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Thursday 02/26/2004Okay, this guy's a bit silly origin wise but he was a fun NPC.GoldenheartPlayer: NPC; Member of the Victories

Val Char Cost
50 STR 40
20 DEX 30
25 CON 30
12 BODY 4
10 INT 0
15 EGO 10
25 PRE 15
20 COM 5
15/30 PD 5
10/25 ED 5
5 SPD 20
15 REC 0
50 END 0
50 STUN 0
6" RUN02" SWIM010" LEAP0Characteristics Cost: 164
Cost Power END
90 Warrior of Light : Multipower, 90-point reserve
5u 1) Blinded by the Lightfield: Darkness to Sight Group 4" radius, Personal Immunity (+1/4) (50 Active Points) 5
2u 2) Create Light: Sight Group Images x8" Radius (+3/4), +4 to PER Roll (38 Active Points); Only To Create Light (-1) 4
5u 3) Flare Blast: Sight Group Flash 10d6 (50 Active Points) 5
9u 4) Light Bolt: Energy Blast 8d6, Increased Maximum Range (2,000"; +1/4), No Range Modifier (+1/2), Reduced Endurance (0 END; +1/2) (90 Active Points)
6u 5) Photonic Wall: Force Wall (8 PD/8 ED) (8 points Flash Defense) (60 Active Points) 6
6u 6) Sunfire Blast: (Total: 70 Active Cost, 63 Real Cost) Energy Blast 10d6 (Real Cost: 50) plus Sight Group Flash 4d6 (20 Active Points); Linked (Energy Blast; -1/2) (Real Cost: 13) 7
Golden Armor of Power , all slots OIHID (-1/4)
8 1) Eyes of Sunlight: Sight Group Flash Defense (10 points) (10 Active Points); OIHID (-1/4)
30 2) Full Platemail: Armor (15 PD/15 ED) (45 Active Points); Visible (-1/4), OIHID (-1/4)
5 3) Golden Mind: Mental Defense (10 points total) (7 Active Points); OIHID (-1/4)
8 4) Resiliance of the Gods: LS (Extended Breathing: 1 END per Turn; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (10 Active Points); OIHID (-1/4)
50 5) Solar Mantle: (Total: 87 Active Cost, 50 Real Cost) Killing Attack - Hand-To-Hand 1d6, Area Of Effect (One Hex; +1/2), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (52 Active Points); No STR Bonus (-1/2), OIHID (-1/4) (Real Cost: 30) plus Sight Group Flash 2d6, Area Of Effect (One Hex; +1/2), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (35 Active Points); Linked (Killing Attack - Hand-To-Hand; -1/2), OIHID (-1/4) (Real Cost: 20)
36 6) Wings of Light: Flight 20", x4 Noncombat (45 Active Points); OIHID (-1/4) 4
5 Darksight: IR Perception (Sight Group)
17 Detect Evil (Tiring): Detect A Single Thing 11- (no Sense Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Targeting (25 Active Points); Costs Endurance (-1/2) 2
17 Detect Invisibility: Detect Invisibility 11- (Unusual Group), Discriminatory, Range, Sense, Targeting Sense (25 Active Points); Only Invisibility Based On Light (-1/2)
8 Instant Change: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target (Clothes) ([slightly Limited]; -1/4) 1
5 Light Enhancement: Nightvision
5 Spectral Analysis: UV Perception (Sight Group)
15 Zeus' Blessings: Luck 3d6
Powers Cost: 332
Cost Skill
5 +1 with HTH Combat
15 +3 with Ranged Combat
3 Power (Light Based Powers) 11-
3 Computer Programming 11-
3 High Society 14-
2 KS: Arthurian Legends 11-
2 KS: Fantasy Literature 11-
2 KS: PRG's 11-
2 KS: The Superhero World 11-
2 Navigation (Air) 11-
3 Oratory 14-
2 PS: Groundskeeper 11-
3 Paramedics 11-
3 Riding 13-
0 TF: Equines
3 Teamwork 13-
3 WF: Common Melee Weapons, Lances
Skills Cost: 56
Cost Perk
2 Reputation: Heroic "Knight Themed" adventurer (A medium-sized group) 11-, +2/+2d6
3 Fringe Benefit: Membership: The Victories
5 Vehicles & Bases: Contribution
Perks Cost: 10
Val Disadvantages
15 DNPC: Jean Wilcox (Mother) 8- (Normal; Unaware of character's adventuring career/Secret ID)
10 Distinctive Features: Supernatural Being (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
20 Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: Talos the Mad 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: Black Paladin 8- (Mo Pow, Harshly Punish)
0 Psychological Limitation: Arrogant; Vain (Common, Moderate, Early in Career Only)
15 Psychological Limitation: Cheerful; upbeat in almost any situation. (Very Common, Moderate)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Wants to do the right thing, over analyses situations (Common, Moderate)
10 Rivalry: Professional and Romantic (Dark, brooding hero (PC or Perhaps Nighthawk for default), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
15 Social Limitation: Secret Identity: Jeffrey Price (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 212Total Experience Available: 212Experience Unspent: 0Total Character Cost: 562

Height: 1.89 m Hair: Golden Blonde
Weight: 100.00 kg Eyes: Blue
Appearance: Jeffrey is very handsome. Since his transformation he has become the epitome of the Golden Knight. He is well built, flawless complexion, wavy blonde hair and crystal blue eyes, the whole nine yards. His armor is metallic gold with white trim he glows with a rich golden light from his forcefield and leaves a sparkling trail of golden light as he flies.Personality: Jeff simply wants to do what any good hero would do. He has found over the years that being a superhero is hard, at times unfair, and often unrewarding. He's popular one minute and looked at suscpiciously the next; he can't please everyone and somedays he can't please anyone. However, his resolve has grown, the arrogance he showed early on has withered and faded into a determination to do the right thing. Jeff has become the hero he always wanted to be; and he wouldn't change a thing.Quote:(Early in his Career)"Villains like you cannot stand the light of goodness."

(Now)"Everyone makes mistakes; but you hurt people and you're going to have to anser for that."

Background: Jeffrey Price was the uber-geek of his Boston High school. He wasn't studious enough to be a nerd and settled for being a D&D/RPG geek of high standing. Jeff dreamed of being a superhero so much that he often found himself doing stupid things in hopes of gaining superpowers. He spent three weeks in a coma after he tried to gain electrical powers, had bouts of mild radiation sickness and toxic poisoning. One day, after buying a demonology book at the local mystic bookstore; he attempted to gain powers via a pact with a nether power. He clumsily summoned a demon and was almost killed when Zeus, who had been in the neighborhood seducing one of local kid’s mom; arrived in the nick of time after sensing the monster. He took pity on the boy and after defeating the monster gave Jeff the powers he so desperately sought, just to see what the boy would do with them. Then he altered Jeff's memory so that the boy believed HE had destroyed the demon. Then the king of Olympus went back to seducing hot housewives. …No, really; he did.

Jeff immediately began his heroic career. Never getting the D&D fix out of him, he adopted the guise of a super powered Arthurian knight. He moved from Millennium City where he encountered Avalon. After working together for a while they decided to form a team. They took the name of the fallen Victories, and began to look for a place that needed heroes (Millennium City was already the home to no less than 4 hero teams at the time).

Powers/Tactics: Jeff's powers seem to be a bizzare mish-mash of what he wanted to be able to do. His "armor" is actually ectoplasmic metal that he has shapped into full plate. He has superhuman strength and resiliance but still needs his armor to stand up to a standard "Brick"; he can fly and has some impressive light based abilties. All in all it seems that Zeus simply granted his wish in the most direct way possible. Zeus does still occasionally watch Jeff's progress and the young man has impressed him; he let the power and other things go to his head early on; but really came into his own as a member of the Victories.Campaign Use: Jeff is a hero with a mixed bag of powers dubbed "magic" and a corny origin. Basically I made him up a LONG time ago. But he 's pretty fun to use.
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Friday 02/27/2004Technically its Friday.The EmissaryPlayer: NPC; Member of the Victories

Val Char Cost
20/70 STR 10
20 DEX 30
20 CON 20
20 BODY 20
20 INT 10
20 EGO 20
20 PRE 10
20 COM 5
10/35 PD 6
10/35 ED 6
5 SPD 20
10 REC 4
50 END 5
50 STUN 10
6" RUN02" SWIM04"/14" LEAP0Characteristics Cost: 176
Cost Power END
186 The Power Cosmic: Variable Power Pool, 75 base + 111 control cost, Cosmic (+2) (186 Active Points)
0 1) Cosmic Blast: Energy Blast 15d6 (75 Active Points) Real Cost: 75 7
0 2) Cosmic Might: +50 STR (50 Active Points); No Figured Characteristics (-1/2) Real Cost: 33 5
0 3) Sunfire Blast: (Total: 75 Active Cost, 67 Real Cost) Energy Blast 10d6 (Real Cost: 50) plus Sight Group Flash 5d6 (25 Active Points); Linked (Energy Blast; -1/2) (Real Cost: 17) Real Cost: 67 7
0 4) Cosmic Bonds: Entangle 7d6, 8 DEF (75 Active Points) Real Cost: 75 7
59 Cosmic Awareness: Detect Physical Objects & Energy and Each Extra Thing or Class of Things 13- (Unusual Group), Discriminatory, Analyze, Increased Arc of Perception, Range, Sense, Targeting Sense, Telescopic (+12), Tracking
62 Cosmic Form: Life Support (Eating Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep), Inherent (+1/4) (62 Active Points)
119 Cosmic Shields: Force Field (25 PD/25 ED/18 Power Defense), Hardened (+1/4), Reduced Endurance (0 END; +1/2) (119 Active Points)
100 Cosmic Traveller: Multipower, 100-point reserve
6u 1) Come Fly With Me: Faster-Than-Light Travel (22 Light Years/day), Usable Simultaneously (up to 8 people at once; +1) (72 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 7
10u 2) Cosmic Flight: Flight 40", Improved Noncombat Movement (x32) (100 Active Points) 10
5u 3) Cosmic Spaceflight: Faster-Than-Light Travel (60 Light Years/hour) (48 Active Points)
Powers Cost: 547
Cost Skill
20 +2 Overall
3 Conversation 13-
5 Cramming
5 Cramming
3 Deduction 13-
3 Jack of All Trades
1 1) PS: Architect (2 Active Points) 11-
1 2) PS: Carpenter (2 Active Points) 11-
1 3) PS: Cook (2 Active Points) 11-
3 Linguist
3 1) Language: English (idiomatic) (4 Active Points)
0 2) Language: Korean (idiomatic) (4 Active Points)
3 Mechanics 13-
18 Navigation (Air, Astral, Dimensional, Land, Marine, Space, Temporal) 18-
3 Oratory 13-
3 Persuasion 13-
3 Scholar
1 1) KS: Architecture (2 Active Points) 11-
1 2) KS: Cooking Styles (2 Active Points) 11-
1 3) KS: The Superhuman World (2 Active Points) 11-
3 Scientist
2 1) SS: Biology 13- (3 Active Points)
2 2) SS: Cosmology 13- (3 Active Points)
2 3) SS: Gravitics 13- (3 Active Points)
2 4) SS: Mineralogy 13- (3 Active Points)
2 5) SS: Stellar Evolution 13- (3 Active Points)
3 Security Systems 13-
3 Teamwork 13-
3 Traveler
1 1) AK: Pacific Coast Area (2 Active Points) 11-
1 2) AK: Pacific Northwest (2 Active Points) 11-
Skills Cost: 105
Cost Perk
3 Fringe Benefit: Membership: The Victories
5 Vehicles & Bases: Contribution towards Base
Perks Cost: 8
Cost Talent
3 Absolute Range Sense
3 Absolute Time Sense
3 Bump Of Direction
20 Universal Translator 13-
Talents Cost: 29
Val Disadvantages
20 DNPC: Family (Parents; 2 sisters) 8- (Normal; Group DNPC: x4 DNPCs)
10 Distinctive Features: Cosmic Being (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10 Hunted: Exterminators 8- (As Pow, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: Empress 11- (Mo Pow, NCI, Watching)
20 Physical Limitation: Amnesia; cannot remember past life as Will Kwok (Frequently, Fully Impairing)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Protective of "Will's" Family (Uncommon, Strong)
15 Psychological Limitation: Noble and Self Sacrificing (Common, Strong)
5 Reputation: Heroic Alien Being, 8-
15 Social Limitation: Secret Identity: Will Kwok's identity has been supplanted by the Emissary. (Frequently, Major)
Disadvantage Points: 160

Base Points: 200Experience Required: 505Total Experience Available: 505Experience Unspent: 0Total Character Cost: 865

Height: 1.84 m Hair: Brown
Weight: 91.00 kg Eyes: Brown
Appearance: Emissary dresses like a nobleman of a fantasy novel. He wears a cosmically enhanced silk doublet, pants flared boots and a silver cloak. His pants and boots are black his doublet is blue with silver trim. He wears black gloves with silver gothic designs on the back. His hair is long and jet black. His eyes are brown. He is of asian - american heritage and he wears no mask. His cosmic crown is a simple silver band worn around his forehead. The Emissary is taller and mor muscular than Will was originally.Personality: Emissary is a heroic being with little sense of past. He remembers none of his life as Will Kwok, nor does he really remember the past lives of the crown. Therefore he lives for the moment and tries not to concern himself with questions of where he came from or why he is who he is. Will's family desperately wants to find him again.Quote:"That would be unjust."Background: Will Kwok was a graduate student in business management. While camping on Labor Day weekend, he and his friends saw a meteorite hit the countryside. They went to investigate and saw that it was a living being, not a meteorite in the crater. Will felt a strange calling in his mind; compelling him, against the protests of his friends, to go investigate further. Once at the side of the being, Will discovered that it was indeed dead and that the crown affixed to its head was the most important treasure he had ever seen. The last thing Will Kwok ever heard was the screams of his friends as he put on the crown.

The Emissary awoke to find it had inherited another body. This one would work nicely. It began to explore its hosts mind and found that his mind was strong and he held a moral code it hadn't seen in its travels. Eager to experience the new emotions it released the personality, amplified its morality but stunted its memory. The Emissary then took off into the sky to right wrongs and experiences the heroic side of existence for a change. He joined the Victories in their initial battle against Gravtiar and stayed with them ever since.

Powers/Tactics: The Emissary's powers; although stemming from the Cosmic Crown, are not considered focused any longer. The Crown has transformed its host into a being of cosmic might and its own "power" lies dormant. It "feeds" off of his emotions and conscious and unconscious thoughts. The Crown will claim the powers when Will finally expires.Campaign Use: 
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Saturday 02/28/2004Lady QuicksilverPlayer: NPC; Member of the Victories

Val Char Cost
35 STR 5
23 DEX 39
40 CON 60
20 BODY 20
13 INT 3
20 EGO 20
15 PRE 5
22 COM 6
12/30 PD 5
12/30 ED 0
4 SPD 7
11 REC 0
80 END 0
50 STUN 2
6" RUN02" SWIM07" LEAP0Characteristics Cost: 172
Cost Power END
135 Matter Manipulation: Multipower, 135-point reserve
5u 1) Air into Knockout Gas: Energy Blast 4d6, No Normal Defense (LS: Self-Contained Breathing; +1), Area Of Effect (4" Radius; +1) (60 Active Points); Does not work in high winds or rain (-1/4) 6
4u 2) Air into Poisonous Gas: Killing Attack - Ranged 1d6, No Normal Defense (LS: Self-Contained Breathing; +1), Does BODY (+1), Area Of Effect (5" Radius; +1) (60 Active Points); No Knockback (-1/4), Does not work in high winds or rain (-1/4) 6
5u 3) Animate Object: Summon 150-point Animated Object, Expanded Class of Beings Any Object (+1/2), Slavishly Devoted (+1) (75 Active Points); Summoned Being Must Inhabit Locale (-1/2) 7
5u 4) Circe's Curse: Major Transform 5d6 (Human Into Any Animal), Improved Target Group (any animal) (+1/4) (94 Active Points); Limited Target Humans (-1/2), Limited Range (30") (-1/4) 9
5u 5) Color Alteration: Cosmetic Transform 9d6 (being/object into differently-colored being/object), Improved Target Group (any color) (+1/4) (56 Active Points) 5
13u 6) Lesser Disintegration: Killing Attack - Ranged 3d6, No Normal Defense (ED Force Field; +1), Does BODY (+1) (135 Active Points) 13
7u 7) Strong Matter Control: Telekinesis (40 STR), Fine Manipulation (70 Active Points) 7
5u 8) Matter Lance: Energy Blast 8d6, Indirect (Any origin, any direction; +3/4) (70 Active Points); Limited Range (30") (-1/4) 7
7u 9) Matter Improvement: Major Transform 4d6 (object into improved version of itself), Improved Target Group (+1/4) (75 Active Points) 7
7u 10) Matter Ruination: Dispel Device/Object Powers 12d6, Four At A Time (+1) (72 Active Points) 7
1u 11) Clothes Horse: Cosmetic Transform 2d6 (Clothes Into Any Other Clothing), Improved Target Group (+1/4) (12 Active Points); Limited Target Limited (-1/2), No Range (-1/2) 1
2u 12) Element Alteration: Major Transform 2d6 (any element into any other element), Improved Target Group (any element) (+1/4) (37 Active Points); Limited Target pure elements only (-1/4), Requires A Background Skill Roll (-1/4), Limited Range (10") (-1/4) 4
1u 13) Instant Feast: Life Support (Eating Character only has to eat once per week), Usable Simultaneously (up to 8 people at once; +1) (2 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 1
8u 14) Insta-Wall: FW (12 PD/12 ED; 5" long and 5" tall) (Opaque Sight Group) (86 Active Points) 8
72 Body Of Metal: (Total: 90 Active Cost, 72 Real Cost) Armor (18 PD/18 ED) (54 Active Points); Visible (-1/4) (Real Cost: 43) plus Knockback Resistance -4" (Real Cost: 8) plus +20 STR (20 Active Points); No Figured Characteristics (-1/2) (Real Cost: 13) plus +4 PD (Real Cost: 4) plus +4 ED (Real Cost: 4) 2
37 Body of Metal II: LS (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)
25 Body of SUPERNATURAL Metal: Power Defense (25 points)
11 Strong Willed: Mental Defense (15 points total)
10 Fist of Metal : HA +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2) 1
Powers Cost: 365
Cost Skill
10 +2 with Ranged Combat
2 KS: Alchemy 11-
2 KS: The Supernatural World 11-
2 KS: Wicca 11-
3 Paramedics 12-
3 SS: Chemistry 12-
3 SS: Inorganic Chemistry 12-
3 SS: Organic Chemistry 12-
3 Teamwork 14-
Skills Cost: 31
Cost Perk
5 Vehicles & Bases: Base Contribution
5 Money: Well Off
3 Fringe Benefit: Membership: the Victories
Perks Cost: 13
Val Disadvantages
15 Distinctive Features: Made of Silver (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
30 Hunted: DEMON 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Physical Limitation: Made of Metal; Body heavier than normal (800lbs); -8 to paramedic rolls (Frequently, Greatly Impairing)
10 Psychological Limitation: Feels cut off from humanity (Common, Moderate)
15 Psychological Limitation: Desperate to please her friends; fears losing them (Common, Strong)
10 Psychological Limitation: Loves children; laments not being able to have any (Common, Moderate)
15 Social Limitation: Public Identity; Hermione Parker, Lady Quicksilver (Frequently, Major)
Disadvantage Points: 110

Base Points: 200Experience Required: 271Total Experience Available: 271Experience Unspent: 0Total Character Cost: 581

Height: 1.70 m Hair: Silver
Weight: 363.00 kg Eyes: Silver
Appearance: A beautiful yong woman cast in siver. Her hair is long and has a slight curl to it. Her eyes are silver. She is on the tall side (particularly for her era) and although slight of build weighs in at a healthy 800lbs.. When acting as Lady Quicksilver, she wears a durable blue cloak a dress. She can transform her clothes to any style, color, or fit that moves her. She is far more modest than most superheroines though.Personality: A quiet, unassuming woman, Lady Quicksilver is at the same time naive to the ways of the world and wise with age. She knows right from wrong and has come to accept her place in the universe. Working with these young super heroes and heroines makes her feel needed and their own "differences" from normal folk make her far more comfortable in their presence. She has been playing matchmaker to Vigilance and Valor together for a long time; and wishes they'd just get together.Quote:"That's no way to treat an old woman!"Background: Hermione Parker grew up on a farm. She had a large supportive family and she attended school down the way. The fact that it was a wiccan comune in the middle of the pacific northwest never really bothered her. She grew up a beautiful, kind, and well adjusted child. Then came the corruption. Her family noticed it quickly and tried to talk sense to the others; but it was not to be, a darker, more sinister power seemed to be running the small community now. In an attempt to protect themselves, Hermione's parents moved to the city. They had been one of the keepers; families in the community that held on to artifacts of power.

Hermione found out that the corruption was the work of a shadowy organization bent on conquest through magical power and treatesies with dark beings. The organization was called DEMON. Her parents, and some of the others, and communes all over the world worked to keep artifacts of power out of their hands and those of other evil brotherhoods.

Now on the run, Hermione's parents tried to stay one step ahead of their pursuers. They realized they couldn't escape forever so in a desparate attempt to save her life, they stayed in one place long enough to conduct a ritual that would bind her to the Stone. Men in red robes burst through the door as they performed the ritual; DEMON had found them! While her father attempted to hold the robed men off, her mother frantically tried to finish the ritual. As a result, the Stone was bonded to Hermione, but not in the way they had planned.

