 Real Cost) Sight Group Flash Defense (20 points) (20 Active Points); OIF (-1/2) (Real Cost: 13) plus Hearing Group Flash Defense (20 points) (20 Active Points); OIF (-1/2) (Real Cost: 13) 10 Force Field: Power Defense (15 points) (15 Active Points); OIF (-1/2) 7 Internal Air Supply: Life Support (Self-Contained Breathing) (10 Active Points); OIF (-1/2) 45 Jetpack: Flight 20", Improved Noncombat Movement (x4), Reduced Endurance (0 END; +1/2) (67 Active Points); OIF (-1/2) 2 Audio Sensors: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2) 13 Radar Array: Radar (Radio Group), Increased Arc of Perception (20 Active Points); OIF (-1/2) 7 Visual Sensors Suite: Increased Arc Of Perception (360-Degree) with Sight Group (10 Active Points); OIF (-1/2) 3 Visual Sensors Suite: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 3 Visual Sensors Suite: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2) Powers Cost: 342Cost Martial Arts Maneuver Karate 8 1) +2 HTH Damage Class(es) 4 2) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND 4 3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR / 55 STR to Disarm roll 4 5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 6) Knifehand Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 / HKA 2d6 3 7) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6d6 / 10d6 Strike, Target Falls 4 8) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 7d6 / 11d6 Strike 5 9) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 9d6 / 13d6 Strike Martial Arts Cost: 40Cost Skill 16 +2 with All Combat 3 Acting 16- (18-) 3 Breakfall 12- (13-) 3 Bribery 16- (18-) 3 Climbing 12- (13-) 3 Combat Driving 12- (13-) 3 Combat Piloting 12- (13-) 3 Computer Programming 12- 3 Demolitions 12- 3 Disguise 12- 3 Electronics 12- 3 High Society 16- (18-) 3 Interrogation 16- (18-) 0 Language: English (Idiomatic, native accent; Native Language) 2 Language: Spanish (Fluent Conversation) 3 Mechanics 12- 3 Oratory 16- (18-) 3 PS: Soldier/Mercenary 12- 3 Scholar 2 1) KS: Superheros (3 Active Points) 12- 2 2) KS: Supervillains (3 Active Points) 12- 2 3) KS: The Military/Mercenary/Terrorist World (3 Active Points) 12- 4 4) KS: World Military Weaponry & Vehicles (5 Active Points) 14- 3 Security Systems 12- 3 Stealth 12- (13-) 3 Streetwise 16- (18-) 3 Systems Operation 12- 5 TF: Common Motorized Ground Vehicles, Parachuting, Advanced, Parachuting, Basic, SCUBA, Small Motorized Boats, Two-Wheeled Motorized Ground Vehicles 3 Tactics 12- 5 Teamwork 13- (14-) 3 Traveler 1 1) AK: Africa (2 Active Points) 11- 1 2) AK: Central America (2 Active Points) 11- 1 3) AK: South America (2 Active Points) 11- 1 4) AK: Southeast Asia (2 Active Points) 11- 1 5) AK: The Balkans (2 Active Points) 11- 7 WF: Small Arms, Blades, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Thrown Knives, Axes, and Darts Skills Cost: 116Cost Perk 5 Fringe Benefit: International Driver's License, Membership: Dead Man's Hand, Passport Perks Cost: 5Cost 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) 2 4) Lightning Calculator (3 Active Points); OIF (-1/2) Talents Cost: 8Val Disadvantages 15 Hunted: Champions 8- (Occasionally) (Mo Pow, Harshly Punish) 15 Hunted: Dr Draconis 8- (Occasionally) (Mo Pow, Capture) 20 Hunted: UNTIL 8- (Occasionally) (Mo Pow, NCI, Harshly Punish) 15 Psychological Limitation: Craves Respect (Common, Strong) 15 Psychological Limitation: Enjoys playing the "Master Villain" (Common, Strong) 10 Psychological Limitation: Hunting Deathstroke Uncommon, Strong 10 Psychological Limitation: Vengeful (Uncommon, Strong) 15 Reputation: Brutal Crimeboss, 11- (Extreme) 10 Reputation: Loser Wannabe Villain plaid for a joke, Frequently (11-), Extreme (Known Only To A Small Group) 10 Rivalry: Professional (Deathsinger; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry) 15 Social Limitation: Secret Identity (Bruce Wyattl) Frequently (11-), Major Disadvantage Points: 150Base Points: 200Experience Required: 250Total Experience Available: 751Experience Unspent: 501Total Character Cost: 600 Height: 1.89 m Hair: Black Weight: 91.00 kg Eyes: Brown Appearance: Out of his battle armor, Bruce Wyatt has Movie Star appeal and good looks. He never got into acting because he was to "intense" and tended to get into fights. He has never really marred his good looks and he can be a commanding presence even out of his armor. The armor itself makes him seem something other than human. It appears to be a combination of Dr. Doom's armor and cloathing with the Punnisher's chest symbol and colors. The faceplate is highly articulated to move as if its his real face. It is twisted and inhuman, giving him a hollow, metallic tone to his voice, glowing energy can be seen escaping his "eyes" and "Mouth".Personality: Bruce wants the respect he felt he deserves. He has always been a highly capable mercenary and his brief brush with the big leagues in nearly two decades ago only wet his appetite. Now able to truely act out his fantasies, he is taking everything very seriously. He still hunts for news on Deathstroke after all these years and he intends on destroying the group.Quote:"Foolishness! You cannot contain the untamed fury of Dr Death! I am the scion of Pluto, the Scythe of Death itself!"Background: Bruce Wyatt was a footnote in the "Dagger Incident". In the mid 80's, the supervillain group Deathstroke offered the charismatic, failed actor turned mercenary (don't ask) a battle suit, and a spot on the roster as a honest to god supervillain. He was to lead a Deathstroke assault team on a smash and grab at the local Nuclear Power Plant. His costume and weaponry were devised by Dr Draconis, a brilliant but disturbed weapons designer and dragon affectionado. The "battle suit", which Bruce never got a chance to test, turned out to be a lightly armored costume with a low-powered plasma blaster built into the guantlets and an impressive countenance. Serving only as a diviersion, he was summarily defeated and left to rot in prison. Once it was discovered that he had been played, he became the butt of innumerous jokes in prison. Going back to the life of a mercenary, Bruce never forgave nor forgot. He kept track of Deathstroke and Dr. Draconis, though the latter is currently beleived dead. One evening he was enjoying a drink with a couple of mercs he had known for a while and they told him about their plans to become "names" or costumed mercenaries. They had the skill and found a backer to supply them with their weapons. They offered him a chance to truly become Dr. Death, the supervillain, not Dr. Death the running gag. Bruce lept at the chance. Although the team is run buy Dr. Demolition and Missileer, they have Dr. Death installed as "the Leader" and they his team.Powers/Tactics: A capable military man, Bruce has fought super heroes and agents much of his adult life. He knows that his job is to be the focal point of the attack. He makes presence attacks and tries to keep the opponents focused on his power and presence. This allows his team mates a chance for surprise maneuvers and cheap shots during combat.Campaign Use: A potential "Master Villain" for your heroes. Dr. Death is a mercenary but he constantly plays the part of the incharge guy. His team-mates are referred to as "minions" and he generally acts like Mini-Destroyer. His "Grand Plans" are often covers for the actions of the DMH's employers. If you want to tone him down just drop the Multipowre to 60 pts and the slots accordingly, and get rid of his Martial Arts. If he's not tough enough, up his characteristics to fit your campaign and his multipower to 90 pts. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted January 31, 2004 Author Report Share Posted January 31, 2004 Thursday 01/29/2004Behind again! But only a day.the World Beater and 1000 pt justice league threads got me thinking of my JLA analogs, the Lords of Justice.The LoJ is my world's version of Antagonistic Heroes. These guys are (by and large) egotistical slimeballs with just enough ethics to call themselves heroes, just enough media savvy to be adored by millions, and just enough power to lord it over other teams. They are not heroes that PC's aspire to be but a team the PC's aspire to out do.here is the self proclaimed "World's Greatest Detective"... Lockdown(PS, a while back I had a thread about renaming these guys, lockdown came out the winner here) LockdownKeith McClain Val Char Cost 20 STR 10 30 DEX 60 20 CON 20 15 BODY 10 23 INT 13 20 EGO 20 25 PRE 15 16 COM 3 12/24 PD 8 12/24 ED 8 7 SPD 30 10 REC 4 40 END 0 40 STUN 5 10" RUN 0 4" SWIM 0 7" LEAP 0 Characteristics Cost: 206 Cost Power END 64 Toys: VPP (Gadget Pool), 50 base + 14 control cost, (75 Active Points); VPP Can Only Be Changed Between Adventures (-1/2); all slots IIF (-1/4) 0 1) Energy Blast: Stunner Gun 10d6 (50 Active Points); OAF (-1), 1 clips of 8 Charges (-1/2), Reduced by Range (-1/4) Real Cost: 18 [8] 0 2) Entangle: Manacles 3d6, 3 DEF, Entangle Damage: Entangle Takes no Damage From Attack (+1/2) (45 Active Points); OAF (-1) Real Cost: 22 4 0 3) Gliding: Hangglider 10" (10 Active Points); OAF Fragile (-1 1/4), Extra Time: 1 turn (-1) Real Cost: 3 0 0 4) RKA: Pistol 2d6-1 (25 Active Points); OAF (-1), 1 clips of 6 Charges (-3/4) Real Cost: 9 [6] 30 Utility Belt: Multipower, 45-point reserve, (45 Active Points); all slots OIF (-1/2) 1u 1) Flexi-Sheild: Missile Deflection (Bullets & Shrapnel) (15 Active Points); OAF (-1), Will Not Work Against Heavy Missiles (-1/4) 0 1u 2) Line and Winch: Superleap +15" (7"/7" forward, 3 1/2"/11" upward) (15 Active Points); OAF (-1), Upward Movement Only (-1) 1 1u 3) Micro-Rebreather: Life Support (Expanded Breathing) (5 Active Points); OAF (-1) 0 1u 4) Mini spotlight: Change Environment 4" radius (15 Active Points); OAF (-1) 1 1u 5) Radio Gear: Mind Link , Specific Group of Minds, Number of Minds (x4) (20 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2) 0 1u 6) Smoke pellets: Darkness to Sight Group 2" radius (20 Active Points); OAF (-1), 8 Charges (-1/2), Limited Power: range based on strength (-1/4) [8] 1u 7) Swingline: Swinging 15" (15 Active Points); OAF (-1) 1 1u 8) Throwing Blades : RKA 1d6, 16 Charges (+0), Autofire (+1/2) (22 Active Points); OAF (-1) [16] 3 Acrobatic : Leaping +3" (7"/7" forward, 3 1/2"/11" upward) 1 9 Acute Senses: +3 PER with all Sense Groups 0 30 Combat Armor: Armor (12 PD/12 ED), Hardened (+1/4) (45 Active Points); OIF (-1/2) 0 8 Cowl Radio: HRRP (Radio Group) (12 Active Points); OIF (-1/2) 0 10 I didn't get this far on skill alone: Luck 2d6 0 6 Iron Will: Mental Defense (10 points total) 0 10 Protected Senses: (Total: 16 Active Cost, 10 Real Cost) Hearing Group Flash Defense (8 points) (8 Active Points); OIF (Cowl; -1/2) (Real Cost: 5) plus Hearing Group Flash Defense (8 points) (8 Active Points); OIF (Cowl; -1/2) (Real Cost: 5) 0 2 Strong Swimmer: Swimming +2" (4" total) 1 8 Swift: Running +4" (10" total) 1 Powers Cost: 188 Cost Martial Arts Maneuver Karate 16 1) +4 HTH Damage Class(es) 4 2) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND 4 3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm roll 4 5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 6) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6 3 7) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls 4 8) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike 5 9) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike 1 10) Weapon Element: Karate Weapons 1 11) Weapon Element: Staffs Martial Arts Cost: 50 Cost Skill 16 +2 with all non-combat Skills 40 +5 with All Combat 3 Acrobatics 15- 3 Analyze: Combat 14- 3 Breakfall 15- 3 Bugging 14- 3 Bureaucratics 14- 3 Climbing 15- 3 Combat Driving 15- 3 Combat Piloting 15- 3 Computer Programming 14- 3 Concealment 14- 3 Contortionist 15- 3 Conversation 14- 3 Criminology 14- 3 Cryptography 14- 3 Deduction 14- 3 Disguise 14- 3 Electronics 14- 3 Forensic Medicine 14- 6 Forgery (Art Objects, Commercial Goods, Documents) 14- 4 Gambling (Card Games, Roulette) 14- 3 High Society 14- 3 Interrogation 14- 3 Inventor 14- 2 Language: Cantonese (fluent conversation) 1 Language: English (imitate dialects) (5 Active Points) 2 Language: French (fluent conversation) 2 Language: Spanish (fluent conversation) 3 Lockpicking 15- 3 Mechanics 14- 3 Mimicry 14- 4 Navigation (Air, Land, Marine) 14- 3 Paramedics 14- 3 Persuasion 14- 3 Riding 15- 3 Scholar 2 1) KS: Blue Collar Crime (3 Active Points) 14- 2 2) KS: Criminal Law (3 Active Points) 14- 2 3) KS: Criminal Psychology (3 Active Points) 14- 2 4) KS: Evidence Dispersal (3 Active Points) 14- 2 5) KS: Organized Crime (3 Active Points) 14- 2 6) KS: Security and Containment Systems (3 Active Points) 14- 2 7) KS: Street Gangs (3 Active Points) 14- 2 8) KS: The Black Market (3 Active Points) 14- 2 9) KS: The Underworld (3 Active Points) 14- 3 Scientist 2 1) SS: Ballistics 14- (3 Active Points) 2 2) SS: Chemistry 14- (3 Active Points) 2 3) SS: Forensic Sciences 14- (3 Active Points) 2 4) SS: Toxicology/Pharmacology 14- (3 Active Points) 3 Security Systems 14- 3 Shadowing 14- 3 Sleight Of Hand 15- 3 Stealth 15- 5 Streetwise 15- 2 Survival (Urban) 14- 3 Systems Operation 14- 9 TF: Common Motorized Ground Vehicles, Riding Animals, Combat Aircraft, Helicopters, Small Motorized Boats, Small Planes, Small Wind-Powered Boats, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles 3 Tactics 14- 3 Teamwork 15- 3 Tracking 14- 10 Two-Weapon Fighting (HTH) 8 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Small Arms, Off Hand, Thrown Knives, Axes, and Darts 6 Weaponsmith (Chemical Weapons, Energy Weapons, Firearms, Muscle-Powered HTH, Muscle-Powered Ranged) 14- Skills Cost: 254 Cost Perk 30 Super Car 15 Access: Stronghold (Hidden (-10 to Skill Rolls)) 40 Personal Base 10 Computer Link: Stronghold Mainfraime [Notes: Lockdown can enter this computer at any time and he can see any information on it.] 6 Computer Link: USDOD Database 5 Computer Link: Until Criminal Database 55 Followers: Agents [Notes: These are highly placed agents, their existance is unknown to the other Lords of Justice] Lords of Justice Perks 9 1) Fringe Benefit: Membership: Lords of Justice, Passport, Security Clearance: Level 5 12 2) Reputation : Most Feared Man on the Planet (A