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[Else Earth] Hero A Day...Sorta (2014)


Enforcer84

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Wow...this is dusty.

*Blows* *cough*

 

Ok so yeah, about a decade ago, I started a project in which I would attempt to create a hero or villain a day and post them. 

It was one of my better viewed character threads. 

 

So now, I feel since, I've been converting my heroes and villains to 6e over the last few years that I want to dust this off and see if I can't be a bit more organized. 

 

And we just had a new year, so what better time?

 

So, my plan is to have one character or piece of background for Else Earth a Day for 2014. I'm posting 3 today because I'm behind :)

 

 

 

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The Atomic Rangers

 

In 2004 a television sensation struck America, "Superteam!" A reality show based upon the American Idol formula, tweaked into creating a superteam for the City of Atlanta, which had until then, not exactly been a hotbed of metahuman activity. The Celebrity Judges included: a former Teen Sidekick, James "Sparrowhawk" McIntyre; a reformed villainess Tabitha "Firefox" Bertolli;  a popular Metahuman Doctor, Dr Julius Strange; and a Hollywood "Super Agent," Thaddeus Wicks.

 

Superteam was a huge hit. In fact, it spawned 2 successful sequel seasons and one blatant publicity stunt.  

 

In Los Angeles two media savvy heroes, Doc Hollywood (a brick/gadgeteer) and Sky Surfer (Speedster with a flying surfboard) decided that teams were more popular than solo heroes (or a duo) and that to make more from their career choices they should start a team - and hold tryouts.

 

Though the team was set before the press conference to announce the tryouts, the founders made a big deal out of the "process" over 40 hopefuls showed up and were interviewed and allowed to show off their stuff for the press. 

 

A few of the attendees became aware of the duplicitous nature of the tryouts and rebelled somewhat. Fortunately, cooler heads prevailed and the Knights of Los Angeles were formed. And then broke up a year later.

 

 

Of greater interest, was that six of the cast-offs were legitimate heroes in their own right, and despite the sour taste the stunt left in their mouths they stayed together, eventually moving to New Mexico and protecting the American Southwest as the Atomic Rangers. The Rangers have been one of the most stable superteams in America, going over a decade with very little change in membership. 

 

The original team was: 

 

  • Firelord - Miltary man and Projector of Fire
  • Flying Lotus - Librarian who received training from Chinese masters (namely her grandparents) 
  • Legionnaire - Naturalize Meta with a suit of Powered Armor
  • Lifter - Naturalized meta and easygoing strongman
  • Sunset Kid - a modern day Annie Oakley
  • Widget - small of stature, big on brains. Gadgeteer. 

 

Lifter's kid sister Thunder Girl joined the team in 2006 and has been on it ever since, though she changed her name to Thunder Woman when she turned 20.

 

The team is 8 years old at the starting point in the campaign and there's a bit of restlessness; while they remain popular there's been talk that the team is exceptionally white, and doesn't represent the southwest as well as it could. Sunset Kid and Widget are also beginning to feel their age and punishing lifestyles catching up to them. There is talk of having their own tryouts (as an inside joke). 

 

GM Notes: I created most of these guys using pictures from the 5th ED Rulebook as my basis. Lifter was an example (for Increased END i believe) who I melded with the Wildguard Character of the same name. 

Edited by Enforcer84
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Firelord

 

Val   Char   Cost    Roll     Notes

  15    STR       5       12-      Lift 200.0kg; 3d6 [1]

  24    DEX     28      14-

  25    CON     15      14-

  13    INT        3       12-      PER Roll 12-

  17    EGO      7       12-

  20    PRE      10      13-      PRE Attack:  4d6

 

   8     OCV     25     

   8     DCV     25     

   3     OMCV  0      

   6     DMCV  9      

   6     SPD      40                  Phases:  2, 4, 6, 8, 10, 12

 

8+18 PD          6                   Total:  8/26 PD (0/18 rPD)

8+22 ED         6                   Total:  8/30 ED (0/22 rED)

  10    REC      6

  50    END      6

  11    BODY   1

  50    STUN   15      Total Characteristic Cost:  207

 

Movement:    Running:  12m/24m

                         Flight:  0m/20m/0m/40m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

80      Flame Mastery:  Multipower, 100-point reserve,  (100 Active Points); all slots Unified Power (Fire/Heat Powers; -¼)       

7f       1)  Firelord's Clensing Flame:  RKA 2d6, Penetrating (+½), Sticky (+½), Continuous (+1) (90 Active Points); Unified Power (Fire/Heat Powers; -¼)                                                              9

8f       2)  Firey Arsenal:  EB 10d6, Variable Advantage (+½ Advantages; +1) (100 Active Points); Unified Power (Fire/Heat Powers; -¼)                                                                                                10

3f       3)  Flashfire:  Sight Group Flash 8d6 (40 Active Points); Unified Power (Fire/Heat Powers; -¼)             4

6f       4)  Immolation:  RKA 2d6, Uncontrolled (+½), Continuous (+1) (75 Active Points); Unified Power (Fire/Heat Powers; -¼)                                                                                                       7

1f       5)  Kindle Fire:  Killing Attack - Ranged 1 point, Indirect (Source Point is the same for every use, path is from Source Point to target; +¼), Sticky (Only Affects Flammables; +¼), Limited Range (50 meters; +¼), Reduced Endurance (0 END; +½), Uncontrolled (+½), Continuous (+1) (19 Active Points); Unified Power (Fire/Heat Powers; -¼)               0

4f       6)  Summer's Touch:  Drain Ice/Cold Powers 4d6,  (+¼) (50 Active Points); Unified Power (Fire/Heat Powers; -¼)             5

7         Gather 'Round The Fire:  Life Support  (Safe in Intense Cold; Safe in Intense Heat), Area Of Effect (1m Radius; +¾) (7 Active Points)                                                                                          0

           Flame Powers, all slots Unified Power (Fire/Heat Powers; -¼)        

8         1)  Eyes Of Fire:  Sight Group Flash Defense (12 points) (12 Active Points); Only Versus Flashed Based On Light (-¼), Unified Power (Fire/Heat Powers; -¼)                                                  0

16      2)  Fiery Flight:  Flight 20m (20 Active Points); Unified Power (Fire/Heat Powers; -¼)             2

48      3)  Fire Shield:  Force Field (18 PD/22 ED) (60 Active Points); Unified Power (Fire/Heat Powers; -¼)   0

35      4)  Flame Aura:  Killing Attack - Hand-To-Hand 1 ½d6, Damage Shield (+½), Continuous (+1) (62 Active Points); No STR Bonus (-½), Unified Power (Fire/Heat Powers; -¼)              6

4         5)  Sense Temperature:  Detect Temperature 12- (Unusual Group), Sense (5 Active Points); Unified Power (Fire/Heat Powers; -¼)                                                                                                       0

4         6)  Thermal Vision:  Infrared Perception (Sight Group) (5 Active Points); Unified Power (Fire/Heat Powers; -¼) 0

           Commbracelet, all slots OIF (-½)                                             

11      1)  Closed Communications Systems:  Mind Link , Human class of minds, Specific Group of Minds, Any distance, Number of Minds (x16) (35 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As More Than One Sense Affected as Radio and Hearing senes rather than Mental (-½), OIF (-½), Does Not Provide Mental Awareness (-¼)          0

8         2)  Holographic Display:  Sight and Hearing Groups Images (15 Active Points); OIF (-½), Limited Range (2"; -¼)           1

4         3)  Onboard Computer:  Follower (6 Active Points); OIF (-½)        

6         4)  Open CommSystems:  High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Affected as Sight and Hearing as well as Radio (-½), OIF (-½)            0

 

           Enerjutsu

           Maneuver        OCV   DCV    Notes

4         Accurate Blast +2       -2      3d6, Blast Strike

4         Basic Blast      +0      +0      Strike, +2 DC

4         Disarming Blast         +0      +0                Disarm, +3 DC to Disarm

3         Dodging Blast  -1       +2      Strike

3         Leg Blast          +0       -1      5d6, Blast +2 DC Strike, Throw

5         Long-Range Blast I  +0      -2 Strike  , +1 Segment

5         Long-Range Blast II +1      -1 Strike

4         Power Blast      -1       -1      Strike, +4 DC

4         Rapid Blast     +1      +0      Strike, +2 DC

0         Weapon Element:  Blasts

1         Weapon Element:  Drains

1         Weapon Element:  Ranged Killing Attacks

 

           Perks

3         Part of the Team:  Fringe Benefit:  Membership: The Atomic Rangers

5         The Ranchhouse:  Vehicles & Bases

 

           Talents

3         Real Good-Lookin' Boy:  +1/+1d6 Striking Appearance (vs. all characters)

 

           Skills

8         +1 with Ranged Combat

3         Concealment 12-

3         Demolitions 12-

1         Navigation (Land) 8-

1         PS: Soldier 8-

3         Paramedics 12-

3         Scholar

1         1)  KS: Atomic Rangers Codes and Tactics (Custom Adder) (2 Active Points) 11-

1         2)  KS: The Military/Mercenary/Terrorist World (2 Active Points) 11-

1         3)  KS: US Army (2 Active Points) 11-

3         Scientist

2         1)  SS:  Chemical Engineering 12- (3 Active Points)

2         2)  SS:  Chemical and Biological Weapons 12- (3 Active Points)

2         3)  SS:  Cosmology 12- (3 Active Points)

2         4)  SS:  Energy Conversion Systems 12- (3 Active Points)

2         5)  SS:  Mathematics 12- (3 Active Points)

2         6)  SS:  Pyrotechnics 12- (3 Active Points)

3         Survival 12-

3         Tactics 12-

2         WF:  Small Arms

3         Weaponsmith (Chemical Weapons, Incendiary Weapons) 12-

 

Total Powers & Skill Cost:  360

Total Cost:  567

 

400+     Matching Complications

5         Dependent NPC:  Penelope Reece, Fiancee 8- (Normal; Useful Noncombat Position or Skills)

10      Hunted:  Glacia 8- (As Pow; Harshly Punish)

                Notes:  Their one encounter left Firelord a bit bruised...and bemused. She seems to like him.

10      Hunted:  The Black Legion 8- (As Pow; Harshly Punish)

                Notes:  A mercenary group made up of turncoat soldiers. A few of their leaders were contemperaries of Pete when he was in the service. They feel he's a threat to them.

20      Psychological Limitation:  Code of the Soldier (Honor to country; kills only when necessary) (Common; Total)

15      Psychological Limitation:  Scientific Curiosity (Common; Strong)

15      Social Limitation:  Secret Identity (Peter James) (Frequently; Major)

167    Experience Points

 

Total Complications Points:  567

 

Background/History:  Peter James was one of a number of former soldiers working for the defense contractor, PulseTech. James had shown technical know how and a disciplined approach that PulseTech looked for and he eventually became the project leader for the Furite Blast weapon. The weapon was a design of flame thrower that didn't rely on a large fuel pack for energy. The cells that Peter and his team had developed were in their prototype stage when Pete, having been in meetings all day came to the lab late one night and saw one of his team busily copying files. Knowing industrial espionage when he saw it; Pete immediately called security and in a fit of overconfidence, confronted the man.

 

The spy, an ARMORY undercover specialist, proved to be Pete's physical superior. During the struggle, Pete was knocked into the prototype. The spy had sabatoged the prototype and he simply detonated it.

 

For a second Pete thought he saw the golden light he'd heard about. He felt no pain and when his eyes adjusted to the light and sound around him, he realized that he had been transformed by the Cell's explosion. The security team arrived and took both men into custody. Pete went peacefully and figured out how to "power down" really quickly. He decided to put his new abilities to the good of the public. Pete took the name Firelord from a comic book in his youth (and he's received permission from the creators and owners of said character in exchange for producing the Atomic Rangers and Firelord comic lines based off of his image and adventures).

 

Pete tried out for the Knights of Los Angeles,  but he and the leader Sunstorm had similar powers and sharply differing attitudes. He did meet some heroes that turned out to be interested in forming their own team. Sure it was in New Mexico, but the southwest needed heroes too, you know?

 

Personality/Motivation:  Pete is still a soldier, he serves the American People as Firelord as he did as Lt. Peter James, the uniform is just different. As the most potent of the Atomic Rangers and the most tactically sound, Pete is generally considered the teams leader.

 

Quote:  "Remember Kids, don't play with matches and you won't get burned."

 

Powers/Tactics:  Firelord's tactics stem from the versatility of his abilities. Able to create and manipulate fire and his "Firey Arsenal" allows him to affect a wide variety of potent attacks. His defenses are average but he has enhanced speed and reaction time, he tends to keep his distance.

 

Campaign Use:

 

Appearance:  Pete's blonde hair and blue eyes have turned black and gray respectively since the accident. He wears comfortable clothes often with a long gray overcoat (he is almost immune to temperature extremes and wearing a long coat in New Mexico amuses him). His costume is a deep red, metallic bodysuit with gold gloves and boots. When he activates his force field he appears to be a flaming man made of molten gold.