Transformed into a being of pure silver; Hermione possessed the powers of the stone itself. The Demon agents atttempted to destroy her after they had dealt with her parents, but the transformed young woman instinctively managed to protect herself. She escaped into the night and fleed to the mountains to begin a life of solitude.

That was in 1923. Decades later; Hermione stepped back into civilization. Lonely beyond measure, she had finally succumbed and sought out human contact. Although her silver form caused quite a stir, her peaceful and quiet nature was evident immediately. The local MARS team deemed her no threat and she was given public assistance until she could get on her feet.

Fate interveened when DEMON once again made thier presence felt in her life. A battle between the neophyte super team, the Victories and DEMON agents and summoned monsters attempting to capture Goldenheart; errupted near the diner where Hermione worked as a waitress. As her customer looked on fearfully; Hermione stepped out into the street with a cold determination. Her abiltiy to control matter helped the Victories turn the tide against their mystic opponents and when the dust settled and introductions were made, Hermione was asked to join the fledgling superteam. She accepted and adopted the name Lady Quicksilver.

Powers/Tactics: Thanks to her bonding with the Stone (actually it was a hunk of mystic silver), Lady Quicksilver has the innate ability to affect changes in matter. She can effect living and nonliving matter and some of her abilties can be pretty devistating. She prefers not to distintigrate her foes, using her matter lances to confound and subdue them. She also isn't above smaking someone down with her metallic fists.Campaign Use: 
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Sunday 02/29/2004ValorPlayer: NPC; Member of Victories

Val Char Cost
65 STR 55
23 DEX 39
30 CON 40
15 BODY 10
10 INT 0
13 EGO 6
25 PRE 15
10 COM 0
28/40 PD 15
20/30 ED 14
5 SPD 17
20 REC 2
60 END 0
65 STUN 2
9" RUN62" SWIM013"/33" LEAP0Characteristics Cost: 221
Cost Power END
Valor Battle Armor, all slots OIF (-1/2)
13 1) Armor Life Support: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-1/2)
10 2) Biological Defenses: Power Defense (15 points) (15 Active Points); OIF (-1/2)
22 3) Body Armor: Armor (12 PD/10 ED) (33 Active Points); OIF (-1/2)
7 4) CommLink: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2)
18 5) Jumpjets: Superleap +20" (13"/33" forward, 6 1/2"/16 1/2" upward) (Accurate, Improved Noncombat Movement (x32)) (45 Active Points); 1 Recoverable Continuing Charge lasting 1 Extra Phase (-1), OIF (-1/2)
4 6) Laser Proofing: Energy Damage Reduction, 25% (10 Active Points); Limited Power: Only Light/Laser based Attacks (-1), OIF (-1/2)
3 7) Visor: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)
45 8) Shield Wall: FW (12 PD/8 ED; 2" long and 2" tall), 6 Continuing Charges lasting 5 Minutes each (+1/4) (67 Active Points); OIF (-1/2)
5 Deflector Shield: Missile Deflection (Thrown Objects), Adjacent Hex (+1/2) (7 Active Points); OIF (-1/2)
2 Heavy, man: Knockback Resistance -1"
5 Know yourself: Lack of Weakness (-5) for Resistant Defenses
2 Mind Link: Vigilance: Mind Link , One Specific Mind (5 Active Points); Only With Others Who Have Mind Link (-1)
12 Natural Toughness: Damage Resistance (14 PD/10 ED)
5 Willpower reborn: Mental Defense (8 points total)
Powers Cost: 153
Cost Skill
20 +4 with HTH Combat
1 Acting 8-
3 Breakfall 14-
3 Disguise 11-
2 KS: Charitable Organizations 11-
2 KS: Crime Fiction 11-
4 KS: The Superhuman World 13-
3 Mechanics 11-
2 PS: Carpenter 11-
2 PS: Construction Worker 11-
2 PS: Warehouse Manager 11-
3 Paramedics 11-
3 Shadowing 11-
3 Streetwise 14-
3 Teamwork 14-
Skills Cost: 56
Cost Perk
5 Vehicles & Bases
3 Anonymity: Ron was granted Amnesty; his record as Hideous has been destroyed
6 Contact: UNTIL (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8-
4 Fringe Benefit: Membership: The Victories, Passport
Perks Cost: 18
Val Disadvantages
15 Enraged: If Vigilance Downed Uncommon, go 11-, recover 11-
15 Hunted : Dark Seraph 8- (Occasionally), More Powerful, Harshly Punish
20 Hunted : VIPER 8- (Occasionally), More Powerful, NCI, Harshly Punish
15 Psych. Lim. : Devoted to Vigilance Common, Strong
10 Psych. Lim. : Guilt over past crimes Common, Moderate
20 Psych. Lim.: Code vs Killing: Common, Total
10 Reputation : Popular, charitable Hero, Frequently (11-)
5 Rivalry: Professional (Mr Adonis; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Secret Identity: Ron Jacobs, formerly known as Hideous: Frequently (11-), Major
10 Watched : UNTIL 11- (Frequently), As Powerful, NCI, Watching
Disadvantage Points: 135

Base Points: 200Experience Required: 113Total Experience Available: 113Experience Unspent: 0Total Character Cost: 448

Height: 1.91 m Hair: Brown
Weight: 114.00 kg Eyes: Brown
Appearance: Ronald Jacobs was a hideously scarred man. His hair has all fallen out and his eyes are blue. He wore masks to go out in public. Now he is merely average. He wears oversized clothes to hide is powerful build. His Valor costume is that of a stylized Arthurian Knight. He wears a silver helm that covers his face and has great white wings on either side. The armor is silver colored with white tabbard and loin cloth. His standard is a blue V on his chest. The cloth on his armor has blue piping and his boots and guantlets are white with blue trim.Personality: Ron is something of a born again humanitarian. He realizes his shallowness was the core of his hatred and his criminal life and seeks to atone. He volunteers at many charitable organizations and manages to juggle superheroing and a life of helping others. He returned to the church and attends when he can. He is, simply put, a much better man than he once was. He is deeply in love with Vigilance and she feels much the same way, but their hectic schedules tend to keep them from exploring a regular "Boyfriend/Girlfriend" type relationship. They are simply happy to work so closely together for now.Quote:"We are beautiful; no matter what they say..."Background: Ron was once Hideous. It was during his trauma induced madness that he lashed out at the world. His self worth, having always been linked directly to his appearance, had plummeted to the depths of madness. He attacked beautiful objects and people. However, he found himself in Asia in some perpetually pleasant valley. He spent a long time there helping the monks raise the handicapped orphans that they had saved from the streets of Asia and beyond. Ron found that the neither the monks nor the children flinched at his horrible face. They cared not for his appearance, only his heart. That set him on the road to recovery. It was a long road. Spending the next four years with the monks Ron managed to reassemble his life. He eventually left he felt he had to atone for his misdeeds and misdirected rage. Before he left the monks however they told him of a healer that could heal his scars both physically and emotionally once and for all. Ron almost didn't go but he eventually found himself at her door. She did heal him. He found that while he was no longer hideous, he still wasn’t the beautiful person he once was. Only now it didn't seem to matter. He left for America. There he found himself working odd jobs. He was an outcast again but it didn't matter. He aided those unable to help themselves, occasionally using his immense strength to battle on behalf of the meek. One day he saw a battle between the new super team The Victories and Terror Incorporated. Terror Inc. had decided to eliminate the group of Arthurian upstarts who had dared to bring back the name of a super team that they had destroyed only five years before. Donning his silver mask again to avoid any one he knew from being endangered, Ron used his strength and speed to turn the tide of the battle against Terror Inc. He later met Avalon who offered him a spot on the roster. Valor was born.Powers/Tactics: Valor is the team's brick. He tends to wade into combat; bashing his foes with his fists. He will errect his shield wall to protect innocents or use the deflector shield to keep ranged combatants from ticking away at him.Campaign Use: 
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Monday 03/01/2004Oops. I missed alot of sleep sunday night made it up last night.VigilancePlayer: NPC: Member of the Victories

Val Char Cost
15 STR 5
30 DEX 60
20 CON 20
12 BODY 4
18 INT 8
18 EGO 16
18 PRE 8
22 COM 6
8/22 PD 5
8/22 ED 4
7 SPD 30
10 REC 6
40 END 0
40 STUN 10
9" RUN65" SWIM36" LEAP3Characteristics Cost: 194
Cost Power END
20 An Ch'i Throwing Mastery: Multipower, 30-point reserve, (30 Active Points); all slots OIF (Weapons of Opporotunity; -1/2)
2u 1) Blunt Objects: EB 6d6 (30 Active Points); OIF (Weapons of Opporotunity; -1/2) 3
2u 2) Sharp Objects: RKA 2d6 (30 Active Points); OIF (Weapons of Opporotunity; -1/2) 3
9 Accute Senses: +3 PER with all Sense Groups
16 Armored Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2)
3 Insulated Costume: LS (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); OIF (-1/2)
5 Blessed: Luck 1d6
20 Evasive Arts: Missile Deflection (Any Ranged Attack)
5 Lie Detector: Detect Spoken Falsehoods 15- (Unusual Group)
12 Protected Sight: Sight Group Flash Defense (12 points)
45 Sense Weakness: Find Weakness 14- with All Attacks
44 Shen Sight: Spatial Awareness (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Range, Tracking
6 True Wisdom: Mental Defense (10 points total)
Powers Cost: 189
Cost Martial Arts Maneuver
An Ch'i
8 1) +2 Ranged Damage Class(es)
4 2) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +4 DC
3 3) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike +2 DC
5 4) Moving Shot: 1/2 Phase, -1 OCV, +0 DCV, Range +0, Strike +2 DC , FMove
4 5) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +4 DC
1 6) Weapon Element: Javelins and Thrown Spears
1 7) Weapon Element: Thrown Knives, Axes, and Darts
1 8) Weapon Element: Thrown Rocks
1 9) Weapon Element: Thrown Sword
Kung Fu (Wu Shu)
8 1) +2 HTH Damage Class(es)
5 2) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR to Disarm roll
4 4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 40 STR vs. Grabs
5 6) Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 9d6 Strike
3 7) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on
5 8) Kick: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike
4 9) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
3 10) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6d6 Strike, Target Falls
4 11) Punch: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
3 12) Throw: 1/2 Phase, +0 OCV, +1 DCV, 5d6 +v/5, Target Falls
4 13) Tien-hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND
4 14) Tiger/Dragon Claw: 1/2 Phase, +0 OCV, +0 DCV, 9d6 Crush, Must Follow Grab
4 15) Uproot/Sand Palm: 1/2 Phase, +0 OCV, +0 DCV, 40 STR to Shove
1 16) Weapon Element: Axes, Maces, and Picks
1 17) Weapon Element: Blades
1 18) Weapon Element: Chain Weapons
1 19) Weapon Element: Clubs
1 20) Weapon Element: Hook Sword
1 21) Weapon Element: Polearms
1 22) Weapon Element: Staffs
1 23) Weapon Element: Three-Section Staff
1 24) Weapon Element: Whips
1 25) Weapon Element: Wind and Fire Wheels
Martial Arts Cost: 102
Cost Skill
10 +1 Overall
2 +1 with any single attack
24 +3 with All Combat
17 +5 with Ranged Combat (25 Active Points); Only To Increase OCV (-1/2)
16 +4 with DCV (20 Active Points); Does Not Work If Two Senses Are Flashed Or Blocked (-1/4)
10 Defense Maneuver I-IV
3 Acrobatics 15-
3 Breakfall 15-
3 Contortionist 15-
3 Contortionist 15-
3 Fast Draw 15-
2 KS: An Ch'i 11-
2 KS: Buddhism 11-
2 KS: Chinese Healing 11-
2 KS: Chinese Philosophy 11-
2 KS: Kung Fu 11-
0 Language: Cantonese (idiomatic) (4 Active Points)
4 Language: English (idiomatic)
4 Language: Mandarin (idiomatic)
3 Mimicry 13-
2 PS: Lion Dancing 11-
2 SS: Pharmacology/Toxicology 11-
3 Sleight Of Hand 15-
2 Survival 13-
3 Tracking 13-
2 WF: Common Martial Arts Melee Weapons
2 WF: Common Melee Weapons
2 WF: Common Missile Weapons
1 WF: Hook Sword
1 WF: Off Hand
1 WF: Three-Section Staff
1 WF: Wind and Fire Wheels
Skills Cost: 137
Cost Perk
6 Vehicles & Bases: Base Contribution
10 Follower: Tang Cho
3 Fringe Benefit: Membership: The Victories
Perks Cost: 19
Cost Talent
3 Absolute Range Sense
3 Absolute Time Sense
3 Ambidexterity (-2 Off Hand penalty)
3 Bump Of Direction
12 Combat Luck (6 PD/6 ED)
42 Danger Sense (immediate vicinity, any danger, Analyze, Discriminatory, Function as a Sense) 13-
Talents Cost: 66
Val Disadvantages
5 Distinctive Features: Beautiful Chinese woman (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Distinctive Features: Style Limitations: Kung Fu and An Ch'i (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10 Hunted: Female Martial Arts Villainess (Snapdragon default) 8- (As Pow, Harshly Punish)
15 Hunted: Master Crane & the Rebellious Flock 8- (Mo Pow, NCI, Limited Geographical Area: China/Hong Kong, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
5 Hunted: Xiu Kwan 11- (As Pow, Watching) [Notes: Believes himself to be the last of the Lin Kuei; intrigued by the possibility of another being around.]
20 Physical Limitation: Cannot see text or Discern Details (All the Time, Greatly Impairing)
15 Psychological Limitation: Altruist; needs to help people less fortunate than herself (Common, Strong)
20 Psychological Limitation: Code of Honor (Common, Total)
15 Psychological Limitation: In love with Valor (Common, Strong)
15 Social Limitation: Secret Identity: Song Min; goes by Min Lian Song in US. (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 357Total Experience Available: 357Experience Unspent: 0Total Character Cost: 707

Height: 1.60 m Hair: Black
Weight: 49.00 kg Eyes: Brown
Appearance: A beautiful chinese woman with ong hair that she often puts into braids. She wears modern fashions. Her costume as Vigilance is a white body suit with golden armor plates on her torso, shoulders, forearms, and shins. She wears a bright red sash at her waise. Her mask is also red.Personality: Raised an honorable warrior; Min tried to help the people of China but thought that the government was opressing her people. She realized that she lacked the strength to fight a nation so she came to America where she might be of good use.Quote:with a wry smile: "I'll take the blurry one"Background: Trained by her grandfather and his friend (now her steward) in the arts of the Lin Kuei; Min came to America to fight for the cause of justice. She also fled China and the clutches of the man known as Master Crane and his Rebellious Flock. Since arriving in the US; Min has taken the heroic name Vigilance. She opperated solo for a while but joined the Victories early in their history. She has fallen for Valor and they often fight side by side. The two workaholics don't feel that they have time for a relationship but everyone else seems to know its only a matter of time.Powers/Tactics: Although legally blind; Vigilance can see, sort of. She can see shapes and movement and she "sees" auras, enabling her to operate in the world. However, she cannot read print or discern features. Her other senses are heightened as a result and she has quasi mystical awareness abilities that allow her to opperate in a heightened fashion. She is also a highly skilled martial artist.Campaign Use: 
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Tuesday 3/02/2004a low powered supervillain to smack on...SeetherPlayer: NPC Villian

Val Char Cost
15 STR 5
17 DEX 21
25 CON 30
12 BODY 4
13 INT 3
11 EGO 2
15 PRE 5
12 COM 1
5/13 PD 2
5/25 ED 0
4 SPD 13
10 REC 4
50 END 0
40 STUN 7
7" RUN02" SWIM03" LEAP0Characteristics Cost: 97
Cost Power END
75 Acid Emmission: Multipower, 75-point reserve
5u 1) Acid Cloud: Killing Attack - Ranged 1d6, Area Of Effect (One Hex; +1/2), Penetrating (+1/2), Uncontrolled (+1/2), Continuous (+1) (52 Active Points) 5
1u 2) Acid Control: Telekinesis (10 STR), Affects Porous (25 Active Points); Only Works On Acid (-1 1/2) 2
4u 3) Acid Projection: Killing Attack - Ranged 1d6, Penetrating (+1/2), Uncontrolled (+1/2), Continuous (+1) (45 Active Points); Limited Range (8") (-1/4) 4
34 Acid Blood: (Total: 86 Active Cost, 34 Real Cost) Killing Attack - Ranged 1d6, Personal Immunity (+1/4), Damage Shield (+1/2), Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (64 Active Points); Only Works Against Objects Which Cause BODY Damage (-1), Always On (-1/2), 20 Charges which Recover every 1 Week (-1/4) (Real Cost: 23) plus Acid Blood, Autofire (20 shots; +1 1/2) (22 Active Points); No Conscious Control (Depends On BODY Damage Taken) (Shots Used Depends On BODY Taken; -1) (Real Cost: 11) 2
11 Acid-Proof: Armor (0 PD/12 ED), Hardened (+1/4) (22 Active Points); Only Works Against Limited Type Of Attack Acid (-1)
16 Armored Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2)
2 Athletic: Running +1" (7" total) 1
11 Auto-Pistol: RKA 1d6+1, 4 clips of 8 Charges (+0), Autofire (3 shots; +1/4) (25 Active Points); OAF (-1), No Knockback (-1/4)
2 Can eat ANYTHING: LS (Eating Character does not eat) (3 Active Points); Won't work if there is no matter for him to eat (-1/4)
1 Sturdy Lungs: LS (Extended Breathing: 1 END per Turn)
Powers Cost: 162
Cost Skill
8 +1 with All Combat
2 +2 with Auto-Pistol
15 +3 with HTH Combat
3 Concealment 12-
3 Demolitions 12-
2 KS: The Black Market 11-
2 KS: The Supherhero World 11-
3 Lockpicking 12-
3 Mechanics 12-
3 Power: Acid Control 11-
3 Shadowing 12-
3 Stealth 12-
3 Streetwise 12-
4 Survival (Urban) 13-
3 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
2 WF: Small Arms
Skills Cost: 62
Cost Perk
25 Vehicles & Bases: Motorcycle
1 Reputation: Master Thief (A small to medium sized group) 8-, +1/+1d6
Perks Cost: 26
Cost Talent
3 Absolute Time Sense
Talents Cost: 3
Val Disadvantages
5 Distinctive Features: Neon Green hair and eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Distinctive Features: Acrid Smell (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
25 Hunted: FBI 11- (Mo Pow, NCI, Harshly Punish)
10 Hunted: The Fist (or Vigilante from your Campagin) 8- (As Pow, Harshly Punish)
10 Physical Limitation: Acidic biostructure makes medicating him difficult; -3 to Paramedics Rolls (Infrequently, Greatly Impairing)
10 Psychological Limitation: Greedy (Common, Moderate)
15 Psychological Limitation: Arrogant; thinks he's the Sh!T (Very Common, Moderate)
20 Psychological Limitation: Casual Killer (Common, Total)
10 Reputation: Sadistic Murderer, 8- (Extreme)
15 Social Limitation: Secret Identity: Donald Porter (Frequently, Major)
Disadvantage Points: 130

Base Points: 200Experience Required: 20Total Experience Available: 20Experience Unspent: 0Total Character Cost: 350

Height: 1.75 m Hair: Green
Weight: 75.00 kg Eyes: Green
Appearance: A man of average height and build; Seether is notable for his neon green hair and eyes, and his rather pungent odor. He wears a black bodysuit with a green, dripping "S" on his chest. His gloves, boots, and trunks (yes, he wears trunks) are also neon green.Personality: Greed is good. Seether enjoys money and he can never get enough. He commands high fees for his "Jobs" be they burlary, enforcement, or assassination. He enjoys fighting "normals" whom he can bully without real fear of reprisal. Quote:"This should only hurt forever."Background: Donny Porter is a mutant whose body is highly acidic. He can literally spit acid as well as create and control it psionically. He has made a living as a burgler and safe cracker using his acidic powers to eat away at the vaults he breaks into. He is very difficult to contain. Donny took the name Seether from a song, it has little to do with his powers. Seether has worked with VIPER and other criminal organizations; and he has worked as an assassin. Life has no meaning to him and he has killed quite a few would be captors. He is hunted by the Fist; a superhuman vigilante of mid level power. Seether works pretty well with other supervillains.Powers/Tactics: Disable your foe and slowly kill them. Tha's Seether's motto. If they give him too much of a fight, he will flee. He tends to avoid "brick" looking or armored foes as they have the highest likelyhood of being able to resist his attacks. The handgun is for when he is at a range disadvantage.Campaign Use: Expensive but not necessarily a 350 pt villain. He isn't likely to be a real threat to the average hero but as a part of a team or against Low-Level heroes he can be a frightening encounter.
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Wednesday 03/03/2004A high level hero to quake in fear from...JunanPlayer: NPC; Member of Terraguard