large group) 14-, +4/+4d6 10 3) Money: Wealthy 30 4) Tower of Justice Contribution 3 Well-Connected 4 1) Contact: CIA Records Clerk (5 Active Points) 14- 5 2) Contact: Government (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8- 4 3) Contact: James Caldwell (politician) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 8- 5 4) Contact: Police Chief (6 Active Points) 15- 1 5) Contact: Underworld Lieutenant (2 Active Points) 11- Perks Cost: 244 Cost Talent 3 Lightsleep 5 Resistance (5 points) Talents Cost: 8 Val Disadvantages 10 Distinctive Features: Style: Karate (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 10 Hunted: Assassin or young gun criminal aiming to make a name for themselves 8- (As Pow, Harshly Punish) 20 Hunted: Organized Crime 8- (Mo Pow, NCI, Harshly Punish) 10 Hunted: Primus Undercover Agent Leslie Mahn 11- (As Pow, NCI, Watching) 20 Hunted: Rogues Gallery 11- (As Pow, NCI, Harshly Punish) 25 Hunted: VIPER 11- (Mo Pow, NCI, Harshly Punish) 10 Psychological Limitation: Loves to Out think opponents Common, Moderate 20 Psychological Limitation: Always right; disdain for those who question him. Common, Total 15 Psychological Limitation: Control Freak (Common, Strong) 15 Psychological Limitation: Devoted to Justice Very Common, Moderate 10 Psychological Limitation: Vengeful Uncommon, Strong 10 Rivalry: Less Violent detectives: Professional (; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 15 Social Limitation: Secret Identity: Keith McClann Frequently (11-), Major 10 Unluck: 2d6 Disadvantage Points: 200Cost Summary:Base Points:300Disadvantage Points: 200Experience Required: 450Total Experience Available: 450Total Character Cost: 950Height: 1.86 mHair: RedWeight: 95.00 kgEyes: GreenAppearance: Red hair and green eyes (check). Lean, powerful build (Check). Commanding presence(Check). Keith has it all. The Lockdown suit consists of an armored red body suit. His boots, gloves, Utility belt, and cowl are gold, metallic and or textile.His cowl is covers the upper part of his face leaving his nose, mouth, and chin exposed. The eye covers are red. His chest symbol is a golden padlock. See the art by Storn.Personality: Lockdown is Batman with out the rosy outlook and firm grip on his sanity. He's starting to crack and his arrogance and paranoia are merging into an acute megalomania. He has, over the last 15 years developed a near army of moles, contacts, agents, and loyalists in every facet of security, law enforcement, and corrections in the United States. He has computer access to places many law enforcement officials aren't even aware of and Stronghold might as well be his own personal playground. He is obsessed with keeping the evil behind bars and the good in front of them. Trouble is he's getting less and less able to see the difference and more and more inclined to be the final authority on who belongs where.Quote:"This is where you fall down."Background: Keith McClain's father, George, was a Warden in New Mexico. Growing up Keith, a phenomenal natural athlete whom many thought would play professional football, baseball, or basketball; only wanted to follow his father into corrections. His family had been law enforcement for generations and Keith only wanted to keep the tradition alive. Warden McClain was legendary for his innovations and squeaky clean record. He was a consultant on the original "Stronghold Project" and his innovations were generally credited with creating a safe, yet humane, correction facility that was state of the art. Warden McClain was not without enemies however. Rumors of torture and "missing" inmates crept into his life on two occasions; although the subsequent investigations found no bearing for such things. One of the prison's inmates, a two bit punk who was the son of a major crime figure (a VIPER big wig); had developed an obsession with the Warden and his family. The man constantly made references to Warden McClain's wife and children that, if the Warden had tortured or eliminated inmates, would have probably found him dead. However, the Warden merely kept security tight and improved the security of his home. Then the inmate was scheduled for extradition to California for murder. The transfer went without a hitch from New Mexico but it vanished somewhere in route to California. The files on the inmate disappeared too and when an investigation was called for by the man's influential family, Warden McClain's fingerprints and errors were all over it. Rather than face scrutiny from the feds, Warden McClain was summarily dismissed and his career ruined. Outraged but unable to clear (or even defend himself) George McClain moved his family to New York and tried to set himself up as a security consultant. His company went belly up and he was found dead (apparent suicide) six months later. His wife and daughter never seen again and are presumed dead. The case was closed with preternatural quickness. Keith, however, had stayed in New Mexico with relatives to finish high school. He knew his father would never take his own life, let alone his wife and daughter; he vowed to get to the bottom of it. Why Keith was spared from VIPER's wrath is unknown, but for whatever reason they merely created one of the most dogged crime fighters ever. Keith turned his athletic talents and keen intellect into a detective par excellence and a physical paragon. He began to fight crime as Lockdown when he was 21 and still attending college. He started Warden Enterprises, a security consulting firm when he was 23 with money left by his parents' life insurance. WE oversaw the refurbishing of Stronghold in the late 1990's. Lockdown joined the Lords of Justice in 1994; he has served as the team's tactical leader and "mystery man" ever since. He is widely considered the "World's Greatest Detective" by the media (though there are several in the profession who take offense to that). Lockdown's first case was clear his father's name, it took him seven years; the evidence was collected slowly and methodically, those responsible found themselves behind bars, often nursing serious physical wounds to go along with long prison sentences. He presented enough evidence of corruption and incompetence in the New Mexico State Corrections Office that a purge was deemed necessary. Powers/Tactics: A skilled martial artist with a gadget pool to back him up. Think Utility; he usually brings gadgets based on the abilities of his enemies, failing that he brings some that compliment his allies. He's not above fighting dirty and will at the very least strike from the shadows if at all possible.Campaign Use: If Lockdown (who is supposed to be one of the top 10 martial artists in the campaign) is too tough for your campaign, then drop his DEX/SPD to 27/6, his gadget pool to 40 active points and his CSL's to a more manageable level for your campaign. If he's not tough enough, then up his Defenses to the 25-30 range, give him a few more DC's with martial arts, and increase his Gadget pool to 60 points. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted January 31, 2004 Author Report Share Posted January 31, 2004 Friday 01/30/2004Here is the scientist supreme of the LoJDemogague. DemogogueDr. Gallelao Anderson; the World's Smartest man Val Char Cost 15/35 STR 5 15/21 DEX 15 15/35 CON 10 15/20 BODY 10 55 INT 45 18 EGO 16 18 PRE 8 12 COM 1 17/21 PD 0 17/21 ED 0 4/5 SPD 15 6/19 REC 0 30/90 END 0 31/76 STUN 0 6" RUN 0 2" SWIM 0 3"/7" LEAP 0 Characteristics Cost: 125 Cost Power END 125 Toys & On the Spot Solutions: VPP (Gadget Pool), 100 base + 25 control cost, (150 Active Points); all slots OAF (-1) Battlesuit: biomesh combat suit, all slots OIF (-1/2) 27 1) Anti Gravity Belt: Flight 15", Improved Noncombat Movement (x8) (40 Active Points); OIF (-1/2) 4 13 2) Attribute Enchancement I: +20 STR (20 Active Points); OIF (-1/2) 2 12 2) Attribute Enhancement II: +6 DEX (18 Active Points); OIF (-1/2) 27 2) Attribute Enhancement III: +20 CON (40 Active Points); OIF (-1/2) 7 2) Attribute Enhancement IV: +5 BODY (10 Active Points); OIF (-1/2) 7 2) Attribute Enhancement VI: +1 SPD (10 Active Points); OIF (-1/2) 7 2) Attribute Enhancement VII: +5 REC (10 Active Points); OIF (-1/2) 7 2) Attribute Enhancement VIII: +20 END (10 Active Points); OIF (-1/2) 13 2) Atribute Enhancement IX: +20 STUN (20 Active Points); OIF (-1/2) 20 10) Life Support Unit: Life Support (Eating Character only has to eat once per week; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character only has to sleep 8 hours per week) (41 Active Points); Linked to Force Field (-1/2), OIF (-1/2) 0 57 11) Omni-Defense Shields: Force Field (14 PD/14 ED/5 Mental Defense/5 Power Defense), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (85 Active Points); OIF (-1/2) 0 Energy Absorbtion Shield, all slots IIF (Microcircuitry in Cloak; -1/4) 42 1) Absorption vs Energy attacks 6d6 (energy, Energy), Can Absorb Maximum Of 80 Points' Worth Of Energy Damage (52 Active Points); IIF (Microcircuitry in Cloak; -1/4) [Notes: 1/2 goes to Strength; 1/2 goes to Endurance] 0 34 2) Energy Damage Reduction, Resistant, 75% (60 Active Points); Requires OCV vs OCV Roll: Seriously (-1/2), IIF (Microcircuitry in Cloak; -1/4) 0 53 Staff of Power: Multipower, 80-point reserve, (80 Active Points); all slots OIF (-1/2) [Notes: The staff can be taken in hand to hand combat but with a bit of concentration he can summon it back to his hand.] 5u 1) Force Barrage: Energy Blast 10d6, Autofire (+1/2) (75 Active Points); OIF (-1/2) 7 5u 2) Force Beam: Energy Blast 15d6 (75 Active Points); OIF (-1/2) 7 5u 3) Force Cage: Entangle 5d6, 5 DEF, Backlash (+1/2) (75 Active Points); OIF (-1/2) 7 5u 4) Force Manipulation: Telekinesis (45 STR), Fine Manipulation (78 Active Points); OIF (-1/2) 8 1u 5) Force Punch: Hand-to-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 2 5u 6) Force Wave: Energy Blast 8d6, Area Effect: Any Area (+1) (80 Active Points); OIF (-1/2) 8 5u 7) Wall of Force: Force Wall (17 PD/13 ED) (75 Active Points); OIF (-1/2) 7 Sensor Display Goggles, all slots OAF (-1) 7 1) Magnefying Vision: Microscopic ( x1000) with Sight Group (15 Active Points); OAF (-1) 0 5 2) Peripheral Enhancement: Increased Arc Of Perception (240-Degree) with All Senses (10 Active Points); OAF (-1) 0 2 3) Psionic Detection Models: Mental Awareness (5 Active Points); OAF (-1) 0 8 4) Radar Sensors: Radar (Radio Group), Telescopic (+1): +1 (16 Active Points); OAF (-1) 0 8 5) Satellite Feed: High Range Radio Perception (Radio Group), Concealed (-1 with High Range Radio Perception PER Rolls), Rapid (x10): x10, Telescopic (+5): +5 (19 Active Points); OAF (-1), Sense Affected As Sight and Hearing [very common Sense] (-1/4) 0 3 6) Sensory Enhancements: +2 PER with All Sense Groups (6 Active Points); OAF (-1) 0 2 7) Spectral Analysis : Ultraviolet Perception (Sight Group), Sense Affected As Sight (+0) (5 Active Points); OAF (-1) 0 10 8) Spectral Analysis Unit: Detect A Single Thing (Energy) 20- (Unusual Group), Discriminatory, Analyze, Range, Telescopic (+6): +6, Sense Affected As Sight (+0) (21 Active Points); OAF (-1) 0 2 9) Spectral Analysis: Infrared Perception (Sight Group), Sense Affected As Sight (+0) (5 Active Points); OAF (-1) 0 1 10) Ultrasonic Hearing: Ultrasonic Perception (Hearing Group), Sense Affected As Hearing Group (+0) (3 Active Points); OAF (-1) 0 13 Transport Ring: Teleportation 10" (20 Active Points); OIF (-1/2) 2 Powers Cost: 543 Cost Martial Arts Maneuver Aikido 4 1) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 2) Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR / 50 STR vs. Grabs 3 3) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR / 45 STR for holding on 5 4) Strike: 1/2 Phase, +1 OCV, +3 DCV, 3d6 / 7d6 Strike 3 5) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 / 7d6 +v/5, Target Falls Martial Arts Cost: 19 Cost Skill 40 +4 with Overall Level 3 Breakfall 12- (13-) 3 Bureaucratics 13- 3 Computer Programming 20- 3 Cryptography 20- 3 Deduction 20- 3 Electronics 20- 3 Forensic Medicine 20- 3 Inventor 20- 3 Mechanics 20- 3 Scholar 2 1) KS: Akido (3 Active Points) 20- 2 2) KS: Other Dimensions (3 Active Points) 20- 2 3) KS: Scientific World (3 Active Points) 20- 2 4) KS: Super Beings (3 Active Points) 20- 3 Scientist 2 1) SS: Aeronautical Engineering 20- (3 Active Points) 2 2) SS: Aerospace Enginering 20- (3 Active Points) 2 3) SS: Astrophysics 20- (3 Active Points) 2 4) SS: Battlesuit Engineering and Design 20- (3 Active Points) 2 5) SS: Biochemistry 20- (3 Active Points) 2 6) SS: Biology 20- (3 Active Points) 2 7) SS: Chemical Engineering 20- (3 Active Points) 2 8) SS: Chemistry 20- (3 Active Points) 2 9) SS: Cybernetics 20- (3 Active Points) 2 10) SS: Exobiology 20- (3 Active Points) 2 11) SS: Genetics 20- (3 Active Points) 2 12) SS: Mathematics 20- (3 Active Points) 2 13) SS: Medicine 20- (3 Active Points) 2 14) SS: Nuclear Physics 20- (3 Active Points) 2 15) SS: Physics 20- (3 Active Points) 2 16) SS: Robotics 20- (3 Active Points) 2 17) SS: Solid State Physics 20- (3 Active Points) 2 18) SS: Sub-Atomic Physics 20- (3 Active Points) 2 19) SS: Temporal Physics 20- (3 Active Points) 2 20) SS: Weapons System Engineering 20- (3 Active Points) 3 Systems Operation 20- 3 Traveler 1 1) AK: New York City (2 Active Points) 11- 1 2) AK: Southeast Asia (2 Active Points) 11- 1 3) AK: Switzerland (2 Active Points) 11- 1 4) AK: Washington DC (2 Active Points) 11- Skills Cost: 131 Cost Perk Lords of Justice Perks 15 1) Tower of Justice Contribution 9 2) Fringe Benefit: Membership: Lords of Justice, Passport, Security Clearance: Level 5 10 3) Money: Wealthy 4 4) Reputation: Member of Incredibly Famous Superteam (A large group) , 11-, +2/+2d6 3 Well-Connected 5 1) Contact: Government (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8- 3 2) Contact: Infinate man (Contact has extremely useful Skills or resources) (4 Active Points) 8- 4 3) Contact: James Caldwell (politician) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 8- 5 4) Contact: PRIMUS (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8- 5 5) Contact: Pentagon (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8- Perks Cost: 63 Cost Talent 3 Absolute Range Sense 3 Absolute Time Sense 3 Bump Of Direction 5 