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


Enforcer84

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Pariah

 

Val   Char   Cost    Roll     Notes

  35    STR      25      16-      Lift 3200.0kg; 7d6 [3]

  27    DEX     34      14-

  35    CON     25      16-

  18    INT        8       13-      PER Roll 13-

  17    EGO      7       12-

  30    PRE      20      15-      PRE Attack:  6d6

 

   9     OCV     30     

   9     DCV     30     

   3     OMCV  0      

   6     DMCV  9      

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

 

24+1 PD        12                  Total:  24/25 PD (10/11 rPD)

24+1 ED        12                  Total:  24/25 ED (10/11 rED)

  14    REC     10

  70    END     10

  19    BODY   9

  70    STUN   25      Total Characteristic Cost:  308

 

Movement:    Running:  17m/34m

                         Leaping:  12m/24m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

50      Combat Gauntlets:  Multipower, 75-point reserve,  (75 Active Points); OIF (-½)       

4f       1)  Corrosive Gas Pellet Projector:  Killing Attack - Ranged 1d6+1, Area Of Effect (1m Radius; +¼), No Normal Defense (+1), Does BODY (+1) (65 Active Points); 8 Charges (-½), Limited Range (30"; -¼)           [8]

7f       2)  Forearm Blades:  Killing Attack - Hand-To-Hand 1 ½d6 (2 ½d6 w/STR), Armor Piercing (+¼), Reduced Endurance (0 END; +½), Penetrating (x2; +1) (69 Active Points)                         0

6f       3)  Sonic Blaster:  Energy Blast 12d6 (60 Active Points); 15 Charges (-0)   [15]

4f       4)  Vibro Blast:  (Total: 60 Active Cost, 38 Real Cost) Energy Blast 8d6 (40 Active Points); Limited Range (150"; -¼), 10 Charges (-¼) (Real Cost: 27) plus Drain DEX 2d6 (20 Active Points); Linked (Energy Blast; -½), 10 Charges (-¼) (Real Cost: 11)                                                                                                  [10]

5         Fast Runner:  Running +5m (17m total)                               1

15      Onboard Encrypted Comm-Link:  High Range Radio Perception (Radio Group), Concealed (-3 with High Range Radio Perception PER Rolls)                                                               0

3         Strong Legs:  Leaping +5m (12m forward, 6m upward)    1

           Ceramically Enhanced Endoskeleton                                     

2         1)  Bone Lacing (Heavier):  Knockback Resistance -2m   0

3         2)  Ceramic-Laced Bone Structure:  Resistant Protection (1 PD/1 ED)         0

7         3)  Ceramic-Laced Knuckles:  Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-½)     1

30      4)  Unbreakable Bones:  Resistant Protection (30 PD/30 ED) (90 Active Points); Only to protect against broken bones (-2)                                                                                                       0

           Genetically Engineered Toughness                                          

15      1)  Didn't Hurt!:  Energy Damage Reduction, Resistant, 25%        0

15      2)  Didn't Hurt!:  Physical Damage Reduction, Resistant, 25%      0

14      3)  Enhanced Physiology:  Life Support  (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 5 Minutes; Longevity: 400 Years; 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

10      4)  Mentally Tough:  Mental Defense (10 points total)      0

10      5)  Nanite Exotic Defense:  Power Defense (10 points)      0

15      6)  Toughened Flesh:  +10 ED, Resistant (+½) (15 Active Points) 

15      7)  Toughened Flesh:  +10 PD, Resistant (+½) (15 Active Points) 

 

           Commando Training

           Maneuver        OCV   DCV    Notes

20      +5 HTH Damage Class(es)

3         Akido Throw   +0      +1      12d6 +v/5, Target Falls

4         Boxing Cross   +0      +2      14d6 Strike

4         Choke               -2       +0      Grab One Limb; 4 ½d6 NND

4         Escape              +0      +0      75 STR vs. Grabs

4         Hold                  -1       -1      Grab Three Limbs, 35 STR for holding on

4         Judo Disarm     -1       +1      Disarm; 70 STR to Disarm roll

4         Karate "Chop" -2       +0      HKA 5d6 +1

4         Kung Fu Block +2      +2      Block, Abort

1         Weapon Element:  Clubs

1         Weapon Element:  Knives

 