Val Char Cost
35 STR 25
30 DEX 60
30 CON 40
30 BODY 40
20 INT 10
20 EGO 20
40 PRE 30
20 COM 5
15/25 PD 8
15/25 ED 9
7 SPD 30
13 REC 0
65 END 3
65 STUN 2
12" RUN014" SWIM015" LEAP0Characteristics Cost: 282
Cost Power END
15 Blessed Warrior: Luck 3d6
20 Castle Walls of the Flesh: Power Defense (20 points)
17 Castle Walls of the Soul: Mental Defense (21 points total)
35 Centuries long study of combat: Find Weakness 12- with All Attacks
10 Centuries of covering my ass: Lack Of Weakness (-10)
60 Enchanted Armor: (Total: 78 Active Cost, 60 Real Cost) Armor (10 PD/10 ED) (30 Active Points); IIF (-1/4) (Real Cost: 24) plus LS (Eating Character only has to eat once per week; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character only has to sleep 8 hours per week) (21 Active Points); OIF (-1/2) (Real Cost: 14) plus Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) (Real Cost: 7) plus Nightvision, Telescopic (+2 versus Range Modifier) (7 Active Points); OIF (-1/2) (Real Cost: 5) plus Mental Awareness (Real Cost: 5) plus Increased Arc Of Perception (240 Degrees) with Sight Group (Real Cost: 5)
2 Horse Stance: Knockback Resistance -1"
25 Immortal Body: LS (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal)
64 Masamune: (Total: 137 Active Cost, 64 Real Cost) HKA 2d6 (3d6 w/STR), +1 Increased STUN Multiplier (Keen; +1/4), Affects Desolidified One Special Effect of Desolidification (Spirits) (Ghost Touched; +1/4), Reduced Endurance (1/2 END; Light; +1/4), Penetrating (Wounding; +1/2) (67 Active Points); OIF Unbreakable (Blade returns to him when he requires it.; -1/2), No Knockback (-1/4), Required Hands One-And-A-Half-Handed (-1/4), Can be taken in combat; Summoning ritual takes 1 turn (-1/4) (Real Cost: 30) plus HA +4d6, Affects Desolidified One Special Effect of Desolidification (Spirits) (Ghost Touched; +1/4) (25 Active Points); Hand-To-Hand Attack (-1/2), OIF Unbreakable (Blade returns to him when he requires it.; -1/2), Can be taken in combat; Summoning ritual takes 1 turn (-1/4), No Knockback (-1/4) (Real Cost: 10) plus Missile Deflection (Any Ranged Attack) (20 Active Points); OIF Unbreakable (Blade returns to him when he requires it.; -1/2), Can be taken in combat; Summoning ritual takes 1 turn (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 10) plus +3 with OCV (15 Active Points); OIF Unbreakable (Blade returns to him when he requires it.; -1/2), Can be taken in combat; Summoning ritual takes 1 turn (-1/4) (Real Cost: 8) plus +2 with DCV (10 Active Points); OIF Unbreakable (Blade returns to him when he requires it.; -1/2), Can be taken in combat; Summoning ritual takes 1 turn (-1/4) (Real Cost: 6) 5
18 Peerless Accuity: +6 PER with all Sense Groups
17 Sea Dragon Gliding: Swimming +12" (14" total) (x4 Noncombat) 2
17 Strides of Heaven: Running +6" (12" total), x4 Noncombat 2
10 Toughness of the Immortal: Damage Resistance (10 PD/10 ED)
18 Walk the Clouds: Leaping +8" (15" forward, 7 1/2" upward) (Accurate, x4 Noncombat) 2
Powers Cost: 328
Cost Martial Arts Maneuver
Thunder Dragon Kung Fu
12 1) +3 HTH Damage Class(es)
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Crescent Kick: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 60 STR to Disarm roll
3 4) Grab: 1/2 Phase, +0 OCV, -1 DCV, Grab One Limb, 25 STR for holding on
5 5) Knee Strike: 1/2 Phase, +2 OCV, +1 DCV, 10d6 Strike
3 6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 11d6 Strike, Target Falls
5 7) Roundhouse Kick/Axe Kick: 1/2 Phase, -2 OCV, +1 DCV, 14d6 Strike
4 8) Snap Kick Punch/Elbow Strike: 1/2 Phase, +0 OCV, +2 DCV, 12d6 Strike
1 9) Weapon Element: Axes, Maces, and Picks
1 10) Weapon Element: Blades
1 11) Weapon Element: Chain Weapons
1 12) Weapon Element: Clubs
1 13) Weapon Element: Hook Sword
1 14) Weapon Element: Polearms
1 15) Weapon Element: Staffs
1 16) Weapon Element: Three-Section Staff
1 17) Weapon Element: Whips
1 18) Weapon Element: Wind and Fire Wheels
Martial Arts Cost: 50
Cost Skill
20 +2 Overall
16 +2 with All Combat
4 +2 with Masamune
9 +3 with Martial Maneuvers
3 Acting 17-
3 Bribery 17-
3 Bugging 13-
3 Combat Driving 15-
3 Combat Piloting 15-
3 Concealment 13-
3 Demolitions 13-
3 Disguise 13-
3 Fast Draw 15-
3 High Society 17-
3 Language: Cantonese (completely fluent)
4 Language: English (idiomatic)
0 Language: Japanese (idiomatic) (4 Active Points)
4 Language: Mandarin (idiomatic)
3 Lipreading 13-
3 Lockpicking 15-
3 PS: Teacher 13-
3 Persuasion 17-
3 Riding 15-
3 Scholar
2 1) KS: Caligraphy (3 Active Points) 12-
1 2) KS: Chinese Healing (2 Active Points) 11-
1 3) KS: Chinese Philosophy (2 Active Points) 11-
2 4) KS: Classical Japanese Literature (3 Active Points) 12-
2 5) KS: Dancing (3 Active Points) 12-
2 6) KS: Divination (3 Active Points) 12-
2 7) KS: Gardening (3 Active Points) 12-
2 8) KS: Go (3 Active Points) 12-
2 9) KS: Hawking (3 Active Points) 12-
2 10) KS: Healing (3 Active Points) 12-
2 11) KS: Mon (3 Active Points) 12-
2 12) KS: Music (3 Active Points) 12-
2 13) KS: Siege Warfare (3 Active Points) 12-
2 14) KS: Tea Ceremony (3 Active Points) 12-
1 15) KS: Thunder Dragon Kung Fu (2 Active Points) 11-
3 Security Systems 13-
3 Seduction 17-
3 Shadowing 13-
3 Sleight Of Hand 15-
3 Stealth 15-
3 Streetwise 17-
3 Tactics 13-
Thunder Dragon Kung Fu
3 1) Acrobatics 15-
3 2) Breakfall 15-
3 3) Contortionist 15-
2 4) PS: Lion Dancing 11-
3 5) Sleight Of Hand 15-
2 6) WF: Common Martial Arts Melee Weapons
2 7) WF: Common Melee Weapons
1 8) WF: Hook Sword
1 9) WF: Off Hand
1 10) WF: Three-Section Staff
1 11) WF: Wind and Fire Wheels
2 Weaponsmith 13-
Skills Cost: 180
Cost Perk
3 Reputation: Immortal Hero (A medium-sized group) 11-, +3/+3d6
16 Fringe Benefit: Membership: TerraGuard, Passport, Security Clearance: UNTIL, Weapon Permit (where appropriate): Sword!
3 Well-Connected
14 1) Contact: Japanese Government (Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (15 Active Points) 12-
4 2) Contact: The Pacific Lords (Contact has useful Skills or resources, Very Good relationship with Contact) (5 Active Points) 11-
8 3) Contact: Tiger Squad (Contact has access to major institutions, Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-
Perks Cost: 48
Cost Talent
3 Absolute Time Sense
3 Bump Of Direction
5 Eidetic Memory
14 Fearless
4 Mounted Warrior (HTH Combat)
4 Mounted Warrior (Ranged Combat)
4 Rapid Archery
Talents Cost: 37
Val Disadvantages
10 Distinctive Features: Style Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Detectable by Large Group
25 Hunted: Dr Yin Wu 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Hunted: The Black Paladin 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25 Hunted: VIPER 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Psychological Limitation: Code Of The Bushi Common, Strong
10 Psychological Limitation: Enjoys Combat (Common, Moderate)
15 Psychological Limitation: Warrior of the People; will always aid someone in need. (Common, Strong)
15 Reputation: Famous Samurai from the past, 11- (Extreme)
5 Rivalry: Professional (Historic Immortal Warrior; Gilgamesh is default; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Public Identity Frequently (11-), Major
Disadvantage Points: 150

Base Points: 200Experience Required: 575Total Experience Available: 575Experience Unspent: 0Total Character Cost: 925

Height: 1.75 m Hair: Black
Weight: 100.00 kg Eyes: Brown
Appearance: A handsome Japanese man with black hair and brown eyes. He wears his hair long with a classic samurai topknot. Outside of his armor he dresses casually and often lets his hair down. The armor is dark blue with a silver trim and an intricate silver dragon design on his torso. His helm is blue with a silver mask that appears as a serene, angelic humanoid.Personality: Junan has taken crime fighting as his new calling; hoping to forget the tragedy that was his family. He has pretty much failed to forget them and while he has "moved on" so to speak he is years away from seeking romance again. This hasn't stopped him from making lasting friendships and on a few, rare occasions, romantic liaisons with powerful women that remind him of his beloved wife. He still follows the codes of Bushido but has taken a modern approach to them; treating the welfare of the people of Earth as his guide. He also still loves combat, but is quite happy to be non lethal about it. It is to this extent that he now tends to use the Resplendent Dragon Kung Fu he learned; having let his Kenjutsu skills rust slightly. Although the Resplendent Dragon does teach sword skills. Junan now tries to help anyone in need; he can often be seen helping out at charity events, disaster relief, and has stood between innocents and monsters all of his immortal life and he isn't about to stop now.Quote:"You remind me of Yoshiro; but he was shorter...and faster...that should heal."Background: Yamamoto Junan was a famous historical figure in Japan (my universe mind you) he was the "final" wielder of the famed sword Masamune. According to mythology he ascended to the heavens to act as Japan's Champion in a celestial battle with the divine beings of China. He was never seen again.

The truth is that he did indeed ascend to the heavens. He did fight against the Gods of China; but around the time that the Gods of old left the Earth in favor of their own realms, Junan had fallen in love with the daughter of one of China's Dragon Princes. The Samurai and his beloved followed the Celestial Bureaucracy to their new home world. Junan studied the martial arts and languages of his new home and he and his bride raised seven proud warriors themselves; two sons and five daughters! For countless millennia, Junan was a content and happy man. He had the love of his family, his fill of adventure, and freedom to do as he pleased.

Things were not meant to last however; Junan had proven himself in countless duels and battles, but he still had jealous rivals. His wife and children; all capable warriors in their own right often rose to his aid and helped him fight of all manner of piqued Gods, Demons, Dragons, and whatever else tried to take him down. Then one such angry rival did something that no one else had done in centuries; evoked the raging anger that Junan had kept under wraps. A Demonic knight known as Tetsuryu Baki used a potent drug to overcome Junan's immunities to diseases and poisons. The mystic brew caused him to be short, confused, and lustful. Then Baki sent seductresses to tempt the Samurai. This worked rather well and Junan was caught by his wife. In anger she struck him and in his confused state he beat her savagely, egged on by the succubae. His oldest son and daughter managed to subdue him but the damage had been done. Junan, shamed by his actions went to his father in law and requested a chance to atone. His wife; convinced of his innocence begged her father to give Junan a chance. Junan was sent to on a journey of atonement; sadly, this is exactly what his foe had wanted.

While Junan traveled the heavens on his quest; Baki and his minions ambushed and killed his children’s, destroyed his home and abused his wife. When he was through; Baki beheaded her and left his mark on the burning walls of Junan's home. He arrived almost a year later.

Enraged beyond measure, Junan found Baki's lair and traveled there to destroy him. Baki had joined forces with many of Junan's rivals in an attempt to gain revenge on the swordsman but in the end; his destruction of Junan's family had served to not make the warrior reckless, but ruthless. The foes fell to mighty Masamune like wheat to a scythe and Tetsuryu Baki still lives in eternal torment and pain due to the curses and punishment Junan dealt him.

With no reason to stay in the heavens; Junan returned to Earth. It was 1994. After taking a few months to acclimate himself, he began fighting crime as Masamune; taking after the warriors and heroes of the day. When Atlas returned to Earth and began TerraGuard; Masamune joined with out delay. He is known now as the legendary Junan and for the most part the "Secret ID" of Masamune has been discarded; though it is still his "official" heroic identity.

Powers/Tactics: A brilliant swordsman with a powerful, mystical sword and supernatural physical abilities. Masamune tends to save his sword for foes he can't batter about with his fists and feet. He uses the blades against nonhuman foes exclusively these days unless there is no other way. He is fast and highly mobile.Campaign Use: Junan is a man out of time but he's coping. He's been back for ten years and no longer mistakens cars for demons and looks curiously at telephones. If he's too tough for your campaign; lower his physical characteristics slightly (DEX 27 and SPD 6) drop the DC's from his martial arts and adjust the Masamune until its not such a beast. If he's not tough enough for your campaign, then you're in luck. Unleash his Kenjutsu skills or give him some RD Kung Fu Special maneuvers. Thing anime and video games for his special attacks sword waves; spirit strikes; ch'i fireballs, etc. Go nuts. This gives you unlimited tinkering ability and allows for all manner of attacks without simply upping his damage and defenses.
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Thursday 03/04/04This is the co-leader of the New Defenders. I will post all 10 members of the team. Its a pretty unusual team. You'll see why soon enough. Anyway a few things. When the New Defenders got their powers they hid them for a short while. While investigating the occurance that lead to their gaining superpowers and the terraformation oddity now known as Chaos Forest, UNTIL (Allowed to investigate with PRIMUS due to their previous encounters with the Chaos Beast) met with James Buckley and his family. They meetings lead to UNTIL adding the New Defenders to their Superhero Liason Program; thought only Stormlord and Azure Angel have taken the package. UNTIL has hired James as a consultant; and also has provided scholarship funding to his children. StormlordPlayer: NPC; Co-Leader of the New Defenders

Val Char Cost
30 STR 20
18 DEX 24
25 CON 30
12 BODY 4
15 INT 5
12 EGO 4
20 PRE 10
16 COM 3
12/36 PD 6
12/36 ED 7
5 SPD 22
11 REC 0
50 END 0
50 STUN 10
6" RUN02" SWIM06" LEAP0Characteristics Cost: 145
Cost Power END
90 Weather Control Powers: Multipower, 90-point reserve
12m 1) Air Manipulation: Telekinesis (40 STR), Reduced Endurance (1/2 END; +1/4) (75 Active Points); Affects Whole Object (-1/4) 3
8m 2) Blinding Weather: Change Environment 8" radius, -4 to Hearing Group PER Rolls, Varying Effect any type of weather that can interfere with vision (+1/2) (43 Active Points) 4
8m 3) Blizzard: Energy Blast 3d6, Area Of Effect (One Hex; +1/2), No Normal Defense (LS: Save Enviroment: Intense Cold; +1), Continuous (+1) (52 Active Points); Limited Range (20") (-1/4) 5
12m 4) Powerful Lightning Bolt: Killing Attack - Ranged 4d6 (60 Active Points) 6
5m 5) Shield Of The Winds: Force Field (12 PD/12 ED) (24 Active Points) 2
4m 6) Slippery Ground: Change Environment 8" radius, -4 to DEX Roll (29 Active Points); Only Affects Characters On Ground (-1/4) 3
10m 7) Thunderclap: Hearing Group Flash 10d6, Personal Immunity (+1/4), Explosion (+1/2) (52 Active Points) 5
10m 8) Weather Control: Change Environment 8" radius, 4 Temperature Level Adjustment, MegaScale (1" = 1 km; +1/4), Varying Effect Limited Group (+1/2) (51 Active Points) 5
15 Weather Control: Elemental Control, 30-point powers
15 1) Greater Weather Eye: Precognitive Clairsentience (Sight Group), x8 Range (250"), Megascale (1" = 1 km; +1/4) (69 Active Points); Precognition Only (-1), Only To Foresee The Weather (-1), Time Modifiers (-1/2) 7
11 2) Thunderstrike: (Total: 32 Active Cost, 20 Real Cost) HA +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 13) plus Hearing Group Flash 4d6 (12 Active Points); Linked (HA; -1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4) (Real Cost: 7) 3
24 3) True Weather Control: Change Environment 8" radius, +/-10 Temperature Level Adjustment, Megascale (1" = 1 km; +1/4), Varying Effect Broad Group (+1) (106 Active Points); Extra Time (1 Minute, -1 1/2), No Range (-1/2), Requires A Skill Roll (-1/2), Can Only Alter Weather, Not Create It (-1/4) 10
15 4) Windriding: Flight 15" (30 Active Points) 3
31 Sense Air Movement: Detect A Class Of Things (Wind Patterns/Air Movement) 12- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Rapid (x10), Telescopic (+3 versus Range Modifier)
5 Darkvision: Nightvision
7 Wrist Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (Wrist Radio; -1/2)
8 Instant Change: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target (Clothes) ([slightly Limited]; -1/4) 1
36 Toughened Skin: Armor (12 PD/12 ED)
40 Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Electricity Limited Type of Attack (-1/2)
4 Climate Control: Life Support (Safe in Intense Cold; Safe in Intense Heat)
Powers Cost: 370
Cost Skill
10 +2 with Ranged Combat
9 Computer Programming (Computer Networks, Personal Computers, Defense) 14-
3 Criminology 12-
3 Electronics 12-
3 High Society 13-
3 KS: Computer Databases 12-
3 KS: Computer Hacking 12-
3 KS: Computer Interfaces 12-
3 KS: Computer Network Administration 12-
3 KS: Computer Security 12-
3 KS: Computer Viruses 12-
2 KS: International Law and Law Enforcement 11-
2 KS: The Superhero World 11-
2 KS: The United Nations 11-
2 KS: UNTIL 11-
2 KS: World Politics 11-
2 KS: World Supervillains 11-
1 Language: Aida (basic conversation)
1 Language: Assembler (basic conversation)
1 Language: Basic (basic conversation)
1 Language: C (basic conversation)
3 Oratory 13-
6 PS: Computer Security Consultant 15-
2 PS: UNTIL Agent 11-
3 Paramedics 12-
3 SS: Computer Control Systems 12-
3 SS: Software Engineering 12-
2 Systems Operation (Communications Systems) 12-
6 TF: Jetskis, Skiing (snow), Skiing (water), Snowboarding, Surfing, Windsurfing
3 Teamwork 13-
Skills Cost: 93
Cost Perk
4 Computer Link: Until Database
13 Fringe Benefit: International Police Powers, Membership: SLP, Membership: The New Defenders (Co-Leader), Passport
Perks Cost: 17
Val Disadvantages
20 DNPC: The New Defenders 14- (As powerful as the PC; Useful Noncombat Position or Skills; Group DNPC: x8 DNPCs)
10 Hunted: Thunderbolt II 8- (As Pow, Harshly Punish)
10 Hunted: UNTIL 8- (Mo Pow, NCI, Watching)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Devoted husband and father; family comes first (Common, Strong)
10 Psychological Limitation: Doesn't approve of Circe's dating habits... (Common, Moderate)
15 Psychological Limitation: Loves the Thrill of being a hero (Very Common, Moderate)
10 Reputation: Some are worried that he would allow children on his team., 11-
20 Social Limitation: Secret Identity: James Buckley (Frequently, Severe) [Notes: Severe because if any of the family is discovered, they all are.]
Disadvantage Points: 150

Base Points: 200Experience Required: 275Total Experience Available: 275Experience Unspent: 0Total Character Cost: 625

Height: 1.84 m Hair: Blonde
Weight: 91.00 kg Eyes: Blue
Appearance: James was always a gym rat, but now, he has the physique of a greek god. His blonde hair is full and has a slight wave to it. He always looked like the epitome of the California beach bum and now he simply hangs a superhero costume on that. The Stormlord costume (which he can summon when ever he wants) consists of a dark blue bodysuit with white boots, gloves, and a golden cape with white liner. He wears a blue domino mask and a golden letter "S" with a thunderbolt style is on his chest.Personality: Stormlord is enjoying his time as a superhero. He does worry that he is endangering his children but the New Defenders have conparatively few villains to deal with in San Diego, he knows that his kids would probably try to fight crime on their own if he and his wife didn't take part; and the family spends so much time together now, its really really rewarding.Quote:"Look alive team; the Ultimates are no pushovers."Background: James Buckley and his wife Allison were a normal, happy couple who; after learning that they had little hope of having children of their own, happily adopted. Their family may have looked odd; five children of various ethinic background, two dogs, and a cat, but they were happy. They took family vacations every year. 2003 would be a special year for the family outing; their oldest son, Eric, was graduating from High School and it could prove to be the last family vacation they took if he went to a far away school (Eric was undecided at the time). At his request, the family took Eric the Arizona desert for camping and rock climbing.

The Buckleys were unaware that, a mere two miles away the combined forces of the Atomic Rangers and the Victories were, along with the arch-wizard Nilrem, trying to defeat the Chaos Beast. The heroes were able to overcome the beast; at the time of its defeat it melted away to reveal its "heart" a semi sentient stone of power that spanned the realms of magic, science, and metaphysics; the Chaos Stone. Nilrem errected a Circle of Order to contain the stone's unpredictable energies and began the incantationto allow for its destruction. During the incantation, Goldenheart, one of the Victories, accidentally scuffed the circle trying to get a better look. When the Chaos Stone was destroyed, its massive energies contained in the Circle of Order, finally ruptured the weakened circle and burst forth in a tight line, directly at the campsight of the Buckley Family. Growing as it approached, the chaos ray bathed them all in its imcomparable power and embued the entire family with super powers. Visibly unharmed and their powers lying dormant for the moment, the family was allowed to leave by the assembled heroes and nothing more was made of the incident.

Until a year later. The New Defenders appeared in their San Diego home roughly a year after the incident, although sometimes taking a few hits in the papers for allowing heroes obviously not of age; they have had a pretty smooth ride. Lead by Stormlord and Azure Angel; the team has proven quite adept at handleing the few super villains that threaten the area. The family also has visited their campsight, now dubbed Chaos Forest, AZ for the fact that a self contained rainforest has sprung up in the Arizona desert.