Eidetic Memory 3 Lightning Calculator 6 Speed Reading (x100) 20 Universal Translator 20- Talents Cost: 43 Val Disadvantages 10 Hunted: US Government 8- (Occasionally), More Powerful, NCI, Watching 20 Hunted: Dr Destroyer 8- (Occasionally), More Powerful, NCI, Harshly Punish 20 Hunted: Technocracy 8- (Occasionally) (Mo Pow, NCI, Harshly Punish) 15 Hunted: Telios 8- (Occasionally), As Powerful, NCI, Harshly Punish 20 Psychological Limitation: Arrogant, vain about intellect Very Common, Strong 10 Psychological Limitation: Cannot Tell a Lie Uncommon, Strong 20 Psychological Limitation: Code Against Killing Common, Total 15 Reputation: World's Smartest Man, Frequently (11-) (Extreme) 5 Rivalry: Professional (Any other scientist hero/adventurer; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 15 Social Limitation: Public Identity: Gallelao Anderson the World's Smartest man Frequently (11-), Major Disadvantage Points: 150Cost Summary:Base Points:300Disadvantage Points: 150Experience Required: 474Total Experience Available: 477Experience Unspent: 3Total Character Cost: 924Height: 1.79 mHair: SilverWeight: 69.00 kgEyes: BlueAppearance: Gallelao Anderson is a tall, athletic, man with silver hair and blue eyes He has been recently sporting a pencil thin moustache. He often wears business suits or casual business attire. Since becoming a self styled Techno-Mage, Demogogue has altered his costume greatly. It's now a grand affair a brilliant red and purple bodysuit with a black head piece. He wears his spectrogoggles over this. Then he wears a billowing white cloak over this. The body suit and cloak are rife with glowing circuitry "Runes" and his staff is about 6'6'' and silver with a very sleek, technological feel.Personality: Dr Anderson is an odd bird; on the one hand he is a heroic ideal, he won't kill, can't bring himself to lie under any circumstance, and is by all accounts a kind and compassionate man, on the other hand, he (like many of his fellow Lords) has become exceedingly vain and self important. He tends to be condescending to anyone who isn't his intellectual equal (and there aren't many mind you) and he constantly feels put upon when asked for his expertise and or aid. He enjoys being a superhero and celebrity, but also cherishes his privacy and time spend working on theory. He holds a facination with extraterrestrial intelligences and is a frequent visitor to the Enclave. He is one of the few non members aware of the Technocracy, he strives against them in a private war; not willing to enlist the aid of inferiors and secretly hoping to dismantle the organization and study its secrets in private. Quote:"Interesting, but Stupid."Background: Gallelao Anderson is one of the most brilliant men on the planet. He has studied applied technologhy and medicine and is considered one of the top authorities on technology used by superheroes and villains. He joined the Lords of Justice shortly after their inception. He started out as a powered armor hero but eventually decided to be a strict gadgeteer. He gave his battle suit (the Titan) to his assistant and renamed himself Demogogue.Powers/Tactics: A massive gadget pool to back up his passable hand to hand skills and formidable "Force Guantlets". The Bioweave battlesuit provides nigh unlimited lifesupport, staunch defenses and impressive physical enhancements. His Sensor Goggles are nothing short of astounding. Recently, Demogogue has taken a "Wizard" approach to his technology, he now carries a "staff" and the trappings of the stereotypical mage. He uses Teleportation technology to "summon" his gadgetpool, no longer needing to get them between adventures.Campaign Use: A master gadgeteer for players to go with their troubles, only to find he has not the time nor patience for them. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted January 31, 2004 Author Report Share Posted January 31, 2004 Saturday 01/31/2004Well now Three months are in the books. (okay there's another day tomorrow, but hey, I'm all over the days of the week thing)GlamourPlayer: NPC; Member of the Lords of Justice Val Char Cost 20 STR 10 23 DEX 39 25 CON 30 11 BODY 2 13 INT 3 16 EGO 12 20 PRE 10 18 COM 4 21 PD 6 26 ED 10 5 SPD 17 9 REC 0 60 END 5 40 STUN 6 6" RUN02" SWIM04" LEAP0Characteristics Cost: 154Cost Power END 90 Photonic Manipulation: Multipower, 90-point reserve 9u 1) Beacon in the Shadows: Dispel Darkness Based Powers 10d6, All Powers Simultaneously (+2) (90 Active Points) 9 9u 2) Burn the Shadows: Suppress: Darkness Powers 6d6, All Powers Simultaneously (+2) (90 Active Points) 9 3u 3) Dazzle Burst: Sight Group Flash 3d6, Personal Immunity (+1/4), Area Effect: Radius (+1) (34 Active Points) 3 6u 4) Holograms: Sight Group Images Increases Size (16" radius; +1), +/-6 to PER Roll (28 Active Points) 6 9u 5) Photon Burst: Energy Blast 18d6 (90 Active Points) 9 9u 6) Photon Pulse: Energy Blast 12d6, Armor Piercing (+1/2) (90 Active Points) 9 8u 7) Prisim Cage: Entangle 8d6, 8 DEF, Entangle Damage: Entangle Takes Damage (+0) (80 Active Points) 8 20 Photon Burst: Sight Group Flash 6d6 (30 Active Points); Linked (Photon Burst; -1/2) 3 20 Photokinetic Powers: Elemental Control, 40-point powers 20 1) Bend Light: Invisibility to Sight Group , No Fringe (30 Active Points) 3 13 2) Body of Light: Desolidification (affected by Light Based) (40 Active Points); Cannot Move through Solid Objects (-1/2) 4 12 3) Create Light: Sight Group Images x16" Radius (+1), +4 to PER Roll (22 Active Points); Only To Create Light (-1) 4 30 4) Low Light Speed Flight: Flight 20", Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2 20 5) Supersonic Flight: Flight 16", Megascale (1" = 1 km; +1/4) (40 Active Points) 4 16 Eyes Of Light: Sight Group Flash Defense (20 points) (20 Active Points); Only Versus Flashes Based On Light (-1/4) 6 Far Sighted: +4 versus Range Modifier for Sight 8 Instant Change: Cosmetic Transform 2d6 (10 Active Points); Limited Target: Own Clothes Slightly Limited (-1/4) 1 40 Light Absorbtion: Energy Damage Reduction, Resistant, 75% (60 Active Points); Limited Power: Light Based Only (-1/2) 8 Light Dispersal: Knockback Resistance -6" (12 Active Points); Limited Power: ONLY VS LIGHT BASED ATTACKS (-1/2) 33 Photonic Armor Field: Armor (11 PD/11 ED), Hardened (+1/4) (41 Active Points); Only in Hero ID (-1/4) 5 Thermal Vision: Infrared Perception (Sight Group) 40 Translight Speed: Faster-Than-Light Travel (4 Light Years/hour) Powers Cost: 434Cost Skill 10 +2 with Ranged Combat 15 +3 with Multipower 5 Computer Programming 13- 3 Persuasion 13- 3 Scientist 3 1) Science: Computer Science 13- (4 Active Points) 3 2) Science: Mathematics 13- (4 Active Points) 3 3) Science: Nuclear Physics 13- (4 Active Points) 2 4) Science: Physics 12- (3 Active Points) 3 Seduction 13- Skills Cost: 50Cost Perk 9 Contact: Media (Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (9 Active Points) 8- Lords of Justice Perks 10 1) Vehicles & Bases 9 2) Fringe Benefit: Membership: Lords of Justice, Passport, Security Clearance: Level 5 10 3) Money: Wealthy 4 4) Reputation: Member of Incredibly Famous Superteam (A large group) , 11-, +2/+2d6 Perks Cost: 42Val Disadvantages 10 Dependent NPC: Boy Toy of the Week 8- (Normal) 15 Distinctive Features: Sparkles (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: Tabloids 11- (As Pow, NCI, Watching) 10 Hunted: Ultraviolet 8- (As Pow, Harshly Punish) 20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) 15 Psychological Limitation: Flamboyant; Publicity Hound (Common, Strong) 15 Psychological Limitation: In awe of Superion, Lockdown, and Freya (Common, Strong) 15 Psychological Limitation: Lecherous; Vain (Very Common, Moderate) 15 Reputation: Vampy Heroine, 11- (Extreme) 15 Social Limitation: Secret Identity (Tracy Adams) (Frequently, Major) 10 Susceptibility: Darkness Fields, 2d6 damage per Minute (Uncommon) Optional Disadvantage 0 1) Rivalry: Professional and Romantic (Saphire; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry; Optional) Disadvantage Points: 150Base Points: 300Experience Required: 230Total Experience Available: 230Experience Unspent: 0Total Character Cost: 680 Height: 1.75 m Hair: Golden Blonde Weight: 54.00 kg Eyes: Amber Appearance: Golden haired, golden skinned, golden girl. She'd be the most sought after superheroine around if she wasn't on the same team as a goddess of love. She is tall and tan, her costume is (not surprisingly) gold and rather revealing. Personality: Glamour is in the hero biz to stroke her own ego. She enjoys the adulation, the fame, the jealousy of other women and the lustful gazes of men. While she does good deeds, its generally in order to further her own ego and celebrity. She was honored when Superion asked her to join the Lords of Justice three years ago and she maintains her awe of the "Big Three".Quote:"Well, boys, its been fun but I think its time you "Saw the Light"." "They're all my best side" Background: A mousy, plain research assistant at Orion Labs, Tracy Adams was conducting teleportation experiments with Dr. Garrett Powell. Dr. Powell's research was funded by a private party; Orion Labs had been paid handsomely to allow him to use their facilities in Millennium City. Tracy was infatuated with the doctor and this allowed her to overlook the discrepancies in his reports rather than bringing them to the attention of Orion. The device had near successes with small inanimate objects; though the only living matter sent through, a lab rat named Spike, had merely disintegrated. One evening, Tracy was finishing up typing the days notes, when she heard voices in the lab. A man in a business suit was talking with Dr Powell and they were both getting louder and obviously agitated with each other. In an attempt to hide and eavesdrop, she tripped over a power cable that had been used as a replacement for the one they burned out earlier. Falling into the Matter Transmitter, she briefly disappeared in a flash of bright light. Dr Powell and the man in the suit, who was an agent of the criminal technology group ARGENT, immediately fled the scene so as not to be connected with Tracy's disappearance. Tracy reappeared a moment later a changed woman; gone was the short, plain nobody and in her place was a tall, gorgeous, super powered femme fatale. Tracy flew off into the night and Orion Labs closed their doors for good, unable to get insurance to cover the mess that her incident had caused. She made her debut as Glorious Star a few days later. Then, after joining the Lords of Justice, she was told by their merchandizing firm that perhaps a shorter name, like Glamour would be a better fit for the team. Powers/Tactics: Rather Standard light based energy Projector. She has a few interesting abilities, namely her "armor field" that doesn't drop when she's stunned.Campaign Use: Just a vampy superheroine for your characters to be repulsed by or what have you. If she's too far above the competition, lower her multipower to 75 pts. If she's not tough enough, jump it to 125 pts and adjust the abilities accorningly. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted January 31, 2004 Author Report Share Posted January 31, 2004 Sunday 01/31/04A day ahead! Now maybe I can get some art done. (Empress doesn't count she's cheating...)HelmsmanPlayer: NPC Hero; Member of the Lords of Justice Val Char Cost 60 STR 50 26 DEX 48 30 CON 40 13 BODY 6 18 INT 8 17 EGO 14 23 PRE 13 24 COM 7 25 PD 13 25 ED 19 6 SPD 24 18 REC 0 60 END 0 60 STUN 2 6" RUN015" SWIM012" LEAP0Characteristics Cost: 244Cost Power END 25 Hydrokinisis: Elemental Control, 50-point powers 62 1) Gyser Blast: Energy Blast 10d6, Double Knockback (+3/4) (87 Active Points) 9 12 2) Hydrokinisis: Telekinesis (34 STR) (51 Active Points); Only Works On Water Very Limited Group of Objects (-1), can't "crush": Slightly (-1/4) 5 25 3) Sea Web: Entangle 5d6, 5 DEF (50 Active Points) 5 25 4) Wall of Waves: Force Wall (8 PD/12 ED) (50 Active Points) 5 17 5) Wave Form: Desolidification (affected by Fire based Attacks), Reduced Endurance (1/2 END; +1/4) (50 Active Points); Cannot Move through Solid Objects (-1/2) 2 14 Aquatic man: Life Support (Eating Character only has to eat once per week; Expanded Breathing: Water; Longevity 400 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Low Pressure/Vacuum; Sleeping Character only has to sleep 8 hours per week) 18 Delphine Sonar: (Total: 18 Active Cost, 18 Real Cost) Active Sonar (Hearing Group) (Real Cost: 15) plus Ultrasonic Perception (Hearing Group) (Real Cost: 3) 7 Depth Vision Part 2: N-Ray Perception (Sight Group), Sense Affected As Sight (+0) (10 Active Points); Only to see through water (at great Depths) (-1/2) 5 Depth Vision: Ultraviolet Perception (Sight Group) 22 Peerless Swimmer: Swimming +13" (15" total) (x4 Noncombat), Reduced Endurance (1/2 END; +1/4) (22 Active Points) 1 13 Regeneration: Healing 3d6 (30 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4) 3 5 Thermal Vision: Infrared Perception (Sight Group) 30 Tougher than he looks: Energy Damage Reduction, Resistant, 50% 30 Tougher than he looks: Physical Damage Reduction, Resistant, 50% 10 Toughness: Damage Resistance (10 PD/10 ED) 5 Underwater Eyes: Nightvision 32 Water Currents Sense: Detect A Class Of Things 13- (Unusual Group), Discriminatory, Increased Arc of Perception, Range, Sense, Targeting Sense Powers Cost: 357Cost Martial Arts Maneuver Aikido 4 1) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 2) Escape: 1/2 Phase, +0 OCV, +0 DCV, 75 STR vs. Grabs 3 3) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 70 STR for holding on 5 4) Strike: 1/2 Phase, +1 OCV, +3 DCV, 12d6 Strike 3 5) Throw: 1/2 Phase, +0 OCV, +1 DCV, 12d6 +v/5, Target Falls Martial Arts Cost: 19Cost Skill 16 +2 with All Combat 10 +2 with HTH Combat 12 +4 with Underwater Combat 8 Animal Handler (Aquatic Animals) 17- 3 Bureaucratics 14- 3 Combat Driving 14- 3 Combat Piloting 14- 3 Demolitions 13- 3 High Society 14- 2 Navigation (Marine) 13- 3 Professional Skill: Model 14- 3 Riding 14- 3 Seduction 14- 2 Survival (Pick Something) 13- 3 Systems Operation 13- 17 TF: Common Motorized Ground Vehicles, Riding Animals, Balloons & Zeppelins, Large Military Ships, Large Motorized Boats, Large Rowed Boats, Large