 

post-198-0-64772000-1388951096_thumb.jpg

Edited by Enforcer84
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Flying Lotus

 

Val   Char   Cost    Roll     Notes

  15    STR       5       12-      Lift 200.0kg; 3d6 [1]

  26    DEX     32      14-

  20    CON     10      13-

  10    INT        0       11-      PER Roll 15-

  11    EGO      1       11-

  20    PRE      10      13-      PRE Attack:  4d6

 

   9     OCV     30     

   9     DCV     30     

   3     OMCV  0      

   4     DMCV  3      

   6     SPD      40                  Phases:  2, 4, 6, 8, 10, 12

 

16+10            PD     8            Total:  16/26 PD (16 rPD)

16+10            ED     8            Total:  16/26 ED (16 rED)

   4     REC      0

  20    END      0

  10    BODY   0

  22    STUN    1       Total Characteristic Cost:  182

 

Movement:    Running:  16m/64m

                         Leaping:  8m/16m

                         Swimming:  8m/16m

 

Cost   Powers                                                                                   END

           Athletics                                                                                        

7         1)  Acrobatic:  Superleap +4m (8m forward, 4m upward) (Accurate)           1

7         2)  Sprinter:  Running +2m (16m total), x4 Noncombat   1

12      3)  Very Perceptive:  +4 PER with All Sense Groups           0

                                                                                                                   

           Ch'i Abilities                                                                                  

12      1)  Ch'i Awareness:  Detect A Single Thing 15-/11- (Unusual Group), Targeting Sense              0

5         2)  Ch'i Awareness:  Mental Awareness                                0

5         3)  Ch'i Purity:  Life Support  (Immunity All terrestrial diseases and biowarfare agents)          0

7         4)  Impenetrable Defense:  Physical Damage Reduction, 25% (10 Active Points); Only against hand to hand attacks she can sense (-½)                                                                                     0

5         5)  Iron Fan:  Missile Deflection                                              1

13      6)  Iron Shirt Defense:  +10 ED, Impenetrable (+¼), Hardened (+¼), Resistant (+½) (20 Active Points); Only against hand to hand attacks she can sense (-½)                                               

13      7)  Iron Shirt Defense:  +10 PD, Impenetrable (+¼), Hardened (+¼), Resistant (+½) (20 Active Points); Only against hand to hand attacks she can sense (-½)                                               

31      8)  Strike of the Emperor Lion:   HA +8d6, Double Knockback (+¾) (70 Active Points); Hand-To-Hand Attack (-½), Activation Roll (-½), Extra Time (Delayed Phase, -¼)                            7

2         9)  Walk on Water:  Swimming 6m (3 Active Points); Surface Only (-¼), no Noncombat movement (-¼)            1

                                                                                                                   

           Commbracelet, all slots OIF (-½)                                             

11      1)  Closed Communications Systems:  Mind Link , Human class of minds, Specific Group of Minds, Any distance, Number of Minds (x16) (35 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As More Than One Sense Affected as Radio and Hearing senes rather than Mental (-½), OIF (-½), Does Not Provide Mental Awareness (-¼)          0

8         2)  Holographic Display:  Sight and Hearing Groups Images (15 Active Points); OIF (-½), Limited Range (2"; -¼)           1

4         3)  Onboard Computer:  Follower (6 Active Points); OIF (-½)        

6         4)  Open CommSystems:  High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Affected as Sight and Hearing as well as Radio (-½), OIF (-½)            0

 

           Kung Fu

           Maneuver        OCV   DCV    Notes

12      +3 HTH Damage Class(es)

4         Block                +2      +2      Block, Abort

4         Disarm              -1       +1      Disarm; 40 STR to Disarm roll

4         Dodge                --       +5      Dodge, Affects All Attacks, Abort

4         Escape              +0      +0      45 STR vs. Grabs

5         Kick                   -2       +1      10d6 Strike

3         Legsweep         +2       -1      7d6 Strike, Target Falls

4         Punch               +0      +2      8d6 Strike

14      Scorpion's Stinging Punch  +1                +0           8d6 Strike, Armor Piercing (+¼) (14 Active Points)

3         Throw               +0      +1      6d6 +v/5, Target Falls

 

           Perks

3         Part of the Team:  Fringe Benefit:  Membership: The Atomic Rangers

5         The Ranchhouse:  Vehicles & Bases

 

           Talents

3         Alert:  Lightsleep

12      Artful Dodger:  Combat Luck: 6 PD/6 ED

16      Battlefield Senses:  Combat Sense 12-

6         Combat Savant:  Lightning Reflexes: +6 DEX to act first with All Actions (+6 DEX to act first with All Actions)

9         Lovely Lady:  +3/+3d6 Striking Appearance (vs. all characters)

3         Tough:  Resistance: 3 points

 

           Skills

12      +4 with Kung Fu

3         Acrobatics 14-

3         Breakfall 14-

3         Climbing 14-

3         Linguist

0         1)  Language:  Cantonese (idiomatic) (4 Active Points)

3         2)  Language:  English (idiomatic; literate) (5 Active Points)

1         3)  Language:  Mandarin (completely fluent; literate) (4 Active Points)

1         4)  Language:  Spanish (fluent conversation; literate) (3 Active Points)

2         PS: Librarian 11-

3         Paramedics 11-

3         Scholar

1         1)  KS: Atomic Rangers Codes and Tactics (Custom Adder) (2 Active Points) 11-

1         2)  KS: Kung Fu (2 Active Points) 11-

1         3)  KS: Kung Fu Styles (2 Active Points) 11-

1         4)  KS: The Martial World (2 Active Points) 11-

3         Shadowing 11-

3         Sleight of Hand 14-

3         Stealth 14-

3         Streetwise 13-

3         Teamwork 14-

3         Tracking 11-

 

Total Powers & Skill Cost:  321

Total Cost:  503

 

400+     Matching Complications

10      Hunted:  The Blood Riders 8- (Occasionally) (As Pow; Harshly Punish)

                Notes:  A group of superpowered Slave Traders based in Mexico, specializing in "Helping" people across the border to work in substandard conditions.

20      Hunted:  The Iron Crusade 8- (Occasionally), More Powerful, NCI, Harshly Punish

20      Psychological Limitation:  Code Against Killing (Common; Total)

10      Psychological Limitation:  Shy in social situations (Common; Moderate)

15      Secret Identity: Rose Chen:  Frequently (11-), Major

103    Experience Points

 

Total Complications Points:  503

 

Background/History:  Rose Chen is a second generation chinese-american. Her grandparents came over with their son and where delighted when he married a local girl. Baby Rose was the apple of her grandparents' eyes and they doted on their bright and polite granddaughter.

 

Rose grew up lovely but subdued. Her grandparents decided that they would address her self-esteem problem through martial arts. According to her father - himself a master of the arts -  that was their cure for everything. Rose showed incredible pomise as a martial artist and despite still being shy, she was a lot more confident. Using her skills to help others came naturally to the teenager, and as she progressed as a fighter, she began flirtting with the idea of becoming a costumed crime fighter.

 

When she finished college, Rose took a job at the library and began her career. She was among the hopefuls at the Knights of LA try outs and found the dog and pony show embarrassing and fruitless. However, it was there that she met another young woman who had fallen into heroism who called herself the Sunset Kid. The two hit it off and when some of the other rejected hopefuls decided to form their own team Rose, as Flying Lotus and the Sunset Kid joined up.

 

The team later moved to New Mexico and Flying Lotus has been a fixture ever since.

 

Personality/Motivation:  A very civic minded woman, Rose has accepted the role of heroine in her community by her grandparents. She feels proudest when she helps the people in some way. She is often more comfortable socially in her role as heroine than librarian, but she finds the work in the library to be equally fulfilling.

 

Quote:  "I do not think that your present course of action will bring you the desired results."

 

Powers/Tactics:  A mystic based martial artist, Rose is skilled in hand to hand combat and capable of great physical feats. She is deceptively strong and hearty.

 

Campaign Use:  Standard costumed martial artist but she operates in an out of the way place.

 

Appearance:  Rose is short but has a powerful build with attractive, classical chinese features, brown hair and eyes. She wears her hair in a bun and loose clothing in her job as a librarian. When active as the Flying Lotus, she wears a tight, red top with a white lotus design, billowy white kung fu pants, and black shoes. She wears a white domino mask as well as letting her hair down.

 

post-198-0-62316800-1388951032_thumb.jpg

Edited by Enforcer84
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Legionnaire

 

Val   Char   Cost    Roll     Notes

  40    STR      30      17-      Lift 6400.0kg; 8d6 [4]

  24    DEX     28      14-

  25    CON     15      14-

  15    INT        5       12-      PER Roll 12-

  13    EGO      3       12-

  20    PRE      10      13-      PRE Attack:  4d6

 

   8     OCV     25     

   8     DCV     25     

   3     OMCV  0      

   5     DMCV  6      

   5     SPD      30                  Phases:  3, 5, 8, 10, 12

 

15+12            PD     8            Total:  15/27 PD (5/17 rPD)

15+12            ED     8            Total:  15/27 ED (5/17 rED)

  15    REC     11

  50    END      6

  12    BODY   2

  50    STUN   15      Total Characteristic Cost:  227

 

Movement:    Running:  12m/24m

                         Flight:  38m/76m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

           Powered Legionnaire Armor, all slots OIF (Powered Armor; -½)    

11      1)  Closed Communications Systems:  Mind Link , Human class of minds, Specific Group of Minds, Any distance, Number of Minds (x16) (35 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As More Than One Sense Affected as Radio and Hearing senes rather than Mental (-½), OIF (Powered Armor; -½), Does Not Provide Mental Awareness (-¼)                                                                                                       0

20      2)  Combat Flight:  Flight 30m (30 Active Points); OIF (Powered Armor; -½)             3

24      3)  Light Armored Suit:  Resistant Protection (12 PD/12 ED) (Impermeable) (36 Active Points); OIF (Powered Armor; -½)                                                                                                       0

8         4)  Holographic Display:  Sight and Hearing Groups Images (15 Active Points); OIF (Powered Armor; -½), Limited Range (2"; -¼)                                                                                                  1

16      5)  Life Support Systems:  LS  (Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (24 Active Points); OIF (Powered Armor; -½)                                          0

11      6)  Non-Combat Flight:  Flight 8m, MegaScale (1" = 100 km; +¾), Can Be Scaled Down 1" = 1km (+¼) (16 Active Points); OIF (Powered Armor; -½)                                                                 2

4         7)  Onboard Computer:  Follower (6 Active Points); OIF (Powered Armor; -½)          

6         8)  Open CommSystems:  High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Affected as Sight and Hearing as well as Radio (-½), OIF (-½)            0

25      9)  Plasma Guantlets:  EB 10d6 (50 Active Points); 8 Charges (-½), OIF (Powered Armor; -½)               [8]

           Metahuman Physique                                                                

7         1)  Tough:  +5 PD, Resistant (+½) (7 Active Points)              

7         2)  Tough:  +5 ED, Resistant (+½) (7 Active Points)             

12      3)  Evolved:  Life Support  (Extended Breathing: 1 END per Turn; Immunity All terrestrial diseases; Immunity: Alcohol; Longevity: 400 Years; Safe in High Pressure)                      0

 

           Boxing, Modern

           Maneuver        OCV   DCV    Notes

4         Block                +2      +2      Block, Abort

3         Clinch                -1       -1      Grab Two Limbs, 50 STR for holding on

4         Cross                 +0      +2      10d6 Strike

5         Hook                 -2       +1      12d6 Strike

3         Jab                    +2      +1      Strike

 

           Perks

3         Part of the Team:  Fringe Benefit:  Membership: The Atomic Rangers

5         The Ranchhouse:  Vehicles & Bases

 

           Skills

10      +1 with All Combat

8         +1 with HTH Combat

3         Bureaucratics 13-

3         High Society 13-

2         KS: Atomic Rangers Codes and Tactics (Custom Adder) 11-

2         KS: Criminal Underworld 11-

3         Navigation (Air, Land) 12-

3         Paramedics 12-

3         Scientist

2         1)  SS:  Biochemistry 12- (3 Active Points)

1         2)  SS:  Biology 11- (2 Active Points)

1         3)  SS:  Genetic Engineering 11- (2 Active Points)

3         Stealth 14-

3         Streetwise 13-

3         Systems Operation 12-

 

Total Powers & Skill Cost:  228

Total Cost:  455

 

400+     Matching Complications

15      Hunted:  Biomancer 8- (Mo Pow; Harshly Punish)

                Notes:  Biomancer is Alex's Biological Father.

10      Hunted:  The Blood Riders 8- (As Pow; Harshly Punish)

                Notes:  Superpowered Slavers from Mexico

10      Psychological Limitation:  Brash (Common; Moderate)

15      Psychological Limitation:  Glory hound (Very Common; Moderate)

10      Social Complication:  Dark Secret: Gained his powers from supervillain father. Infrequently, Major

15      Social Limitation:  Secret Identity (Alexander Reece) (Frequently; Major)

55      Experience Points

 

Total Complications Points:  455

 

Background/History:  To tell the truth, Alex Reece would have fit in pretty well with the Knights of Los Angeles. A gloryhound with just enough goodness in his heart to stay on the straight and narrow, he tried to use his physical might to get him the things he wanted in life: fame, fortune, and females.

 

The trouble was he just couldn't go through with being a selfish jerk all the time. When the Knights held their tryouts, Alex showed up in his home-made costume and proved relatively impressive, having actual powers even if they were limited and basic. He was ultimately turned away and went back to UCLA and his biochemistry studies while dreaming up his next big idea.

 

He got a call from the short genius who'd called himself Widget, this guy offtered him a spot on a team he was putting together and offered to set up Alex with some technology to give him more of an edge as a superhero. Alex took the chance willingly. He was originally dismayed that the newly formed Atomic Rangers were moving from Southern California to New Mexico, but he's stayed with the team and never really been happier.