Powers/Tactics: Stormlord can, as his name implies command storms and weather effects. He also has low level superhuman strength and endurance, can fly, and has amazing senses related to the detection of air movement, weather patterns, and inexplicably, nightsight.Campaign Use: The New Defenders are a neophyte group of heroes and heroines that are a family; if you're going to use one, use them all or change the history. If Stormlord is too strong for your campaign, drop his multipower to 60 active points. If he's not tough enough, give him more by way of defenses and up his attacks to campaign norms. He could also have a few other "gimmick" or chaos powers (ie powers that don't make sense necesarrily with his SFX).
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Friday 03/05/2004Here is the mother hen of the New Defenders.BTW. I might be a bit slow; my wife took a little ill and I am on nurse duty. I have today;s and tomorrows heroes ready. we'll see about the others...Azure AngelPlayer: NPC; CO-Leader of the New Defenders

Val Char Cost
18/43 STR 8
23 DEX 39
30/40 CON 40
11 BODY 2
23 INT 13
23 EGO 26
25 PRE 15
20 COM 5
10/30 PD 6
10/30 ED 4
5 SPD 17
10 REC 0
120 END 30
35 STUN 0
6" RUN02" SWIM03 1/2"/8 1/2" LEAP0Characteristics Cost: 205
Cost Power END
7 Force Analysis: Find Weakness 11- with Single Attack (10 Active Points); Only Affects Certain Materials (Force Fields/Force Walls Only) (-1/2)
150 Force Powers: Multipower, 150-point reserve
4u 1) Azure Armor: (Total: 62 Active Cost, 44 Real Cost) +25 STR (25 Active Points); No Figured Characteristics (-1/2) (Real Cost: 17) plus +10 CON (20 Active Points); Costs Endurance (-1/2), No Figured Characteristics (-1/2) (Real Cost: 10) plus FF (5 PD/5 ED), Hardened (+1/4), Difficult To Dispel (x4 Active Points; +1/2) (17 Active Points) (Real Cost: 17) 6
6u 2) Azure Arrow Storm: RKA 2d6, Area Of Effect (3" Radius; +1) (60 Active Points) 6
29m 3) Azure Aura : Telekinesis (65 STR), Affects Porous, Fine Manipulation, Reduced Endurance (1/2 END; +1/4) (147 Active Points) 6
25m 4) Azure Beam: Energy Blast 20d6, Reduced Endurance (1/2 END; +1/4) (125 Active Points) 5
4u 5) Azure Blade: HKA 3d6 (3 1/2d6 / 5d6 w/STR), Costs END Only To Activate (+1/4) (56 Active Points); No Knockback (-1/4) 4
6u 6) Azure Bonds: Entangle 4d6, 8 DEF (60 Active Points) 6
3u 7) Azure Hammer: HA +8d6 (40 Active Points); Hand-To-Hand Attack (-1/2) 4
20m 8) Azure Prison: Entangle 8d6, 12 DEF (Larger Wall (+1")) (102 Active Points) 10
4u 9) Azure Spear: Killing Attack - Ranged 3d6 (45 Active Points) 4
24m 10) Azure Wall I: Force Wall (20 PD/20 ED; 9" long and 3" tall) (120 Active Points) 12
26m 11) Azure Wall II: Force Wall (24 PD/24 ED; 5" long and 2" tall) (130 Active Points) 13
4u 12) Force Carrier: Flight 10", Usable Simultaneously (up to 16 people at once; +1 1/4) (45 Active Points); Must Remain with 15" Of A Solid Surface (-1/4) 4
7u 13) Nobody's Getting Hurt While I'm Around: Force Field (15 PD/15 ED), Ranged (+1/2), Usable Simultaneously (up to 8 people at once; +1) (75 Active Points) 7
7 Force Shield Atmosphere: Life Support (Self-Contained Breathing) (10 Active Points); Linked to Force Shield (-1/2)
122 Force Shield: Force Field (15 PD/15 ED/10 Mental Defense/10 Power Defense/10 Flash Defense: Sight Group) (Protect Carried Items), Hardened (+1/4), Reduced Endurance (0 END; +1/2) (122 Active Points)
30 Force Wings: Flight 15" 3
8 Instant Change: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target (Clothes) ([slightly Limited]; -1/4) 1
7 Wrist Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (Wrist Radio; -1/2)
Sensor Ring, all slots OIHID (-1/4)
12 1) +5 PER with all Sense Groups (15 Active Points); OIHID (-1/4)
4 2) Mental Awareness (5 Active Points); OIHID (-1/4)
12 3) Radar (Radio Group) (15 Active Points); OIHID (-1/4)
2 4) Ultrasonic Perception (Hearing Group) (3 Active Points); OIHID (-1/4)
4 5) UV Perception (Sight Group) (5 Active Points); OIHID (-1/4)
21 6) +4 versus Range Modifier for Hearing Group, Mental Awareness and Sight Group (26 Active Points); OIHID (-1/4)
20 7) Increased Arc Of Perception (360 Degrees) with all Sense Groups (25 Active Points); OIHID (-1/4)
Powers Cost: 568
Cost Skill
UNTIL Superhero Liason Package
2 1) KS: International Law and Law Enforcement 11-
2 2) KS: The United Nations 11-
2 3) KS: UNTIL 11-
3 4) Criminology 14-
2 5) KS: World Politics 11-
2 6) KS: World Supervillains 11-
2 7) PS: UNTIL Agent 11-
Skills Cost: 15
Cost Perk
6 Reputation: Popular Heroine (A large group) 11-, +3/+3d6
2 Contact: West Guard (Contact has useful Skills or resources, Contact limited by identity) 11-
5 Contact: PRIMUS Silver Avenger Amanda Dupree (Contact has useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) 12-
4 Contact: Dr Black & Dr White (Contact has very useful Skills or resources) 11-
UNTIL Superhero Liason Package
1 1) Fringe Benefit: Passport
5 2) Fringe Benefit: International Police Powers
2 3) Fringe Benefit: Membership: UNTIL SLP Member
Perks Cost: 25
Cost Talent
3 Bump Of Direction
Talents Cost: 3
Val Disadvantages
20 DNPC: The New Defenders 14- (As powerful as the PC; Useful Noncombat Position or Skills; Group DNPC: x8 DNPCs)
15 Hunted: Firewing 8- (Mo Pow, Harshly Punish)
10 Hunted: UNTIL 8- (Mo Pow, NCI, Watching)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code Versus Killing Common, Total
10 Psychological Limitation: Gets a kick out of being famous (Common, Moderate)
15 Psychological Limitation: Protective of family; Will sacrifice self for their benefit. (Uncommon, Total)
10 Psychological Limitation: Tends to "Mother" other heroes (Common, Moderate)
10 Reputation: Some are worried that she would allow children on her team., 11-
20 Social Limitation: Secret Identity: Allison Buckley (Frequently, Severe) [Notes: Severe because if any of the family is discovered, they all are.]
Disadvantage Points: 150

Base Points: 500Experience Required: 166Total Experience Available: 166Experience Unspent: 0Total Character Cost: 816

Height: 1.61 m Hair: Black
Weight: 55.00 kg Eyes: Blue
Appearance: Allison hasa black hair and blue eyes. She wears her hair long in her heroic id, in a knot or ponytail normally. She dresses in mondern, but adult fashions that compliment her figure but don't look trashy. As Asure Angel she wears a sky blue body suit with a white Wing pattern on her chest that extends down her torso to her legs. Her mask is a full face mask that leaves her eyes, nose, and mouth free.Personality: Though she is hesitant to claim religion, Allison is a very spiritual person. She believes that her family was chosen by a higher power to bear the powers they now possess, and her children and husband have done her proud. She tries to tone down the "mother-hen" routine in costume but sometimes it can't be helped. She started her family in her mid twenties and they have grown up so fast. She occasionally laments that she never got to take care of infants (their children were at least toddlers when they were adopted); and wonders if the Chaos energies that gave her superpowers may have altered her body so that she can conceive. She hasn't broached this idea with James or the kids, but its been at the back of her mind.

As Azure Angel, Allison takes a no nonsense approach to heroics. Her abilities are formidable and visually impressive; she is one of the most popular heroines on the west coast because of it.

Quote:"Bri- er -Wildfire! Becareful! Do not let Grond grab hold of you! Silver Eagle, distract the beast!"Background: Allison Buckley was heartbroken when told she was unable to conceive. She had only been married for a year and her hopes for a family were beginning to crumble. Uninterested in expensive fertility treatments, she and her husband James looked into adoption. Seven years later they had five wonderful children. On a trip to Arizona for their oldest son, Eric's graduation gift/Buckley family vacation, Allison and her entire family (even their three pets!) inadvertently gained superpowers due to the destruction of the Chaos Stone. Realizing that everything happens for a reason; Allison decided to acquiesce to her children's desire to become superheroes. However, this was done only on the condition that she (and their father) be named the "team leaders". Agreement was made and the New Defenders began operating in San Diego. Since that time, their oldest son has moved out of the "Base" and found his own apartment, UNTIL has designated the team as part of the organizations Superhero Liaison Program, and Allison has faced a bit of negative press for allowing her obviously adolescent children take part in the dangerous world of superheroes.Powers/Tactics: Azure Angel has the power of force manipulation. Her intelligence has also been increased as has her willpower and presence. She has become very creative with her abilities. When she flies; translucent feathered wings of blue white energy appear, she often shapes her force fields into archaic weapons and shields for dramatic effect. She has a glowing blue white halo of energy that serves as her "sensor ring".Campaign Use: The most powerful member of the New Defenders in terms of raw points and versatility, Azure Angel is a good team player but she spends alot of her time looking after her team. If she's too powerful scale her Multipower down to 75-90 points; get rid of a few abilities, and senses, and drop some of her special defenses. If she's not tough enough, then simply increase the size of her MP to fit your needs and up her basic abilities to compensate for the new points. Azure Angel is built on more points than the rest of her family to allow for her great powers.
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Saturday 03/06/2004Silver EaglePlayer: NPC; Member of the New Defenders

Val Char Cost
55 STR 45
23 DEX 39
28 CON 36
14 BODY 8
15 INT 5
12 EGO 4
25 PRE 15
18 COM 4
25 PD 14
25 ED 19
5 SPD 17
17 REC 0
60 END 2
60 STUN 4
6" RUN02" SWIM011" LEAP0Characteristics Cost: 212
Cost Power END
6 Accute Senses: +2 PER with all Sense Groups
5 Eagle Eyes: +3 versus Range Modifier for Sight Group
13 Environmental Resistance: LS (Extended Breathing: 1 END per 20 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)
50 Flight : Multipower, 50-point reserve
5u 1) Combat Flight: Flight 16", Reduced Endurance (1/2 END; +1/4), No Turn Mode (+1/4) (48 Active Points) 2
5u 2) Trans-Sonic Flight: Flight 10", No Turn Mode (+1/4), Reduced Endurance (1/2 END; +1/4), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1 km (+1/4) (50 Active Points) 2
8 Instant Change: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target (Clothes) ([slightly Limited]; -1/4) 1
5 Strong Willed: Mental Defense (7 points total)
4 Sturdy: Knockback Resistance -2"
17 Toughened Flesh: Damage Resistance (20 PD/15 ED)
7 Wrist Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (Wrist Radio; -1/2)
Brick Tricks
20 1) Distance Punch: Double Knockback on up to 55 STR (41 Active Points); Requires A Brick Tricks Skill Roll (-1/2), Increased Endurance Cost (2x END; -1/2) 8
22 2) Flick Of Unconsciousness: Energy Blast 5d6, No Normal Defense (Lack Of Weakness on Defenses covering head, or any innate rPD protecting the head; +1) (50 Active Points); No Range (-1/2), Requires A Brick Tricks Roll (-1/2), Side Effects (-1/4) 5
15 3) Thunderclap: Hearing Group Flash 6d6, Hole In The Middle (+1/4), Does Knockback (+1/4), Explosion (-1 DC/3"; +1) (45 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2), Requires A Brick Tricks Roll (-1/2) 4
Powers Cost: 182
Cost Martial Arts Maneuver
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 65 STR to Disarm
4 Escape: 1/2 Phase, +0 OCV, +0 DCV, 70 STR vs. Grabs
5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
3 Grapple: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 65 STR for holding on
5 Power Strike: 1/2 Phase, -2 OCV, +1 DCV, 15d6 Strike
4 Strike: 1/2 Phase, +0 OCV, +2 DCV, 13d6 Strike
3 Throw: 1/2 Phase, +0 OCV, +1 DCV, 11d6 +v/5, Target Falls
Martial Arts Cost: 32
Cost Skill
9 Power: Strength Skills 15-
24 +3 with All Combat
1 Criminology 8-
3 Deduction 12-
1 Forensic Medicine 8-
3 Interrogation 14-
3 Paramedics 12-
3 Scholar
2 1) KS: Criminal Law (3 Active Points) 12-
1 2) KS: International Law and Law Enforcement (2 Active Points) 11-
2 3) KS: Law (3 Active Points) 12-
1 4) KS: The United Nations (2 Active Points) 11-
1 5) KS: UNTIL (2 Active Points) 11-
1 6) KS: World Politics (2 Active Points) 11-
1 7) KS: World Supervillains (2 Active Points) 11-
3 Streetwise 14-
Skills Cost: 59
Cost Perk
1 Fringe Benefit: Passport
3 Fringe Benefit: Membership: The New Defenders
Perks Cost: 4
Cost Talent
20 Combat Sense 17-
Talents Cost: 20
Val Disadvantages
15 DNPC: The New Defenders 11- (As powerful as the PC; Useful Noncombat Position or Skills; Group DNPC: x8 DNPCs)
10 Hunted: Ankylasaur 8- (As Pow, Harshly Punish)
10 Hunted: UNTIL 8- (Mo Pow, NCI, Watching)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code Versus Killing Common, Total
10 Psychological Limitation: Girl Crazy (Common, Moderate)
15 Psychological Limitation: Overconfident (Common, Strong)
15 Psychological Limitation: Yearns for independance; a young man in need of starting his own life (Very Common, Moderate)
5 Rivalry: Professional (Gilgamesh of the Victory Squadron; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
20 Social Limitation: Secret Identity: Eric Buckley Frequently (11-), Severe
10 Vulnerability: Electrical Based Attacks (Common)
Disadvantage Points: 150

Base Points: 200Experience Required: 159Total Experience Available: 159Experience Unspent: 0Total Character Cost: 509

Height: 1.86 m Hair: Black
Weight: 100.00 kg Eyes: Brown
Appearance: Silver Eagle has a black costume with a silver eagle on his chest, white arms and boots, black gloves with red bands at the elbow, and a black mask that covers his head save for his scalp, eyes, nose, mouth, and chin. Eric wears tee shirts and jeans when not in her mode.Personality: Eric is actually having a hard time as a superhero. He desperately wants his independance and has considered leaving the "team"; but at the same time he knows they need him and that he needs them. He was grateful that his parents let him get his own apartment. He has taken the UNTIL scholarship and is studying to be a criminal science and investigation specialist. Being a hero is great and the benefits of a superhuman physique have proven invaluable in a college campus filled with attractive coeds.Quote:"Its okay miss, I won't drop you."Background: Eric Buckley gained his powers along with the rest of his family back in 2003. Now gifted with Phenominal strength, endurance, and the ability to fly, he acts as the superhero Silver Eagle. The first of the team to move out, he has an apartmetn nearby the New Defender's base.Powers/Tactics: Silver Eagle has two speeds, Fast and Blazingly fast. He is mobile and almost supernaturally skilled at using his physical prowess in combat. He has developed a few "brick tricks" to further enhance his combat effectiveness.Campaign Use: Eric is pretty standard brick material if he's too tough, take away his "Combat' ability martial arts and skills. Drop the megascaled movement and reign in his defenses. If he's not tough enough, bring his strength to 60 and up his Brick Tricks arsenal.
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Sunday 03/07/2004CircePlayer: NPC; Member of the New Defenders

Val Char Cost
15 STR 5
21 DEX 33
18 CON 16
12 BODY 4
13 INT 3
16 EGO 12
23 PRE 13
30 COM 10
8 PD 5
8 ED 4
4 SPD 9
10 REC 6
40 END 2
30 STUN 1
6" RUN02" SWIM03" LEAP0Characteristics Cost: 123
Cost Power END
80 Adaption: (Total: 80 Active Cost, 80 Real Cost) Energy Damage Reduction, Resistant, 50% (Real Cost: 30) plus LS (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) (Real Cost: 50)
6 Clothes Horse: Cosmetic Transform 2d6 (Clothes Into Any Other Clothing), Improved Target Group (+1/4) (12 Active Points); Limited Target Limited (-1/2), No Range (-1/2) 1
5 Hardended Flesh: Damage Resistance (8 PD/8 ED) (8 Active Points); Costs Endurance (-1/2) 1
95 Matter Manipulation: Multipower, 95-point reserve
6u 1) Aport Punch: (Total: 70 Active Cost, 60 Real Cost) Teleportation 10", Ranged (+1/2), Usable As Attack (+1) (50 Active Points) (Real Cost: 50) plus Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), Linked (Teleportation; -1/2) (Real Cost: 10) 7
5u 2) Aportation: Teleportation 10", Ranged (+1/2), Usable As Attack (+1) (50 Active Points) 5
5u 3) Circe's Curse: Major Transform 5d6 (Human Into Any Animal), Improved Target Group (any animal) (+1/4) (94 Active Points); Limited Target Humans (-1/2), Limited Range (30") (-1/4) 9
5u 4) Matter Control: Telekinesis (30 STR), Fine Manipulation (55 Active Points) 5
5u 5) Matter Lance: Energy Blast 8d6, Indirect (Any origin, any direction; +3/4) (70 Active Points); Limited Range (30") (-1/4) 7
1u 6) Override: Aid STR, DEX, CON, or BODY 3d6, One Power At A Time (+1/4) (37 Active Points); Activation Roll 14- (-1/2), Side Effects (-1/2), Self Only (-1/2)
5u 7) Teleportation Gate: Teleportation 15", Usable By Other (+1/4), Area Of Effect (One Hex; +1/2), Continuous (+1) (82 Active Points); Gate (-1/2) 8
4u 8) Teleportation: Teleportation 20" (40 Active Points) 4
9u 9) Transmutation: Major Transform 3d6 (anything into anything), Improved Target Group (anything) (+1) (90 Active Points) 9
7 Wrist Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (Wrist Radio; -1/2)
Powers Cost: 238
Cost Skill
5 +1 with Ranged Combat
3 High Society 14-
2 KS: Greek Mythology 11-
2 KS: World Politics 11-
2 KS: World Supervillains 11-
3 Persuasion 14-
3 Seduction 14-
3 Teamwork 13-
Skills Cost: 23
Cost Perk
3 Fringe Benefit: Membership: The New Defenders
1 Fringe Benefit: Passport
Perks Cost: 4
Val Disadvantages
15 DNPC: Matthew Lang (Romantic Interest) 8- (Normal; Unaware of character's adventuring career/Secret ID)
15 DNPC: The New Defenders 11- (As powerful as the PC; Useful Noncombat Position or Skills; Group DNPC: x8 DNPCs)
15 Distinctive Features: Unearthly grace and beauty (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Hunted: Arachne 8- (As Pow, Harshly Punish)
10 Hunted: UNTIL 8- (Mo Pow, NCI, Watching)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code Versus Killing Common, Total
15 Psychological Limitation: Fearless (Common, Strong)
10 Rivalry: Professional and Romantic (Becky McBride (aka Arachne), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
20 Social Limitation: Secret Identity: Eric Buckley Frequently (11-), Severe
Disadvantage Points: 150

Base Points: 200Experience Required: 38Total Experience Available: 38Experience Unspent: 0Total Character Cost: 388

Height: 1.67 m Hair: Black
Weight: 46.00 kg Eyes: Brown
Appearance: Akela is an absolutely stunning young woman of polynesian decent with brown eyes and long black hair. She dresses like a teenager. Her costume is less modest than her parents would like but since she creates it herself they can't stop her. As Circe, she wears a strapless, skin hugging, white one pice bathing suit with golden sandals, golden bracelets a golden crown and a white dominoe mask.Personality: A good girl with a strong sense of right and wrong, Circe simply won't stand for evil in her presence. She seemingly has no fear and will enter into truely horrific situations without a second thought for her own safety. She has a crush on a local boy and is trying to get close to him without intimidating him with her presence or scare him off with her family.Quote:"Since you insist on acting like a pig...why don't you try looking the part?"Background: Given bizzare powers over matter itself, Akela Buckley took the name of the famous Greek magician Circe as her crimefighting name. She is the oldest child still living at home and sometimes feels that she has too much responsibility for her younger siblings and often years for her own freedom like her older brother Eric. Another aspect of her powers manifested in an unearthly physical beauty; Akela finds the attention from so many handsome men to be flattering and enjoys it but her parents are less than enthusiastic about it. Her adaption power's limits have yet been tested and neither she nor her family know that she is now an immortal. She will stop aging physically in about 4 years.Powers/Tactics: CIrce's powers involve matter manipulation; she can transform matter from almost anything into almost anything. Her "specialized" matter commands include transforming humans into harmless animals (heal back normally or she can cancel the effect), controlling matter in its natural form (telekinisis), using the surrounding environment to attack her foes (matter lance), and overriding her physical limitations (adding to her physical abilities). She can also transport matter via teleportation either as an attack or by creating gates or teleporting herself. She has recently learned to create a teleportation attack that allows her to throw a punch and hit the a target outside of her hand to hand range.Campaign Use: points wise Circe is one of the lowest of the New Defenders, however, her abilities make are a bit more versitile and can be unbalancing. If she's too tough for your campaign; remove her "transmutation" and "aportation" powers. If she's not tough enough increase her defenses (allthough resistant most of the time she really has very littel physical protection).
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Monday 03/08/2004KnightshadePlayer: NPC; Member of New Defenders