Wind-Powered Boats, Rafts, Skiing (water), Small Military Ships, Small Motorized Boats, Small Planes, Small Rowed Boats, Small Wind-Powered Boats, Submarines, Surfing, Windsurfing Skills Cost: 94Cost Perk Lords of Justice Perks 9 1) Fringe Benefit: Membership: Lords of Justice, Passport, Security Clearance: Level 5 4 2) Reputation: Member of Incredibly Famous Superteam (A large group) , 11-, +2/+2d6 15 3) Money: Filthy Rich 10 4) Vehicles & Bases 15 Fringe Benefit: Diplomatic Immunity, Head of State 30 Imperial Palace of Atlantis 25 Vehicle 12 Contact: United Natioins (Contact has very useful Skills or resources), Organization Contact (x3) (12 Active Points) 11- Perks Cost: 120Cost Talent 2 Environmental Movement (Underwater) 3 Bump Of Direction Talents Cost: 5Val Disadvantages 20 Berserk: When Atlantis or the Seas Threatened: Uncommon, go 11-, recover 8- 20 Code of Chivalry: Common, Total 5 Distinctive Features: Handsome: Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses 10 Hunted: Barracuda: 11- (Frequently), As Powerful, Limited Geographical Area, Harshly Punish 15 Lehcerous: Very Common, Moderate 15 Overconfidence: Very Common, Moderate 20 Psych. Lim.: Actively seeks to destory evil: Common, Total 10 Psych. Lim.: Fiercely Protective of his Kingdom: Uncommon, Strong 15 Public Identity: Damon Helmsman: Frequently (11-), Major 10 Reputation: Highly sought after Male Model: , Frequently (11-) 10 Watched: UN: 11- (Frequently), As Powerful, NCI, Watching Disadvantage Points: 150Base Points: 300Experience Required: 389Total Experience Available: 389Experience Unspent: 0Total Character Cost: 839 Height: 2.01 m Hair: Brown Weight: 124.00 kg Eyes: Brown Appearance: Helmsman is one of the most attractive men alive. The fact that he is the dashing super hero and soverign of "Atlantis", a small island kingdom in the pacific, makes him even more desireable. He is tall, lean with an athletic tanned physique. His eyes are aqua, his hair is jet black with dark green highlights. He wears it very long. He dresses in expensive and flamboyant suits.Personality: Damon is the guy at the gym that dates married women. He is relatively selfish, arrogant, and aside from a nobiles oblige to make the world a better place, he might consider just being a model playboy for the rest of his long life. He tries to fit in with most other heroes he meets and can be a nice, genuine fellow occasionally, but he is truely convinced of his superiority. Think the best and worst traits of Namor the Submariner and Ashton Kutcher.Quote:"An interesting proposition, Lady Blue, but I am afraid I have to turn you over to the police. Perhaps a congical visit?"Background: Damon Helmsman is the king of Atlantis (no, not that Atlantis). His palace serves as one of the bases of operations to the Lords of Justice. A powerful mutant with control over water and super human speed and strength, Damon quickly became a popular hero in the pacific (if you discount Barracuda). His pretty boy looks have also made him a sought after model. He is always on the scene. Like many of his cohorts in the Lords he is an arrogant, obnoxious hero.Powers/Tactics: Aquatic based brick with significant Hydrokinetic abilties. He can create and manipulate water in several combat worthy ways. However, he does enjoy beating his foes with his bare hands.Campaign Use: Just another of the really annoying "Big Leaguers" out there. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 1, 2004 Author Report Share Posted February 1, 2004 Monday 02/02/2004Man o' WarPlayer: NPC; Member of the Lords of Justice Val Char Cost 30 STR 20 30 DEX 60 30 CON 40 30 BODY 40 15 INT 5 20 EGO 20 25 PRE 15 20 COM 5 15 PD 9 15 ED 9 7 SPD 30 12 REC 0 60 END 0 60 STUN 0 10" RUN05" SWIM011" LEAP0Characteristics Cost: 253Cost Power END 22 Nigh Indestructible Disc Shield: Multipower, 45-point reserve, (45 Active Points); all slots OAF Durable (-1) 2u 1) Missile Deflection (Any Ranged Attack), +1 OVC with Deflection, Full Range (+1) (44 Active Points); OAF Durable (-1) 1u 2) Thrown Shield: Energy Blast 9d6 (45 Active Points); 1 Recoverable Charge (-1 1/4), OAF Durable (-1) 1u 3) Shield Bash!: Hand-To-Hand Attack +4d6 (20 Active Points); OAF Durable (-1), Hand-To-Hand Attack (-1/2) 2 9 Swingline Gun: Swinging 15", 4 Clips of 16 Charges (+1/4) (19 Active Points); OAF (-1) 8 Swift Footed: Running +4" (10" total) 1 19 Superhuman Physiology: Life Support (Eating Any Protein; Extended Breathing; Immunity All terrestrial diseases and biowarfare agents; Longevity 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Low Pressure/Vacuum) 30 Pain Resistance: (Total: 30 Active Cost, 30 Real Cost) Physical Damage Reduction, Resistant, 25% (Real Cost: 15) plus Energy Damage Reduction, Resistant, 25% (Real Cost: 15) 3 Strong Swimmer: Swimming +3" (5" total) 1 10 Prodigeous Leaper: Superleap +5" (11" forward, 5 1/2" upward) (Accurate) 1 7 Micromail: Damage Resistance (10 PD/10 ED) (10 Active Points); OIF (-1/2) 11 Rapid Healing: Healing (Regeneration) 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) Powers Cost: 123Cost Martial Arts Maneuver Martial Arts: Combataka 8 1) +2 HTH Damage Class(es) 4 2) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND 4 3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 55 STR vs. Grabs 3 6) Grapple: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on 4 7) Punch/Elbow/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike 3 8) Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls 4 9) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND 5 10) Side Kick/Axe Kick/Crescent Kick: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike 1 11) Weapon Element: Disc Shield 1 12) Weapon Element: Off Hand 1 13) Weapon Element: Staffs Martial Arts Cost: 46Cost Skill 16 +2 with All Combat 30 +3 with Overall Level 10 +5 with Block 3 Acrobatics 15- 3 Breakfall 15- 3 Bureaucratics 14- 3 Climbing 15- 3 Combat Driving 15- 3 Contortionist 15- 3 Conversation 14- 3 Criminology 12- 3 Cryptography 12- 5 Defense Maneuver I-II 3 Fast Draw 15- 3 High Society 14- 2 KS: Combataka 11- 2 KS: Criminal Law 11- 2 KS: PRIMUS 11- 2 KS: The Law Enforcement World 11- 2 KS: The Superhero World 11- 3 Mechanics 12- 3 Oratory 14- 3 Paramedic 12- 3 Persuasion 14- 3 Professional Skill : PRIMUS Liasion 12- 3 Shadowing 12- 3 Stealth 15- 3 Streetwise 14- 2 Survival (Urban) 12- 3 Systems Operation 12- 3 Tactics 12- 28 Transport Familiarity: Common Motorized Ground Vehicles, Riding Animals, Combat Aircraft, Ground Vehicles, Hanggliding, Helicopters, Jetskis, Large Military Ships, Large Motorized Boats, Parachuting, Advanced, Parachuting, Basic, SCUBA, Skiing (snow), Skiing (water), Small Military Ships, Small Motorized Boats, Small Planes, Small Rowed Boats, Small Wind-Powered Boats, Submarines, Surfing, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles, Windsurfing Skills Cost: 164Cost Perk 5 Fringe Benefit: Concealed Weapon Permit (where appropriate), Federal/National Police Powers Lords of Justice Perks 10 1) Vehicles & Bases 9 2) Fringe Benefit: Membership: Lords of Justice, Passport, Security Clearance: Level 5 10 3) Money: Wealthy 4 4) Reputation: Member of Incredibly Famous Superteam (A large group) , 11-, +2/+2d6 3 Well-Connected 11 1) Contact: Crucible Industries (Contact has extremely useful Skills or resources), Organization Contact (x3) (12 Active Points) 8- 4 2) Contact: Golden Avenger (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity, Good relationship with Contact) (5 Active Points) 11- 8 3) Contact: PRIMUS, Organization Contact (x3) (9 Active Points) 12- 4 4) Contact: White House (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact limited by identity) (5 Active Points) 11- 5 Computer Link: PRIMUS Database 3 Fringe Benefit: Membership: PRIMUS Liasion to Lords of Justice Perks Cost: 76Cost Talent 3 Ambidexterity (-2 Off Hand penalty) 15 Combat Sense 12- 14 Fearless [Notes: From Fantasy Hero; p. 106] 3 Lightsleep 3 Resistance: 3 points Talents Cost: 38Val Disadvantages 10 Distinctive Features: Combat Style: Combataka (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 20 Hunted: PRIMUS 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 15 Hunted: Red Doom: 8- (Occasionally), As Powerful, NCI, Harshly Punish 10 Hunted: Zarathrusta: 8- (Occasionally), Less Powerful, NCI, Harshly Punish 15 Psychological Limitation: Always keeps his word Uncommon, Total 20 Psychological Limitation: Ego-driven, wants to be leader (Very Common, Strong) 20 Psychological Limitation: Superpatriot Common, Total 10 Rivalry: Strong (Another Pariotic Hero (PC?), Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 15 Social Limitation: Secret Identity: John Randall Hurst Frequently (11-), Major 15 Social Limitation: Subject to orders (Frequently, Major) Disadvantage Points: 150Base Points: 300Experience Required: 250Total Experience Available: 250Experience Unspent: 0Total Character Cost: 700 Height: 1.91 m Hair: Blonde Weight: 110.00 kg Eyes: Blue Appearance: American (Aryan?) Ideal. Man o' War is tall, powerfully built and perfectly symetrical. He is handsome, blonde haired, and blue eyed . He has a strict, no - nonsense approach to dress. Very conservative. The Man o' War uniform is reinforced space-aged material. Its white with a black belt, several black leather pouches and a silver star buckle. He wears a white domino mask. His gloves, boots and shoulder designs are red. His trunks are blue. he also has a blue star on his chest. His shield is silver with a golden eagle on it.Personality: John is a good soldier -sorta. John follows his orders as long as they make sense to him and as long as they don't violate his sense of patriotism. He would never do anything that was "un-American" or damage his country's ideals or image. He enjoys playing with the big boys and although he yearns to lead the team (or any team; he's beginning to think he should petition for a team of his own) he keeps his feelings to himself and tries to learn what he can from Lockdown and the others.Quote:"Give me your poor, your tired, your hungry, but don't give me your lip or try to take what belongs to my fellow Americans!"Background: Crucible Industries has made its fortune as the major player in the "Super Soldier" game. Started in the 1970's, the corporation was originally a think-tank given the task to create the perfect soldier. They have had various levels of success over the years, coming up with weapons for The All American, and it was CI that developed the method for transporting and storing the Cyberline Treatment. CI has constantly attempted to create a cost effective super soldier and the various projects over the last 30 plus years have mostly been "singular achievements" in which an individual test subject is given great abilities but they are unable to reproduce or mass produce the results. Man o' War is one of these. John Randall Hurst was the only one of seventy five test subjects for CI's Operation Bellerophon; an attempt to create a more "universal" and cheaper Cyberline Treatment, to show any affects what so ever. The effects were astounding, giving him physically perfect attributes and a high resistance to disease. Like most of the volunteers, John was a PRIMUS cadet who took the opportunity to become something more. Since he was the only success, he was given the opportunity to become a "Suit" under PRIMUS jurisdiction. He took the job and Man O' War was created. John was trained in an eclectic martial arts style by its creator William Johnson, a member of PRIMUS' Avenger Training Team. He received a super tough shield, armored costume, and the name Man o' War. He has adapted the use of "American" before hand, in case no one knows what country he favors. Under the jurisdiction of PRIMUS, he operated solo for about six months but when a high powered super team, known as the Lords of Justice, needed government assistance, he was assigned as a temporary liaison. The job went well, and he meshed well with the egos of the group. He requested, and was made a permanent liaison to the team. John likes to consider himself the field leader, and won't hesitate to bark out orders to his teammates. It really bothers him that they generally ignore him, but he doesn't raise too much of a stink about it after both Lockdown and Freya slapped the piss out of him on separate occasions. He plays it safe now and gives orders that are pretty much what the team was doing anyway.Powers/Tactics: A Captain America clone with acrobatic fighting style, invulnerable disc shield and heightened characteristics. Even on a team with as much firepower as the LOJ, he is a frontline fighter and wouldn't be anywhere else.Campaign Use: Not quite the "government toady" some of his fellow supersoldiers are, Man O' War is still kind of pushy and tends to grandstand and use any American reference he can remember. He is a good combatant and a fair tactician. He would probably make a pretty good leader if he ever gets the chance. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 4, 2004 Author Report Share Posted February 4, 2004 Tuesday 02/03/2004EmpyreanPlayer: NPC Hero; Member of the Lords of Justice Val Char Cost 65 STR 55 27 DEX 51 40 CON 60 25 BODY 30 18 INT 8 24 EGO 28 40 PRE 30 22 COM 6 25 PD 12 25 ED 17 5 SPD 13 21 REC 0 80 END 0 80 STUN 2 6" RUN02" SWIM013" LEAP0Characteristics Cost: 312Cost Power END 125 Flame Manipulation: Multipower, 125-point reserve 12u 1) Blinding Presence: Sight Group Flash 10d6, Reduced Endurance (0 END; +1/2), Area Effect: Radius (+1) (125 Active Points) 4u 2) Cosmic Travel: Faster-Than-Light Travel (15 Light Years/hour) (44 Active Points) 10u 3) Fight Fire: Suppress All Flame Based Powers 7d6, All Powers Simultaneously (+2), Delayed Return Rate (5 Points per 5 Minutes; +1/2) (122 Active Points); Limited Special Effect Very Common SFX (-1/4) 12 12u 4) Fire Bolt: Energy Blast 20d6, Reduced Endurance (Half END; +1/4) (125 Active Points) 5 12u 5) Fire Fan: Energy Blast 12d6, Area Of Effect (24" Line; +1) (120 Active Points) 12 7u 6) Fuel Fire: Succor All Flame Based Powers 5d6, Can Add Maximum Of 42 Points, Can Apply (Remove) Adders (+1), All Powers Simultaneously (+2) (124 Active Points); Others Only (-1/2), Limited Special Effect Very Common SFX (-1/4) 12 12u 7) Heat Beam: Energy Blast 10d6, Reduced Endurance (0 END; +1/2), No Normal Defense (LS:Vacuum, Fire Powers) (+1) (125 Active Points) 4u 8) Light Form: Desolidification , Reduced Endurance (0 END; +1/2) (60 Active Points); Cannot Move through Solid Objects (-1/2) 5u 9) Pyrokinetic Fist: Telekinesis (50 STR), Fine Manipulation, Reduced Endurance (Half END; +1/4) (106 Active Points); Only Works On Limited Types Of Objects Very Limited Group of Objects (-1), Cannot Be Used With Multiple-Power Attacks (-1/4) [Notes: This ability summons a great fist of flame and heat. The fist can do crushing damage, "Punching" damage and has a special effect of Fire for vulnerabilities. Somehow, it does not burn victems of its grasp] 4 10u 10) Searing Heat: RKA 3d6+1, Increased STUN Multiplier (+1/2), Reduced Endurance (0 END; +1/2) (100 Active Points) 45 Atmospheric Flight: Flight 20", Improved Noncombat Movement (x4) 4 5 Eyes of Fire and Heat: Infrared Perception (Sight Group) 10 Eyes of Light and Fire: Sight Group Flash Defense (10 points) 30 Flame Immunity: Energy Damage Reduction, Resistant, 75% (60 Active Points); Limited Power: Fire Only (-1) 15 Hard to Kill: Damage Resistance (12 PD/12 ED), Hardened (+1/4) (15 Active Points) 6 I'm not going anywhere: Knockback Resistance -3" 5 Is it cold in here? I didn't notice: +10 ED (10 Active Points); Limited Power: only vs. cold attacks (-1) 50 Look, I'm a GOD, you'll have to do better than that.: 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) 9 Regeneration: Healing BODY 2d6 (20 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4) 2 10 Supernatural Being: Power Defense (10 points) 12 The minds of Gods are hard to interact with, No?: Mental Defense (17 points total) 5 Weakness?: Lack of Weakness (-5) for Resistant Defenses Powers Cost: 415Cost Skill 8 +1 with All Combat 25 +5 with Fire Powers 2 Gambling 13- 3 Jack of All Trades 2 1) PS: Artist (Painter) (3 Active Points) 12- 2 2) PS: Chef (3 Active Points) 13- 2 3) PS: Musician (Guitarist) (3 Active Points) 14- 2 4) PS: Musician (Scitar) (3 Active Points) 14- 2 5) PS: Musician (Vocalist) (3 Active Points) 17- 3 Linguist 3 1) Language: Bathran (Idiomatic, native accent) (4 Active Points) 3 2) Language: English (Idiomatic, native accent) (4 Active Points) 3 3) Language: Greek (Idiomatic, native accent) (4 Active Points) 3 Scholar 2 1) KS: Active "Dieties" (3 Active Points) 13- 2 2) KS: Bathran Mythology (3 Active Points) 13- 2 3) KS: Cooking Styles (3 Active Points) 13- 2 4) KS: Greek Mythology (3 Active Points) 13- 2 5) KS: Musical Styles (3 Active Points) 13- 3 Seduction 17- 3 Streetwise 17- 1 TF: Flying Beasts 3 Tactics 13- 3 Teamwork 14- 5 WF: Common Melee Weapons, Common Missile Weapons, Lances Skills Cost: 91Cost Perk Lords of Justice Perks 10 1) Vehicles & Bases 9 2) Fringe Benefit: Membership: Lords of Justice, Passport, Security Clearance: Level 5 3 3) Anonymity (Extraterrestrial Being with no Criminal Record) 10 4) Money: Wealthy 4 5) Reputation: Member of Incredibly Famous Superteam (A large group) , 11-, +2/+2d6 3 Well-Connected 26 1) Contact: Gods Of Olympus (Contact has extremely useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (27 Active Points) 13- 2 2) Contact: Other Earth Dieties (Contact has useful Skills or resources) (3 Active Points) 11- 5 3) Contact: Ravenswood Academy, Organization Contact (x3) (6 Active Points) 11- 3 4) Contact: The Champions (Contact has useful Skills or resources, Good relationship with Contact) (4 Active Points) 11- 11 5) Contact: UNTIL Liason (Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 11- Perks Cost: 86Cost Talent 3 Absolute Range Sense 3 Absolute Time Sense 3 Bump Of Direction 5 Eidetic Memory 3 Perfect Pitch 25 Universal Translator 18- Talents Cost: 42Val Disadvantages 15 Distinctive Features: Aura of Arcane Might (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses) 10 Distinctive Features: Well Bulit Man with reddish skin, flaming head Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 10 Hunted: Fire Wing 8- (Occasionally), As Powerful, Harshly Punish 15 Hunted: Winter Lords 11-, As Powerful, Harshly Punish 15 Psychological Limitation: Thrill Seeker Common, Strong 15 Psychological Limitation: Hates Tyrants & Bullies Common, Strong 15 Psychological Limitation: In love with Freya Common, Strong 15 Reputation: God From another World, Almost Always (14-) 10 Rivalry: Professional and Romantic (Magni; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 15 Social Limitation: Secret Identity Frequently (11-), Major 10 Vulnerability: Water Attacks: 1 1/2x STUN Uncommon Disadvantage Points: 145Base Points: 300Experience Required: 501Total Experience Available: 501Experience Unspent: 0Total Character Cost: 946 Height: 1.98 m Hair: White can become a nimbus of flames. Weight: 144.00 kg Eyes: Golden Appearance: A handsome man with reddish skin white hair and golden eyes. He wears a "Green Arrow" type Beard and moustache, and he can will the hair on his scalp to become a nimbus of golden and red flames. He wears a white costume trimmed with gold; sometimes with a golden cape.Personality: Empyrean is a very easy going being formerly worshipped as a god. He is for the most part without arrogance and tends to laugh in the face of Superion's attitudes and Lockdown's burgeoning paranoia. He enjoys being a hero more than he did a god and is very comfortable "mixing with the mortals" as he calls it. He has been sweet on Freya ever since he first laid eyes on her, and it’s not simply because of her nature and gifts. He admires her spirit and her warrior wanton attitude. They spend a lot of time together but are not a couple (Yet).Quote:"I glow bright like the sun and I will burn you if you aren't careful.""Hey, I used to sit on a throne of gold and have naked virgins attending to my every need; I don't need this job, I do it because I love it." Background: Hallax the Sun-Bringer was a God on the world of Moara. He had ruled alongside his extended divine family for countless generations. Slowly, the people of Moara began to lessen their need, and then their deference to the gods. Like Earth pantheons before them the God's of Moara took leave of their world allowing their people to grow while taking a large number of their truly faithful with them to another plane. Hallax decided to journey the stars. He was one of the few, even among the Gods, who could venture unaided into space. He spent the next millennia in exploration. He happened upon the world of Malva, and for a time he studied them. He watched Ariax Thone become the legendary Firewing. He also saw that Thone was "up to no good". That his honor was as often merely for show than it was a way of life. Hallax saw this as a release from his boredom; he would follow the Firewing to his new destination and see what played out. Taking advantage of the Gate opened by Ariax Thone, he arrived shortly after Firewing. Hallax found Earth to be marvelous. He had never seen so many beings of great power before. Heroes and monsters all over again; he wanted to participate. Hallax took the nomme de gurre, Empyrean (without knowing of the people who used that name) and tried to do good. However, a neophyte group of superheroes mistook him for Firewing and he was attacked. The misunderstanding was cleared up and Empyrean agreed to accompany the group on their endeavors (mostly on the request of the beautiful goddess, Freya). Empyrean has stayed with the LoJ ever since. He knows that sometimes the runaway egos on the team grate on the rest of the superhero community and suspects that Lockdown may one day go completely off his rocker, but he stays with them and does what he can to bridge the gap between the arrogance and heroism. Powers/Tactics: Sun God. He has intense light/fire abilities and a powerful physical presence. He tends to keep his abilities toned down at the beginning of battle to avoid unnecessary death and destruction, but if he ever deems it NECCESSARY, then all hell will break loose.Campaign Use: Quote Link to comment Share on other sites More sharing options...
TheQuestionMan Posted February 4, 2004 Report Share Posted February 4, 2004 Excellent Character , but What happened dude , I'm supposed to be the one around here who makes typos and spelling errors . Late night , no sleep , ??? Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 4, 2004 Author Report Share Posted February 4, 2004 Pretty much, when I get home I'll spell check to poor bastard. Better? Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 5, 2004 Author Report Share Posted February 5, 2004 Wednesday 02/03/2004EinherjarVal Char Cost Roll Notes15/70 STR 5 12- / 23- Lift 200.0kg/409.6tons; 3d6/14d6 [1/6]20/26 DEX 30 13- / 14- OCV: 7/9/DCV: 7/920/35 CON 20 13- / 16-12/17 BODY 4 11- / 12-20 INT 10 13- PER Roll 13-15 EGO 10 12- ECV: 518 PRE 8 13- PRE Attack: 3 1/2d614 COM 2 12-24/35 PD 5 Total: 24/35 PD (16 rPD)24/35 ED 4 Total: 24/35 ED (16 rED)4/6 SPD 10 Phases: 3, 6, 9, 12/2, 4, 6, 8, 10, 128/20 REC 240/70 END 030/82 STUN 0 Total Characteristic Cost: 110Movement: Running: 6"/12" Flight: 27"/54" Leaping: 3"/6" Swimming: 2"/4"Cost Powers END75 Armor Weapons Subroutines: Multipower, 112-point reserve, (112 Active Points); all slots OIF (-1/2)5u 1) Electron Beam: Energy Blast 10d6, Area Effect: One-hex (+1/2) (75 Active Points); OIF (-1/2) 74u 2) Energy Sword: RKA 3d6+1, Armor Piercing (+1/2) (75 Active Points); No Range (-1/2), OIF (-1/2) 75u 3) Freon Blast: (Total: 90 Active Cost, 49 Real Cost) Energy Blast 11d6 (55 Active Points); OIF (-1/2) (Real Cost: 37) plus Entangle 2d6, 5 DEF (35 Active Points); Vulnerable: Fire/Heat (Very Common; -1), Linked (Energy Blast; -1/2), OIF (-1/2) (Real Cost: 12) 84u 4) Mercy Bullets: RKA 2d6, Autofire (+1/2), 16 clips of 30 Charges (+3/4) (67 Active Points); OIF (-1/2) [30]3u 5) Missiles: RKA 3d6+1, Explosion (+1/2) (75 Active Points); 1 clips of 6 Charges (-3/4), OIF (-1/2) [6]5u 6) Particle Beam: Killing Attack - Ranged 6d6 (90 Active Points); OIF (-1/2), Beam (-1/4) 96u 7) Plasma Globe: Force Wall (8 PD/15 ED/3 Mental Defense/3 Power Defense; 2" long and 1" tall), Backlash (+1/2) (112 Active Points); OIF (-1/2), Restricted Shape: Globe (-1/4) 114u 8) Repulsors: Energy Blast 15d6 (75 Active Points); OIF (-1/2), Reduced by Range (-1/4) 7 Sensor Suite, all slots OIF (-1/2)4 1) Telescopic Optics: +4 versus Range Modifier for Sight (6 Active Points); OIF (-1/2)7 2) Magnification Vision: Microscopic ( x100) with Sight Group (10 Active Points); OIF (-1/2)10 3) Active Sonar: Active Sonar (Hearing Group) (15 Active Points); OIF (-1/2)3 4) Thermal Imaging: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)10 5) Radar Systems: Radar (Radio Group) (15 Active Points); OIF (-1/2)7 6) Radio Transmitter: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2)2 7) Ultrasonic Receptors: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2)3 8) Low- Light Vision: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2) War Titan Armored Battlesuit, all slots OIF (-1/2)11 1) Armor Biotechnolgy Shells: Density Increase (400 kg mass, +10 STR, +2 PD/ED, -2" KB), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (22 Active Points); Always On (-1/2), OIF (-1/2)30 2) Armor Servomotors: +45 STR (45 Active Points); OIF (-1/2) 47 3) Armor Durability II: +5 BODY (10 Active Points); OIF (-1/2)12 4) Telepathic Combat Relay: +6 DEX (18 Active Points); OIF (-1/2)20 5) Armor Durability: +15 CON (30 Active Points); OIF (-1/2)4 6) Armor Integrity: +6 ED (6 Active Points); OIF (-1/2)13 7) Telepathic Combat Relay: +2 SPD (20 Active Points); OIF (-1/2)11 8) Impact Cushoning: +16 STUN (16 Active Points); OIF (-1/2)29 9) Boot Jets & Back pack Thrusters: Flight 15", Position Shift, Cannot use in Space (+0), Usable Underwater (+1/4) (44 Active Points); OIF (-1/2) 432 10) Chordium Armor: Armor (16 PD/16 ED) (48 Active Points); OIF (-1/2)8 11) EMP Protection: Power Defense (20 points) (20 Active Points); Only vs EMP (-1), OIF (-1/2)20 12) Energy Dispersal Field: Energy Damage Reduction, Resistant, 50% (30 Active Points); OIF (-1/2)3 13) Gyroscopic Stablizors: Knockback Resistance -2" (4 Active Points); OIF (-1/2)14 14) Life Support Systems: Life Support (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) (21 Active Points); OIF (-1/2)3 15) Polarized Faceplate: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)3 16) Scramled Radio: Radio Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)20 17) Supersonic Flight: Flight 12", Megascale (1" = 1 km; +1/4) (30 Active Points); OIF (-1/2) 3AikidoManeuver OCV DCV Notes4 Choke Hold -2 +0 Grab One Limb; 2d6 NND5 Defensive Block: Redirect +1 +3 Block, Abort3 Grappling Throw +0 +2 5d6 / 16d6 Strike; Target Falls; Must Follow Grab4 Martial Disarm -1 +1 Disarm; 25 STR / 80 STR to Disarm roll4 Martial Escape +0 +0 30 STR / 85 STR vs. Grabs3 Martial Grab -1 -1 Grab Two Limbs, 25 STR / 80 STR for holding on4 Martial Strike +0 +2 5d6 / 16d6 Strike3 Martial Throw +0 +1 3d6 / 14d6 +v/5, Target Falls5 Takeaway +0 +0 Grab Weapon, 25 STR / 80 STR to take weapon awayPerks1 Favor: Orrad Lords of Justice Perks10 1) Base of Operations: Vehicles & Bases9 2) Lords of Justice : Fringe Benefit: Membership: Lords of Justice, Passport, Security Clearance: Level 510 3) Money: Wealthy4 4) Reputation: Member of Incredibly Famous Superteam (A large group) , 11-, +2/+2d6Talents 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 4) Lightning Reflexes: +3 DEX to act first with All Actions (5 Active Points); OIF (-1/2)Skills15 +3 with Powered Armor5 Breakfall 14- (15-)3 Bureaucratics 13-5 Climbing 14- (15-)5 Combat Driving 14- (15-)5 Combat Piloting 14- (15-)3 Computer Programming 13-3 Concealment 13-3 Deduction 13-3 Electronics 13-3 High Society 13-3 Inventor 13-2 KS: Aikido 11-2 KS: Criminal Underworld 11-2 KS: Superheroes and Teams 11-3 Language: Japanese (completely fluent)3 Mechanics 13-3 Scientist2 1) SS: Metallurgy 13- (3 Active Points)2 2) SS: Aeronautics 13- (3 Active Points)2 3) SS: Biophysics 13- (3 Active Points)2 4) SS: Exobiology 13- (3 Active Points)2 5) SS: Mathematics 13- (3 Active Points)2 6) SS: Nuclear Physics 13- (3 Active Points)2 7) SS: Power Systems 13- (3 Active Points)2 