 

Personality/Motivation:  A thrill seeker and lover of fame and glory, Alex has taken to the role of hero quickly. Responsibility has been a little slower in coming. He tends to fight harder in front of cameras and pretty ladies. He won't abandon his team but he might suggest a tactical retreat if they meet too much resistance.

 

Alex's studies of genetics gives him common ground with the Sunset Kid and he's kind of sweet on her.

 

Quote:  "The pain I will heap upon you will be Legion, get it?"

 

Powers/Tactics:  A flying brick with high agility and low super strength. He backs this up with boxing skill and the light powered armor that Widget has put together for him.

 

Campaign Use:

 

Appearance:  Classically handsome hero with blue eyes, blonde hair and all american muscular physique. His armor appears to be a modern version of roman Legionairre armor with a full face plate (only his eyes showing) and armored leggings. His armor is silver, his cape is white with blue trim. The Plume in his helm is blue.

 

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Edited by Enforcer84
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Lifter

 

Val   Char   Cost    Roll     Notes

  50    STR      40      19-      Lift 25.6tons; 10d6 [5]

  15    DEX     10      12-

  30    CON     20      15-

  15    INT        5       12-      PER Roll 12-

  12    EGO      2       11-

  20    PRE      10      13-      PRE Attack:  4d6

 

   5     OCV     10     

   5     DCV     10     

   3     OMCV  0      

   4     DMCV  3      

   4     SPD      20                  Phases:  3, 6, 9, 12

 

  25    PD        23                  Total:  25 PD (25 rPD)

  25    ED        23                  Total:  25 ED (25 rED)

  16    REC     12

  60    END      8

  12    BODY   2

  60    STUN   20      Total Characteristic Cost:  218

 

Movement:    Running:  17m/34m

                         Leaping:  24m/96m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

9         I can lift that!:  +50 STR (50 Active Points); Increased Endurance Cost (x10 END; -4), Only for Pushing (-½)   50

           Athletics                                                                                        

20      1)  Super Leaping:  Leaping +20m (24m forward, 12m upward) (Accurate, x4 Noncombat) 2

5         2)  Swift on his feet:  Running +5m (17m total)                   1

           Toughened Physique                                                                  

2         1)  Big and Beefy:  Knockback Resistance -2m                   0

20      2)  Hard to Put Down:  Energy Damage Reduction, 50%  0

20      3)  Hard to put down:  Physical Damage Reduction, 50% 0

38      4)  Resiliant Flesh:  (Total: 38 Active Cost, 38 Real Cost) Hardened (+¼), Resistant (+½) (19 Active Points) applied to PD (Real Cost: 19) plus Hardened (+¼), Resistant (+½) (19 Active Points) applied to ED (Real Cost: 19)            0

21      5)  Sturdy Physiology:  LS  (Eating Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Immunity Alcohol; Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping Character only has to sleep 8 hours per week) 0

           Commbracelet, all slots OIF (-½)                                             

11      1)  Closed Communications Systems:  Mind Link , Human class of minds, Specific Group of Minds, Any distance, Number of Minds (x16) (35 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As More Than One Sense Affected as Radio and Hearing senes rather than Mental (-½), OIF (-½), Does Not Provide Mental Awareness (-¼)          0

8         2)  Holographic Display:  Sight and Hearing Groups Images (15 Active Points); OIF (-½), Limited Range (2"; -¼)           1

4         3)  Onboard Computer:  Follower (6 Active Points); OIF (-½)        

6         4)  Open CommSystems:  High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Affected as Sight and Hearing as well as Radio (-½), OIF (-½)            0

           Perks

3         Part of the Team:  Fringe Benefit:  Membership: The Atomic Rangers

5         The Ranchhouse:  Vehicles & Bases

 

           Talents

2         Gravity Immunity:  Environmental Movement (no penalties on Heavy Gravity (up to 5G))

6         Greek God's Body:  +2/+2d6 Striking Appearance (vs. all characters)

5         Quicker than He Looks:  Lightning Reflexes (+5 DEX to act first with All Actions)

 

           Skills

4         +2 with grab

24      +3 with HTH Combat

8         +4 with Punch

3         Charm 13-

3         Conversation 13-

1         Criminology 8-

3         Deduction 12-

1         Forensic Medicine 8-

3         Interrogation 13-

3         Paramedics 12-

3         Persuasion 13-

2         SS:  Ballistics 11-

3         Scholar

1         1)  KS: Atomic Rangers Codes and Tactics (Custom Adder) (2 Active Points) 11-

1         2)  KS: Body Building (2 Active Points) 11-

1         3)  KS: Criminal Law (2 Active Points) 11-

1         4)  KS: Police Procedure (2 Active Points) 11-

1         5)  KS: Superhero World (2 Active Points) 11-

3         Streetwise 13-

3         Teamwork 12-

 

Total Powers & Skill Cost:  257

Total Cost:  475

 

400+     Matching Complications

5         DNPC:  Lacey Daniels (Little Sister) aka Thundara 11- (As powerful as the PC)

10      Hunted:  Havok 8- (As Pow; Harshly Punish)

10      Hunted:  The Blood Riders 8- (As Pow; Harshly Punish)

20      Hunted:  Iron Crusade 8- (Mo Pow; NCI; Harshly Punish)

15      Psychological Limitation:  Laid back, Easy going, Slow to anger. (Common; Strong)

15      Social Limitation:  Secret Identity (Jason Daniels) (Frequently; Major)

75      Experience Points

 

Total Complications Points:  475

 

Background/History:  Jason Daniels was always big and strong. Some call them mutants, but the modern politically correct term is "naturalized metahuman," either way, Jason might has always been well above the norm. He entered some body building competitions as a youth (metahuman division, of course) and was something of a local legend by the time he'd reached his 20's.

 

When the Knights of Los Angeles held their tryouts, Jason decided to give it a shot, mostly because his baby sister kept bugging him that he should do more than just lift weights all the time. Jason, calling himself Lifter tried out and made it to the final round but he angered the founding member, Doc Hollywood who had challenged him to a lifting contest only to be completely outclassed as Jason simply muscled up every weight he was given. In a rage, Hollywood attacked him and Jason's combat inexperience was plain to see as the more experienced hero clobbered him; he was released and went back home.

 

A few days later he was contaced by one of the other released contestants, they were going their own way and he was invited. Intrigued, Jason took them up on the offer. Since then Lifter has anchored the Atomic Rangers.To his own surprise the idea of being a crime fighter has become Lifter's focus, rather than just lifting.

 

Jason's younger sister has also started attending school at St. John's New Mexico. She has also exhibited limited superhuman strength and often gets under Jason's foot trying to "Help Out" she calls herself Thunder Girl. She joined the team (to keep track of her) in 2006. As of 2010 she changed her name to "Thunder Woman."

 

Personality/Motivation:  Lifter is an easy going fellow. He has spend most of his life as a beach bum and body builder, but now he sees his superheroic career as a higher purpose. He has actually started taking criminology classes at the local university (one of the team's weaknesses). He's proven smarter than he appears.

 

 

 

Quote:  "If I stop lifting, I die."

 

Powers/Tactics:  Lifter is a standard brick but he can really push himself beyond normal limits. His STR for Pushing is 100. For normal use, his strength is 50.

He is slightly more agile and quicker than the average person. He can take a beating too.

 

 

 

Campaign Use:  Lifter is an "amalgam" of the example character in Hero5 and the Lifter from Wildguard: Casting Call. Who knows, perhaps the comic book Lifter will prove to be very similar to the Hero one....

 

Appearance:  A tall and buff young man with perfect teeth, skin, and hair. He wears a white body suit with blue gloves, boots, belt and harness.

He wears no mask.

 

post-198-0-34749500-1388950922_thumb.jpg

Edited by Enforcer84
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Sunset Kid

 

Val   Char   Cost    Roll     Notes

  15    STR       5       12-      Lift 200.0kg; 3d6 [1]

  20    DEX     20      13-

  18    CON      8       13-

  15    INT        5       12-      PER Roll 12-

  18    EGO      8       13-

  19    PRE       9       13-      PRE Attack:  3 ½d6

 

   7     OCV     20     

   7     DCV     20     

   3     OMCV  0      

   6     DMCV  9      

   5     SPD      30                  Phases:  3, 5, 8, 10, 12

 

11+7 PD          6                   Total:  11/18 PD (3/10 rPD)

11+7 ED         6                   Total:  11/18 ED (3/10 rED)

  11    REC      7

  40    END      4

  12    BODY   2

  30    STUN    5       Total Characteristic Cost:  166

 

Movement:    Running:  13m/26m

                         Leaping:  5m/10m

                         Swimming:  5m/10m

                         Swinging:  0m/12m/0m/24m

 

Cost   Powers                                                                                   END

30      Hi-Tech Pistols:  Multipower, 50-point reserve, all slots 4 clips of 8 Charges (-0) (50 Active Points); all slots OAF (-1)     

                                                                Notes:  (x2 number of items)

2f       1)  Standard Shot:  Killing Attack - Ranged 2d6, +1 STUN Multiplier (+¼) (37 Active Points); OAF (-1), No Knockback (-¼)                                                                                                       0

2f       2)  Stunning Shot:  Energy Blast 10d6, STUN Only (+0) (50 Active Points); OAF (-1)               0

22      Lasso:  Multipower, 45-point reserve,  (45 Active Points); all slots OAF Durable (-1)

1f       1)  Rope Use:  Stretching 4m (4 Active Points); OAF Durable (-1), Always Direct (-¼), No Noncombat Stretching (-¼)     1

1f       2)  Swingline:  Swinging 12m (6 Active Points); OAF Durable (-1)                1

8         Speed Shooting:  Autofire (3 shots; +¼) for up to 50 Active Points of 50 pts of Fire Arm Skills (12 Active Points); OIF (Available Firearm; -½)                                                                                1

           Gear                                                                                               

14      1)  Armored Costume:  Resistant Protection (7 PD/7 ED) (21 Active Points); OIF (-½)              0

           Commbracelet, all slots OIF (-½)                                             

11      1)  Closed Communications Systems:  Mind Link , Human class of minds, Specific Group of Minds, Any distance, Number of Minds (x16) (35 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As More Than One Sense Affected as Radio and Hearing senes rather than Mental (-½), OIF (-½), Does Not Provide Mental Awareness (-¼)          0

8         2)  Holographic Display:  Sight and Hearing Groups Images (15 Active Points); OIF (-½), Limited Range (2"; -¼)           1

4         3)  Onboard Computer:  Follower (6 Active Points); OIF (-½)        

6         4)  Open CommSystems:  High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Affected as Sight and Hearing as well as Radio (-½), OIF (-½)            0

 

           Kung Fu

           Maneuver        OCV   DCV    Notes

4         Block                +2      +2      Block, Abort

4         Dodge                --       +5      Dodge, Affects All Attacks, Abort

5         Kick                   -2       +1      7d6 Strike

3         Legsweep         +2       -1      4d6 Strike, Target Falls

4         Punch               +0      +2      5d6 Strike

3         Throw               +0      +1      3d6 +v/5, Target Falls

2         Weapon Element:  Chain & Rope Weapons, Empty Hand, Off Hand

           Trick Shooting

           Maneuver        OCV   DCV    Notes

4         Basic Shot       +0      +0      Strike, +2 DC

3         Defensive Shot -1       +2      Strike

3         Diving Shot      +0      +2      Half move required, Strike, you fall

4         Ranged Disarm +0     +0      Disarm, 30 STR

4         Trip                    -1       -1      v/5, Target Falls

0         Weapon Element:  Pistols

 

           Perks

10      The Ranchhouse:  Base Contribution

15      Copper...let's ride!:  Follower: Copper, the Robot Horse

5         Fringe Benefit:  Concealed Weapon Permit (where appropriate), Membership: Atomic Rangers

 

           Talents

1         Two Gun Kid:  Ambidexterity (-2 Off Hand penalty)

6         Missed!:  Combat Luck: 3 PD/3 ED

3         Bubbly Cutie:  +1/+1d6 Striking Appearance (vs. all characters)

 

           Skills

2         +1 with Custom Pistols

32      +4 with Ranged Combat

5         Accurate Sprayfire

4         Animal Handler (Equines) 14-

3         Breakfall 13-

3         Climbing 13-

3         Conversation 13-

5         Fast Draw 14-

3         Forensic Medicine 12-

3         Oratory 13-

3         PS: Surgeon 12-

3         Paramedics 12-

3         Penalty Skill Levels :  +3 vs. Range Modifier with to offset a specific negative OCV modifier with any single attack

3         Penalty Skill Levels:  +3 vs. Hit Location modifiers with Custom Pistols

3         Persuasion 13-

5         Riding 14-

2         SS:  Biology 11-

2         SS:  Metahuman Physiology 11-

3         Scholar

1         1)  KS: Atomic Rangers Codes and Tactics (Custom Adder) (2 Active Points) 11-

2         2)  KS: Old West (3 Active Points) 12-

2         3)  KS: Superhuman World (3 Active Points) 12-

1         4)  KS: Western Lore (2 Active Points) 11-

3         Shadowing 12-

3         Sleight Of Hand 13-

3         Stealth 13-

2         Survival (Desert) 12-

0         TF:  Equines

3         Teamwork 13-

3         Tracking 12-

4         WF:  Chain & Rope Weapons, Handguns, Rifles, Whips

 

Total Powers & Skill Cost:  309

Total Cost:  475

 

400+     Matching Complications

15      Hunted:  Gun Bunny 8- (Occasionally), As Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish

                Notes:  Gunslinging Supervillainess.