Val Char Cost
30 STR 20
23 DEX 39
25 CON 30
14 BODY 8
13 INT 3
17 EGO 14
25 PRE 15
10 COM 0
10/22 PD 4
10/22 ED 5
5 SPD 17
11 REC 0
50 END 0
50 STUN 8
6" RUN02" SWIM06" LEAP0Characteristics Cost: 163
Cost Power END
75 Shadowstuff Weilding: Multipower, 75-point reserve
4u 1) Body Of The Shadow: Desolidification (affected by darkness or light powers) (40 Active Points) 4
4u 2) Darkblast: Energy Blast 9d6 (45 Active Points) 4
6u 3) Dark Chains: Entangle 5d6, 5 DEF (Stops A Given Sense Group Sight Group) (60 Active Points) 6
5u 4) Darkness: Darkness to Sight Group 4" radius, Personal Immunity (+1/4) (50 Active Points) 5
7u 5) Darkwall: Force Wall (8 PD/8 ED/10 Power Defense) (Opaque Sight Group) (75 Active Points) 7
3u 6) Eyes Of The Shadow: Clairsentience (Sight Group), x16 Range (1600") (40 Active Points); Only Through Darkness/Shadows (-1/4) 4
2u 7) Merge With Shadows: Invisibility to Sight Group (20 Active Points); Only In Darkness/Shadows (-1/4) 2
6u 8) Nightmask: Sight Group Flash 8d6, No Normal Defense (ED Force Field; +1/2) (60 Active Points) 6
3u 9) Shadow Realm Gates: Extra-Dimensional Movement (Single Dimension: The "Shadow Realm"), x8 Increased Weight (35 Active Points) 3
3u 10) Stepping Through Shadows: Teleportation 20" (40 Active Points); Only Through Darkness/Shadows (-1/4) 4
5u 11) Terrors Of The Dark: Drain PRE 4d6, Ranged (+1/2) (60 Active Points); Only Versus Targets In Darkness/Shadows (-1/4) 6
36 Knights Vestements: Armor (12 PD/12 ED)
20 Shadowblade: HA +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2) 3
5 Nighteyes: Nightvision
12 Protected Vision: Sight Group Flash Defense (12 points)
2 Heavy "Armor": Knockback Resistance -1"
5 Seemless Armor: Lack Of Weakness (-5) for Mental Defense
13 Shadow Armor: LS (Extended Breathing: 1 END per 20 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)
20 Shadow Mantle: Power Defense (20 points)
7 UNTIL Wrist Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (Wrist Radio; -1/2)
15 Jackson's form: Multiform (50 Character Points in the most expensive form) (Instant Change)
Powers Cost: 258
Cost Skill
5 +1 with HTH Combat
10 +2 with Ranged Combat
3 Climbing 14-
1 Criminology 8-
1 High Society 8-
2 KS: Legends of King Arthur 11-
2 KS: The Sports World 11-
2 KS: The Superhuman World 11-
3 Paramedics 12-
3 Shadowing 12-
3 Stealth 14-
3 Streetwise 14-
2 Survival (Urban) 12-
3 Teamwork 14-
Skills Cost: 43
Cost Perk
1 Fringe Benefit: Passport
3 Fringe Benefit: Membership: The New Defenders
Perks Cost: 4
Val Disadvantages
20 DNPC: The New Defenders 11- (As powerful as the PC; Group DNPC: x8 DNPCs)
15 Hunted: Black Paladin 8- (Mo Pow, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code of Chivalry (Jackson has done his best to emulate his heroic ideals) (Common, Total)
10 Psychological Limitation: Doesn't like to think of his past (Common, Moderate)
15 Psychological Limitation: Fiercely protective of family. (Common, Strong)
10 Psychological Limitation: Likes acting larger than life (Common, Moderate)
20 Social Limitation: Secret Identity (Frequently, Severe) [Notes: If one of the family is unmasked they all are.]
20 Vulnerability: 2 x STUN Light Based Attacks (Common)
Disadvantage Points: 150

Base Points: 200Experience Required: 118Total Experience Available: 118Experience Unspent: 0Total Character Cost: 468

Height: 1.88 m Hair: Black
Weight: 100.00 kg Eyes: Brown
Appearance: Tall and lean; jackson is nearly 6 feet tall and still growing; he wears typical so-cal fashions. As Knightshade, he appears to be a medival knight in dull black armor over blackened chain mail. Over this, a black tabbard. However, there seems to be a depth to the armor as its features can be easily seen. The armor doesn't reflect light. As Knightshade, Jackson's voice becomes deeper but not hollow, evil, or even frightening; its an oddly comforting and strong voice that exudes confidence and valor. While he is normally 5'11'' and weighs about 150lbs, in his Knightshade personae he is 6'1'' and weighs a heafty 220lbs.Personality: Jackson took to his powers like a fish to water. He thinks his shadow form is cool and he plays at being a grim stalker in the night. He is very protective of his family; of all their children, Jackson is the only one who was actually taken from his parents. While the scars from his abusive childhood are barely noticable these days, his loyalty to his family is absolute and if anyone seriously hurt one of them Jackson would stop at nothing to avenge them.Quote:"Good guys wear black."Background: After the accident gave him the ability to transform into what might be called a "Shadow" Elemental; Jackson took the name Knightshade and now fights alongside his family against the forces of evil. Jackson, a long time devotee to the Arthurian Legends (he learned to read with James Buckley who had read Mort D'Arthur as a child), took a "Black Knight" personae.Powers/Tactics: Once he transforms to his "shadow self"; Jackson is physically stronger and able to create and command tangible darkness. He is a very creative young man and has developed an impressive arsenal of abilities.Campaign Use: Knightshade is an interesting dichotomy on the regular "Shadow world dweller". He is an up beat and caring young man. He is just as likely to comfort the innocent as to face the dragons, so to speak. If he's too powerful for you campaign; look to reduce or remove his some of his shadow powers. If he's not tough enough then perhaps upgrade his powers to 90pt range and perhaps allow him to summon a flying "SHadow Steed." or some such.
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Tuesday 03/09/2004Celestia the LionessPlayer: NPC; Member of the New Defenders

Val Char Cost
25 STR 0
29 DEX 12
30 CON 0
28 BODY -4
13 INT 3
11 EGO 2
30 PRE 0
14 COM 2
12 PD 1
12 ED 0
6 SPD 1
11 REC 0
60 END 0
56 STUN 0
14" RUN02" SWIM05" LEAP0Characteristics Cost: 17
Cost Power END
12 Cat Fancy : Animal Handler (Felines) 20-
15 Celestial Light: Elemental Control, 30-point powers
15 1) Celestial Beam: EB 6d6 (30 Active Points) 3
15 2) Celestial Burst: Sight Group Flash 6d6 (30 Active Points) 3
8 3) Create Light: Sight Group Images Increased Size (16" radius; +1), +/-2 to PER Rolls (32 Active Points); Only To Create Light (-1) 3
8 Instant Change: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target (Clothes) ([slightly Limited]; -1/4) 1
Celestial Lioness Form, all slots OIHID (-1/4)
8 1) Animal Communication: Telepathy (animal class) 5d6 ( Animal class of minds) (25 Active Points); No Range (-1/2), Limited Class Of Minds Felines only (-1/2), Communication Only (-1/4), Incantations (-1/4), Visible (-1/4), OIHID (-1/4) 2
12 2) Fangs: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); OIHID (-1/4) 1
13 3) Flurry Of Claws: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Autofire (3 shots; +1/4) (19 Active Points); Reduced Penetration (-1/4), OIHID (-1/4) 2
2 4) Keen Hearing: Ultrasonic Perception (Hearing Group) (3 Active Points); OIHID (-1/4)
4 5) Keen Sense of Smell: Tracking with Normal Smell (5 Active Points); OIHID (-1/4)
4 6) Keen Vision: UV Perception (Sight Group) (5 Active Points); OIHID (-1/4)
20 7) Large Claws: Killing Attack - Hand-To-Hand 2d6 (3 1/2d6 w/STR) (30 Active Points); Reduced Penetration (-1/4), OIHID (-1/4) 3
12 8) Leonine Strength: +15 STR (15 Active Points); OIHID (-1/4) 1
36 9) Leonine Agility: +15 DEX (45 Active Points); OIHID (-1/4)
32 10) Leonine Toughness: +20 CON (40 Active Points); OIHID (-1/4)
32 11) Leonine Life Force: +20 BODY (40 Active Points); OIHID (-1/4)
16 12) Leonine Speed: +2 SPD (20 Active Points); OIHID (-1/4)
5 13) Lionine Toughness: +6 PD (6 Active Points); OIHID (-1/4)
5 14) Leonine Toughness: +6 ED (6 Active Points); OIHID (-1/4)
13 15) Leonine Quickness: Running +8" (14" total) (16 Active Points); OIHID (-1/4) 2
6 16) Protective Skin: Damage Resistance (8 PD/8 ED) (8 Active Points); OIHID (-1/4)
23 17) Regeneration: Healing 3d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2), OIHID (-1/4) [Notes: No Healing Max (see FREd p. 120).]
3 18) Tail: Extra Limb (1) (5 Active Points); Limited Manipulation (-1/4), OIHID (-1/4)
24 19) Supernatural Toughness: Physical Damage Reduction, Resistant, 50% (30 Active Points); OIHID (-1/4)
4 20) Terrifying Roar: +10 PRE (10 Active Points); Only For Fear-Based Presence Attacks (-1), Incantations (must roar) (-1/4), OIHID (-1/4)
16 21) The Presense of the Lion: +20 PRE (20 Active Points); OIHID (-1/4)
24 22) Energy Damage Reduction, Resistant, 50% (30 Active Points); OIHID (-1/4)
Powers Cost: 387
Cost Skill
3 Acrobatics 15-
3 Breakfall 15-
3 Climbing 15-
3 Contortionist 15-
2 KS: The Superhero World 11-
1 Paramedics 8-
3 Shadowing 12-
3 Stealth 15-
3 Teamwork 15-
3 Tracking 12-
Skills Cost: 27
Cost Perk
1 Fringe Benefit: Passport
3 Fringe Benefit: Membership: The New Defenders
Perks Cost: 4
Val Disadvantages
20 DNPC: New Guardians 11- (As powerful as the PC; Group DNPC: x8 DNPCs)
5 Distinctive Features: Catgirl (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Hunted: Fenris 8- (As Pow, Harshly Punish)
10 Hunted: UNTIL 8- (Mo Pow, NCI, Watching)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Idolizes her eldest brother, Eric (Common, Moderate)
15 Psychological Limitation: Insatiable curiosity (Very Common, Moderate)
10 Psychological Limitation: Responsible daughter; doesn't really have fun (Common, Moderate)
5 Rivalry: Professional (Wildfire (Brother), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
20 Social Limitation: Secret Identity: Aimee Buckley (Frequently, Severe)
5 Unluck: 1d6
Disadvantage Points: 150

Base Points: 200Experience Required: 85Total Experience Available: 85Experience Unspent: 0Total Character Cost: 435

Height: 1.45 m Hair: Brown
Weight: 32.00 kg Eyes: Green
Appearance: Looks like a pretty preteen girl (age 12). When she becomes Celestia she becomes a pretty pre-teen Cat-Girl with long, wild, white hair and fair skin. Her ears are white and poke up through her hair and she has a white tail that is limited in its mobility. Her costume is a golden one piece bathing suit with a spot for her tail. The neck and shoulders are fringed with white fur. In her human form her hair is much shorter, just past her chin. When she uses her Celestial Light powers a silver blue egyptian style eye appears glowing on her forehead and her eyes glow silver blue rather than their usual green.Personality: Responsible, Aimee always does her chores and her homework. She keeps cool and doesn't show off her powers; protects Wildfire during combat (he's the youngest!) and pretty much acts like the world is on her shoulders. Then she transforms into Celesita! She giggles and chases mice. She has an insatiable curiosity in both forms and is a brave girl at any rate.Quote:"Brian! Mom said to do your homework!"

"Rowrrrrrr."

"This kitty says that a strangely dressed human went that way."

Background: Only twelve when she aquired her superhuman powers, Aimee has adapted marvelously. Something of an were lion; Aimee has shown no loss of control during the various phases of the moon. She is also able to summon a silvery white light in both her "Heroic" form and her "normal" form. Even in her larger "heroic" form, Aimee is obviously a child and this has some agencies and citizens up in arms over the thought of someone so young "being forced into the dangerous world of superheroics". Aimee and her younger brother are the most frustrated by these "busy-bodies"; what do they expect? Two superpowered preteens sitting on the sidelines while VIPER takes over the world? DUH.Powers/Tactics: Celestia tends towards chaotic fighting techniques. Her claws are tough enough to rend human beings so she tries to avoid using them on liveing beings. Against agents she tends towards using movebys and haymakers. She can take alot more punishment than she looks capable and has no fear when entering into the thick of things.Campaign Use: Celestia is young and her powers are at a lower level than her siblings. As she grows so too will they. Right now, if she's too powerful for your campaign simply get rid of her Celestial powers. If she's not tough enough raise her STR to 35 and her claws to 21/2 d6. Then consider improving her Celestial Light powers. Note: She can use her Celestial Elemental Control in either Hero or Normal IDs.
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Wednesday 03/10/2004SalamanderPlayer: NPC; Member of the New Defenders

Val Char Cost
15 STR 5
17 DEX 21
40 CON 60
10 BODY 0
10 INT 0
11 EGO 2
15 PRE 5
10 COM 0
5 PD 2
15 ED 7
4 SPD 13
11 REC 0
80 END 0
40 STUN 2
6" RUN02" SWIM03" LEAP0Characteristics Cost: 117
Cost Power END
27 Absorb Fire: Absorption 8d6 (energy, Energy to STUN) (40 Active Points); Limited Phenomena (Fire Only) (-1/2) 0
40 Fiery Flight: Flight 20" 4
4 Fiery Warmth: Life Support (Safe in Intense Cold; Safe in Intense Heat) 0
40 Fire Immunity: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Limited Type Of Attack Fire (-1/2) 0
90 Firey Plasma Manipulation: Multipower, 90-point reserve
4u 1) Dessicate : Energy Blast 4d6, No Normal Defense (LS: Safe Enviroment: Intense Heat; +1) (40 Active Points) 4
6u 2) Extinguish Fire: Dispel Fire Powers 16d6, One At A Time (+1/4) (60 Active Points) 6
4u 3) Fire Blast: Energy Blast 8d6 (40 Active Points) 4
6u 4) Fire Mastery: Suppress Fire Powers 4d6, All Powers Simultaneously (+2) (60 Active Points) 6
4u 5) Flashfire: Sight Group Flash 8d6 (40 Active Points) 4
4u 6) Immolation: Killing Attack - Ranged 2d6, Area Of Effect (One Hex; +1/2), Indirect (Any origin, always fired away from attacker; +1/2) (60 Active Points); No Knockback (-1/4), Not Vrs Targets In Or Under Water (-1/4) 6
1u 7) Kindle Fire: Killing Attack - Ranged 1 point, Sticky (Only Affects Flammables; +1/4), Indirect (Any origin, always fired away from attacker; +1/2), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Continuous (+1) (19 Active Points); Limited Range (20") (-1/4) 0
5u 8) Nova-Fire I: (Total: 90 Active Cost, 54 Real Cost) Energy Blast 8d6 (Real Cost: 40) plus Energy Blast + 10d6 (50 Active Points); Increased Endurance Cost (5x END; -2), Requires A Fire Power Skill Roll (-1/2) (Real Cost: 14) 29
2u 9) Pyrokinesis: Telekinesis (30 STR) (45 Active Points); Only Works On Fire/Heat/Plasma (-1) 4
8 Instant Change (one set of clothing): Cosmetic Transform 2d6 (Clothing into costume and vice-versa) (10 Active Points); Limited Target ([slightly Limited]; -1/4) 1
Powers Cost: 245
Cost Skill
20 +4 with Ranged Combat
3 Deduction 11-
2 KS: Cartoons 11-
2 KS: The Superhuman World 11-
3 Power: Fire Powers 11-
Skills Cost: 30
Cost Perk
1 Fringe Benefit: Passport
3 Fringe Benefit: Membership: New Defenders
Perks Cost: 4
Val Disadvantages
20 DNPC: New Defenders 11- (As powerful as the PC; Group DNPC: x8 DNPCs)
10 Enraged: If family member harmed (Uncommon), go 11-, recover 14-
10 Hunted: UNTIL 8- (Mo Pow, NCI, Watching)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Loves being a superhero (Very Common, Moderate)
15 Psychological Limitation: Protective of family (Common, Strong)
5 Rivalry: Professional (Celestia; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Minor (Age 10) (Frequently, Major)
20 Social Limitation: Secret Identity (Brian Buckley) (Frequently, Severe)
20 Vulnerability: 2 x STUN Cold Based Attacks (Common)
Disadvantage Points: 150

Base Points: 200Experience Required: 46Total Experience Available: 46Experience Unspent: 0Total Character Cost: 396

Height: 1.50 m Hair: Red
Weight: 29.00 kg Eyes: Gray
Appearance: A regular 10 year old with red hair and gray eyes. His costume is a red body suit (including full cowl) with golden gloves and boots with a flame pattern and a similar pattern on his chest.Personality: Brian is a good boy and he tries to help others. He doesn't use his powers to impress or bully his classmates (though he did show an older boy that small doesn't mean weak). He loves being a superhero and by the time he reaches the age most heroes begin their career he might just be one of the most powerful, experienced, and level headed heroes of his generation.Quote:"Don't worry. I won't let the fire hurt you."Background: Brian Buckley is ten. He has superpowers and fights crime. Brian loves his life. He looks up to and respects his brothers and sisters (though Aimee is too bossy) and loves his superpets. He has grown up alot quicker than he should have; fighing VIPER agents out to kill you will do that. He took the name Salamander from one of his friend's older brother's RPG books.Powers/Tactics: Although he seems to be a pyrokinetic; Brian's powers are actually based on super-hot plasma. He is nearly immune to heat based attacks and can control fire and other heat based effects. His knowledge of how to use his abilities has been honed by a year of practice with his family and he has been experimenting on his own.Campaign Use: Salamander should be nearly normal levels for a starting campaign. If he's too tough reduce his DC's and powers until you feel comfortable. If he's not strong enough give him a few more "Flavor" powers and then an "overdrive" attack with increased endurance and other limitations.
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Thursday Character

Titan

Sebastion Buckley

Val Char Cost
-5/45 STR -15
15 DEX 15
10/30 CON 0
7/13 BODY -6
11 INT 1
15 EGO 10
10/25 PRE 0
12 COM 1
3/22 PD 3
3/22 ED 1
3 SPD 5
4/12 REC 4
30/70 END 5
30/56 STUN 18
6"/24" RUN 0
2" SWIM 0
1"/13" LEAP 1
Characteristics Cost: 43
attachment.php?s=&postid=278147

Cost Power END
20 Bite: HKA 2d6 (2d6 / 4d6 w/STR) (30 Active Points); Only 1 pip damage available at normal size (-1/2) 3
3 Canine Ears: Ultrasonic Perception (Hearing Group) (Hearing Group) 0
5 Canine Nose: Tracking with Normal Smell 0
10 Entropic Protection: Power Defense (10 points) 0
9 Canine Senses: +3 PER with all Sense Groups 0
36 Enormous Legs: Running +18" (6"/24" total), Reduced Endurance (Half END; +1/4) (45 Active Points); Linked (Enormous Size; -1/4) 2
37 Enormous Size: Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 512 kg, -4 DCV, +4 PER Rolls to perceive character, 2 m tall, 1 m wide), Costs END Only To Activate (+1/4) (37 Active Points) 3
10 Environmental Resiliance: LS (Extended Breathing: 1 END per Turn; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0
16 Gigantic Defense: (Total: 30 Active Cost, 16 Real Cost) +15 PD (15 Active Points); Linked (Enormous Size; -1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4) (Real Cost: 8) plus +15 ED (15 Active Points); Linked (Enormous Size; -1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4) (Real Cost: 8)
11 Gigantic Muscles: +20 STR (20 Active Points); Linked (Enormous Size; -1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4) 2
27 Gigantic Physique: +20 CON (40 Active Points); Linked (Enormous Size; -1/4), Lesser Power can only be used when character uses greater Power at full value (-1/4)
11 Gigantic Resilience: Damage Resistance (20 PD/20 ED) (20 Active Points); Linked (Enormous Size; -1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4) 0
24 Gigantic Toughness: (Total: 30 Active Cost, 24 Real Cost) Physical Damage Reduction, Resistant, 25% (15 Active Points); Linked to 30 points or more of Growth (-1/4) (Real Cost: 12) plus Energy Damage Reduction, Resistant, 25% (15 Active Points); Linked to 30 or more points of Growth (-1/4) (Real Cost: 12)
8 Impressiveness: +15 PRE (15 Active Points); Linked (Enormous Size; -1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4)
7 Leap: Leaping +2" (0"/12" forward, 0"/6" upward) (Accurate) 1
Powers Cost: 234

Cost Skill
30 +6 with HTH Combat
5 +1 with DCV
5 Concealment 13- (7 Active Points); Self Only (-1/2)
2 KS: The Superhuman World 11-
2 PS: Retrieve/Fetch 11-
7 Stealth 14-
3 Teamwork 12-
3 Tracking 11-
Skills Cost: 57

Cost Talent
3 Lightsleep
14 Fearless
Talents Cost: 17

Val Disadvantages
15 Distinctive Features: Gigantic Dog (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15 Enraged: If family harmed (Uncommon), go 11-, recover 11-
10 Hunted: UNTIL 8- (Mo Pow, NCI, Watching)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
5 Physical Limitation: Small (no larger than about 1m; +3" KB) Infrequently, Slightly Impairing
10 Physical Limitation: Very Limited Manipulation Frequently, Slightly Impairing
10 Psychological Limitation: Attention Hog; Loves to play with anyone (Common, Moderate)
10 Psychological Limitation: Loves to chew (Common, Moderate)
20 Psychological Limitation: Slavishly Devoted to the Buckley Family (Common, Total)
15 Reputation: Superdog!, 11- (Extreme)
15 Social Limitation: Pet; limited civil rights (Occasionally, Severe)
Disadvantage Points: 145
Cost Summary:Base Points:200Disadvantage Points: 145Experience Required: 6Total Experience Available: 6Total Character Cost: 351Height: 0.50 mHair: BrownWeight: 8.00 kgEyes: BrownAppearance: A fawn pug in his normal guise, Sebastian can transform into a 2 meter tall dog weighing several hundred pounds. "Titan" as he was dubbed in this form has darker fur and his pug features are slightly altered (less bulbous eyes, longer canines, etc) and really looks nothing like the cute family dog he normally is.Personality: He's a dog. Highly intelligent, but still a dog. He likes to chew on things, tables, mail, chewtoys, anything. Since his intelligence has been "Elevated" he has curbed his more destructive urges, but he still goes through the toys like you wouldn't believe. His increased intelliegence lets him know that his "Big Dog" name is TItan and his regular name is Sebastion.Quote:"ARF!"