8) SS: Weapon Systems 13- (3 Active Points)Total Powers & Skill Cost: 562Total Cost: 672200+ Disadvantages5 DNPC: Karen White (younger sister): 8- (Infrequently), Normal, Useful noncombat position or skills20 Hunted: Dr Destroyer: 8- (Occasionally), More Powerful, NCI, Harshly Punish20 Hunted: Viper: 8- (Occasionally), More Powerful, NCI, Harshly Punish15 Psychological Limitaion: Sees combat as a game Very Common, Moderate20 Psychological Limitation: Code Against Killing Common, Total15 Psychological Limitation: In awe of his team-mates, will almost always defer to them (Common, Strong)10 Reputation: Inexperienced Hero: , Frequently (11-)15 Social Limitaion: Secret Identity: Charles White Frequently (11-), Major10 Susceptibility: Intense magnetic fields: 1d6 damage per Turn Uncommon342 Experience PointsTotal Disadvantage Points: 672Background/History: Charles White had the dream internship. He was the technical assistant to the Lords of Justice! He had won a scholarship to train with Dr Gallaleo Anderson, aka Dr. Titan. Charles served at his post for three years happily repairing and upgrading the armor with Dr Anderson until the good doctor decided he'd "outgrown" it. Rather than let the powerful armor gather dust in a warehouse or trophy case he gave it to his assistant. Charles took the name Titan and began working on his own designs for the suit. He has been with the team for four years now, one as Titan, he intends to stick around a while. Recently, a new hero with a suit of powered armor appeared, calling himself Titan. The Lords of Justice actually sued this new hero, Charles challenged the new-comer to a charity bout, the winner would keep the Titan name, and the loser would find a new one. Charles lost, the challenger produced a modular weapon (i.e. Gadget pool setting) that managed to interfere with his power core. Taking the loss more graciously than Superion or Demagogue would have liked; Charles foundhimself in the doghouse since for bringing "shame" to the team. Charles decided to find a new name. Freya offered the title Einherjar; Charles liked it and adopted the name. Though his mentor and some of the others are still a little upset at him, Charles doesn't care really; because he found out something during the battle. The pilot of the other armor was a woman. Charles has made it his private mission to find out why she hides behind a man's appearance.Personality/Motivation: Charles is living out a childhood fantasy. He's pretty sure that he would have developed his own armor if given a chance. However, he's just as sure that his wouldn't stack up to the TITAN class one he wears now. He is keenly interested in this new "Titan" and studies her activities. He has noticed a rather unhealthy preoccupation with Dr. Destroyer on her part and is trying to find a way to help. Although he has never met her or even seen her oustside of her armor, he has become quite smitten with the idea of her. He tries to ignore the politics of the team he cares so much for. His hero worship of Demagogue, Superion and Lockdown has taken something of a beating over the years, but his esteem for Freya and Empyrean has grown. He and Wyldefire are quite close. Glamour reminds him snotty rich girls from school and he kind of avoids her.Quote: "I don't think those guns are going to help you too much. But go ahead and fire them."Powers/Tactics: Charles has the usual "Laundry List" of powered armor weapons. He is also physically impressive with his lifelong dedication to aikido. He has taken it upon himself to teach others on the team the art hoping to improve their hand to hand abilities. He actually enjoys fisticuffs in and outside the armor.Campaign Use: A relatively inexperienced but high powered combat machine. Spartan is friendly and helpful. He is definitely in the camp of Freya and Empyrean when the meetings take place. He is slowly coming into his own as a hero.Appearance: Charles is an average looking man. Average height, a little heavier weight and build, but unless he's naked you wouldn't notice. His athleticism aside he is as unusual as a topless dancer in Vegas. Outside of the armor he wears blue jeans and tee shirts, often with a white lab coat over them. Since taking the name Einherjar, Charles has started to remodel the armor's appearance. He went with black on gold and glowing red highlights. He wears the Lords Symbol on his chest near his right shoulder. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 5, 2004 Author Report Share Posted February 5, 2004 Thursday 02/05/2004This is the biggest revamp from 4th -5th for my Lords of Justice. Originally this Wonder Woman Wannabe was the daughter of Ares and Aphrodite. But I wanted to step away from the whole Olympian bit and went rummaging. I chose Freya for the fact that I was a little more familiar with the Asgardian myths than celtic and others. I had considered Morrigan or Rhiannon or possibly Ishtar...but I went with - Freya Freya; The Warrior Val Char Cost 50 STR 40 30 DEX 60 30 CON 40 20 BODY 20 20 INT 10 20 EGO 20 35/55 PRE 25 50 COM 10 21/36 PD 5 21/36 ED 9 6 SPD 20 18 REC 4 90 END 15 90 STUN 30 22" RUN 0 2" SWIM 0 16" LEAP 0 Characteristics Cost: 308 Cost Power END Brisings, all slots OIF (Brisings; Enchanted Waist Chain; -1/2) 7 1) +20 COM (10 Active Points); OIF (Brisings; Enchanted Waist Chain; -1/2) 8 2) +20 PRE (20 Active Points); Limited Power Power loses about half of its effectiveness (Men Only; -1), OIF (Brisings; Enchanted Waist Chain; -1/2) 37 Armor of the Valkyrie: Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points); OIF (-1/2) 0 7 Armor of the Valkyrie: Life Support (Self-Contained Breathing) (10 Active Points); OIF (-1/2) 0 27 Boots of Birfrost: Multipower, 40-point reserve, (40 Active Points); all slots OIF (-1/2) 3u 1) Cloud Walking: Flight 16", Reduced Endurance (1/2 END; +1/4) (40 Active Points); OIF (-1/2) 1 3u 2) Rainbow Bridge: Extra-Dimensional Movement (Single Dimension (Asgard)), x16 Increased Weight (40 Active Points); OIF (-1/2) 4 3u 3) Sprint like the wind: Running +16" (22" total), Reduced Endurance (1/2 END; +1/4) (40 Active Points); OIF (-1/2) 1 45 Cloak of Feathers: Multiform: Supernatural Falcon (200 Character Points in the most expensive form) (Instant Change) 0 15 Divine Favor: Luck 3d6 0 12 Divine Heratitage: Damage Resistance (12 PD/12 ED) 0 20 Eyes of the Eagles: Clairsentience (Sight Group) 2 47 Fenris' Tooth: (Total: 104 Active Cost, 47 Real Cost) HKA 2d6+1 (4d6 w/STR), +1 Increased STUN Multiplier (Painful Rending; +1/4), Affects Desolidified One Special Effect of Desolidification (Supernatural Desolids Only; +1/4), Reduced Endurance (1/2 END; Ease of use; +1/4), Penetrating (Powerful Rending; +1/2) (79 Active Points); OAF Unbreakable (Sword; -1), No Knockback (-1/4) (Real Cost: 35) plus +2 with DCV (10 Active Points); OAF Unbreakable (Sword; -1) (Real Cost: 5) plus +3 with OCV (15 Active Points); OAF Unbreakable (Sword; -1) (Real Cost: 7) 3 6 Heavier than she looks: Knockback Resistance -3" 0 37 Immortal Body: Life Support (Eating Character only has to eat once per week; Extended Breathing 1 END per Turn; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping Character only has to sleep 8 hours per week) 0 15 Iron Will: Mental Defense (19 points total) 0 5 Low Light Vision: Ultraviolet Perception (Sight Group), Sense Affected As Sight (+0) 0 13 Protections of Idun: Power Defense (20 points) (20 Active Points); Only Works Against Magic Attacks Limited Type of Attack (-1/2) 0 6 Strong Leaper: Leaping +6" (16" forward, 8" upward) 1 Powers Cost: 316 Cost Martial Arts Maneuver Boxing, Ancient 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 3 2) Jab: 1/2 Phase, +2 OCV, +1 DCV, Strike 1 3) Weapon Element: Cestus Wrestling, Ancient 4 1) Bend Joint: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 4 2) Break Bone: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 4 3) Crush: 1/2 Phase, +0 OCV, +0 DCV, 14d6 Crush, Must Follow Grab 4 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 65 STR vs. Grabs 3 5) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 60 STR for holding on 3 6) Kick/Punch: 1/2 Phase, +1 OCV, +0 DCV, 12d6 Strike 3 7) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 11d6 Strike, Target Falls 3 8) Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, 10d6 Strike; You Fall, Target Falls Martial Arts Cost: 36 Cost Skill 5 +1 with Pre Based Skill 40 +5 with All Combat 40 +4 with Overall Level 5 Acrobatics 16- 5 Animal Handler (Birds, Equines, Felines, Other Asgardian War-Boars) 16- (20-) 5 Breakfall 16- 3 Conversation 16- (20-) 10 Defense Maneuver I-IV 3 High Society 16- (20-) 3 Linguist 5 1) Language: English (imitate dialects; Literacy) (6 Active Points) 3 2) Language: Gaelic (completely fluent; Literacy) (4 Active Points) 4 3) Language: German (idiomatic; Literacy) (5 Active Points) 0 4) Language: Olde Norse (Idiomatic, native accent; Native) 5 Navigation (Air, Dimensional, Land, Marine) 13- 3 Paramedic 13- 3 Scholar 1 1) KS: Ancient Boxing (2 Active Points) 11- 1 2) KS: Artifacts & Relics (2 Active Points) 11- 2 3) KS: Asgardian Lore (3 Active Points) 13- 1 4) KS: Erotic Lore and Sexual Positions (2 Active Points) 11- 2 5) KS: Monster Lore (3 Active Points) 13- 1 6) KS: Supernatural Creatures (2 Active Points) 11- 1 7) KS: Wrestling (2 Active Points) 11- 3 Scientist 1 1) SS: Archaeology 11- (2 Active Points) 1 2) SS: History 11- (2 Active Points) 1 3) SS: Literature 11- (2 Active Points) 1 4) SS: Medicine 11- (2 Active Points) 3 Seduction 16- (20-) 3 Shadowing 13- 5 Stealth 16- 3 Streetwise 16- (20-) 2 Survival (Pick Something) 13- 3 Tactics 13- 3 Tracking 13- 13 Weapon Familiarity: Common Melee Weapons, Common Missile Weapons, Siege Engines, Boomerangs and Throwing Clubs, Lances, Nets, Off Hand, Sling, Staffs, Thrown Sword Skills Cost: 193 Cost Perk 5 Member of New Asgardian Pantheon Lords of Justice Perks 10 1) Vehicles & Bases 3 2) Anonymity (ExtraDimensional Being with no Criminal Record) 10 3) Money: Wealthy 4 4) Reputation: Member of Incredibly Famous Superteam (A large group) , 11-, +2/+2d6 9 5) Fringe Benefit: Membership: Lords of Justice, Passport, Security Clearance: Level 5 3 Well-Connected 20 1) Contact: : New Asgard (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11- 5 2) Contact: : Lodun; God of Knowledge (Contact has useful Skills or resources, Very Good relationship with Contact) (6 Active Points) 12- 2 3) Contact : Magni (Contact has useful Skills or resources) (3 Active Points) 11- 7 4) Contact: Atlas & the Earth Force (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) (8 Active Points) 12- Perks Cost: 78 Cost Talent 29 Danger Sense (Immediate Vicinity, Out of Combat) 17- 12 Combat Luck (6 PD/6 ED) 3 Absolute Time Sense 5 Eidetic Memory 20 Universal Translator 13- Talents Cost: 69 Val Disadvantages 15 Distinctive Features: Divine Beauty Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 20 Enraged: Innocents threatened/Harmed (Common), go 11-, recover 11- 20 Hunted : Eurostar 8- (Occasionally), More Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish 20 Hunted : Gravitar 8- (Occasionally) (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 25 Hunted: DEMON 8- (Occasionally) (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 15 Psychological Limitation: Enjoys combat Common, Strong 20 Psychological Limitation: Honorable Common, Total 15 Psychological Limitation: Protector of the Meek (Common, Strong) 15 Psychological Limitation: Wild and Willing; a party girl paradox. Common, Strong 10 Psychological Limitation: Yearns for love Uncommon, Strong 10 Reputation: Goddess of War, Frequently (11-) 15 Social Limitation: Public Identity: Freya the Warrior (Frequently, Major) Disadvantage Points: 200Cost Summary:Base Points:400Disadvantage Points: 200Experience Required: 400Total Experience Available: 400Total Character Cost: 1000Height: 1.88 mHair: RedWeight: 100.00 kgEyes: GreenAppearance: Freya is a Goddess and she wears a delicately designed "girdle" made of mithril and gold. A heart shaped ruby at it's center. This is enchanted and only enhances her supernatural beauty. She has flame red hair and emerald eyes, she wears her hair long, though she braids it for battle. Her costume is blue and silver with a falcon theme to the armor and weapons. She speaks with the "classic" marvel pseudo shakespearian accent, only because she gets a kick out of it, she can speak perfect english if she wants. Outside of her super-heroic career she wears trendy revealing fashions.Personality: Freya is a warrior and a wild woman at the same time. She's a lot more laid back than many of her fellow Lords and often flirts with handsome men just about anywhere. At the same time she is incredibly compassionate; having grown to care for the people of her adopted home. She is honorable to a fault and Empyrean's constant advances are starting to wear her down. She has had some interesting romantic liaisons with various heroes during her tenure on Earth, including a (in her opinion) disastrous tryst with Superion.Quote:"Fenris's Collar! you are a fearsome foe Firewing, but the Daughter of Njord fears no flaming bird!"Background: When Thor returned and Ragnarok was joined, things did not happen exactly as foretold. Many of the gods did perish in the battles with Loki and the Giants, but most of the younger gods, led by Vidar, Modi, and Magni survived. Freya would have fell in battle if not for Thor's daughter Thrud taking a blow meant for her. The Goddess of Fertility and Love added Warmaiden to her title that day. She accounted for her share of slain enemies and when the Gods of New Asgard returned to the Earth Realm on the "Night of Fire", she journeyed to Midgard and began her life there. Nearly immortal, and possessing of divine attributes, she had decided to leave the new generation of Gods to their business. It was only after spending time in Midgard did she understand what had happened to Thor*. Freya decided to put her abilities to good use now that she had adopted Midgard as "her" realm. After observing the heroes and villains of the day she simply announced her presence during a battle between the New Knights of the Round Table and Eurostar. The news of her "return" to Earth spread quickly (though many simply disregarded the "Mythological" aspects and treat her as a rather eccentric super heroine. She moved to America (where the action was) and eventually helped to form the Lords of Justice.Powers/Tactics: A straight up, weapons bearing, brick/martial artist. Freya is hard to hurt, hard to control and hard to overcome. She is fast, hits hard and usually is the most impressive warrior on the battlefield. This is not to say she can't be defeated, she has her psychological flaws, and the warriors of this day and age are far more powerful than those faced in the days of Ragnarok. In addition she still wears the Brisings and her feathered cloak that allows her to turn into a falcon. Her chariot; cats and war-boar all reside with her at the Lords Tower.Campaign Use: A Goddess of Fertility, Love, and Battle. Freya is sex, guns, and rock n' roll all rolled into one. Quote Link to comment Share on other sites More sharing options...