           Perks

5         The White Savior:  Reputation:  White Supremist Leader (A small to medium sized group) 14-, +5/+5d6

30      The Hidden Lair Routine:  Bases: New York, Texas , Idaho

7         Old Money:  Money:  Wealthy

3         Well-Connected

14      1)  Contact:  American Terrorist Cells (Contact has useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (15 Active Points) 11-

11      2)  Contact:  Corrupt Lobbyists (Contact has access to major institutions, Contact has significant Contacts of his own), Organization Contact (x3) (12 Active Points) 11-

3         3)  Contact:  Mercenary "Headhunter" (Contact has significant Contacts of his own, Contact has useful Skills or resources) (4 Active Points) 11-

17      4)  Contact:  White Supremist Groups (Contact has useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (18 Active Points) 12-

 

           Talents

3         Swift:  Lightning Reflexes: +3 DEX to act first with All Actions (+3 DEX to act first with All Actions)

0         Onboard Computer

3         1)  Atomic Clock Link:  Absolute Time Sense

3         2)  Internal Compass:  Bump Of Direction

3         3)  Microproccessor:  Lightning Calculator

3         4)  Range Finder:  Absolute Range Sense

 

           Skills

30      +3 with All Combat

3         Analyze:  Combat 13-

3         Breakfall 14-

3         Bribery 15-

3         Bugging 13-

3         Bureaucratics 15-

3         Charm 15-

3         Climbing 14-

3         Conversation 15-

2         CuK: Supervillains 11-

3         Demolitions 13-

3         High Society 15-

3         Interrogation 15-

3         Scholar

1         1)  KS: Criminal Underworld (2 Active Points) 11-

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

2         3)  KS: Politics (3 Active Points) 13-

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

2         5)  KS: White Supremacy Organizations (3 Active Points) 13-

3         Lockpicking 14-

3         Oratory 15-

3         Paramedics 13-

3         Persuasion 15-

3         Security Systems 13-

3         Shadowing 13-

3         Stealth 14-

3         Streetwise 15-

5         TF:  Common Motorized Ground Vehicles, Large Planes, Small Planes, Two-Wheeled Motorized Ground Vehicles

3         Tactics 13-

 

Total Powers & Skill Cost:  495

Total Cost:  802

 

400+     Matching Complications

10      Hunted:  The Banner (Patriotic Superhero) 8- (As Pow; Harshly Punish)

25      Hunted:  The Department of Metahuman Affairs 11- (Mo Pow; NCI; Harshly Punish)

15      Psychological Limitation:  Casual Killer (Common; Strong)

20      Psychological Limitation:  White Supremist; mysoginist, classist, he's got -ist issues.  (Common; Total)

15      Reputation:  Disgraced Politician/Murderer, 11- (Extreme)

15      Social Limitation:  Public Identity (Frequently; Major)

5         Vulnerability:  1 ½ x Effect Cyberkinisis (Uncommon)

402    Experience Points

(6 points unspent)

 

Total Complications Points:  802

 

Background/History:  David West was once considered one of the "Best and Brightest" of the political scene. A commanding presence and keen intellect allowed him to be elected to the senate as an independant. Young, and handsome, he was a popular figure with the media. He was also quite outspoken about the "failures" of the Status Quo. He railed against the Republicans' corporate charity, and the Democrats' moral disparity. He was popular in his home state and seemed capable of getting things done without being bogged down in "Partisan Politics".

 

David was a masterful manipulator and never let his true feelings show. David had been raised in hatred. To his family, his true calling was to take America back from the "coloreds" and the "feminists" and the "Anti-Christian Armies". Name a non-white group and David hated them; but he was a good liar. The only problem was, the longer he stayed in office the more and more his personal beliefs could be mapped out. While running for his third term, David found himself running against a smart young woman who was his equal as an orator; she also had little political experience leading him to seriously underestimated her.