"WOOF!"

Background: Sebastion, the family pug was given the ability to make his size match his bravery. Highly intelligent, but still unable to truely talk, Titan can take detailed instruction and is a very well disciplined dog. He generally stays at his normal size unless his family is threatened or he is commanded by them to do so.Powers/Tactics: Realizing that he isn't supposed to tear his opponents limb from limb; Titan tends to body tackle or swat his opponents with his front paws. Should he witness one of his family in danger he will not hesitate to rush to their aid and he will go for the throat then.Campaign Use: He's a super dog.
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Friday 03/12/2004Here's Althus...Althos The MagnificentPlayer: NPC; Member of New Defenders

Val Char Cost
-10 STR -20
18 DEX 24
20 CON 20
5 BODY -10
23 INT 13
26 EGO 32
15 PRE 5
14 COM 2
4/29 PD 4
4/24 ED 0
5 SPD 22
6 REC 4
80 END 20
30 STUN 15
6" RUN02" SWIM02" LEAP0Characteristics Cost: 131
Cost Power END
125 Psionic Mastery: Multipower, 125-point reserve
5u 1) Group Hallucination: Sight, Hearing, Touch, Smell/Taste, Radio and Mental Groups Images x4" Radius (+1/2), +/-3 to PER Roll (66 Active Points); Only Perceived By Persons Originally In Affected Area (-1/4) 7
4u 2) Mental Clarity: Aid INT 4d6 (40 Active Points) 0
4u 3) Mental Paralysis: Entangle 3d6, 3 DEF, Takes No Damage From Attacks Physical Attacks (+1/4), Works Against EGO, Not STR (+1/4), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1) (75 Active Points); Mental Defense Adds To EGO (-1/2), Cannot Form Barriers (-1/4) 7
5u 4) Mental Scanning: Mind Scan 10d6 (50 Active Points) 5
2u 5) Mental Shadow: Darkness to Mental Group 4" radius, Personal Immunity (+1/4) (25 Active Points) 2
17m 6) Mind Blast: Ego Attack 6d6 ( Human and Additional Class of Minds: Animal classes of minds), Reduced Endurance (1/2 END; +1/4) (87 Active Points) 3
5u 7) Mindscapes: Mental Illusions 8d6 ( Human and Additional Class of Minds: Animal classes of minds) (50 Active Points) 5
6u 8) Neural Blindness: Sight Group Flash 6d6, Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1) (60 Active Points) 6
8u 9) Psionic Surgery: Major Transform 3d6 (Add, Remove, or Alter Memories and Psych Limitations), Works Against EGO, Not BODY (+1/4), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1) (101 Active Points); Limited Target Humans and Animals (-1/4) 10
2u 10) Psionic/Telekinetic Disguise: Shape Shift (Sight, Mental, Touch and Hearing Groups), Instant Change (24 Active Points) 2
20m 11) Telekinesis: Telekinesis (48 STR), Fine Manipulation, Reduced Endurance (1/2 END; +1/4) (102 Active Points) 4
4u 12) Telekinetic Claw Swipe: HKA 3d6 (45 Active Points) 4
5m 13) Telekinetic Flight: Flight 12" (24 Active Points) 2
9m 14) Telekinetic Shield: Force Field (25 PD/20 ED) (45 Active Points) 4
20m 15) Telepathic Mastery: Telepathy 14d6 ( Human and Additional Class of Minds: Animal classes of minds), Reduced Endurance (1/2 END; +1/4) (100 Active Points) 4
5u 16) Unclear Thoughts: Change Environment 16" radius, -4 INT Roll and all INT, Personal Immunity (+1/4) (46 Active Points) 5
11 Animal Communication: Telepathy 5d6 ( Animal class of minds) (25 Active Points); No Range (-1/2), Communication Only (-1/4), Incantations (-1/4), Visible (-1/4) 2
10 Aura Vision: Detect Aura 14- (Unusual Group), Discriminatory 0
5 Bite: HKA 1 point 1
5 Cat's Eyes: Nightvision 0
5 Cat's Nose: Tracking with Normal Smell 0
9 Cat's Senses: +3 PER with All Sense Groups 0
5 Claws: HKA 1 point 1
7 Conquer With Cuteness: Seduction 14-
4 Flee!: Running 3" (6 Active Points); Increased Endurance Cost (x2 END; -1/2) 2
1 Flurry Of Claws: Claws: Autofire (3 shots; +1/4) for up to 5 Active Points (1 Active Points) 1
13 Mental Bastion: Power Defense (20 points) (20 Active Points); Only Works Against Limited Type Of Attack attacks versus, or involving mental/psionic powers (-1/2) 0
20 Mind Shield: Mental Defense (25 points total) 0
2 Pounce: Leaping +2" (2" forward, 1" upward) 1
50 Psionic Defense Reflex: Ego Attack 2d6, Damage Shield (+1/2), Continuous (+1) (50 Active Points) 5
Powers Cost: 393
Cost Skill
1 +1 with Claws
15 +3 with DCV
3 Breakfall 13-
3 Climbing 13-
13 Concealment 22- (19 Active Points); Self Only (-1/2)
15 Stealth 19-
2 Survival (Temperate/Subtropical) 14-
3 Tactics 14-
3 Teamwork 13-
Skills Cost: 58
Cost Perk
3 Fringe Benefit: Membership: New Defenders
15 Contact: UNTIL Agent Maria De Monico (Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (15 Active Points) 11-
Perks Cost: 18
Val Disadvantages
10 Distinctive Features: Cat of Great Power (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Hunted: PSI 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
10 Physical Limitation: Tiny (.25m; +9" KB) Frequently, Slightly Impairing
15 Psychological Limitation: Aloof and Superior (Very Common, Moderate)
15 Psychological Limitation: Heroic In deed if not word (Common, Strong)
20 Psychological Limitation: Lets Humans Think They Own It, When It Really Owns Them Common, Total
10 Psychological Limitation: Likes to play with his foes (Common, Moderate)
10 Social Limitation: Cat. Considered property by law. (Occasionally, Major)
15 Social Limitation: Secret Identity (Mr. Wiskers) (Frequently, Major)
5 Unluck: 1d6
Disadvantage Points: 150

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

Height: 1.98 m Hair: White Fur
Weight: 99.00 kg Eyes: Blue
Appearance: Althos is a white, long haired persian cat (like in the movie) He wears a simple black collar. When operating with the New Defenders, he will occasionally adopt a disguise as a lean, tall, white haired man in a simple black bodysuit with a silver A on his belt buckle. The "human" has cat like eyesPersonality: A smug, yet good natured cat with vast mental powers; Althos has always been superior to everyone by his estimation, now its easier to show. Despite this he either stays hidden or adopts his psionic disguise as a human being when operating with the new defenders.Quote:"Wow, that was impressive. Now sit down and lick yourself; you need a bath."Background: Althos the Magnificent will calmly explain to you that he has always had his powers and that the chaos event only prompted him to take a more active role in the lives of his family. They need his guidance more now than they did before. Although he won't admit it to anyone, he doesn't mind being called Mr. Wiskers by his family and he is deeply moved by their heroism and unity. He is proud to work alongside them, yet has his aloof nature and reputation to consider. He is surprisingly close to the two family dogs especially now that they can converse (via Althos' telepathy) at an even level.Powers/Tactics: Althos has an impressive suite of Psychic powers, telepathy, ego domination, telekinisis. He is creative in his use of his powers and a surprisingly effective tactician. He is also really really smart.Campaign Use: Just a supergenius cat with mental powers. Play along and you won't get hurt. If Althos is too powerful then use another, stupider animal...just kidding. Drop his Multipower to 75 points and nix some of his extra abilities. If he's not tough enough work the other directionBtw. I don't really know how to feel here, Titan was downloaded twice, but the picture of my dog was hit 39 times. Cute and cuddly over silly niche character? Ah well...
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Saturday 03/13/2004The last of the New Defenders...Kid RoninPlayer: NPC; Member of New Defenders

Val Char Cost
30 STR 20
23 DEX 39
30 CON 40
25 BODY 30
10 INT 0
17 EGO 14
20 PRE 10
12 COM 1
18/22 PD 12
12/16 ED 6
5 SPD 17
12 REC 0
60 END 0
60 STUN 5
12" RUN07" SWIM012" LEAP0Characteristics Cost: 194
Cost Power END
9 Canine Communication: Telepathy 5d6 ( Animal class of minds) (25 Active Points); No Range (-1/2), Limited Class Of Minds Canines (-1/2), Communication Only (-1/4), Incantations (-1/4), Visible (-1/4) 2
3 Canine Ears: Ultrasonic Perception (Hearing Group) 0
5 Canine Nose: Tracking with Normal Smell 0
30 Combat Senses: Targeting with Normal Smell and Hearing Group 0
12 Fast: Running +6" (12" total) 1
17 His mind is ...odd: Mental Defense (20 points total) 0
11 Strong Legs: Leaping +6" (12" forward, 6" upward) (Accurate) 1
5 Strong Swimmer: Swimming +5" (7" total) 1
18 Super-Canine Senses: +6 PER with All Sense Groups 0
12 Toughened Flesh: Armor (4 PD/4 ED) 0
15 True Form (Large Dog): Multiform (75 Character Points in the most expensive form) 0
Powers Cost: 137
Cost Martial Arts Maneuver
Dogjutsu
8 1) +2 HTH Damage Class(es)
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) "Dog Boxing" Punches and Swipes: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike
4 4) Feint: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 5) Flying Kick: 1/2 Phase, +2 OCV, -2 DCV, 8d6 +v/5; FMove
4 6) Joint lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND ; Target Falls
5 7) Kick/Thurst Kick: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike
3 8) Lock Jaw: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on
4 9) Pack Rush: 1/2 Phase, +0 OCV, -2 DCV, 10d6 +v/5 Strike, FMove
3 10) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 8d6 Strike; Target Falls
4 11) Throat Rending: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6
3 12) Trip: 1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls
Martial Arts Cost: 50
Cost Skill
35 +7 with HTH Combat
3 Acrobatics 14-
3 Analyze: Style 11-
3 Breakfall 14-
3 Climbing 14-
5 Concealment 13- (7 Active Points); Self Only (-1/2)
10 Defense Maneuver I-IV
2 PS: One other PS, representing an additional trick 11-
2 PS: Retrieve/Fetch 11-
3 Shadowing 11-
5 Stealth 15-
2 Survival (Temperate/Subtropical) 11-
3 Teamwork 14-
Skills Cost: 79
Cost Perk
3 Fringe Benefit: Membership: New Defenders
Perks Cost: 3
Cost Talent
3 Lightsleep
Talents Cost: 3
Val Disadvantages
20 DNPC: New Defenders 11- (As powerful as the PC; Group DNPC: x8 DNPCs)
10 Hunted: Green Dragon 8- (As Pow, Harshly Punish)
10 Hunted: Shadow Dragon 8- (As Pow, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
5 Money: Poor [Notes: Shonen gets something of an allowance for when he's "Exploring Humanity", but its not much.]
10 Psychological Limitation: Aggressive and foreward (Common, Moderate)
15 Psychological Limitation: Overconfident (Very Common, Moderate)
20 Psychological Limitation: Protective of Family (Common, Total)
15 Psychological Limitation: Says what he feels; no tact (Very Common, Moderate)
5 Rivalry: Professional (Another "Martial Artist"; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
20 Social Limitation: Secret Identity: a Dog (Frequently, Severe)
Disadvantage Points: 150

Base Points: 200Experience Required: 116Total Experience Available: 116Experience Unspent: 0Total Character Cost: 466

Height: 1.83 m Hair: Blonde
Weight: 92.00 kg Eyes: Brown
Appearance: In his human form he is 6' tall and about 200lbs, lean muscle with a smallish waist and broad shoulders. His arms and legs are very muscular. His hair is blonde, comes about to his shoulders and is very disheveled. He has brown eyes and slightly elongated canines, and Japanese features. He wears a pair of billowy black pants and no shoes or shirt. He doesn't need a mask. When he returns to his canine form his pants become his collar.Personality: Shonen (japanese for "boy") takes great pride in the fact that he can become a man. Although far more intelligent than your average dog, he still finds the world of man to be strange and hard to comprehend, coming off as abrupt, foreward, and rude. Though extremely personable, he does get protective of his friends and family and always says what he is feeling. The youngest of the pets, Shonen's human form appears to be somewhere between the ages of 16-19. He is muscular but has a child's face and demeanor.Quote:"Hey, you're pretty, wanna kiss me?"

"You talk to much Green Dragon; how about we fight now?"

"GRRRRRRRRRRRRRR"

Background: Kid Ronin is the code name for Shonen, the Buckley Family's other dog. Shonen is a Tosa, a japanese breed occasionally called Japanese Mastifs. A large, muscular dog. During the Chaos event that gave the family superpowers, Shonen suddenly became capable of taking human form. Not only that, but in his Human form, Shonen is a very skilled fighter. Able to take a more active roll in the team than the other pets; Shonen has taken the name Golden Ronin and fights along side his family on a regular basis. He doesn't seem to have a limit to how long he can operate as a man.Powers/Tactics: Kid Ronin has very good physical attributes and a rough and tumble "martial arts" style he calls Dogjutsu. The "art" consists of a lot oc circular movement and grappling, throwing and the occasional leaping kick. He is an exceptional runner, leaper, and swimmer. He also seems to be "mildly" resistant to killing attacks. His senses are supercanine.Campaign Use: Rather than a human that tan become a dog, he's a dog that becomes human. Neat huh? Okay not terribly original but not common either. If he's too tough for you scale back his characteristics, I don't imagine that he's out of line though. If you want to toughen him up; give him either some more abilities (perhaps a hybrid dog/human form), some animal control abilities, or some wild martial arts abilities if that's the tone you want to take.
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Sunday 03/14/2004Well, its technically Sunday...Finished with the New Defenders. Gonna go Global. This is the Dynasty, a group of Asia-Based Supervillains lead by a man who wants to overthrow the Chinese government so they won't try to take his money. Dragon of the Silver MoonPlayer: NPC; Leader of the Dynasty

Val Char Cost
18/40 STR 8
23 DEX 39
20 CON 20
15 BODY 10
20 INT 10
15 EGO 10
23 PRE 13
12 COM 1
10/35 PD 6
10/35 ED 6
5/6 SPD 17
9 REC 2
40 END 0
40 STUN 6
6" RUN02" SWIM03 1/2"/13 1/2" LEAP0Characteristics Cost: 148
Cost Power END
50 Armor Weapons Systems: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2)
4u 1) Air Concussion Blast: Dispel Darkness 12d6, Area Of Effect (4" Radius; +1) (72 Active Points); Only vs smoke, mist, and related Darkness Power loses about a third of its effectiveness (-1/2), OIF (-1/2) 7
4u 2) Concussion Grenades: EB 10d6, Explosion (+1/2) (75 Active Points); 8 Charges (-1/2), OIF (-1/2) [8]
5u 3) Ion Blasters: EB 15d6 (75 Active Points); OIF (-1/2) 7
5u 4) Particle Beam: RKA 5d6 (75 Active Points); OIF (-1/2) 7
5u 5) Photonic Burst: Sight Group Flash 7d6, Area Of Effect (4" Radius; +1) (70 Active Points); OIF (-1/2) 7
20 Flight Systems: Multipower, 30-point reserve, (30 Active Points); all slots OIF (-1/2)
2u 1) Combat Flight: Flight 15" (30 Active Points); OIF (-1/2) 3
2u 2) Cruising Flight: Flight 10", MegaScale (1" = 10 km; +1/2) (30 Active Points); OIF (-1/2) 3
2u 3) FTL Travel (3 Light Years/day) (30 Active Points); OIF (-1/2) 0
11 Iron Clad Strength: +22 STR (22 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 2
4 Jump Jets: Leaping +6" (3 1/2"/13 1/2" forward, 1 1/2"/6 1/2" upward) (6 Active Points); OIF (-1/2) 1
7 Onboard Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 0
30 Power Supplies: Endurance Reserve (300 END, 20 REC) Reserve: (50 Active Points); OIF (-1/2) REC: (20 Active Points); OIF (-1/2), Slow Recovery 1 Minute (-1/2) 0
63 Powered Armor: Armor (25 PD/25 ED), Hardened (+1/4) (94 Active Points); OIF (-1/2) 0
5 Protected Hearing: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
5 Protected Radio: Radio Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
5 Protected Vision: Sight Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
8 Psionic Scramblers: Mental Defense (15 points total) (12 Active Points); OIF (-1/2) 0
9 Space Worthy: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); Costs Endurance (-1/2), OIF (-1/2) 2
9 Sword: HKA 1d6+1 (2d6+1 / 2 1/2d6 w/STR) (20 Active Points); OAF (-1), No Knockback (-1/4) 2
7 Telepathic Relays in Armor: +1 SPD (10 Active Points); OIF (-1/2)
9 Thermal Tracing Vision: IR Perception (Sight Group), Telescopic (+2 versus Range Modifier), Tracking, Transmit (14 Active Points); OIF (-1/2) 0
3 Nightvision (5 Active Points); OIF (-1/2) 0
Powers Cost: 274
Cost Martial Arts Maneuver
Thai Kick-Boxing
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Elbow/Knee Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 / HKA 1d6 +1
4 3) Foot Push: 1/2 Phase, +0 OCV, +0 DCV, 33 STR / 55 STR to Shove
4 4) Low Kick: 1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 / 10d6 Strike
4 5) Punch/Elbow Strike: 1/2 Phase, +2 OCV, +0 DCV, 5 1/2d6 / 10d6 Strike
5 6) Roundhouse Kick/Knee Strike: 1/2 Phase, -2 OCV, +1 DCV, 7 1/2d6 / 12d6 Strike
1 7) Weapon Element: Blades
1 8) Weapon Element: Clubs
1 9) Weapon Element: Polearms
1 10) Weapon Element: Staffs
Martial Arts Cost: 29
Cost Skill
16 +2 with All Combat
10 +2 with HTH Combat
3 Breakfall 14-
3 Bribery 14-
3 Bureaucratics 14-
3 Conversation 14-
3 Criminology 13-
3 High Society 14-
2 KS: High Society 11-
2 KS: Recreational Narcotics 11-
2 KS: Sexual Positions and Techniques 11-
2 KS: Thai Kick-Boxing 11-
2 KS: The Business World 11-
2 KS: The Industrial World 11-
2 KS: The Superhuman World 11-
2 KS: Wine Making 11-
4 Language: English (completely fluent) (3 Active Points)
4 Language: Japanese (completely fluent) (3 Active Points)
0 Language: Mandarin (idiomatic) (4 Active Points)
3 Oratory 14-
5 PS: CEO: Bai Long Enterprises 15-
2 PS: Ch'i-Centering 11-
3 Persuasion 14-
2 WF: Common Melee Weapons
1 WF: Staffs
Skills Cost: 84
Cost Perk
2 Fringe Benefit: Concealed Weapon Permit (where appropriate)
1 Fringe Benefit: International Driver's License
5 Fringe Benefit: Membership: The Dynasty (Leader)
1 Fringe Benefit: Passport
15 Money: Filthy Rich
19 Vehicles & Bases: Base
3 Well-Connected
17 1) Contact: Chinese Underground (Good relationship with Contact), Organization Contact (x3) (18 Active Points) 14-
2 2) Contact: Dr. Yin Wu (Contact has very useful Skills or resources) (3 Active Points) 8-
11 3) Contact: Japanese Underworld (Contact has very useful Skills or resources), Organization Contact (x3) (12 Active Points) 11-
1 4) Contact: Master Crane (2 Active Points) 11-
14 5) Contact: VIPER (Contact has extremely useful Skills or resources), Organization Contact (x3) (15 Active Points) 11-
Perks Cost: 91
Cost Talent
On Board 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) Eidetic Memory (5 Active Points); OIF (-1/2)
2 5) Lightning Calculator (3 Active Points); OIF (-1/2)
13 6) Universal Translator 13-, Earth Languages Only (+0) (20 Active Points); OIF (-1/2)
Talents Cost: 24
Val Disadvantages
10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
5 Enraged: When made fool of (Uncommon), go 8-, recover 14-
20 Hunted: Tiger Squad 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Arrogance (Common, Strong)
20 Psychological Limitation: Casual Killer (Common, Total)
10 Psychological Limitation: Greed (Common, Moderate)
10 Psychological Limitation: Hedonist (Common, Moderate)
15 Reputation: Asian Master Villain, 11- (Extreme)
10 Rivalry: Professional (Gon Zi - Another Businessman; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 300Total Experience Available: 300Experience Unspent: 0Total Character Cost: 650

Height: 1.70 m Hair: Black
Weight: 59.00 kg Eyes: Brown
Appearance: Cho Nan is a Chinese man of average height, a lean wirey build and a fierce, imposing gaze and presence. His features, voice, and manner are sharp. He wears business suits with a silver moon pin. The Dragon of the Silver Moon armor is humanoid, sleekly lined and appears as a Manga/Anime samurai. A dark blue tabbard over the silver armor has a black outline of an oriental dragon on a silver moon. His sword is a chinese broad sword with a golden hilt wrapped in black leather.Personality: Cho Nan is a man who does not like to be challenged. He was unappreciative of his empire in Hong Kong being under the control of China and left. He wants to "Free" China from the current government and replace it with one more sensitive to his needs and desires. He is a ruthless man who has put together a small army of superbeing level agents and uses them to enact his will. He is one of the 5 wealthiest men in Asia.Quote:"Do not dare to dream you can defeat me. I cannot loose, my destiny won't allow it."