15      Hunted:  The Blood Riders 8- (Occasionally) (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

15      Hunted:  Mr Twilight 8- (Occasionally), As Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish

                Notes:  Another gunfighter.

20      Psychological Limitation:  Code vs Killing Common, Total

15      Psychological Limitation:  Thrill Seeker Common, Strong

15      Social Limitation:  Public ID: Wendy Allusade, the Sunset Kid Frequently (11-), Major

75      Experience Points

 

Total Complications Points:  475

 

Background/History:  Wendy Allusade was always fascinated by tales of the old west. Her family moved to New Mexico when she was eleven. She began riding horses that summer. When she graduated high school she joined a local rodeo, by this time she was a fair trick shooter, rope user, and all round showman. She worked for a few theme parks on the west coast but felt a call to something higher.

 

She began college later that year studying pre-med. Working a local theme park to earn her tuition; Wendy found herself in the papers one day when a young kid attempted to rob the gate. She used her lasso to stop him, and although the robbery was real; most of the customers present thought it was part of the act. Wendy enjoyed the media coverage, and the owners of the park, in gratitude paid for her entire freshman year. She continued to work as a trick shooting, lassoing cowgirl on weekends, but began to feel that maybe she could be more.

 

Training intensely for the next three years while allowing her studies to slip, she made herself a modern day desperado outfit (lightly armored) and took her skills to the streets. As the Sunset Kid, she tried unsuccessfully to join the publicity seeking Knights of Los Angeles. The Knights was a publicity stunt by a few local heroes who held a public "try out" for their team. Wendy's skills intrigued them, but she was passed over in the end. A few of the others who weren't chosen decided to form their own team that would later be known as the Atomic Rangers; Wendy was asked to join and accepted. The Atomic Rangers are now based in New Mexico on land owned by Wendy's parents.

 

Personality/Motivation:  The Sunset Kid is a "gimmick" and she knows it. She is popular with the media, having charm, wit, and grace when being interviewed. She tried originally to be a "true cowgirl" in her Sunset persona, but she eventually gave it up. She is more confident in the public relations part of hero-ing; setting a good example, doing public service announcements, et al., but she can hold her own in a fight. Wendy is in this for the thrills and the chance to do well.

 

Quote:  "I do believe I have you covered, Shadow. What are you doing in these parts anyhow?"

 

Powers/Tactics:  Thanks to Widget, the team gadgeteer, the Sunset Kid has some true firepower at her hips. She wears a light armored costume, has a concealed radio, variable ammunition six-shooters, and an extremely sturdy lasso. She also has "Copper", the robot horse. Copper can fly as well as cruise at high land speeds. Sunset has trained diligently to be able to ride and fight while Copper is in the air. She has also studied Flying Lotus's Kung Fu and can hold her own in hand to hand combat.

 

Campaign Use:  The Sunset Kid is a half-hearted attempt at a serious superhero. She is along the lines of Shooting Star of Marvel Comics fame. Not only is she an able combatant and spokes person; she has completed her medical certification and is a licensed Doctor. She is an expert at meta-human treatment; at least as far as her team mates go.

 

Appearance:  Wendy is a fit and attractive young woman with a cheerful personality and an adventurous streak a mile wide. She will try almost anything once. She can be serious, but she doesn't like to stay that way. The Sunset Kid wears a stylized armored cowgirl uniform. Combat boots instead of cowboy boots, a white hat, her trademark round glasses, and a leather duster. Her hi-tech guns appear to be vintage six shooters. Her lasso has a metallic golden sheen.

Her pants and neckerchief are red, her duster is gray, and her shirt is denim blue. Her boots, gloves, and belt are black.

 

 

post-198-0-36421100-1388950860_thumb.jpg

 

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Widget

 

Val   Char   Cost    Roll     Notes

  15    STR       5       12-      Lift 200.0kg; 3d6 [1]

  20    DEX     20      13-

  18    CON      8       13-

  30    INT      20      15-      PER Roll 15-

  14    EGO      4       12-

  15    PRE       5       12-      PRE Attack:  3d6

 

   7     OCV     20     

   7     DCV     20     

   3     OMCV  0      

   5     DMCV  6      

   5     SPD      30                  Phases:  3, 5, 8, 10, 12

 

7+10 PD          5                   Total:  7/17 PD (0/10 rPD)

7+10 ED         5                   Total:  7/17 ED (0/10 rED)

  10    REC      6

  40    END      4

  12    BODY   2

  40    STUN   10      Total Characteristic Cost:  170

 

Movement:    Running:  12m/24m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

25      Armored & Insulated Costume:  (Total: 37 Active Cost, 25 Real Cost) LS  (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (7 Active Points); OIF (-½) (Real Cost: 5) plus Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-½) (Real Cost: 20)                         0

100    Gadget Pool:  Variable Power Pool (Gadget Pool), 75 base + 75 control cost,  (113 Active Points); all slots All Gadgets Focused At least at -½ (-½)                                                                        

0         1) Force Projector:  FW 8 PD/8 ED, 0 BODY (up to 1m long, 1m tall, and ½m thick) (24 Active Points); 4 Charges (-1), All Gadgets Focused At least at -½ (-½), Restricted Shape (Hemisphere; -¼) Real Cost: 9             [4]

0         2) Ion Pulse Pistol:  EB 11d6 (55 Active Points); All Gadgets Focused At least at -½ (-½), Beam (-¼), 12 Charges (-¼) Real Cost: 27                                                                                             [12]

0         3) Magnocuffs:  Entangle 2d6, 2 PD/2 ED, Takes No Damage From Attacks Limited Group (+¼) (37 Active Points); Set Effect (Hands Only/Feet Only) (Hands Only; -1), OAF (Hand Cuffs; -1), All Gadgets Focused At least at -½ (-½) Real Cost: 10                                                                                                       4

0         4) Sapper:  Drain END 2d6 (20 Active Points); 4 Charges (-1), All Gadgets Focused At least at -½ (-½) Real Cost: 8        [4]

13      Combat Harness:  Multipower, 20-point reserve,  (20 Active Points); OIF (Combat Harness & Utility Belt; -½) 

1f       1)  Lock Picks:  +2 with Lockpicking (4 Active Points); OAF (-1)  

1f       2)  Magno Suction Cups:  Clinging (normal STR) (10 Active Points); OAF (-1), Conditional Power Power does not work in Common Circumstances (Only on Glass or Metal ; -½)     0

1f       3)  Mini Med Kit:  +2 with Paramedics (4 Active Points); OAF (-1)               

1f       4)  Side Arm:  RKA 1d6+1 (20 Active Points); OAF (-1), Real Weapon (-¼), 2 clips of 8 Charges (-¼)  [8]

1f       5)  Skeleton Key Card:  +2 with Security Systems (4 Active Points); OAF (-1)           

           Commbracelet, all slots OIF (-½)                                             

11      1)  Closed Communications Systems:  Mind Link , Human class of minds, Specific Group of Minds, Any distance, Number of Minds (x16) (35 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As More Than One Sense Affected as Radio and Hearing senes rather than Mental (-½), OIF (-½), Does Not Provide Mental Awareness (-¼)          0

8         2)  Holographic Display:  Sight and Hearing Groups Images (15 Active Points); OIF (-½), Limited Range (2"; -¼)           1

4         3)  Onboard Computer:  Follower (6 Active Points); OIF (-½)        

6         4)  Open CommSystems:  High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Affected as Sight and Hearing as well as Radio (-½), OIF (-½)            0

           Headgear, all slots OIF (-½)                                                       

3         1)  EMP Protection:  Radio Group Flash Defense (5 points) (5 Active Points); OIF (-½)           0

4         2)  Far Seeing:  +4 versus Range Modifier for Sight Group (6 Active Points); OIF (-½)             0

3         3)  Low Light Vision:  Nightvision (5 Active Points); OIF (-½)        0

7         4)  Magnification Vision:  Microscopic (x100) ( x100) with Sight Group (10 Active Points); OIF (-½)  0

7         5)  Protected Hearing:  Hearing Group Flash Defense (10 points) (10 Active Points); OIF (-½)              0

7         6)  Protected Vision:  Sight Group Flash Defense (10 points) (10 Active Points); OIF (-½)       0

2         7)  Sonic Analyzer:  Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-½)            0

3         8)  Thermal Vision:  IR Perception (Sight Group) (5 Active Points); OIF (-½)              0

 

           Tae Kwon Do

           Maneuver        OCV   DCV    Notes

4         Arm Sweep Block     +2      +2                Block, Abort

5         Crescent Kick Block +1      +3                Block, Abort

4         Disarm              -1       +1      Disarm; 25 STR to Disarm roll

5         Flying Side Kick         +1      -2 7d6 Strike

4         Front Kick        +0      +2      5d6 Strike

4         Knifehand Spearhand        -2 +0           HKA 2d6 +1

4         Punch/Elbow Strike  +2      +0                5d6 Strike

5         Side or Roundhouse Kick  -2 +1           7d6 Strike

3         Takedown       +1      +1      3d6 Strike; Target Falls

 

           Perks

3         Part of the Team:  Fringe Benefit:  Membership: The Atomic Rangers

5         The Ranchhouse:  Vehicles & Bases

 

           Talents

3         Absolute Time Sense

5         Eidetic Memory

3         Lightning Calculator

4         Speed Reading (x10)

 

           Skills

2         +1 with single Skill or Characteristic Roll

20      +2 with All Combat

3         Acrobatics 13-

3         Breakfall 13-

3         Bureaucratics 12-

3         Climbing 13-

3         Computer Programming 15-

3         Concealment 15-

3         Demolitions 15-

3         Electronics 15-

3         Inventor 15-

1         Language:  Assembler (basic conversation)

1         Language:  C (basic conversation)

1         Language:  COBOL (basic conversation)

3         Lockpicking 13-

3         Mechanics 15-

3         Paramedics 15-

3         Scholar

1         1)  KS: Atomic Rangers Codes and Tactics (Custom Adder) (2 Active Points) 11-

2         2)  KS: Computer Databases (3 Active Points) 15-

2         3)  KS: Computer Hacking (3 Active Points) 15-

2         4)  KS: Computer Security (3 Active Points) 15-

2         5)  KS: Computer Viruses (3 Active Points) 15-

3         Scientist

2         1)  SS:  AI Technology 15- (3 Active Points)

2         2)  SS:  Automotive Engineering 15- (3 Active Points)

2         3)  SS:  Battlesuit Engineering and Design 15- (3 Active Points)

2         4)  SS:  Biochemistry 15- (3 Active Points)

2         5)  SS:  Chemical Engineering 15- (3 Active Points)

2         6)  SS:  Chemical and Biological Weapons 15- (3 Active Points)

2         7)  SS:  Communications Engineering 15- (3 Active Points)

2         8)  SS:  Computer Control Systems 15- (3 Active Points)

2         9)  SS:  Electrical Engineering 15- (3 Active Points)

2         10)  SS:  Energy Conversion Systems 15- (3 Active Points)

2         11)  SS:  Gravitics 15- (3 Active Points)

2         12)  SS:  Hyperspace Physics 15- (3 Active Points)

2         13)  SS:  Ionization Engineering 15- (3 Active Points)

2         14)  SS:  Lasers 15- (3 Active Points)

2         15)  SS:  Mathematics 15- (3 Active Points)

2         16)  SS:  Mechanical Engineering 15- (3 Active Points)

2         17)  SS:  Neural Interface Technology 15- (3 Active Points)

2         18)  SS:  Optics 15- (3 Active Points)

2         19)  SS:  Physics 15- (3 Active Points)

2         20)  SS:  Software Engineering 15- (3 Active Points)

2         21)  SS:  Sonics 15- (3 Active Points)

2         22)  SS:  Structural Engineering  15- (3 Active Points)

2         23)  SS:  Weapons System Engineering 15- (3 Active Points)

3         Security Systems 15-

3         Stealth 13-

3         Systems Operation 15-

9         Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged) 15-

 

Total Powers & Skill Cost:  409

Total Cost:  579

 

400+     Matching Complications

10      DNPC:  Eliza McKenzie; Fiance Infrequently (Normal)

25      Hunted:  The ARMORY 8- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

15      Psychological Limitation:  Code vs Killing (Common; Strong)

10      Psychological Limitation:  Curious (Common; Moderate)

15      Social Limitation:  Public Identity (Frequently; Major)

179    Experience Points

 

Total Complications Points:  579

 

Background/History:  Perry Walters, short in stature but great in intellect, collected his first PhD from CalTech when he was only 15. He has an extensive list of patents to his name. He decided to become more than a wealthy industrialist and after a brief but intense training period, he developed an arsenal of crimefighting tools and embarked on a career as the heroic Widget. He tried to join the Knights of Los Angeles but was practically laughed out of the auditions. He and some of the other "cast-offs" formed the Atomic Rangers.

 

Personality/Motivation:  Although he's been accused of having "Short Man's Syndrome", Perry has never considered himself angry or overcompensating for anything. He has an incurable scientific curiosity and a desire to experience new things. He also holds his fellow man in high regard and has sworn to protect the innocent from the machinations of a gaggle of morally stunted intellectuals.

 

Quote:  "Here, catch."

"I wonder what this does."