TheQuestionMan Posted February 5, 2004 Report Share Posted February 5, 2004 SUPERIOR !!! Originally posted by Enforcer84 Pretty much, when I get home I'll spell check to poor bastard. Better? Definitely . Can you create Package Deals with the program your using . Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 8, 2004 Author Report Share Posted February 8, 2004 Yes. Why? Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 8, 2004 Author Report Share Posted February 8, 2004 Saturday 02/07/2004 SuperionJared Loeb Val Char Cost 115 STR 105 29 DEX 57 50 CON 80 19 BODY 18 23 INT 13 24 EGO 28 40 PRE 30 20 COM 5 45 PD 22 45 ED 35 6 SPD 21 33 REC 0 100 END 0 100 STUN -2 30" RUN 0 30" SWIM 0 23" LEAP 0 Characteristics Cost: 412 Cost Power END 105 Brick Tricks: Multipower, 105-point reserve 3u 1) Flick Of Unconsciousness: EB 6d6, NND (defense is Lack Of Weakness on defenses covering the head, or any innate rPD protecting the head; +1) (60 Active Points); No Range (-1/2), Requires A Brick Tricks Roll (-1/2), Side Effects (if character fails roll, opponent takes character's full STR damage; -1/4) 6 4u 2) Shockwave Variant: EB 12d6, Only Does Knockdown, Not Knockback (+0), Side Effects (may cause considerable damage to the environment; +0), Hole In The Middle (fixed size; +1/4), Explosion (+1/2) (105 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2), Only Affects Targets On The Ground (-1/4) 10 1u 3) Stratospheric Punch: MegaScale (1" = 1 km; +1/4) for up to 60 Active Points of STR (15 Active Points); Increased Endurance Cost (x10 END; -4), Only Affects Knockback Distance (-1/2), Requires A Brick Tricks Roll (-1/2) 10 1u 4) Strong Augmented Haymaker: HA +6d6 (30 Active Points); Only When Using Haymaker To Punch (-1), Hand-To-Hand Attack (-1/2) 3 5u 5) Strong Breaking: Dispel Technological Object 20d6, any Technological Object power one at a time (+1/4) (75 Active Points); No Range (-1/2) 7 1u 6) Stronger Than A Locomotive: +40 STR (40 Active Points); Only To Stop Moving Objects (-2), No Figured Characteristics (-1/2) 4 2u 7) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (the one hex the character is standing in when he uses the power; +1/4), Does Knockback (+1/4), Explosion (-1 DC/3"; +1) (60 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2) 6 75 Movement Powers: Multipower, 75-point reserve 7u 1) Superior Flight: Flight 30", Reduced Endurance (1/2 END; +1/4) (75 Active Points) 3 5u 2) Superior Running: Running +24" (30" total) (48 Active Points) 5 3u 3) Superior Swimming: Swimming +28" (30" total) (28 Active Points) 3 7u 4) Supersonic Flight: Flight 20", MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (70 Active Points) 7 60 Optic Pulse: RKA 5d6 (75 Active Points); No Knockback (-1/4) 7 8 Super Speed Quick Change: Cosmetic Transform 2d6 (Ordinary Cloths to Heroic Costume) (10 Active Points); Limited Target: Own Clothes ([slightly Limited]; -1/4) 1 20 Superior Being: Power Defense (20 points) 0 10 Superior Invulnerability II: Lack of Weakness (-10) for Resistant Defenses 0 24 Superior Invulnerability: Damage Resistance (30 PD/30 ED) (30 Active Points); Limited Power: Reduced to 15/15 by magic attacks (-1/4) 0 13 Superior Will: Mental Defense (21 points total) (16 Active Points); Half Defense vs Mind Control: Slightly (-1/4) 0 50 Total Life Support: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) 0 12 Tougher than that II: Physical Damage Reduction, Resistant, 25% (15 Active Points); Not vs Magic (-1/4) 0 12 Tougher than that: Energy Damage Reduction, Resistant, 25% (15 Active Points); Not vs Magic (-1/4) 0 Superior Senses 24 1) Far Seeing: +16 versus Range Modifier for Sight 0 20 2) Microscopic Vision: Microscopic with Sight Group 0 12 3) Parabolic Hearing: +8 versus Range Modifier for Hearing 0 8 4) Radio Hearing: Radio Perception 0 9 5) Senses Superior: +3 PER with All Sense Groups 0 8 6) Superior Balance: Knockback Resistance -4" 0 3 7) Superior Range Hearing: Ultrasonic Perception (Hearing Group) 0 5 8) Superior Vision (Low Light): Ultraviolet Perception (Sight Group) 0 7 9) Superior Vision (Tiring): N-Ray Perception (Sight Group) (10 Active Points); Costs Endurance (-1/2) 1 5 10) Thermal Vision: Infrared Perception (Sight Group) 0 Powers Cost: 529 Cost Skill 20 +2 Overall 16 +2 with All Combat 10 +2 with HTH Combat 6 +3 with Optic Pulse 3 Criminology 14- 3 Cryptography 14- 3 Deduction 14- 3 Interrogation 17- 2 KS: Journalism 11- 2 KS: Media World 11- 2 KS: Politics 11- 2 KS: Public Relations 11- 2 KS: Superheroes and Super Teams 11- 3 Oratory 17- 2 PS: Journalist 11- 3 Persuasion 17- 3 Seduction 17- 3 Systems Operation 14- 3 Strength Tricks 15- Skills Cost: 91 Cost Perk Lords of Justice Perks 10 1) Vehicles & Bases 9 2) Fringe Benefit: Membership: Lords of Justice, Passport, Security Clearance: Level 5 3 3) Anonymity (ExtraDimensional Being with no Criminal Record) 10 4) Money: Wealthy 8 5) Reputation: Leader of Incredibly Famous Superteam (A large group) , 11-, +4/+4d6 3 Well-Connected 11 1) Contact : PRIMUS (Contact has very useful Skills or resources), Organization Contact (x3) (12 Active Points) 11- 20 2) Contact: : True King of All Media: Media organizations nation wide (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11- 7 3) Contact: : Senator John Preston Walsh (D); California (Contact has extremely useful Skills or resources, Very Good relationship with Contact) (8 Active Points) 12- Perks Cost: 81 Cost Talent 3 Absolute Time Sense 3 Bump Of Direction 5 Eidetic Memory 3 Lightning Calculator 4 Speed Reading (x10) Talents Cost: 18 Val Disadvantages 15 DNPC: Alyssa Perez; Reporter/Girlfriend 11- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID) 20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) 10 Hunted: Eurostar 8- (As Pow, Harshly Punish) 20 Hunted: Empress 8- (Mo Pow, NCI, Harshly Punish) 20 Psychological Limitation: Arrogance; thinks he's the greatest thing since sliced bread (Very Common, Strong) 15 Psychological Limitation: Feeds off the Adulation and Adoration of the "normals" (Common, Strong) 10 Psychological Limitation: Womanizer (Common, Moderate) 20 Psychological Limitation: Protective of his secrets (Common, Total) 15 Reputation: Icon of Superherodom, 11- (Extreme) 5 Rivalry: Professional (Atlas; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry) 15 Social Limitation: Secret Identity: Jared Loeb; Investigative Reporter; Tyrannos, villain (Frequently, Major) Disadvantage Points: 165Cost Summary:Base Points:300Disadvantage Points: 165Experience Required: 666Total Experience Available: 666Total Character Cost: 1131Height: 1.96 mHair: BlondeWeight: 224.00 kgEyes: BlueAppearance: Tall and powerfully built with blonde hair and blue eyes. He wears a rather simply red and white costume with a red cape. His hair is short, in the "ceaser" style once popularized by George Clooeny.Personality: Greedy, glory hounding, and lecherous; those are his bad qualities and he hides them from the public very well. He comes across as a sincere and relatively modest man; "Just doing what he can to help his fellow man". A very private man, he keeps his secrets well guarded. He wasn't aware that the man who gave him his powers was a supervillian, and was somewhat uncomfortable promising him assistance, but Telios hasn't really asked much of him. When he does act on Telios' behalf he wears a black costume with no cape and a white gauntleted fist on the heart. A full face mask keeps his features from being discovered and he calls himself "Tyrannos". Telios hasn't called on his aid in almost seven years. Superion is a womanizer as well, he keeps a low enough profile so that its mostly relegated to gossip rag fare, but his list of "conquests" is extensive and includes both the women on his team. Quote:"This looks like a Superion Situation.""Let's go, Lords!" Background: Superion is not exactly forthcoming with his origin. His variety of powers and occasional dropped references point to outer space. It is believed he might come from the same planet as Ultra Woman. However, they have never been seen together to compare notes. The truth is far more sinister. Jared Loeb was born to wealth. His parents died when he was very young and he was raised by his grandmother who doted and spoiled him, all the while turning her son's small inheritance to a mighty enterprise. When he turned 18, Jared inherited the money and stocks. He went to Cornell, studied journalism and was all set to start a media empire. Then his incompetence kicked in. Where his grandmother had been a brilliant manager of the family fortune, Jared was mediocre, where she was shrewd, he was lax. Lazy, and not even a little prepared for management he went through much of the fortune by the time he was 24. Finally dawning on him that he would not have a fortune soon, he became desperate. Trying to figure a way to give himself everything he wanted; he came to the conclusion that if he was a famous superhero; he'd have the fame and adulation he craved and with a few endorsements and licensing deals he'd have the money. He set about a plan to train himself into physical perfection; learning martial arts and weapons skills, becoming a larger than life warrior. This soon petered out as he realized it was hard work. Then he decided to get super powers. Making a deal with a "less than upfront" geneticist, he forked over the bulk of his remaining fortune and a promise to "help" the good Doctor, should he ever need it. The process was astounding, exceeding even Telios's expectations. Dubbing himself Superion and donning a costume, Jared began helping people. The media attention was great, he soon founded a superhero team (since they got even MORE media coverage) and to this day has been the public figure head of the Lords of Justice.Powers/Tactics: A classic superman archetype. He is one of the five strongest heroes on the Earth. The fact that he isn't #1 anymore galls him though. He tends to be a hand to hand fighter, using his Optic Pulse only to gain a combat advantage or surprise. Campaign Use: He should be tough, but lower him if you need to. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 10, 2004 Author Report Share Posted February 10, 2004 Sunday 02/08/2004WyldefirePlayer: NPC; Member of Lords of Justice Val Char Cost 30 STR 20 36 DEX 78 25 CON 30 13 BODY 6 18 INT 8 13 EGO 6 18 PRE 8 16 COM 3 23 PD 14 23 ED 15 10 SPD 54 11 REC 0 50 END 0 50 STUN 9 25" RUN02" SWIM06" LEAP0Characteristics Cost: 251Cost Power END 6 Accute Senses: +6 PER with Normal Sight 5 Armored Costume: Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-1/2) 6 Environmental Uniform: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-1/2) 15 Fire Resiliance: Energy Damage Reduction, Resistant, 50% (30 Active Points); Only vs Fire/Heat (-1) 8 Instant Change: Cosmetic Transform 2d6 (10 Active Points); Limited Target: Own Clothes Slightly Limited (-1/4) 1 20 Speed Powers: Elemental Control, 40-point powers 36 1) Running on any surface: Flight 25", Improved Noncombat Movement (x16) (65 Active Points); Only In Contact With A Surface (-1/4) 6 67 2) Superhumanly Fast: Running +19" (25" total), Improved Noncombat Movement (x32), Reduced Endurance (1/2 END; +1/4), Combat Acceleration/Deceleration (+1/4) (87 Active Points) 3 157 Speed Powers: VPP, 90 base + 67 control cost, Cosmic (+2) (225 Active Points); all slots Restricted Type of Powers Available: No Mental Powers (-1/2), Must Learn Abilities (-1/2) 0 1) Multi Opponent Strike: Energy Blast 8d6, Area Effect: Cone (+1) (80 Active Points); Restricted Type of Powers Available: No Mental Powers (-1/2), Must Learn Abilities (-1/2) Real Cost: 40 8 0 2) Catch those Missiles!: Missile Deflection (Bullets & Shrapnel), Adjacent Hex (+1/2) (22 Active Points); Restricted Type of Powers Available: No Mental Powers (-1/2), Must Learn Abilities (-1/2) Real Cost: 11 0 3) Hyper punches: Hand-To-Hand Attack +6d6, Reduced Endurance (1/2 END; +1/4), Autofire (+3/4) (60 Active Points); Hand-To-Hand Attack (-1/2), Restricted Type of Powers Available: No Mental Powers (-1/2), Must Learn Abilities (-1/2) Real Cost: 24 2 0 4) Superspeed Tasks: Minor Transform 4d6 (Unfinished Task to Finished task), Improved Target Group (+1/4) (50 Active Points); Restricted Type of Powers Available: No Mental Powers (-1/2), Must Learn Abilities (-1/2) Real Cost: 25 5 0 5) Vibration harmonics: Desolidification (affected by Dimensional, Vibrational Based Attacks) (40 Active Points); Restricted Type of Powers Available: No Mental Powers (-1/2), Must Learn Abilities (-1/2) Real Cost: 20 4 0 6) Wyldefire Ball: Energy Blast 12d6, Explosion (+1/2) (90 Active Points); No Range (-1/2), Increased Endurance Cost (2x END; -1/2), Restricted Type of Powers Available: No Mental Powers (-1/2), Must Learn Abilities (-1/2), Beam Attack (-1/4) Real Cost: 28 [Notes: Wyldefire surrounds himself in a nimbus of flame and charges his opponent.] 