"You are but a maggot to the Dragon of the Silver Moon"

Background: A billionare industrialist from Hong Kong, Cho Nan, left before the city was returned to China. Setting up shop in Tokyo; he has set about creating the Dynasty, a team of superhuman enforcers that will aid him in his efforts to dispose of the current Communist government in China. To this end he has his scientists create for him a suit of powered armor that, along with his intense physical training and combat skills has enabled him to step into the world of supervillainy as the Dragon of the Silver Moon. To his western allies and underlings he has taken the German name Alric as his "first" name.Powers/Tactics: Beyond his powered armor (which is pretty generic), the Dragon has trained intensively in the art of Muay Thai. Combined with his armor's strength and speed enhancements he can be a truely formidable foe. He tends to use his ranged attacks to soften his foes up but enjoys delivering the final blows hand to hand. His sword is mostly for show.Campaign Use: A lower end Criminal Mastermind from the east to bedevil your players. If he's too tough, reduce or remove his martial arts skills, drop his Multipower to 60 pts. If you want him to be more of a world beater on his own, raise the Multipower to 90-105 pts, add a few slots, and give him some more characteristics through the armor.
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Monday 3/15/2004Iron HorsePlayer: NPC; Member of Dynasty

Val Char Cost
40 STR 30
20 DEX 30
30 CON 40
15 BODY 10
13 INT 3
15 EGO 10
20 PRE 10
12 COM 1
22 PD 14
20 ED 14
5 SPD 20
15 REC 2
60 END 0
60 STUN 10
31" RUN02" SWIM018" LEAP0Characteristics Cost: 194
Cost Power END
19 Iron Hard Skin: Damage Resistance (20 PD/18 ED) 0
12 Rooted: Knockback Resistance -6" 0
15 Deadly Aim: Find Weakness 12- with Tetsubo Strike 0
10 Mighty Leaping: Leaping +10" (18" forward, 9" upward) 1
55 Trail Blazer: Running +25" (31" total), x4 Noncombat 5
Tetsubo, all slots OAF (-1)
18 1) Tetsubo Strike: HA +9d6 (45 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 4
10 2) Club Guard: Missile Deflection (Bullets & Shrapnel), +3 OCV (21 Active Points); OAF (-1) 0
2 3) Weapon Reach: Stretching 1" (5 Active Points); OAF (-1), Only To Cause Damage (-1/2), No Velocity Damage (-1/4) 1
Powers Cost: 141
Cost Martial Arts Maneuver
Wrestling, Professional
3 1) Body Slam: 1/2 Phase, +2 OCV, +1 DCV, 8d6 Strike; You Fall, Target Falls
4 2) Crush: 1/2 Phase, +0 OCV, +0 DCV, 12d6 Crush, Must Follow Grab
4 3) Duck: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 4) Fist/Forearm Smash: 1/2 Phase, +2 OCV, +0 DCV, 10d6 Strike
3 5) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on
4 6) Head-Bash: 1/2 Phase, +2 OCV, +0 DCV, 10d6 Strike
5 7) Stomp: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike
1 8) Weapon Element: Clubs (Fist/Forearm Smash only)
Martial Arts Cost: 28
Cost Skill
30 +6 with HTH Combat
3 Acrobatics 13-
3 Acting 13-
3 Breakfall 13-
5 Defense Maneuver I-II
3 Gambling (Craps, Mahjongg, Poker) 12-
2 KS: Asian Criminal Underworld 11-
2 KS: The Professional Wrestling World 11-
2 KS: The Superhero World 11-
2 Language: English (completely fluent) (3 Active Points)
0 Language: German (idiomatic) (4 Active Points)
3 Language: Japanese (fluent conversation) (2 Active Points)
2 Language: Mandarin (basic conversation) (1 Active Points)
4 PS: Criminal Enforcer 13-
3 PS: Pro Wrestler 13-
3 Paramedics 12-
3 Shadowing 12-
3 Stealth 13-
3 Streetwise 13-
3 Teamwork 13-
Skills Cost: 82
Cost Perk
1 Fringe Benefit: International Driver's License
1 Fringe Benefit: Passport
2 Fringe Benefit: Membership: Dynasty (Probational Member)
3 Reputation: Mid Card Wrestler (A medium-sized group) 11-, +3/+3d6
3 Contact: Wrestling World (Contact limited by identity), Organization Contact (x3) (3 Active Points) 11-
Perks Cost: 10
Cost Talent
15 Combat Sense 12-
Talents Cost: 15
Val Disadvantages
10 Distinctive Features: Huge Man (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Enraged: When Takes Body (Uncommon), go 11-, recover 11-
10 Hunted: Scorpio-7 (or a superheroic wrestler in your campaign) 8- (As Pow, Harshly Punish)
20 Hunted: Tiger Squad 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Bulldozer Syndrome (Common, Strong) [Notes: Somehow thinks he's God's gift to women, loves "macho" sports and events. Basically a goof. But he sometimes knows when to cut it out.]
15 Psychological Limitation: Crude, Violent, and Sexist (Very Common, Moderate)
10 Psychological Limitation: Greedy (Common, Moderate)
15 Social Limitation: Secret Identity: Robert Gutbrod (Frequently, Major)
20 Vulnerability: 2 x BODY Magic Based Attacks (Common)
Disadvantage Points: 150

Base Points: 200Experience Required: 120Total Experience Available: 120Experience Unspent: 0Total Character Cost: 470

Height: 2.00 m Hair: Blonde
Weight: 114.00 kg Eyes: Brown
Appearance: Think Superstar Billy Graham, Jessie the Body Ventura, and Hulk Hogan. With alot more hair. And a beard. Iron Horse is a nordic giant, he wears red leather pants, no shirt, and large studded bracers on his wrists. He has a broad, black leather belt, black combat boots, and wears no mask. His features are disguised by an obscurement spell. The spell doesn't affect cameras so he avoids being photographed or filmed while on the job. His enchanted club is a large, thick, and ornate Tetsubo that stands 6' longPersonality: Robert is a thug, smarter than average and a lot more worldly, but a thug none the less. He has shown the ability to work well with others, take orders, and none of the violence makes him at all squeamish. He loves having superpowers and gladly works for Dragon OTSM in return. He enjoys working in Asia but jumps at the chance to head back to Europe or America; he'd like to bust some heads in his old stomping grounds.Quote:"I will break you."

"Nice ass, how 'bout we go back to my place and leave the fighting to the other losers, eh?"

Background: Robert Gutbrod is a professional wrestler who sometimes moonlights as a thug. He was wrestling in Japan when he came across a fight between the Dragon of the Silver Moon and his men against the Tiger Squad. While most people fled, he watched the battle with some interest. His grasp of Japanese is pretty good so he asked who the combatants were. It turned out the the Dynasty had stolen plans from China's nulcear weapons program and were selling them to raise capital for a larger criminal presence in mainland China. The Tiger Squad, who rarely operates outside of China, had sent several members to retrieve the plans.

Robert watched the fight for a while and then, in what could only be called a foolish decision, he grabbed a piece of lumber from the wreckage of a building and waded into the combat. Having chosen his side, he blindsided Gossamer Storm and knocked her out of the fight. He was quickly dispatched by Earthquake Fist, but the act did not go unnoticed. The Dynasty had been searching for a replacement for Obsidian Horse, who had been arrested by UNTIL and had attempted to turn evidence against The Dynasty. Once he had been silenced, the hunt was on.

Robert was busted out of jail and offered superhuman powers and lots of money and women for his efforts. Liking the idea, Robert accepted and was given the name Iron Horse. He decided that he liked the lumber approach and was given an enchanted club.

Powers/Tactics: Granted his powers by Dr Yin Wu; Iron Horse has low level superhuman strength and toughness to back an impressive running and leaping abilities. His Tetsubo is enchanted to be stronger than steel. This he backs up with a decade of experience as a dedicated wrestler (ie, he knows how to fight for real) and a keen natural insight to hand to hand combat.Campaign Use: A different take on a light brick. He has more offense than defense however and tends to be more show than go. If you want to make him a little more balanced, drop the club damage to about 4d6 (14d6 with "Forearm smash/Punch"). If he's going to be easily overcome by your heroes increase his defenses to 25-30 range.
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Tuesday 03/16/2004Happy birthday to my dog Duncan! He's two! (his picture is featured for the character Titan)anyway...on with DynastyJade Rabbit Player: NPC; Member of the Dynasty

Val Char Cost
15 STR 5
23 DEX 39
18 CON 16
13 BODY 6
23 INT 13
23 EGO 26
23 PRE 13
22 COM 6
8/17 PD 5
8/17 ED 4
6 SPD 27
11 REC 8
36 END 0
30 STUN 0
16" RUN02" SWIM013" LEAP0Characteristics Cost: 168
Cost Power END
4 Daggers Flurry: Autofire (3 shots; +1/4) for up to 15 Active Points of Daggers KA (4 Active Points) 1
6 Daggers: HKA 1d6 (2d6 w/STR) (15 Active Points); OAF (-1), Reduced Penetration (-1/4), No Knockback (-1/4) 1
35 Foresight: Retrocognitive, Precognitive Clairsentience (Hearing And Sight Groups) (70 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; Character is totally unaware of nearby events; -1) 7
20 Increadible Leaping : Leaping +10" (13" forward, 6 1/2" upward) (Accurate, x4 Noncombat) 2
15 Mindsense: Detect Minds 14- (Mental Group), Discriminatory, Analyze 0
20 Precognative Good Fortune: Luck 4d6 0
5 Resistant Uniform: Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-1/2) 0
15 Precog Combat Skills: +3 with DCV
25 Runs Like the Wind: Running +10" (16" total), x4 Noncombat 2
8 Strong Willed: Mental Defense (13 points total) 0
3 Thrown Dagger: Range Based On STR (+1/4) for up to 15 Active Points of Daggers HKA (4 Active Points); Lockout (Cannot Use Dagger if Thrown until it is retreaved; -1/2) 1
Powers Cost: 156
Cost Martial Arts Maneuver
Jeet Kune Do (Jun Fan Kung Fu)
20 1) +5 HTH Damage Class(es)
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4 1/2d6 NND
4 4) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 10d6 Strike, Must Follow Block
4 5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 6) Grab/Joint Lock: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on
5 7) Kick/Knee Strike: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike
3 8) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls
4 9) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 4 1/2d6 NND
4 10) Punch/Elbow: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike
3 11) Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls
1 12) Weapon Element: Blades
1 13) Weapon Element: Clubs
1 14) Weapon Element: Polearms
1 15) Weapon Element: Staffs
Martial Arts Cost: 62
Cost Skill
30 +6 with HTH Combat
2 AK: Hong Kong 11-
3 Acrobatics 14-
3 Analyze: Style 14-
3 Breakfall 14-
3 Bribery 14-
3 Bugging 14-
3 Bureaucratics 14-
2 CK: Tokyo 11-
5 Conversation 15-
3 Criminology 14-
7 Deduction 16-
10 Defense Maneuver I-IV
3 Interrogation 14-
5 Language: English (idiomatic) (4 Active Points)
5 Language: Japanese (idiomatic) (4 Active Points)
0 Language: Mandarin (idiomatic) (4 Active Points)
3 Lockpicking 14-
3 Persuasion 14-
3 Scholar
1 1) KS: Chinese Underworld (2 Active Points) 11-
1 2) KS: Hong Kong Underworld (2 Active Points) 11-
1 3) KS: Japanese Underworld (2 Active Points) 11-
1 4) KS: Jeet Kune Do (Jun Fan Kung Fu) (2 Active Points) 11-
1 5) KS: The Triads (2 Active Points) 11-
3 Security Systems 14-
3 Seduction 14-
3 Shadowing 14-
3 Stealth 14-
3 Streetwise 14-
2 Survival (Urban) 14-
3 Tactics 14-
3 Teamwork 14-
5 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Off Hand
Skills Cost: 132
Cost Perk
1 Fringe Benefit: International Driver's License
1 Fringe Benefit: Passport
3 Fringe Benefit: Membership: Dynasty
12 Contact: Jade Dragon Triad (Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 8-
Perks Cost: 17
Cost Talent
24 Danger Sense (self only, out of combat) 18-
3 Absolute Time Sense
3 Ambidexterity (-2 Off Hand penalty)
3 Bump Of Direction
18 Combat Luck (9 PD/9 ED)
12 Lightning Reflexes: +8 DEX to act first with All Actions
3 Lightsleep
Talents Cost: 66
Val Disadvantages
10 Distinctive Features: Style Disadvantage (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
5 Distinctive Features: Tattoo (Playboy Bunny on Thigh) (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: Tiger Squad 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: PSI 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)
20 Psychological Limitation: Absolute Loyalty to Dragon of the Silver Moon (Common, Total)
15 Psychological Limitation: Enjoys Combat (Very Common, Moderate)
15 Psychological Limitation: Loves Stone Ox (Common, Strong)
15 Social Limitation: Secret Identity (Frequently, Major)
15 Susceptibility: When "Attacked" with any form of Telepathy (Mindcontrol, Mental Illusions, Mind Scan); only on the intial Attack, 3d6 damage Instant (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 251Total Experience Available: 251Experience Unspent: 0Total Character Cost: 601

Height: 1.55 m Hair: Black
Weight: 48.00 kg Eyes: Green
Appearance: A stunningly beautiful young chinese woman. Min has long brown hair that, when expecting trouble, she wears up so that she can fight without it getting in her eyes. Her costume consists of a sleeveless emerald bodysuit with a playboy bunny on her left breast. Her boots and fingerless gloves are black. She wears a black domino mask.Personality: Beyond Min's love for Stone Ox and absolute loyalty to her "father", she is an active and aggressive young woman, quite the contrast to the usual mentalist. Trained in martial arts and subosciuously using her precognative abilties to help her in combat, she has over the years developed into quite the feared warrior.Quote:"I see bad things in your future. "Background: Li Zhi Min, or Ayane to her Western friends and associates, has been a loyal servant to Cho Nan, the Dragon of the Silver Moon for as long as she can remember. How he found out about her abilities and stole her away from her rightful family is unknown; but he raised her to be the ultimately loyal daughter. She has helped him become a lion of the industrial world by detecting trends years before they occure. She has trained as bodyguard/Assassin/investigator for him to keep his agents loyal and company running. When Cho Nan began his Dynasty organization, she was given the code name Jade Rabbit and still serves as his right hand. Recently she has fallen for the Japanese super criminal (and fellow member of Dynasty) Stone Ox.Powers/Tactics: Using her precognative powers along with her marital arts skills, Jade Rabbit is a fast striking, hard hitting and nigh un hittable opponent. Getting a solid hit on her is very difficult, She's quick, small, and acrobatic, senses everything and avoids attacks before they are initiated. Her leaping and running abilities have been bestowed upon her by agents of the Dragon OTSM.Campaign Use: If she's too tough for your campaign, drop her DC's to 2 or none, and get rid of her Lightning reflexes and DCV levels. If shes not tough enough; bring her dex up to 27 or 29, her SPD to 7, and increase her defenses.
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Wednesday 03/17/2004Gold TalonPlayer: NPC; Member of the Dynasty

Val Char Cost
15 STR 5
20 DEX 30
20 CON 20
13 BODY 6
20 INT 10
20 EGO 20
20 PRE 10
12 COM 1
8/18 PD 5
8/18 ED 4
5 SPD 20
10 REC 6
40 END 0
40 STUN 9
6" RUN02" SWIM03" LEAP0Characteristics Cost: 146
Cost Power END
37 Aslan Model Variable Ion Assault Rifle: Multipower, 75-point reserve, (75 Active Points); all slots OAF (-1)
3u 1) Ion Bomb: EB 10d6, Explosion (+1/2) (75 Active Points); OAF (-1), 8 Charges (-1/2) [8]
3u 2) Ion Burst Blaster: EB 7d6, Autofire (5 shots; +1/2), 4 clips of 32 Charges (+1/2) (70 Active Points); OAF (-1) [32]
4u 3) Ion Pulse Blaster: EB 12d6, 32 Charges (+1/4) (75 Active Points); OAF (-1) [32]
20 Combat Armor: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2) 0
6 Eagle Eye: +4 versus Range Modifier for Sight Group 0
16 Flight Harness: Flight 10", x4 Noncombat, Reduced Endurance (0 END; +1/2) (37 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4), OIF (-1/2) 0
10 Heat Sight: IR Perception (Sight Group), Tracking 0
3 Super Hearing: Ultrasonic Perception (Hearing Group) 0
27 Tactical View: +9 PER with all Sense Groups 0
7 Uniform Comlink: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 0
Powers Cost: 136
Cost Martial Arts Maneuver
Commando Training
3 1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
4 3) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs
4 5) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 10 STR for holding on
4 6) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll
4 7) Karate "Chop": 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6
4 8) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
1 9) Weapon Element: Clubs
1 10) Weapon Element: Knives
Martial Arts Cost: 33
Cost Skill
5 +1 with HTH Combat
6 +2 With Multipower
25 +5 with Ranged Combat
10 Penalty Skill Levels: +5 vs. Range Modifier with Firearms
3 Analyze: Combat 13-
3 Breakfall 13-
3 Climbing 13-
3 Combat Driving 13-
3 Concealment 13-
5 Defense Maneuver I-II
3 Demolitions 13-
3 Fast Draw 13-
3 Interrogation 13-
3 Mechanics 13-
3 Scholar
1 1) KS: Arms Dealers (2 Active Points) 11-
2 2) KS: Recognize Weapon Quality (3 Active Points) 13-
1 3) KS: Small Unit Tactics (2 Active Points) 11-
1 4) KS: The Arms Industry (2 Active Points) 11-
2 5) KS: The Military/Mercenary/Terrorist World (3 Active Points) 13-
1 6) KS: The Superhero World (2 Active Points) 11-
3 Security Systems 13-
3 Shadowing 13-
3 Stealth 13-
8 Survival (Temperate/Subtropical, Tropical, Mountain, Urban) 13-
2 Systems Operation (Communications Systems) 13-
3 Tactics 13-
3 Teamwork 13-
3 Tracking 13-
2 WF: Small Arms
5 Weaponsmith (Firearms, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged) 13-
Skills Cost: 124
Cost Perk
5 Contact: The Warlord (Contact has extremely useful Skills or resources, Good relationship with Contact) 8-
6 Contact: ARGENT (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8-
1 Fringe Benefit: International Driver's License
1 Fringe Benefit: Passport
3 Fringe Benefit: Membership: Dynasty
Perks Cost: 16
Cost Talent
20 Danger Sense (self only, out of combat, Function as a Sense, Intuitional) 16-
Talents Cost: 20
Val Disadvantages
10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
5 Hunted: Golden Dragon Fist (Hong Kong Hero - OR PC?) 8- (As Pow, Limited Geographical Area, Harshly Punish)
20 Hunted: Tiger Squad 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Doesn't like to harm innocents (Common, Strong)
15 Psychological Limitation: Code of the Mercenary (will do the job or die trying) (Common, Strong)
10 Psychological Limitation: Gun Nut (Common, Moderate)
15 Psychological Limitation: Gunslinger Mentality (Common, Strong)
10 Reputation: Feared Gunman, 11-
10 Rivalry: Professional (Laser; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)
15 Social Limitation: Public Identity; Jay Welsh (Frequently, Major)
5 Unluck: 1d6
Disadvantage Points: 150

Base Points: 200Experience Required: 125Total Experience Available: 125Experience Unspent: 0Total Character Cost: 475

Height: 1.69 m Hair: Black
Weight: 83.00 kg Eyes: Blue
Appearance: Thinks he's in a John Woo film. Long black coat, (armored) black combat uniform benieth (also armored), Golden combat boots, black, fingerless gloves, and a golden domino mask. His weapon is metallic black. He has a golden Rooster etched on the back of his jacket. The flight harness is worn under the coat. It is gunmetal gray with black strapping at his chest, shoulders, and thighs.Personality: A professional mercenary with a firearm fixation. He does his job well. Fights the good fight and enjoys the perks. He knows that his boss won't hesitate to leave him to rot if he fails so he tends to have a backup escape route planned.Quote:"I am the King baby."Background: Jay Welsh loves guns. He joined the gun club when he was eleven, won marksman competitions since he was twelve, and joined the military out of highschool. He left the army to work for a gun manufacturer but found that he wanted more with his life. He joined a mercenary outfit and fought in South America, Asia, Europe, and the Middle East. Bright but unconcerned with others, he never really picked up the local cultures or languages, he just went from unit to unit, finding someone who spoke english. He worked with the Warlord early in the ultra arms dealer's career and they actually get along quite well. Jay decided that he wanted to hit the "Big Time" and be a named merc. He found an arms dealer that needed an enforcer/technician and began to develop his own gun. Once that was done, he began training himself.