 

Powers/Tactics:  Skilled in a variety of sciences, Widget has produced a veritable arsenal of equipment in which to fight crime. He also has spent much of the last three years rigorously training his body, and has become a skilled, if unorthadox hand to hand fighter.

 

Campaign Use:

 

Appearance:  A short man, but thickly muscular. He has thick black hair and beard, brown eyes and an infectious grin. He wears a gray jump suit with black boots, gloves, and utility belt. His holster and combat harness are white. THere is a white "W" in a black circle on his right shoulder. He wears a headset/goggle combination but doesn't try to hide who he is.

 

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Thunder Woman

 

Val   Char   Cost    Roll     Notes

  40    STR      30      17-      Lift 6400.0kg; 8d6 [4]

  21    DEX     22      13-

  25    CON     15      14-

  13    INT        3       12-      PER Roll 12-

  11    EGO      1       11-

  25    PRE      15      14-      PRE Attack:  5d6

 

   7     OCV     20     

   7     DCV     20     

   3     OMCV  0      

   4     DMCV  3      

   4     SPD      20                  Phases:  3, 6, 9, 12

 

  20    PD        18                  Total:  20 PD (20 rPD)

  20    ED        18                  Total:  20 ED (20 rED)

  15    REC     11

  50    END      6

  15    BODY   5

  50    STUN   15      Total Characteristic Cost:  222

 

Movement:    Running:  12m/24m

                         Flight:  30m/60m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

60      Thunder and Lightning Powers:  Multipower, 60-point reserve    

3f       1)  Direct Current Punch:  (Total: 60 Active Cost, 30 Real Cost) Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-¼) (Real Cost: 16) plus Entangle 2d6, 2 PD/2 ED, Takes No Damage From Attacks (+1) (40 Active Points); Vulnerable (electrical attacks; -1), No Range (-½), Linked (Hand-To-Hand Attack; -¼), Limited Power Only Versus Targets With Muscles Or Comparative Structures (-0) (Real Cost: 14)   6

3f       2)  Lightning Punch:  (Total: 40 Active Cost, 26 Real Cost) Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-¼) (Real Cost: 16) plus Sight Group Flash 4d6 (20 Active Points); No Range (-½), Linked (Hand-To-Hand Attack; -½) (Real Cost: 10)                                                                           4

3f       3)  Personal Electric Field:  Killing Attack - Ranged 2d6-1, Area Of Effect (1m Surface; personal surface - Damage Shield; +¼), Constant (+½) (44 Active Points); No Range (-½)               4

2f       4)  Thunder Punch:  (Total: 32 Active Cost, 22 Real Cost) Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-¼) (Real Cost: 16) plus Hearing Group Flash 4d6 (12 Active Points); No Range (-½), Linked (Hand-To-Hand Attack; -½) (Real Cost: 6)                                                                        3

           Commbracelet, all slots OIF (-½)                                             

11      1)  Closed Communications Systems:  Mind Link , Human class of minds, Specific Group of Minds, Any distance, Number of Minds (x16) (35 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As More Than One Sense Affected as Radio and Hearing senes rather than Mental (-½), OIF (-½), Does Not Provide Mental Awareness (-¼)          0

8         2)  Holographic Display:  Sight and Hearing Groups Images (15 Active Points); OIF (-½), Limited Range (2"; -¼)           1

4         3)  Onboard Computer:  Follower (6 Active Points); OIF (-½)        

6         4)  Open CommSystems:  High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Affected as Sight and Hearing as well as Radio (-½), OIF (-½)            0

           Thunder Child                                                                              

40      1)  Ohm Effect:  Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Electricity (-½)        0

30      2)  To The Skies!:  Flight 30m                                                  3

10      3)  Toughness:  Resistant (+½) (10 Active Points) applied to ED   

10      4)  Toughness:  Resistant (+½) (10 Active Points) applied to PD   

           Perks

3         Part of the Team:  Fringe Benefit:  Membership: The Atomic Rangers

5         The Ranchhouse:  Vehicles & Bases

 

           Talents

3         Good at Math:  Lightning Calculator

6         Looker:  +2/+2d6 Striking Appearance (vs. all characters)

5         Nice Reflexes:  Lightning Reflexes (+5 DEX to act first with All Actions)

 

           Skills

8         +1 with HTH Combat

3         Charm 14-

3         Computer Programming 12-

3         Electronics 12-

0         Language:  English (idiomatic) (4 Active Points)

4         Language:  Spanish (idiomatic)

3         Paramedics 12-

3         Persuasion 14-

3         Scholar

1         1)  KS: The Superhuman World (2 Active Points) 11-

1         2)  KS: The Tech World (2 Active Points) 11-

3         Security Systems 12-

3         Systems Operation 12-

3         Teamwork 13-

 

Total Powers & Skill Cost:  253

Total Cost:  475

 

400+     Matching Complications

5         Dependent NPC:  Jason Daniels (Lifter) Frequently (As powerful as the PC)

10      Hunted:  Havok Infrequently (As Pow; Harshly Punish)

20      Hunted:  The Iron Crusade Infrequently (Mo Pow; NCI; Harshly Punish)

15      Psychological Complication:  Code vs Killing (Common; Strong)

10      Psychological Complication:  Giddy, nerdy, and excitable (Common; Moderate)

15      Social Complication:  Secret Identity Frequently, Major

75      Experience Points

 

Total Complications Points:  475

 

Background/History:  Lacey, like her brother, is a naturalized meta. Her powers errupted somewhat forcefully when she was eleven, causing her to grow almost a foot in height over the span of a week. Her family took it in stride and she was treated about as normally as two parents could with super-strong children.

 

Though not nearly as strong or hardy as her brother, Lacey is quicker, could fly and seemingly controlled thunder and lightning to a limited degree. She created the Thunder Girl identity that year and big brother Jason spent the next 7 trying to keep her out of trouble.

 

When she turned 18 in 2006 she joined the team officially. When she turned 21, she changed her name to Thunder Woman.

 

Personality/Motivation:  Bubbly and hyperactive, Thunder Woman is clearly the youngest person on the team. She is exceptionally responsible, but also living in the now. She has trouble seeing past the present and keeps the rest of the team up to date on pop culture, whether they appreicate it or not.

 

She has been through all the girly crush phases and though she's now a young woman and a celebrity in her own right she still gets star struck on occasion.

 

Quote:  "KA-BOOM! Wimp goes down."

 

Powers/Tactics: Fairly mobile, quick but very straight forward, Thunder Woman is something of a glass cannon, having exceptional meless offense options but somewhat lower defenses for someone of her physical power. She is highly resistant to electrical attacks and can be very overconfident against foes that use them.

 

She's also an instinctive expert on electronics and technology. For that reason she hangs out with Widget a lot in his lab trying to reconcile things she knows and doesn't really know why. She also was the one who noticed the team in the southwest had precious little spanish speaking ability, so she has studied it for years

 

Campaign Use:

 

Appearance:  Tall and imposing, Lacey cuts a mean figure in her street clothes, she actually likes to dress up and tends to favor business or casual suits with skirts for day to day wear. She has long brown hair and her father's blue eyes.

 

The Thunder Woman costume is a slightly updated version of the one she designed as a kid, blue and black with golden lightning about. She chose the black because it makes the gold pop more than white does. She thinks it makes her look a bit more "Bad Girl" as well.

 

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Today's post was brought to you by the Demon Lords of Crux, quite literally.  

 

GM Notes: The Demon Lords of Crux are my version of the (way more awesomely named) Descending Hierarchy or Demon Lords or Arch Fiends...etc. The guys who control the Infernal Realms. They battled the Progenitors when the solar system was young and seek out the souls of mortals to use as currency, fuel, and arms in their nigh constant wars with one another. There are many kinds of Demon Lords and even more kinds of underlings. The traditional D&D versions (Demons, Daemons, Devils, etc) are all labeled "Demons" in Else Earth. They provide a traditional Mystic threat. 

 

Blackguard

 

Val   Char   Cost    Roll     Notes

120  STR      10      33-      Lift 419.4ktons; 24d6 [8]

  30    DEX     20      15-

  60    CON     10      21-

  30    INT      10      15-      PER Roll 15-

  30    EGO     10      15-

  40    PRE      10      17-      PRE Attack:  8d6

 

  11    OCV     10     

5+7  DCV     10     

  10    OMCV  6      

  10    DMCV  6      

   5     SPD       0                   Phases:  3, 5, 8, 10, 12

 

  50    PD          6                   Total:  50 PD (50 rPD)

  40    ED         6                   Total:  40 ED (40 rED)

  38    REC      4

150  END      4

  25    BODY  10

150  STUN   10      Total Characteristic Cost:  150

 

Movement:    Running:  16m/32m

                         Flight:  25m/50m

                         Leaping:  8m/16m

                         Swimming:  7m/14m

                         Teleportation:  40m/80m

 

Cost   Powers                                                                                   END

100    Demonic Might:  Multipower, 150-point reserve,  (150 Active Points); all slots Only In Alternate Identity (-¼), Unified Power (Unholy/Demonic; -¼)                                                               

5f       1)  Alphomet's Soulscapes:  Mental Illusions 16d6 (Human class of minds), Reduced Endurance (½ END; +¼) (100 Active Points); Stops Working If Mentalist Is Stunned (-½), Only In Alternate Identity (-¼), Unified Power (Unholy/Demonic; -¼)                                                                                                       4

7f       2)  Estrodd's Destructive Blast:  Energy Blast 16d6, Reduced Endurance (½ END; +¼) (100 Active Points); Only In Alternate Identity (-¼), Unified Power (Unholy/Demonic; -¼)           4

           Notes:  A green-black blast of corrupted light. Considered Evil/Unholy Magic

3f       3)  Estrodd's Gate:  Teleportation 40m, Reduced Endurance (½ END; +¼) (50 Active Points); Only In Alternate Identity (-¼), Unified Power (Unholy/Demonic; -¼)                                    2

7f       4)  Mantle of Estrodd:  HKA 3d6, Reduced Endurance (½ END; +¼), Damage Shield (+½), Penetrating (+½), Continuous (+1) (146 Active Points); No STR Bonus (-½), Only In Alternate Identity (-¼), Unified Power (Unholy/Demonic; -¼)               6

                                                                          Notes:  Aura of Hellfire

5f       5)  Thazuk's Domination:  Mind Control 16d6 (Human class of minds), Reduced Endurance (½ END; +¼) (100 Active Points); Eye Contact Required (-½), Only In Alternate Identity (-¼), Unified Power (Unholy/Demonic; -¼)       4

                                                                                                                   

5         Immortal Now:  LS  (Longevity Immortal)                           0

6         Instant Change (any clothing):  Cosmetic Transform 2d6 (Clothing into costume and vice-versa), Improved Target Group (+¼) (7 Active Points); Limited Target ([slightly Limited]; -¼)  1

                                                                                                                   

           Boon of Alphomet                                                                      

8         1)  Alphomet's Guile:  +10 INT (10 Active Points); Only In Alternate Identity (-¼)  

4         2)  Alphomet's Secret:  +5 BODY (5 Active Points); Only In Alternate Identity (-¼) 

16      3)  Alphomet's Will:  Mental Defense (20 points total) (20 Active Points); Unified Power (Unholy/Demonic; -¼)               0

                                                                                                                   

           Boon of Brohm, all slots Only In Alternate Identity (-¼)    

24      1)  Brohm's Ferocity:  +6 OCV (30 Active Points); Only In Alternate Identity (-¼)   

72      2)  Brohm's Invincibility:  +42 PD, Hardened (+¼), Impenetrable (+¼), Resistant (+½) (92 Active Points); Only In Alternate Identity (-¼) (Modifiers affect Base Characteristic)            

120    3)  Brohm's Might:  +100 STR, Reduced Endurance (½ END; +¼), Affects Desolidified Supernatural Beings (+¼) (150 Active Points); Only In Alternate Identity (-¼)                                 6

32      4)  Brohm's Toughness:  +40 CON (40 Active Points); Only In Alternate Identity (-¼)             

44      5)  Brohm's Vitality:  +110 STUN (55 Active Points); Only In Alternate Identity (-¼)              

24      6)  Brohm's Vitality:  +30 REC (30 Active Points); Only In Alternate Identity (-¼)   

32      7)  Brohm's Will:  (Total: 40 Active Cost, 32 Real Cost) Physical Damage Reduction, 50% (20 Active Points); Only In Alternate Identity (-¼) (Real Cost: 16) plus Energy Damage Reduction, 50% (20 Active Points); Only In Alternate Identity (-¼) (Real Cost: 16)                                                                                      0

                                                                                                                   

           Boon of Estrod, all slots Only In Alternate Identity (-¼)     

12      1)  Estrodd's Arrogant Assault:  +5 OMCV (15 Active Points); Only In Alternate Identity (-¼)             

12      2)  Estrodd's Ivory Tower:  +5 DMCV (15 Active Points); Only In Alternate Identity (-¼)      

56      3)  Estrodd's Resiliance:  +32 ED, Hardened (+¼), Impenetrable (+¼), Resistant (+½) (72 Active Points); Only In Alternate Identity (-¼) (Modifiers affect Base Characteristic)            

18      4)  Estrod's Vitality:  +110 END (22 Active Points); Only In Alternate Identity (-¼)

16      5)  Estrodd's Wardings:  Power Defense (20 points) (20 Active Points); Only In Alternate Identity (-¼)               0