 

During their debates she showed a killer instict and stellar orator skills, she carved up his record, pointing out his inconsistancies. David was furious; his numbers were slipping. His rival had everything he had when he won his first term, a fresh face, a well-spoken and thoughtful platform, and worst of all, no record to pick apart in return.

 

The race was tight, and on election night it seemed too close to call. As the districts continued to trickle in, David's opponent gained ground and then passed him. He couldn't believe it. He was losing! Something inside David snapped and he disappeared into the night.  He wasn't available when the press wanted his reaction to the loss. He made no concession speech.

 

The next time anyone saw David West was on the chilling surveillance film footage of him brutally murdering his opponent. Though most of the film never saw the light of day, the snippets that made the news programs for months all clearly showed David's wickedly smiling face as he repeatedly struck the woman. The manhunt was on.

 

David West made his next televised appearance as the artificially enhanced metacriminal known as the Pariah.

 

Personality/Motivation:  Seething hatred with a vaneer of professionalism. The Pariah is a killer and his hatred of the world knows no limit. Putting together the Wasteland was difficult for him. He basically hates his teammates as much as he does everyone else. However, they allow him to wreak more destruction on the fools that abandoned him, make more money for his personal crusades, and can be weilded like a massive weapon against his foes. He just doesn't like associating with them.

When he deals with the public he blames all of the world's problems (as well as his own) on the weak-willed "leadership" who won't do what must be done to ensure the betterment of humanity. He claims all of his and his team's crimes will one day topple the system and allow true-thinking men to take the reigns. He doesn't believe this, he's just striking out in frustration.

 

Quote:  "Shut up and bleed."

 

Powers/Tactics:  A straight up, front line fighter, Pariah is sturdy and capable of causing great damage. However, he is most effective as a leader, his training in small unit tactics has served the team well over the years.

 

Campaign Use:  I needed an "engine of destruction" style supervillain team for my campaign. I looked at Eurostar as my inspiration. This team is a bit more factionalized. No one really gets along, they just know how bad things will be for them if they let their differences upset the team's objective.

 

Appearance:  Tall and thickly built, David has undergone genetic enchancements and only vaguely resembles his former self. He has short blonde hair and blue eyes. He wears a black and red uniform that mocks patriotic heroes with thick black guantlets, combat boots, and a "utility belt" that really doesn't hold anything combat worthy.

 

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Death Metal

 

Val   Char   Cost    Roll     Notes

  70    STR      60      23-      Lift 409.6tons; 14d6 [7]

  17    DEX     14      12-

  35    CON     25      16-

  10    INT        0       11-      PER Roll 11-

  12    EGO      2       11-

  35    PRE      25      16-      PRE Attack:  7d6

 

   6     OCV     15     

   6     DCV     15     

   3     OMCV  0      

   4     DMCV  3      

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

 

22+18            PD     20         Total:  22/40 PD (0/18 rPD)

22+18            ED     20         Total:  22/40 ED (0/18 rED)

  21    REC     17

  70    END     10

  17    BODY   7

  70    STUN   25      Total Characteristic Cost:  278

 

Movement:    Running:  16m/32m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

90      Brick Tricks:  Multipower, 90-point reserve                           

4f       1)  Crushing Grip:  RKA 2d6, NND (+1), Does BODY (+1) (90 Active Points); Must Follow Grab (-½), No Range (-½), Requires A Brick Tricks Roll (11- roll; -½)                                                 9

1f       2)  Handholds:  Clinging (normal STR) (10 Active Points); Costs Endurance (-½), Slow Climbing (character can only move at the rate of 2" per Phase; -½), Restricted Use (only for climbing, and surface climbed must have DEF less than character's STR/5; -¼), Side Effects (always causes relatively minor damage to the environment [the surface being climbed]; -0)   1

1f       3)  Stentorian Voice:  Hearing Group Images, +/-6 to PER Rolls (23 Active Points); Set Effect (only to amplify character's voice; -1)                                                                                                  2

3f       4)  Tear You Limb From Limb:  HKA 2d6 (6 ½d6 w/STR) (30 Active Points)              3