Ready to hit the big time, he left the employ of the arms dealer and looked for someone who would take a chance on a new super criminal calling himself Gold Lion. His first and current employer was the Dynasty. Lead to him by a premonition from Jade Rabbit, Dragon OTSM offered Jay a long term gig, with good pay, benefits, and his own workshop. Jay took the job immediately. He was disappointed that he had to give up his Gold Lion personae for the easily mocked Rooster, but he just figures that if he makes an example of the guys that mock his name; word'll get around.

Powers/Tactics: A brilliant marksman with superkeen senses. He can see and track in infrared, hear high and low frequencies beyond the human norm and see at a much greater distance. His senses are superhumanly accurate and sneaking up on him is very difficult indeed. He also has some hand to hand combat skill.Campaign Use: A mercenary sniper. He is far more effective at a distance so he tends to stay there. If he's too nasty for your campaign, drop his senses a bit, and lower his attacks to the 60 point range. If he's not tough enough, add to his hand to hand ability and give him some more ammo or even more weapons.
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Thursday 03/18/2004Stone OxPlayer: NPC; Member of the Dynasty

Val Char Cost
40/60 STR 30
23 DEX 39
25 CON 30
13 BODY 6
15 INT 5
13 EGO 6
25 PRE 15
20 COM 5
17/40 PD 9
12/35 ED 7
6 SPD 27
17 REC 8
50 END 0
50 STUN 4
20" RUN02" SWIM08"/12" LEAP0Characteristics Cost: 191
Cost Power END
60 Power of the Invincible Stone Ox: Multipower, 60-point reserve
4u 1) Almighty Smackdown: HA +8d6, Autofire (5 shots; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/2) 6
3u 2) Concussive Handslap: EB 6d6, Area Of Effect (7" Cone; +1) (60 Active Points); No Range (-1/2), Restrainable (-1/2) 6
2u 3) Further Mass Increase: Density Increase (7,300 kg mass, +20 STR, +4 PD/ED, -4" KB), Costs END Only To Activate (+1/4) (25 Active Points) 2
5u 4) Rending And Tearing: HKA 2 1/2d6 (5d6+1 w/STR), Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2
8 1000 lb Man: Knockback Resistance -4" 0
10 Effortless Might: Reduced Endurance (1/2 END; +1/4) (10 Active Points) applied to STR
8 Instant Change: Cosmetic Transform 2d6 (standard effect: 6 points) (Clothing to Uniform and Back) (10 Active Points); Limited Target Clothing (-1/4) 1
17 Invincible Mind: Mental Defense (20 points total) 0
30 Invincible: LS (Immunity All terrestrial diseases and biowarfare agents; Longevity 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0
20 Invinincible Soul: Power Defense (20 points) 0
6 Keen Vision: +4 versus Range Modifier for Sight Group 0
10 Keen Vision: +5 PER with Sight Group 0
50 Mobile: Multipower, 50-point reserve
5u 1) Antigravity Flight: Flight 20", No Turn Mode (+1/4) (50 Active Points) 5
4u 2) Supersonic Flight: Flight 10", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down (+1/4) (40 Active Points) 4
4u 3) Underwater Movement: Flight 16", Usable Underwater (+1/4) (40 Active Points) 4
4u 4) Running +14" (20" total), x8 Noncombat (38 Active Points) 4
57 Superhard Skin: Armor (19 PD/19 ED) 0
10 X-Ray Vision : N-Ray Perception (Sight Group) [Notes: Stopped by Lead, Gold, and Force Fields] 0
Powers Cost: 317
Cost Skill
40 +8 with HTH Combat
3 Breakfall 14-
3 Conversation 14-
3 Linguist
1 1) Language: Cantonese (completely fluent) (3 Active Points)
3 2) Language: English (completely fluent)
0 3) Language: Japanese (idiomatic) (4 Active Points)
3 4) Language: Korean (completely fluent)
3 5) Language: Mandarin (completely fluent)
3 Oratory 14-
3 Paramedics 12-
3 Persuasion 14-
3 Scholar
1 1) KS: Chinese Lore (2 Active Points) 11-
1 2) KS: Eastern Philosophies (2 Active Points) 11-
1 3) KS: Japanese Lore (2 Active Points) 11-
2 4) KS: The Superhero World (3 Active Points) 12-
1 5) KS: World Politics (2 Active Points) 11-
3 Tactics 12-
3 Teamwork 14-
3 Traveler
3 1) AK: Japan (4 Active Points) 13-
1 2) AK: Taiwon (2 Active Points) 11-
1 3) CK: Hong Kong (2 Active Points) 11-
1 4) CK: Shang Hai (2 Active Points) 11-
1 5) CK: Tokyo (2 Active Points) 11-
Skills Cost: 93
Cost Perk
1 Fringe Benefit: International Driver's License
1 Fringe Benefit: Passport
3 Fringe Benefit: Membership: The Dynasty
3 Contact: The Dragon Society, Organization Contact (x3) (3 Active Points) 8-
3 Contact: VIPER, Organization Contact (x3) (3 Active Points) 8-
Perks Cost: 11
Cost Talent
3 Absolute Range Sense
3 Absolute Time Sense
3 Bump Of Direction
Talents Cost: 9
Val Disadvantages
20 DNPC: Father; Choei Nagata 8- (Incompetent; Unaware of character's adventuring career/Secret ID)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: Tiger Squad 11- (Mo Pow, Harshly Punish)
10 Hunted: Tetsuronin 8- (As Pow, Harshly Punish)
10 Physical Limitation: Heavy (1000lbs) (Infrequently, Greatly Impairing)
20 Psychological Limitation: Code of Honor (Common, Total)
15 Psychological Limitation: In love with Jade Rabbit (Common, Strong)
15 Psychological Limitation: Wants to free China from Communism (Common, Strong)
15 Social Limitation: Secret Identity (Frequently, Major)
5 Vulnerability: 1 1/2 x STUN Gravity Based Attacks (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 271Total Experience Available: 271Experience Unspent: 0Total Character Cost: 621

Height: 1.79 m Hair: Black
Weight: 455.00 kg Eyes: Brown
Appearance: A lean but muscular japanese youth (appears to be about 21) with short dark hair and brown eyes. He wears a dark red costume with a black stylized OX head on his chest. He wears a full face mask that none-the-less leaves his nose, mouth, and hair exposed. HIs belt, boots, and gloves are also black.Personality: Hisato overlooks the evil of his fellow members of the Dynasty, especially his beloved Jade Rabbit, and the Dragon OTSM tends to use him only as a defender against superpowered foes; but his sense of honor is beginning to bother him. He is probably the weakest link in the Dynasty right now psychologically. However, The Dynasty has changed postively because of his presence, giving some of their ill gotten gains to various charities and aiding the people during natural disasters. The Dragon sees this as good for business when he returns to China, so he encourages Stone Ox and the others to act "responsibly" when representing the team if doing so does not interfere with their mission.Quote:"It is not unreasonable to surrender to me; I am the superior warrior in this conflic."Background: Hisato Nagata is a mutant with fantastic powers over his own mass and personal gravity. His enhanced senses are a separate mutation that has been passsed down his family for the last two generations (His grandfather and father both had the sensory powers. His father also had the ability to fly and functioned as a hero in Japan until he was nearly killed by VIPER) Hisato met and fell in love with Min Li, the Jade Rabbit of the Dynasty. He has taken up her crusade to free the Chinese people from communism. His father has no idea that his son is a supervillain operating throughout Asia, and the news would devistate him, so Hisato makes sure he is never connected with Stone Ox when he is near his home town.Powers/Tactics: A brick with high speed and combat skill, Stone Ox can pull off some "Superman" style tricks but at lower levels. His most devistating attack (and one he uses least often is the Almighty Smackdown which allows him to throw five 13d6 strikes at an opponent. With his levels and naturally high (for a brick) CV enables him to hit with the majority of these strikes. He uses this tactic mostly against the upper level bricks out there. He prefers to use his increased personal mass power, giving him good damage and excellent defense.Campaign Use: Stone Ox is a tough customer, but he's far from a world menace on his own. If he's too tough for your campaign drop his total defenses to 30 and his Almighty smakdown to 5d6 or get rid of it all together. If he's not tough enough raise his normal STR and CON to 50 and 30 Respectively and add more strength tricks.
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Friday 03/19/2004Master TigerPlayer: NPC; Member of the Dynasty

Val Char Cost
20 STR 10
33 DEX 69
20 CON 20
13 BODY 6
15 INT 5
13 EGO 6
20 PRE 10
20 COM 5
9/21 PD 5
9/21 ED 5
7 SPD 27
12 REC 8
40 END 0
40 STUN 7
6" RUN02" SWIM019" LEAP0Characteristics Cost: 183
Cost Power END
19 Attack Avoidance: Missile Deflection (Bullets & Shrapnel), +2 OCV 0
15 Ch'i Resiliance: Power Defense (15 points) 0
27 Iron Skin: Armor (9 PD/9 ED) 0
9 Keen Senses: +3 PER with all Sense Groups 0
37 The Razing Blow of Tein Hsueh: HKA 1 1/2d6 (3d6 w/STR), Reduced Endurance (0 END; +1/2) (37 Active Points) 0
20 Wuxia Leaping: Leaping +15" (19" forward, 9 1/2" upward) (Accurate) 2
Powers Cost: 127
Cost Martial Arts Maneuver
Kung Fu (Wu Shu)
16 1) +4 HTH Damage Class(es)
5 2) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm roll
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
5 6) Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 12d6 Strike
3 7) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on
5 8) Kick: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike
4 9) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6
3 10) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls
4 11) Punch: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike
3 12) Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls
4 13) Tien-hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND
4 14) Tiger/Dragon Claw: 1/2 Phase, +0 OCV, +0 DCV, 12d6 Crush, Must Follow Grab
4 15) Uproot/Sand Palm: 1/2 Phase, +0 OCV, +0 DCV, 55 STR to Shove
1 16) Weapon Element: Axes, Maces, and Picks
1 17) Weapon Element: Blades
1 18) Weapon Element: Chain Weapons
1 19) Weapon Element: Clubs
1 20) Weapon Element: Hook Sword
1 21) Weapon Element: Polearms
1 22) Weapon Element: Staffs
1 23) Weapon Element: Three-Section Staff
1 24) Weapon Element: Whips
1 25) Weapon Element: Wind and Fire Wheels
Martial Arts Cost: 82
Cost Skill
15 +3 with HTH Combat
15 +5 with Kung Fu
3 Acrobatics 16-
3 Breakfall 16-
3 Contortionist 16-
10 Defense Maneuver I-IV
4 Language: English (completely fluent) (3 Active Points)
0 Language: Mandarin (idiomatic) (4 Active Points)
2 PS: Lion Dancing 11-
3 Scholar
1 1) KS: Chinese Healing (2 Active Points) 11-
1 2) KS: Chinese Philosophy (2 Active Points) 11-
2 3) KS: Kung Fu (3 Active Points) 12-
2 4) KS: The Martial Arts World (3 Active Points) 12-
2 5) KS: The Superhero World (3 Active Points) 12-
1 6) KS: World Politics (2 Active Points) 11-
3 Sleight Of Hand 16-
2 WF: Common Martial Arts Melee Weapons
2 WF: Common Melee Weapons
1 WF: Hook Sword
1 WF: Off Hand
1 WF: Three-Section Staff
1 WF: Wind and Fire Wheels
Skills Cost: 78
Cost Perk
1 Fringe Benefit: International Driver's License
1 Fringe Benefit: Passport
3 Fringe Benefit: Membership: Dynasty
1 Fringe Benefit: Black Belt
2 Reputation: World Class Martial Artist (A medium-sized group) 11-, +2/+2d6
Perks Cost: 8
Cost Talent
3 Bump Of Direction
6 Combat Luck (3 PD/3 ED)
15 Combat Sense 12-
3 Lightsleep
2 Trackless Stride
Talents Cost: 29
Val Disadvantages
10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
25 Hunted: Tiger Squad 11- (Mo Pow, NCI, Harshly Punish)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: Dragon Master 8- (As Pow, Harshly Punish)
20 Psychological Limitation: Code of Vengence (Common, Total)
15 Psychological Limitation: Brutal in Combat (Common, Strong)
15 Psychological Limitation: Disdain for western culture (Common, Strong)
10 Reputation: world Class Martial Artist, 11- (Extreme; Known Only To A Small Group)
10 Rivalry: Professional (Dragon Master; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 157Total Experience Available: 157Experience Unspent: 0Total Character Cost: 507

Height: 1.75 m Hair: Black
Weight: 75.00 kg Eyes: Brown
Appearance: A tanned and perfectly formed man with a lean, athletic build. He wears a black body suit with a bright red sash at his waist and a red domino mask. His guantlets and boots are also red. On his chest is a golden tiger with black stripes. Personality: A surprisingly petty and tempermental master of martial arts. Though he is dedicated, disciplined and works well with others, he is also interested solely in his own comfort and sense of "justice". Like Green Dragon (a warrior Master Tiger some times spends time with), Tai-Sheng is also anti western culture. He finds all non asians to be backwards, arrogant, and foolish.Quote:"The Jaws of the Tiger rend with impunity, you shall understand that fact soon enough."Background: Tai-Sheng Mak was groomed from a young age to be a martial arts adept. He was, along with Hua Xiao Yang, trained to enter the Tiger Squad, China's official government paranormal agency. The two marvelously skilled and physically superior young men were dubbed Master Tiger (Tai-Sheng) and Dragon Master (Hua) respectively. They both worked closely with many of the other agents and were national heroes. Then things changed. The massacre at Tieneman's Square moved Hua to rebel against the chinese government. Renouncing his role in the Tiger Squad, he fled for the United States. Master Tiger, his best friend, was crushed. He couldn't believe that Hua would abandon the people of China in such a dishonorable fashion. Master Tiger begged his superiors for a chance to bring his friend to justice. In his heart, he had hoped to convince Dragon Master to return. The two met in San Fransisco, though he argued for Hua's return, Tai-Sheng was rebuked. Angered, he attacked his friend. Though Master Tiger is even Quicker than Dragon Master, he failed to defeat his friend. Despondant, he returned to China only to find his failure had cost him his title and place in the Tiger Squad.

The meeting didn't go well, Master Tiger lost his cool and severely injured his superior; now on the run like Hua, he fled. Master Tiger tried to hook up with his former comrade but Dragon Master turned him away, claiming that he only came to him after losing his prestious job and not out of any loyalty. Master Tiger swore vengance. He kicked around as a mercenary for a while, his hatred for the Chinese government and Dragon Master festering. He was easily drawn into the Dynasty, they treated him like he wanted to be treated. Now he fights for the "freedom" of the Chinese people. In truth he has become a thug caring only about his vengance and the size of his paycheck.

Powers/Tactics: Though he doesn't have a laundry list of special attacks, Master Tiger is a powerful front line martial artist. He does good damage and has high defenses for a man of his quickness and speed. He generally tries to wear down his targets with mid level strikes and saves his Killing Strike for truely superhuman foes.Campaign Use: Martial Arts Master. If he's too tough for your campaign drop his DC's to a manageable level and his attributes to 27 DEX and 6 SPD. If he's not tough enough, give him the Street Fighter Treatment and give him a plethora of martial arts abilities.
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Saturday 03/20/2004Brimstone HornPlayer: NPC; Member of the Dynasty

Val Char Cost
50 STR 40
17 DEX 21
50 CON 80
25 BODY 30
10 INT 0
13 EGO 6
25 PRE 15
10 COM 0
25/33 PD 15
25/53 ED 15
4 SPD 13
20 REC 0
100 END 0
100 STUN 25
18" RUN02" SWIM015" LEAP0Characteristics Cost: 260
Cost Power END
20 Cold Resistance: Armor (0 PD/20 ED) (30 Active Points); Only Works Against Limited Type Of Attack Ice/Cold Powers (-1/2) 0
10 Eyes Of Fire: Sight Group Flash Defense (12 points) (12 Active Points); Only Versus Flashed Based On Light (-1/4) 0
10 Firey Being: LS (Expanded Breathing: Smoke/Sulphuric Atmospheres; Extended Breathing: 1 END per Turn; Safe in Intense Cold; Safe in Intense Heat) 0
25 Firey Form Powers: Elemental Control, 50-point powers
33 1) Flame Aura: Killing Attack - Hand-To-Hand 2d6, Damage Shield (+1/2), Continuous (+1) (75 Active Points); No STR Bonus (-1/2) 7
27 2) Melting Beam: Killing Attack - Ranged 2d6+1, Penetrating (+1/2) (52 Active Points) 5
25 3) Summer's Touch: Drain Ice/Cold Powers 4d6, One Power At A Time (+1/4) (50 Active Points) 5
14 Large Being: Knockback Resistance -7" 0
3 Massive Musculature: LS (Safe in High Pressure; Safe in Low Pressure/Vacuum) 0
10 Strong Legs: Leaping +5" (15" forward, 7 1/2" upward) (Accurate) 1
15 Super Tough Physique: Damage Resistance (15 PD/15 ED) 0
24 Swift on his feet: Running +12" (18" total) 2
Golden Horns of Dr Yin Wu, all slots OIF (-1/2) [Notes: Golden Headpiece with two great Ram Horns.]
13 1) Ram Charge: HA +8d6 (40 Active Points); Only with Move-Throughs Power loses about half of its effectiveness (-1), Hand-To-Hand Attack (-1/2), OIF (-1/2) 4
10 2) Armor (8 PD/8 ED) (24 Active Points); Helmet, Jacket (Protects Locations 4-5, 9-13; -1), OIF (-1/2) 0
Powers Cost: 239
Cost Skill
20 +4 with HTH Combat
10 +5 with Movethrough
3 Climbing 12-
3 Combat Piloting 12-
3 Concealment 11-
3 Demolitions 11-
3 Fast Draw 12-
3 Interrogation 14-
2 KS: The Military/Mercenary/Terrorist World 11-
2 KS: The Superhero World 11-
0 Language: English (idiomatic) (4 Active Points)
2 Language: Mandarin (basic conversation) (1 Active Points)
3 Navigation (Land, Marine) 11-
2 PS: Mercenary 11-
3 Paramedics 11-
3 Security Systems 11-
3 Shadowing 11-
3 Stealth 12-
3 Streetwise 14-
8 Survival (Arctic/Subarctic, Temperate/Subtropical, Desert, Mountain) 11-
3 TF: Common Motorized Ground Vehicles, Combat Aircraft, Small Planes
3 Tactics 11-
3 Teamwork 12-
3 Tracking 11-
2 WF: Small Arms
Skills Cost: 96
Cost Perk
6 Contact: Mercenary Circles (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8-
1 Fringe Benefit: International Driver's License
3 Fringe Benefit: Membership: Dynasty
1 Fringe Benefit: Passport
Perks Cost: 11
Val Disadvantages
15 Distinctive Features: Huge Man (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Distinctive Features: Red eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Hunted: Tiger Squad 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish)
10 Physical Limitation: 1000lbs man (Frequently, Slightly Impairing)
20 Psychological Limitation: Loyal to Dr Yin Wu (Common, Total)
15 Psychological Limitation: Fun loving Carouser (Common, Strong)
15 Psychological Limitation: Doesn't like to harm innocents, particularly children (Common, Strong)
15 Psychological Limitation: Overconfident (Very Common, Moderate)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 256Total Experience Available: 256Experience Unspent: 0Total Character Cost: 606

Height: 2.15 m Hair: Red
Weight: 481.00 kg Eyes: Red (Wears Green Contacts)
Appearance: A tall, powerfully built man with flame red hair and bright red eyes. When he uses his firey aura, his skin becomes red and his hair coal black. His costume and golden Head Peace, are immune to his fire (but not necessarily other's). His costume is a white toga with golden belt, boots, armbands, bracers, and head gear. He wears black biker shorts underneith the toga.Personality: Get rich, break heads, have fun before he dies. Patrick is certainly not opposed to killing but neither is he a savage and ruthless individual to whom life means nothing. He doesn't like killing noncombatants, especially children; and will often refuse such orders. All in all he is something like a big, happy pugilist, who happens to command the fires of Hell.Quote:"Is it hot in here or is it just me?"

"Hey, I'm feeling a little HORNEY!"

Background: Patrick Daniels is a man who made a deal with a devil and now he has to play it out. A down on his luck merc, stuck in a foreign jail and awaitng execution; he was approached by a representative of Dr. Yin Wu with an offer of freedom and power. The price? Eternal servitude. Patrick jumped at the chance and was transformed into the being now known as Brimstone Horn. His headgear is alchemic gold, harder than steel and it transforms itself into an earring when he isn't in need of it. Once he was transformed, Dr Wu sent him to the Dragon of the Silver Moon to offer his services. He knows where his loyalties truely lie (and so does the Dragon); but has not been asked to betray the Dynasty while the goals of the two megalomaniacs are concurrant. Patrick is also aware that he was chosen as fodder and that his life is probably forfiet anyway. This leads him to reckless action in combat and a wild, partying personae outside of it. Powers/Tactics: A brick with some nifty side abilities; Brimstone Horn charges into combat without a second thought. He uses his movethroughs often enough, saving his fire based powers for surprise or tactical advantage.Campaign Use: A different brick. If he's too tough for you, drop his STR to 40 and his flame powers to 40 active points. If he's not strong enough, then increase his elemental control to 60-70 active points, and increase his defenses.
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