8         6)  Estrodd's Will:  +10 EGO (10 Active Points); Only In Alternate Identity (-¼)      

                                                                                                                   

           Boon of Feezyr, all slots Only In Heroic Identity (-¼)         

14      1)  Feezyr's Evasion:  +7 DCV (35 Active Points); Extra Time (Extra Segment, Character May Take No Other Actions, -¾), Costs Endurance (-½), Only In Heroic Identity (-¼)           3

16      2)  Feezyr's Grace:  +10 DEX (20 Active Points); Only In Heroic Identity (-¼)          

3         3)  Feezyr's Quckness:  Lightning Reflexes: +5 DEX to act first with All Actions (+5 DEX to act first with All Actions) (5 Active Points); Costs Endurance (-½), Only In Heroic Identity (-¼)           1

24      4)  Feezyr's Swiftness:  +3 SPD (30 Active Points); Only In Heroic Identity (-¼)       

65      5)  Feezyr's Unfettered Flight:  Flight 25m, Reduced Endurance (½ END; +¼), Variable Advantage (+1 Advantages; +2) (81 Active Points); Only In Heroic Identity (-¼)                         3

                                                                                                                   

           Boon of Thazuk, all slots Only In Alternate Identity (-¼)   

16      1)  Thazuk's Mein:  +20 PRE (20 Active Points); Only In Alternate Identity (-¼)       

5         2)  Thazuk's Charm:  +2/+2d6 Striking Appearance (vs. all characters) (6 Active Points); Only In Alternate Identity (-¼)               

                                                                                                                   

           Dark Demi-God Form, all slots OIHID (-¼)                           

28      1)  Infernal Form:  Life Support  (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) (35 Active Points); OIHID (-¼)                                                      0

9         2)  Infernal Vision:  (Total: 11 Active Cost, 9 Real Cost) Infrared Perception (Sight Group) (Sight Group), +1 to PER Roll (6 Active Points); OIHID (-¼) (Real Cost: 5) plus Ultraviolet Perception (Sight Group) (Sight Group) (5 Active Points); OIHID (-¼) (Real Cost: 4)                                                                              0

26      3)  Rapid Healing:  Regeneration (2 BODY per Day), Can Heal Limbs, Resurrection (33 Active Points); OIHID (-¼)      0

28      4)  Sense Souls:  Detect A Single Thing 15- (Unusual Group), Discriminatory, Analyze, Range, Sense, Targeting Sense, Tracking (35 Active Points); OIHID (-¼)                                               0

           Perks

5         Please To Meet You, Don't Forget My Name:  Reputation:  Evil most Foul (A large group) 14-, +2/+2d6 (6 Active Points); Only In Heroic Identity (-¼)

30      The Citidel of Singularity:  Base: The Hidden Fortress

10      The Manor House:  Base: Townhouse in London

5         The States Estate:  Base: Penthouse In New York City

6         Wealth Beyond Imagining:  Money:  Wealthy

3         Well-Connected

1         1)  Academic Peers:  Contact:  Archaeological Community (Contact has useful Skills or resources, Contact limited by identity) (2 Active Points) 11-

1         2)  Antiquities Expert:  Contact:  George Wilson, Museum Curator (Contact limited by identity, Good relationship with Contact) (2 Active Points) 11-

1         3)  Fence:  Contact:  Dr. Anton Burger (Blackmarket Fence for antiquities) (Contact has significant Contacts of his own, Contact limited by identity) (2 Active Points) 11-

 

           Talents

3         Can Carry A Tune:  Perfect Pitch

3         Doesn't Get Lost:  Bump Of Direction

3         Doesn't Need Much Sleep:  Lightsleep

25      Language is No Barrier:  Universal Translator 20-

3         Outside of Time:  Absolute Time Sense

17      Senses That Which Might Harm Him:  Danger Sense (self only, out of combat, Function as a Sense, Intuitional) 15-

 

           Skills

40      +4 with All Combat

3         Acting 17-

3         Bureaucratics 17-

3         Charm 17-

3         Concealment 15-

3         Conversation 17-

3         Disguise 15-

3         High Society 17-

3         Interrogation 17-

3         Oratory 17-

3         Persuasion 17-

5         SS:  Archeology  17-

3         Scholar

2         1)  KS: Arcane and Occult Lore (3 Active Points) 15-

5         2)  KS: Demonology (6 Active Points) 18-

2         3)  KS: Occult Lore (3 Active Points) 15-

2         4)  KS: The Academic World (3 Active Points) 15-

1         5)  KS: The Princes of Hell (2 Active Points) 11-

1         6)  KS: The Supervillain World (2 Active Points) 11-

2         7)  KS: True Names (3 Active Points) 15-

3         Stealth 15-

3         Traveler

1         1)  AK: North Africa (2 Active Points) 11-

1         2)  AK: South America (2 Active Points) 11-

1         3)  CuK: African Tribes (2 Active Points) 11-

2         4)  CuK: Ancient Aztecs (3 Active Points) 15-

5         WF:  Common Melee Weapons, Common Missile Weapons, Whips

 

Total Powers & Skill Cost:  1096

Total Cost:  1245

 

400+     Matching Complications

15      Accidental Change:  On Holy Ground 14- (Uncommon)

10      Hunted:  Atlas 8- (As Pow; Harshly Punish)

10      Psychological Limitation:  Enjoys the corruption and destruction of "Noble and Heroic" figures  (Common; Moderate)

20      Psychological Limitation:  Evil to the Core (Common; Total)

15      Psychological Limitation:  Overconfident (Common; Strong)

5         Vulnerability:  1 ½ x BODY Holy or Consecrated Weapons/Blessed Opponents (Uncommon)

10      Vulnerability:  2 x STUN Holy or Consecrated Weapons/Blessed Opponents (Uncommon)

845    Experience Points

 

Total Complications Points:  1245

 

Background/History:  Dr Prescott was once a gifted and dedicated archeologist. He sought the facts of the past and was something of a celebrity in his way of life. His favorite areas of study were North Africa and South America. He had studied cultures of the areas, and was part of many major finds. As he got older, however, things changed.

 

Dr Prescott loved the limelight. He became less and less interested in facts, and more interested in treasure. He had made a small fortune with his finds and spent an even larger one on an extravagant lifestyle. Feeling the pinch from creditors he embarked on a series of dangerous and risky expeditions that yielded nothing.

 

His last big dig occurred when he was in South America. A tomb of a shaman had been uncovered and Prescott, while searching it found a secret entrance to an antechamber that contained the shaman's true allegiance. Horrifying images of debauchery and grizzly violence covered the wall. Prescott found himself facing the alter and, upon reading the names inscribed out loud he stood face to face with five of the "Demon Princes of Crux."

 

It was an easy task for the Five to convince the conceited Dr Prescott that power and riches could be his. He took them up on their offer and whatever sense of nobility and wonder he may have once had, was crushed under the foul essence of power and corruption.

 

Prescott returned to the World of Man and began acquiring illicit wealth. He also used his power to corrupt the innocent, break anyone that got in his way, and in general become more and more like the five who gave him power.

 

Personality/Motivation:  Evil, proud, greedy, debased, and did I mention Evil? Any remaining shreds of decency he had were obliterated when he became the blackguard. He's not nice person, but neither is he an unpleasant person. He tends to be polite, calm, even jovial. This makes his acts of evil all the more horrific as snapping someone’s neck is no more troublesome to him as breaking a twig. He loves to try to provoke the "Heroic Ideals" to simply attack.

 

Given his age and dark sense of humor, Blackguard often comes across as silver-age comic book hero. He doesn't swear but uses inoffensive oaths. However, he also waxes erudite master villain on occasion.

 

Quote:  "Gosh! That was a sturdy blow! You'll pay for that, Mister!"

"I am an emissary of the Archfiends, and as such, your laws and morals do not apply to me."

"Go ahead, Superion, show me your vaunted might. Perhaps you may yet avenge that poor girl I killed at lunch."

 

Powers/Tactics:  A villainous über brick. He is not as versatile as some. He tends to save his demonic abilities for surprise or horrific effect, preferring to crush his enemies with his fists.

Some of his abilities (notably his immortality and mental defense) are not subject to his identity. The bulk however, require him to assume the form of Blackguard

 

Campaign Use:  Um, he's supposed to be tough, but not overwhelming an entire team. If this is the case, drop his demonic characteristics to more manageable levels.

If, on the off chance that he's a wuss, start ripping off Viperia's STR tricks to give him a greater tactical arsenal.

 

Appearance:  Blackguard is a parody of the classically handsome superhero. His features are perfect, not a hair out of place and he has a friendly, open face. He wears a black costume with gold bracers, ankle Braces, sash and a metallic red skull on his chest surrounded by crimson flames. He wears a blood red, high collared cape, affixed to his costume by gold pins and a golden chain.

 

Dr Prescott is a handsome man of indeterminable age somewhere between 35-50, black hair graying at the temples and softer features than Blackguard. He's well built but not heroically so.

 

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Crucible Industries [CI]

 

NYSE, Nasdaq, and LSE listed as CI, currently selling at $215.23 per share.

 

History: Crucible Industries is a rather bizarre American success story; born of increasing failures and ethical tightrope walking. In the run up to World War II, the military saber-rattling across the world began to have a metahuman component. The Pulp era was in full swing and there was a significant uptick in the number of masked marvels running about the world. 

 

The United States Department of Defense wanted to corner a market so to speak and began developing their Super Soldier program. The SSP, occasionally called Project Hercules, was aggressive, innovative, and at times horrifying. The results were most often unimpressive. 

 

By 1945 there had been precisely five successful, one in a million breakthroughs. The patriotically themed Minute Men were the result - later adding the powerful and beloved Maiden America to the team. Though the Minute Men were often touted as shining examples of American Ingenuity and know-how, they were more the byproduct of serendipity and stubbornness. Project Hercules had scores of failures, some tragic, some horrifying. The men behind it were under orders to throw every possible theory and discipline at it and hope an American Champion was the result. 

 

After the war, several of the top scientists and engineers banded together. Bringing their findings to the President himself, detailing the triumphs and tragedies and more or less threw themselves at the mercy of the American People. Scores of volunteers had died, or worse become monsters that had to be put down. In the end, an accord was reached. 

 

There were court marshals and promotions. Heroes and villains. And in the end a company was formed. Crucible Industries was founded in 1947, came into prominence during the Invasion of 1949, and is the home of the government's Top Men in private sector form. Outside of the Military chain of command but working closely with the Pentagon and later the Costumed Crime Fighter community, CI continues to develop, refine, and innovate in the fields of medicine, prosthesis,  robotics, Artificial Intelligence, and genetics. 

 

Crucible oversees most military metahuman testing as well as serve as experts and researchers in metahuman physiology, psychology as well as technology with military or medical application. Though nominally a publicly held company, the bulk of it is owned by the families of the founders. 

 

Current CEO Dr Timothy Adler Jr., the son of co-founder and long time CEO Dr Timothy Alder, has only recently been named to the post. His father ran the company with a steady, highly ethical hand for close to 60 years. 

 

 

GM's Notes

CI is a riff on one of the greatest superhero tropes: the Evil Corporation. But top to bottom Crucible is filled with good men and women. Adventures involving CI will more often be using their knowledge to help solve a riddle/problem or defending the company than doing battle with one of their pet monsters. 

 

They're a great organization for superheroic and villain origins - in fact they have a department that deals with accidental metahuman creation. They are really one of the good guys.

Edited by Enforcer84
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Thrud

 

Val   Char   Cost    Roll     Notes

  75    STR      65      24-      Lift 819.2tons; 15d6 [4]

  23    DEX     26      14-

  30    CON     20      15-

  18    INT        8       13-      PER Roll 14-

  20    EGO     10      13-

  45    PRE      35      18-      PRE Attack:  9d6

 

   8     OCV     25     

   8     DCV     25     

   3     OMCV  0      

   7     DMCV 12     

   5     SPD      30                  Phases:  3, 5, 8, 10, 12

 

25+10            PD     8            Total:  25/35 PD (15/25 rPD)

25+10            ED     8            Total:  25/35 ED (15/25 rED)

  20    REC     16

100  END     16

  30    BODY  20

100  STUN   40      Total Characteristic Cost:  367

 

Movement:    Running:  17m/68m

                         Leaping:  4m/8m

                         Swimming:  7m/14m

 

Cost   Powers                                                                                   END

70      Asgardian Magic:  Variable Power Pool (Magic Pool), 45 base + 50 control cost      

35      Ormbrann (Dragon Fire):  HKA 2d6+1 (5 ½d6 w/STR), Armor Piercing (+¼), +1 Increased STUN Multiplier (+¼), Reduced Endurance (0 END; +½) (70 Active Points); OAF (-1)        0

           Notes:  Thrud's bastard sword is a 5' blade with a 2' hilt. The blade is polished obsidian and dances with fire when it is drawn. The crossbar is sculpted to be the great maw of a dragon breathing golden flames down the sides of the blade. The hilt is a golden uru alloy and the beasts eyes are fire opals.