18 Powers Cost: 320Cost Martial Arts Maneuver Aikido 4 1) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 2) Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs 3 3) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on 5 4) Strike: 1/2 Phase, +1 OCV, +3 DCV, 6d6 Strike 3 5) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls Speedster Martial Arts 5 1) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 5 2) Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on; FMove 5 3) Flying Throw: 1/2 Phase, -1 OCV, -2 DCV, Grab Two Limbs; +v/5; Target Falls; FMove 5 4) Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 40 STR to Disarm roll; FMove 5 5) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 6d6 +v/5; FMove 5 6) Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 6d6 +v/5; Target Falls; FMove 5 7) Rapid Punch: 1/2 Phase, +1 OCV, -2 DCV, 10d6 Strike Martial Arts Cost: 54Cost Skill 5 +1 with Hand to Hand Combat 40 +20 with Dive for Cover 9 +3 with "Running" Powers 3 Power 16- 5 Breakfall 17- 3 Bureaucratics 13- 3 High Society 13- 3 Interrogation 13- 3 Persuasion 13- 3 Scholar 1 1) KS: Akido (2 Active Points) 11- 1 2) KS: Golden Age Super beings (2 Active Points) 11- 1 3) KS: Heroic Community (2 Active Points) 11- 1 4) KS: Politics (2 Active Points) 11- 4 5) KS: Speedsters (5 Active Points) 15- 3 Streetwise 13- Skills Cost: 88Cost Perk 15 Contact : Heroes of past Generations (Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (15 Active Points) 11- Lords of Justice Perks 10 1) Vehicles & Bases 9 2) Fringe Benefit: Membership: Lords of Justice, Passport, Security Clearance: Level 5 10 3) Money: Wealthy 4 4) Reputation: Member of Incredibly Famous Superteam (A large group) , 11-, +2/+2d6 Perks Cost: 48Cost Talent 3 Lightning Calculator 6 Speed Reading (x100) 3 Bump Of Direction 6 Combat Luck (3 PD/3 ED) Talents Cost: 18Val Disadvantages 5 DNPC: Evan Wylde (Rocketman) Grandfather 11-, Slightly Less Powerful than the PC, Useful noncombat position or skills 10 DNPC: Shannon Greene; Girl friend (Police Forensics specialist) 8-, Normal, Useful noncombat position or skills, Unaware of character's adventuring career/Secret ID 10 Dependent NPC: Adrienne Wylde (Mother) 11- (Normal; Useful noncombat position or skills) 10 Distinctive Features: Martial Arts Style: Aikido (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 20 Hunted: Dr Stone (golden Age immortal villain) 8- (Occasionally), More Powerful, NCI, Harshly Punish 15 Hunted: Speed Demon 8- (Occasionally), As Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish 5 Hunted: Vibron 8- (Occasionally), Less Powerful, Harshly Punish 10 Physical Limitation: Requires Lots of food (3x) Frequently, Slightly Impairing 20 Psychological Limitation: Code Against Killing Common, Total 15 Psychological Limitation: Enthusiastic Thrillseeker (Common, Strong) 15 Psychological Limitation: Hatred/Fear of Speed Dermon (Common, Strong) 15 Psychological Limitation: Trying to uphold the family name Common, Strong 10 Reputation: Third Generation superhero: , Frequently (11-) 15 Social Limitation: Secret Identity: Jason Wylde Frequently (11-), Major 15 Susceptibility: Intense Sonics: , 1d6 damage per Phase Uncommon 10 Vulnerability: 2 x STUN Sonic/Vibration Attacks Uncommon Disadvantage Points: 200Base Points: 400Experience Required: 179Total Experience Available: 179Experience Unspent: 0Total Character Cost: 779 Height: 1.85 m Hair: Red Weight: 84.00 kg Eyes: Blue Appearance: Jason Wylde is tall and has a sprinter's build. He has bright red hair and blue eyes. The Wyldefire costume is a white full bodysuit that covers him from head to toe. His boots, kneepads, guantlets, and headgear are all red. The eyes of his mask are red. He has a ring of fire around a white circle on his chest.Personality: Jason is one of the more decent fellows on the team. He understands the dynamics of the group pretty well and tends to work with Einherjar, Freya, and Empyrean to counter the Cults of self displayed by Glorious, Superion, and Lockdown. He has connections with many former 50's, 60's, 70's, and 80's heroes. Quote:"Don't get caught in my Jetstream, man." Background: Jason Wylde is the grandson of WWII and "Golden Age" hero, Rocket Man. After he retired, Rocket Man (Evan Wylde) married and had two sons. Both inherited their father's super speed but the oldest son, Daniel also gained the ability to produce fire. He began a career as the hero Speed Demon but shortly into his career he inexplicably changed sides. Speed Demon killed or hospitalized the entire super team that he had joined. The younger son, Abe, had also gained other powers, Abe had impressive regenerative and recuperative powers, and he took the name Wildfire and battled his older brother for fifteen years, never able to catch him. Ten years ago, Daniel killed Abe in combat. Jason was born into the family and showed his mother and father (Abe and his wife, Carol) that he too had inherited the speed powers of Rocketman, like the second generation, he also showed a mutation , Jason was far stronger than a normal child his age and grew to have low level super human strength. He also had minor pyrokinetic powers like his uncle (Speed Demon). Shortly after Abe's funeral, Carol told her son the truth, that he was Daniel's son, not Abe's. She and Daniel had had an affair before he had gone insane. She got pregnant and Abe married her anyway, raising Jason as his own son. Jason was shocked. He vowed that he would continue his father's battle against Speed Demon. Unbeknownst to the rest of the family, Jason wants Speed Demon dead, not brought to justice. He fears and hates his father in a manner that even makes he himself uncomfortable; so he doesn't admit this to anyone. Shortly after taking the name Wyldefire, Jason joined the fledgling Lords of Justice. He often attempts to sidetrack the egos that run rampant through out the group and keep them on track. This is no easy task. Powers/Tactics: A speedster who can create a trail of flames in his wake, Wyldefire is more of a support fighter. He has developed a number of "Speed Tricks" in addition to his enhanced physical characteristics and superhuman speed.Campaign Use: Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 10, 2004 Author Report Share Posted February 10, 2004 Monday 02/09/2004Well that does it for the Lords of Justice. Now on to a slightly more quirky, and much less powerful team...the Atomic Rangers!Sunset KidPlayer: NPC Heroine Val Char Cost 15 STR 5 20 DEX 30 18 CON 16 12 BODY 4 15 INT 5 18 EGO 16 18 PRE 8 16 COM 3 11/18 PD 5 11/18 ED 4 5 SPD 20 11 REC 8 40 END 2 30 STUN 1 7" RUN23" SWIM14" LEAP1Characteristics Cost: 131Cost Power END 21 Armored Costume: Armor (7 PD/7 ED), Hardened (+1/4) (26 Active Points); IIF (-1/4) 14 Hi-Tech Pistol: Multipower, 50-point reserve, (50 Active Points); all slots 4 Clips of 1 Charge (-1 1/2), OAF (-1) 2u 1) Standard Shot: Killing Attack - Ranged 2d6, +1 STUN Multiplier (+1/4) (37 Active Points); OAF (-1), No Knockback (-1/4) 2u 2) Stunning Shot: Energy Blast 10d6, STUN Only (+0) (50 Active Points); OAF (-1), No Knockback (-1/4) 5 Another Pistol: Additional Multipower (5 Active Points) 9 Hidden Belt Radio: Radio Perception/Transmission (Radio Group), Concealed (-1 with Radio Perception/Transmission PER Rolls) (11 Active Points); IIF (-1/4) 22 Lasso: Multipower, 45-point reserve, (45 Active Points); all slots OAF Durable (-1) 1u 1) Rope Use: Stretching 4" (20 Active Points); OAF Durable (-1), Always Direct (-1/4), No Noncombat Stretching (-1/4) 2 1u 2) Swingline: Swinging 12" (12 Active Points); OAF Durable (-1) 1 17 Speed Shooting: Any "Gun" Based Attack, Autofire (3 shots; +1/2) (25 Active Points); OIF (-1/2) 2 Powers Cost: 94Cost Martial Arts Maneuver Kung Fu 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 5 3) Kick: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike 3 4) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls 4 5) Punch: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike 3 6) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls 2 7) Weapon Element: Chain & Rope Weapons, Empty Hand, Off Hand Trick Shooting 4 1) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC 3 2) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike 3 3) Diving Shot: 1/2 Phase, +0 OCV, +2 DCV, Range +1, Half move required, Strike, you fall 4 4) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 30 STR 4 5) Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls 0 6) Weapon Element: Pistols Martial Arts Cost: 43Cost Skill 2 +1 with any single attack 5 +3 a single attack 5 +3 a single attack 8 +4 with any single attack 5 Accurate Sprayfire 4 Animal Handler (Equines) 14- 3 Breakfall 13- 3 Climbing 13- 3 Conversation 13- 7 Fast Draw 15- 3 Forensic Medicine 12- 3 KS: Old West 12- 3 KS: Superhuman World 12- 2 KS: Western Lore 11- 3 Oratory 13- 3 PS: Surgeon 12- 3 Paramedics 12- 3 Persuasion 13- 5 Rapid Attack (Ranged) 5 Riding 14- 2 SS: Biology 11- 2 SS: Metahuman Physiology 11- 3 Shadowing 12- 3 Sleight Of Hand 13- 3 Stealth 13- 2 Survival (Desert) 12- 0 TF: Equines 3 Teamwork 13- 3 Tracking 12- 10 Two-Weapon Fighting (Ranged) 4 WF: Chain & Rope Weapons, Handguns, Rifles, Whips Skills Cost: 112Cost Perk 10 Base Contribution 15 Follower: Copper, the Robot Horse 5 Fringe Benefit: Concealed Weapon Permit (where appropriate), Membership: Atomic Rangers Perks Cost: 30Cost Talent 3 Ambidexterity (-2 Off Hand penalty) 6 Combat Luck: 3 PD/3 ED 4 Lightning Reflexes: +4 DEX to act first with Pistols Talents Cost: 13Val Disadvantages 5 Distinctive Features: Modern Day Cow-Girl Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses 10 Distinctive Features: Style Disadvantage: Kung Fu Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures 15 Hunted: Lazer 8- (Occasionally), As Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish 15 Hunted: Relic Theives 11- (Frequently), Less Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish 25 Hunted: VIPER 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish 15 Hunted: Warpath 8- (Occasionally), As Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish 20 Psychological Limitation: Code vs Killing Common, Total 10 Psychological Limitation: Loves the old west Common, Moderate 15 Psychological Limitation: Thrill Seeker Common, Strong 5 Reputation: Modern Day Cowgirl, Sometimes (8-) 15 Social Limitation: Public ID: Wendy Allusade, the Sunset Kid Frequently (11-), Major Disadvantage Points: 150Base Points: 200Experience Required: 73Total Experience Available: 73Experience Unspent: 0Total Character Cost: 423 Height: 1.70 m Hair: Brown Weight: 68.00 kg Eyes: Brown Appearance: Wendy is a fit and attractive young woman with a cheerful personality and an adventurous streak a mile wide. She will try almost anything once. She can be serious, but she doesn't like to stay that way. The Sunset Kid wears a stylized armored cowgirl uniform. Combat boots instead of cowboy boots, a white hat, her trade mark round glasses, and a leather duster. Her hi-tech guns appear to be vintage six shooters. Her lasso has a metallic golden sheen. Her pants and neckerchief are red, her duster is gray, and her shirt is denim blue. Her boots, gloves, and belt are black. Personality: The Sundset Kid is a "gimmick" and she knows it. She is popular with the media, having charm, wit, and grace when being interviewed. She tried originally to be a "true cowgirl" in her Sunset persona, but she eventually gave it up. She is more confident in the public relations part of hero-ing; setting a good example, doing public service announcements, et al., but she can hold her own in a fight. Wendy is in this for the thrills and the chance to do well.Quote:"I do believe I have you covered, Shadow Dragon. What are you doing in these parts anyhow?"Background: Wendy Allusade was always fascinated by tales of the old west. Her family moved to New Mexico when she was eleven. She began riding horses that summer. When she graduated high school she joined a local rodeo, by this time she was a fair trick shooter, rope user, and all round showman. She worked for a few theme parks on the west coast but felt a call to something higher. She began college later that year taking pre-med. Working a local theme park to earn her tuition; Wendy found herself in the papers one day when a young kid attempted to rob the gate. She used her lasso to stop him, and although the robbery was real; most of the customers present thought it was part of the act. Wendy enjoyed the media coverage, and the owners of the park, in gratitude paid for her entire freshman year. She continued to work as a trick shooting, lassoing cowgirl on weekends, but began to feel that maybe she could be more. Training intensely for the next three years while allowing her studies to slip, she made herself a modern day desperado outfit (lightly armored) and took her skills to the streets. As the Sunset Kid, she tried unsuccessfully to join the publicity seeking Victory Corps. The Corps was a publicity stunt by a few local heroes who held a public "try out" for their team. Wendy's skills intrigued them, but she was passed over in the end. A few of the others who weren't chosen decided to form their own team known as the Atomic Rangers; Wendy was asked to join and accepted. The Atomic Rangers are now based in New Mexico on land owned by Wendy's parents. Powers/Tactics: Thanks to Widget, the team gadgeteer, the Sunset Kid has some true firepower at her hips. She wears a light armored costume, has a concealed radio, variable ammunition six-shooters, and an extremely sturdy lasso. She also has "Copper", the robot horse. Copper can fly as well as cruise at high land speeds. Sunset has trained diligently to be able to ride and fight while Copper is in the air. She has also studied Flying Lotus's Kung Fu and can hold her own in hand to hand combat.Campaign Use: The Sunset Kid is a half hearted attempt at a serious superhero. She is along the lines of Shooting Star of Marvel Comics fame. Not only is she an able combatant and spokes person; she has completed her medical certification and is a licensed Doctor. She is an expert at meta-human treatment; at least as far as her team mates go. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 10, 2004 Author Report Share Posted February 10, 2004 BTW I have to give Props to Greg Smith; Three of the Atomic Rangers (including the Sunset Kid) come from his picture on page 11 of Hero5 Quote Link to comment Share on other sites More sharing options...
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