42      Patron of Heroes:  +1 Overall, Usable By Other (+¼), Ranged (+½), Transdimensional (Related Group of Dimensions; +¾), Increased Maximum Range (1,920m; +1) (42 Active Points)        

150    Sun Goddess:  Multipower, 150-point reserve                       

1f       1)  Create Light:  Sight Group Images, +4 to PER Roll (22 Active Points); Only To Create Light (-1)    2

11f     2)  Sunfire Blast:  (Total: 125 Active Cost, 108 Real Cost) Energy Blast 15d6 (Real Cost: 75) plus Sight Group Flash 10d6 (50 Active Points); Linked (Energy Blast; -½) (Real Cost: 33) 12

3f       3)  Sunrise:  Sight Group Images, +4 to PER Roll, MegaScale (1" = 100,000 km; +1 ½) (55 Active Points); Only To Create Light (-1)                                                                                                5

5f       4)  Wilting Heat Wave:  Energy Blast 4d6, Area Of Effect (1m Long, 2m Tall, 3m Wide Line; +½), No Normal Defense (+1) (50 Active Points)                                                                              5

24      Warriors Garb:  Resistant Protection (10 PD/10 ED) (30 Active Points); Only In Alternate Identity (-¼)             0

           Asgardian Physiology and Powers                                           

27      1)  Asgardian Resiliance:  Life Support  (Eating Character only has to eat once per week; Extended Breathing 1 END per Turn; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping Character only has to sleep 8 hours per week) 0

3         2)  Dense Flesh:  Knockback Resistance -3m                      0

2         3)  Fast Healing:  Regeneration (1 BODY per Week)         0

30      4)  Really Tough:  Energy Damage Reduction, Resistant, 50%      0

30      5)  Really Tough:  Physical Damage Reduction, Resistant, 50%    0

44      6)  Realm Jumping:  Extra-Dimensional Movement (Related Group of Dimensions, Any Location), Reduced Endurance (½ END; +¼) (44 Active Points)                                                    1

                     Notes:  The Related Realms are the Lands of Legend

35      7)  Speak with Follower:  Mind Link , Human class of minds, Any Willing Target, Any dimension, No LOS Needed        0

10      8)  Strong Souled:  Power Defense (10 points)                     0

6         9)  Stronger Will:  Mental Defense (26 points total)           0

19      10) Tireless:  Reduced Endurance (½ END; +¼) (19 Active Points) applied to STR 

30      11) Toughness:  +15 ED, Hardened (+¼), Impenetrable (+¼), Resistant (+½) (30 Active Points)           

30      12) Toughness:  +15 PD, Hardened (+¼), Impenetrable (+¼), Resistant (+½) (30 Active Points)           

           Sun Goddess Powers                                                                   

36      1)  Celestial Flight:  Faster-Than-Light Travel (22 Light Years/day)            0

36      2)  Come Fly With Me:  Usable Simultaneously (up to 8 people at once; +1) for up to 36 Active Points of Faster Than Light Travel                                                                                           4

16      3)  Eyes of the Sun Goddess:  Sight Group Flash Defense (20 points) (20 Active Points); Only Versus Flashes Based On Light (-¼)                                                                                                       0

27      4)  Flame Immunity:  Damage Negation (-8 DCs Energy) (40 Active Points); Only Works Against Fire/Heat (-½)               0

28      5)  Shapechanging:  Shape Shift  (Sight, Touch, Hearing and Smell/Taste Groups, four (max) shapes), Instant Change 3

           Notes:  Thrud can transform into the following forms: A Swan, a lioness, a mouse, and a small child.

32      6)  Sun Goddess' Radiance:  Sight Group Flash 2d6, Area Of Effect (1m Radius; +¼), Damage Shield (+½), Reduced Endurance (0 END; +½), Continuous (+1) (32 Active Points)                0

5         7)  Thermal Vision:  Infrared Perception (Sight Group)      0

           Warrior Goddess                                                                          

14      1)  Fearless:  (Total: 40 Active Cost, 14 Real Cost) +20 Mental Defense (26 points total) (20 Active Points); Only To Resist Fear (-2) (Real Cost: 7) plus Power Defense (20 points) (20 Active Points); Only To Resist Fear (-2) (Real Cost: 7)    0

9         2)  Feet Don't Fail Me Now!:  Running +4m (17m total), x4 Noncombat    1

20      3)  Fortune Favors the Bold:  Luck 4d6                                0

3         4)  Keen Senses:  +1 PER with all Sense Groups                  0

 

           Weapons Combat

           Maneuver        OCV   DCV    Notes

5         All-Out              +1       -2      Weapon +4 DC Strike

4         Attack              +0      +2      Weapon +2 DC Strike

4         Charge              +0       -2      Weapon +2 DC +v/5 Strike, FMove

4         Defend             +2      +2      Block, Abort

5         Probe                +1      +3      Weapon  Strike

4         Resist                +0      +0      90 STR to resist Shove; Block, Abort

4         Shove               +0      +0      90 STR to Shove

1         Weapon Element:  Axes, Maces, and Picks

0         Weapon Element:  Blades

1         Weapon Element:  Clubs

1         Weapon Element:  Empty Hand

1         Weapon Element:  Polearms

1         Weapon Element:  Shields

1         Weapon Element:  Staffs

 

           Perks

50      Chariot of the Sun:  Vehicles & Bases

8         Fringe Benefit:  Membership: Goddess of New Asgard

 

           Talents

3         Follow the Sun? :  Bump Of Direction

3         Internal Sun Dial:  Absolute Time Sense

6         Lucky In War:  Combat Luck (3 PD/3 ED)

5         Quicker:  Lightning Reflexes: +2 DEX to act first with All Actions (+5 DEX to act first with All Actions)

20      What's that your saying? Oh.:  Universal Translator 13-

 

           Skills

20      +2 with All Combat

4         +2 with any single attack

36      +3 Overall

3         Analyze:  Combat 13-

3         Animal Handler (Dragons, Felines) 18-

3         Breakfall 14-

3         Charm 18-

5         Climbing 15-

3         Combat Piloting 14-

5         Cryptography 14-

5         Deduction 14-

3         High Society 18-

3         Linguist

1         1)  Language:  English (completely fluent) (3 Active Points)

3         2)  Language:  German (idiomatic) (4 Active Points)

2         3)  Language:  Norwegian (idiomatic) (4 Active Points)

0         4)  Language:  Old Norse (idiomatic) (4 Active Points)

3         5)  Language:  Scandinavian (idiomatic) (4 Active Points)

3         Oratory 18-

2         PS: Soldier/Warrior 11-

3         Persuasion 18-

13      Power:  Divine Magic Control 18-

3         Riding 14-

3         Scholar

2         1)  KS: Asgard Legends & Lore (3 Active Points) 13-

1         2)  KS: Lands of Legend (2 Active Points) 11-

1         3)  KS: Teutonic Mythologies (2 Active Points) 11-

1         4)  KS: The Pantheonic World (2 Active Points) 11-

2         5)  KS: The Superhuman World (3 Active Points) 13-

4         Survival (Arctic/Subarctic, Mountain) 13-

3         TF:  Riding Animals, Chariots

3         Traveler

1         1)  AK: Germany (2 Active Points) 11-

2         2)  AK: New Asgard (3 Active Points) 13-

2         3)  AK: Northern Europe (3 Active Points) 12-

1         4)  AK: The UK (2 Active Points) 11-

1         5)  CK: London (2 Active Points) 11-

13      WF:  Common Melee Weapons, Common Missile Weapons, Early Firearms, Siege Engines, Small Arms, Boomerangs and Throwing Clubs, Off Hand, Thrown Sword

 

Total Powers & Skill Cost:  1134

Total Cost:  1500

 

400+     Matching Complications

10      Distinctive Features:  Godly Mein (Concealable; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses)

15      Hunted:  Khur Loki 8- (As Pow; NCI; Harshly Punish)

5         Hunted:  Rival Pantheons 8- (As Pow; NCI; Watching)

10      Psychological Limitation:  Likes a good fight (Common; Moderate)

15      Psychological Limitation:  Overconfidence (Common; Strong)

15      Psychological Limitation:  Heart of Gold (Common; Strong)

                Notes:  Despite her war-like nature, Thrud is very compassionate towards those she protects. Not only that, but she generally acts in a magnanimous fashion.

5         Rivalry:  Professional (Magni; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

                Notes:  Sibling Rivalry

1100  Experience Points

 

Total Complications Points:  1500

 

Background/History:  The Lioness of Asgard. Thrud is the daughter of Thor and Sif; her brother Modi is the current ruler of Asgard. He bares Mjolnir as his weapon. Her brother Magni is something of a rebel and has chosen to leave New Asgard to protect Midgard from the machinations of the great evils of the day.

 

Taking Odur's place as the Sun God, Thrud has followed Magni (and Khur, and Freya) to Midgard to see what the fuss was about. What she's found is a land of adventure and mayhem that she can really get lost in. She knows she has duties in Asgard and returns frequently, but the draw of the mortal realm is strong and she always returns.

 

Personality/Motivation:  Thrud is what you might get if you crossed Marvel Comics's Thor and She-Hulk. She's a happy, fun loving young goddess with great power and a keen interest in showing off her might. She makes frequent visits to Freya and they go carousing together or spar. She's shown a deep attraction to Freya's suitor and fellow hero Empyrean; they are both Sun Gods you see, but she's not about to try to take Freya's man.

 

Her favorite city is London, and this has rankled some of her "people" in the scandinavian countries.

 

Quote:  Come, villain, test my mettle.

 

Powers/Tactics:  A brawler that sometimes forgets she has the powers of the sun at her disposal. Thrud really likes to go toe to toe with her opposition, but will break out the sword if she feels her foe is worthy (especially if they too draw a weapon) and if the situation is dire or in obvious circumstances, she'll bring out the Sun.

 

Campaign Use:  Just one of the many powerful beings on Else Earth. If she's too tough, simply lower her powers to taste. However, make sure to lower all the Entities of Great Power that litter my landscape accordingly.

 

Appearance:  Tall and warrior sexy. She has inherited Sif's (origninal) Golden hair and has eyes that seemingly reflect the daytime sky. She wears rather sexy armor like her friend Freya. Thrud's ascension to Sun Goddess has altered her physically a little, she is consequently darker in skin tone than her fair skinned bretheren.  She wears her hair long but with two braids on either side of her head. She wears a simple golden circlet to keep her hair from her eyes. Her armor is golden and red and bears the image of her chosen animal, a lioness.

When slumming it on Midgard she wears jeans and t-shirts. Dressing up only when "forced".

 

post-198-0-80945800-1389423364_thumb.jpg

 

 

Edited by Enforcer84
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New Asgard

 

In the late 1980's a master villain known as the Gatekeeper wreaked havoc with the time stream as part of one of his gambits against Earth. Among his many malevolent machinations in this plot, he summoned forth Thor, the norse God of Thunder. This didn't work as planned, Thor was too difficult to control and in a rage. He'd been summoned from the battle of Ragnarok. When he returned he found a burnt husk of a realm where Asgard once stood. For the next two decades Thor tried to return to Asgard's past so he could aid his fellow Gods against Loki and the Giants. 

 

On December 31st, 2000 he succeeded. 

 

On January 1st, 2001 the night sky erupted in flames and people who had been in contact with Thor, who had believed in his divinity simply disappeared...a Norse version of the Rapture if you would. The Night of Fire announced the return of Asgard to the Lands of Legend. 

 

New Asgard has settled into a traditional (comic book slanted) magical realm of the new Norse Gods. Ruled by Thor's eldest son Modi, the Gods of Asgard have stayed pretty much to themselves with some notable exceptions:

 

Freya - Who took on a warrior aspect to go with her Love, Fertility, and Magic portfolios has left Asgard more or less for good, serving as a member of the Legion of Justice. 

 

Magni - God of Strength who chaffes under his brother's "command" tends to wander Earth Realm as a hero, often just looking for the next fight or party. 

 

Khur Loki - Tragic God of Luck possessed by Loki so the latter could escape his destruction in Ragnarok. Plots to overthrow Modi...while Khur seeks to regain his body.

 

Thrud - Daughter of Thor, Goddess of the Sun, Like Earth Realm very much, thank you. 

 

Winter - A frost giant who was exiled from his people and now aids the people of Earth Realm.

Edited by Enforcer84
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Because as an American I get confused...(also  it's supposed to be Scandinavia but I forgot to delete Norway) 

 

Scandinavia is the region, correct?

[lecture mode]

 

Scandinavia proper is the Scandinavian Peninsula, where you find Sweden and Norway. But most of the time, Denmark is included in the term (so if you say Scandinavia, you mean those three countries). The Nordic Countries, beyond Scandinavia, include Finland and Iceland. These countries all have people descended from the Norse (Finland due to Swedish colonization), so I'd recommend your character to have AK: Nordic Countries, or indeed AK Northern Europe -- the Viking's old stomping grounds.

 

[/lecture mode]

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[lecture mode]

 

Scandinavia proper is the Scandinavian Peninsula, where you find Sweden and Norway. But most of the time, Denmark is included in the term (so if you say Scandinavia, you mean those three countries). The Nordic Countries, beyond Scandinavia, include Finland and Iceland. These countries all have people descended from the Norse (Finland due to Swedish colonization), so I'd recommend your character to have AK: Nordic Countries, or indeed AK Northern Europe -- the Viking's old stomping grounds.

 

[/lecture mode]

Thanks Marcus, I'll repair that :)

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For Fun:

 

The Frog


 

Val   Char   Cost    Roll     Notes

  30    STR      20      15-      Lift 1600.0kg; 6d6 [3]

  30    DEX     40      15-

  30    CON     20      15-

  15    INT        5       12-      PER Roll 17-

  13    EGO      3       12-

  20    PRE      10      13-      PRE Attack:  4d6

 

  10    OCV     35     

  10    DCV     35     

   3     OMCV  0      

   5     DMCV  6      

   6     SPD      40                  Phases:  2, 4, 6, 8, 10, 12

 

14+3 PD          6                   Total:  14/17 PD (6/9 rPD)

14+3 ED         6                   Total:  14/17 ED (6/9 rED)

  12    REC      8

  60    END      8

  15    BODY   5

  60    STUN   20      Total Characteristic Cost:  267

 

Movement:    Running:  12m/24m

                         Leaping:  24m/34m/1536m/2176m

                         Swimming:  14m/112m

 

Cost   Powers                                                                                   END

25      Frogger Abilities:  Multipower, 25-point reserve                  

1f       1)  Bounce Kick:  Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-½), Only When Moving (-¼)                                                                                                       2

           Notes:  Can be used in conjunction with his Flying SideKick.

1f       2)  Fast Climb:  Leaping +10m (24m/34m forward, 12m/17m upward) (5 Active Points); Restricted Path (Straight Up Only; -1), Requires A Leaping Tricks Roll (11- roll; -½)                        1

                                                      Notes:  Leaping Tricks Penalty:  -1

1f       3)  Re-Bound:  Leaping 5m, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Zero Phase Action to reset; Whenever The Frog wants to after perfoming a FMove Leap; +¾) (4 Active Points); Requires A Leaping Tricks Skill Roll (11- roll; -½)                                                                        1

                                                      Notes:  Leaping Tricks Penalty:  -1

25      Leap Frog Abilities:  Elemental Control                                

24      1)  Pinball Attack:  Energy Blast 8d6, Area Of Effect (1m Radius; +¼), Selective (+¼) (60 Active Points); No Range (-½), Only in Enclosed Areas (-½), Requires A Leaping Tricks Roll (11- roll; -½)                6

                                                     Notes:  Leaping Tricks Penalty: -10

40      2)  Superhuman Leaping Ability:  Leaping +20m (24m/34m forward, 12m/17m upward) (Accurate, x64 Noncombat)  4

           Amphibious                                                                                  

6         1)  Amphibious:  Life Support  (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Sleeping: Character only has to sleep 8 hours per week)    0

15      2)  Amphibious:  Swimming +10m (14m total) (x8 Noncombat)   1

1         3)  Deceptive Mass:  Knockback Resistance -1m                0

15      4)  Fortune Favors the Bold:  Luck 3d6                                0

4         5)  Hang Time Defense:  +5 with any single attack (10 Active Points); Costs Endurance (-½), Requires A Leaping Tricks Roll (11- roll; -½), Only when Making NonCombat Leaps (-¼)        1

                                                      Notes:  Leaping Tricks Penalty:  -2

15      6)  Keen Senses:  +5 PER with all Sense Groups                  0

10      7)  Keen Senses:  Increased Arc Of Perception (240 Degrees) with all Sense Groups  0

8         8)  Rana Comminication:  Telepathy  5d6 (Animal class of minds) (25 Active Points); Limited Class Of Minds Frogs Only (-1), No Range (-½), Communication Only (-¼), Incantations (-¼), Visible (-¼) 2

10      9)  Sticky Fingers:  Clinging (normal STR)                           0

9         10) Surprisingly Tough:  +6 PD, Resistant (+½) (9 Active Points) 

9         11) Surprisingly Tough:  +6 ED, Resistant (+½) (9 Active Points)

 

           Tae Kwon Do

           Maneuver        OCV   DCV    Notes

4         Arm Sweep Block     +2      +2                Block, Abort

5         Crescent Kick Block +1      +3                Block, Abort

4         Disarm              -1       +1      Disarm; 40 STR to Disarm roll

5         Flying Side Kick         +1      -2 10d6 Strike

4         Front Kick        +0      +2      8d6 Strike

4         Knifehand Spearhand        -2 +0           HKA 3d6 +1

4         Punch/Elbow Strike  +2      +0                8d6 Strike

5         Side or Roundhouse Kick  -2 +1           10d6 Strike

3         Takedown       +1      +1      6d6 Strike; Target Falls

1         Weapon Element:  Blades

1         Weapon Element:  Clubs

1         Weapon Element:  Karate Weapons

1         Weapon Element:  Staffs

 

           Perks

21      The Old Job:  Contact:  Crucible Industries (Contact has access to major institutions, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 12-

 

           Talents

6         Acrobatic Savant:  Combat Luck (3 PD/3 ED)

1         Dueling Lucky:  Ambidexterity (-2 Off Hand penalty)

4         Gripper:  Environmental Movement (no penalties on slick surfaces)

6         Sexy Rock Frog:  +2/+2d6 Striking Appearance (vs. all characters)

 

           Skills

8         +1 with HTH Combat

3         Acrobatics 15-

3         Breakfall 15-

3         Climbing 15-

21      Leaping Tricks  24-

1         Lockpicking 8-

3         Navigation (Air, Land) 12-

2         PS: Musician: Guitar Player 11-

2         PS: Singer 11-

3         Paramedics 12-

3         Scholar

1         1)  KS: Superpowers (2 Active Points) 11-

1         2)  KS: Tae Kwon Do (2 Active Points) 11-

1         3)  KS: The Superhuman World (2 Active Points) 11-

3         Scientist

2         1)  SS:  Biochemistry 12- (3 Active Points)

1         2)  SS:  Biology 11- (2 Active Points)

1         3)  SS:  Chemistry 11- (2 Active Points)

3         Security Systems 12-

3         Shadowing 12-

3         Stealth 15-

3         Systems Operation 12-

2         WF:  Common Martial Arts Melee Weapons

 

Total Powers & Skill Cost:  375

Total Cost:  642

 

400+     Matching Complications

10      Hunted:  Crucible Industries Infrequently (Mo Pow; NCI; Watching)

0         Hunted:  Janice (Ex-Wife) 11- (Less Pow; Watching)

20      Hunted:  Rogues Gallery 11- (As Pow; NCI; Harshly Punish)

15      Psychological Limitation:  Code vs Killing (Common; Strong)

15      Psychological Limitation:  Flamboyant Thrill Seeker (Very Common; Moderate)

15      Social Limitation:  Secret Identity (Frequently; Major)

242    Experience Points

 

Total Complications Points:  642

 

Background/History:  John DuPree was a happy man. Married to his highschool sweetheart Janice Walters, working for Crucible Industries in a biochemical research facility and playing in the Flying Toads, a rock band made up of fellow researchers in the Amphibious Template project. If the project ever succeeded, CI would present it to the Pentagon as yet another costly, but interesting super-soldier project. Naturally, security was paramount; CI, while not exclusively developing metahumans for the American government, is a huge target for industrial, international, and terrorist espionage.

 

None of this ever mattered to John. He was always a fan of Frogs; his stage name with the Flying Toads was "Rana Arvalis" the scientific name for the European "Moore frog.” John's life would have continued to be idyllic if not for the fact that an Iron Crusade infiltrator managed to get a hold of his personnel file. Taking Janice hostage they demanded that he steal as much information as possible about his project and give it to them.

 

John was no fool. He contacted the head of security and was informed that things would be taken care of. John was worried, but he'd seen similar things happen before. When he was next contacted by the infiltrator, he was told where to deliver the information and pick up his wife. There were seventy armed agents on both sides waiting for the exchange. When the fit hit the shan, John grabbed Janice and took cover. It was probably the scariest moment of his life, but at the same time he was...oddly thrilled. It was as close as he'd ever come to the life of an agent of justice! As they returned home, John noticed something moving inside. Sending Janice on to their neighbor's house to call the police John entered the house.

 

 

"We don't suffer fools gladly, John." The voice was the agent of the Iron Crusade, his immediate superior, William Price! John tried to escape, but the way was blocked. "You really shouldn't have let me down John." The pain of the bullet was excruciating, John hoped Janice stayed away and blacked out.

 

 

When he awoke, Janice was sobbing over him, the emergency crew was administering aid and the police were trying to ask him and his wife what the intruders looked like. Janice was describing, in great detail men that he'd never seen before.

 

 

For the first time in his life, John was frightened. The whole kidnapping and extortion scheme suddenly seemed a ruse. Why would his boss need the information he could have easily gotten himself? Why was Janice describing events she couldn't possibly have seen? John passed out again from the pain. He awoke a few hours later. As soon as he was able, John went to his office. His fellow researchers were surprised to see him and even more so when he asked where Price was. It seemed that Price had been offered a job at another company.  John told them what he knew and they all compared notes.

 

John called Janice's cell but got nothing. In a panic, he grabbed the latest test serum and went home. 

When he got there; Janice was gone. There was no sign of a struggle. There was a note.

 

Dear John, it read, By the time you read this I will be gone. William was right; Crucible is too dangerous a company to work for. I can't stay with you and fear for my own safety and yours. Please, don't try to find me. - Janice

William was right? John was very confused. Could this all have been a set up so his boss could run off with his wife?

It was the absurdity of the whole situation that got him. With a sardonic laugh, he chugged the serum. Best case scenario he'd become a superhero and try to forget everything that happened, worst case scenario he'd become a monster and die a horrible, humiliating, painful death.

It was the better scenario.

John DuPree is living a wild life now. Always the life of the party, took a severance package from CI, allowing his old research team to run annual tests on him while the company keeps his file and identity sealed. He's single, and considered, despite his silly name, one of the most eligible heroes in the city. And every day he wonders what happened to Janice and William.

 

Personality/Motivation:  The Frog is a good man; he's a little impulsive and rightfully confused over the end of his marriage, but he has bounced back and has settled into a new life to help him forget the old.

 

As a hero, the Frog is a flamboyant, swashbuckling, bonne vivant. In his civilian guise, he still plays with the Flying Toads and has been active in the social scene but is afraid of committing to a long term relationship again.

 

Quote:  "Hey now, do I look like a guy who'd just leap into a dangerous situation like that?"

 

Powers/Tactics:  A brilliant natural acrobat, The Frog has studied Tae Kwon Do to take advantage of his heightened leg strength. He tends to bounce all over the battlefield shouting battle cries and taunts as he tries to confuse and enrage his enemies.

 

Campaign Use:  Light Hearted hero with odd background.

 

Appearance:  Average height and deceptively heavy, John has a very lithe build. He has green hair and eyes now but otherwise looks the same. His costume is a dark green bodysuit with lighter green accessories. He wears a dark green domino mask.

In his civilian ID, John wears a brown wig and brown contacts.

 

post-198-0-96417600-1389428484_thumb.jpg

 

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The Brotherhood of Steel

 

This team of mercenaries in powered armor was founded in betrayal. A squadron of agents belonging to the Iron Crusade were assigned to one of their top weapon designers. Dr. Ken Ishawa was an expert in the field of robotics and powered armor. Despite his success and early dedication to the Crusade, Dr Ishawa chaffed under some of the organization's racial "intricacies," he quickly tired of being turned down for promotion or having credit for his work going to his supervisors and his restlessness was noted. 

 

After a few years he was a somewhat cranky old man in his early thirties. Then Dr. Andrea Lace walked into his lab and his life. Ishawa's superior, Dr Albrect Gorrus was a gifted (if unhinged) master of Cybernetics and nano technology. He found his subordinate's armors clunky and inelegant, so he'd brought in a biophysicist to the mix, someone who was more likely (he thought) to agree with him and more pleasant to interact with. 

 

Dr. Lace quickly found herself the object of affection for two very different men. She shared Dr Ishawa's frustration with their choice of Criminal Organizations, sure it was large, well-funded, and played into their moral "adaptability," but the culture was less than inviting for women and minorities. They also found  Dr. Gorrus to be an impediment, a dangerous impediment.

 

Things came to a head when Gorrus simply announced his intentions to Dr. Lace and when she refused him, assaulted her.  

 

Fortunately, the head of Dr. Ishawa's security detail had suspected their superior of such potential, and had made surveillance changes. When alerted to her danger, Dr Ishawa begged his team to don the prototype armors he'd been developing and rescue Andrea. 

 

They escaped the facility and bolted with Dr Gorrus's cyber minions on their tails. 

 

On the run but possessing certain skills and equipment they found contract work within the Black Market, developed a good reputation and earning some capital (and a certain amount of protection from the Crusade). A few years later, Drs. Ishawa and Lace developed state of the art powered armors that fit his eccentric, manga/anime influenced sensibilities. The Brotherhood of Steel hasn't looked back. 

 

GM Notes: These guys were originally a slightly updated version of the Steel Brigade from Aaron Allston's Strikeforce. 

 

I'm working on the timeline - these guys are fairly modern so I suspect their initial foray into mercenary work would have been 2002, with the new armors in 2008, this is subject to change.

 

 

The Armored Members are all named after Fantasy/Supernatural Creatures, and originally had a color designation as well:

 

Angel (Formerly Black Angel)

Dragon (Formerly Bronze Dragon - Leader)

Unicorn (Formerly Cerulean Unicorn)

Minotaur (Formerly Crimson Minotaur)

Infernal (Refused a color designation, but was dubbed Imperial Infernal by the team)

Leviathan (Formerly Emerald Serpent)

Wyvern (Formerly Golden Wyvern)

Specter (Formerly Silver Spectre)

 

 

The team functions pretty well. They mostly got along back in the Crusade (most of them feeling they were mutts at best) with the exception of Dr. Long who annoys everyone. The team is very professional, has an excellent reputation in mercenary circles and many big time criminals will hire them despite the ire such work draws from the Iron Crusade. 

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