2f       5)  Thunderclap:  Hearing Group Flash 8d6, Hole In The Middle (1 hex in center; the one hex the character is standing in when he uses the power; +¼), Does Knockback (+¼), Explosion (-1 DC/3"; +½) (48 Active Points); No Range (-½), Extra Time (Full Phase, -½), Restrainable (-½)              

                                     5

28      Super-Leaping:  Multipower, 28-point reserve                      

1f       1)  Basic Super-Leaping:  Leaping 28m (14 Active Points) 1

1f       2)  MegaLeaping:  Leaping 8m, MegaScale (1" = 1 km; leap takes 1 Phase per km; +¼) (5 Active Points)          1

 

           Large Body of Metal                                                                  

7         1)  Large Metal Humanoid:  Knockback Resistance -7m  0

4         2)  Long Strides:  Running +4m (16m total)                         1

1         3)  Reach:  Stretching 1m, Reduced Endurance (0 END; +½); Always Direct (-¼), No Noncombat Stretching (-¼), No Velocity Damage (-¼)                                                                               0

5         4)  Really Deep Breath:  LS  (Self-Contained Breathing) (10 Active Points); Stops Working If Character Speaks, Is Stunned, Or Is Knocked Out (-½), Extra Time (Extra Segment, Only to Activate, -¼), Can Only Be Activated In Breathable Atmosphere (-¼)                                                                                                       0

43      5)  Steel Skin:  Resistant Protection (18 PD/18 ED) (54 Active Points); Perceivable (-¼)          0

 

           Perks

20      Connections:  20pts worth of Connections within American Criminal Underground

6         Street Cred:  Reputation:  Dangerous Criminal (A large group) 11-, +3/+3d6

 

           Skills

48      Combat Freak:  +6 with HTH Combat

2         Gambling (Sports Betting) 11-

3         Interrogation 16-

2         KS: American Criminal Underground 11-

2         KS: The Metahuman World 11-

1         Language:  French (basic conversation)

1         Language:  Spanish (basic conversation)

13      Power:  Brick Tricks 17-

3         Streetwise 16-

2         Survival (Urban) 11-

3         Traveler

1         1)  AK: East Coast (2 Active Points) 11-

1         2)  CK: Atlanta (2 Active Points) 11-

1         3)  CK: Charlotte (2 Active Points) 11-

1         4)  CK: Miami (2 Active Points) 11-

1         5)  CK: New York (2 Active Points) 11-

 

Total Powers & Skill Cost:  302

Total Cost:  580

 

400+     Matching Complications

20      Distinctive Features:  monstrous appearance (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

25      Hunted:  DMA (Department of Metahuman Affairs) 11- (Mo Pow; NCI; Harshly Punish)

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

15      Physical Limitation:  Large size (2.5m, Large Target; -2 DCV, +2 to PER Rolls to perceive) + Increased Mass (Frequently; Slightly Impairing)

10      Psychological Limitation:  Likes To Cause Destruction And Pain (Common; Moderate)

10      Psychological Limitation:  Short-Tempered (Common; Moderate)

5         Vulnerability:  1 ½ x BODY Magnetic Attacks (Uncommon)

5         Vulnerability:  1 ½ x Effect Magnetic Attacks (Uncommon)

5         Vulnerability:  1 ½ x STUN Magnetic Attacks (Uncommon)

180    Experience Points

 

Total Complications Points:  580

 

Background/History:  Johannas was born in Atlanta, he is the son of an immigrant European father and an African American mother. Jo grew up a rather sheltered child. Once he started high school though, he fell into a bad crowd. By the time he was twenty he had been in criminal gangs for five years. He had just made "the big time" as a Henchman for the Tyrant, a techno-magician world conqueror. It was during a battle between the Tyrant and a team of mystical heroes that Jo, and a nearby civilian, were transformed into metallic guardians to cover Tyrant's escape. The Orb of Silver, an artifact that the Tyrant used during that caper somehow affected the transformation's permanence. Jo, now with a rush of power set about destroying everything and everyone in his path. That is until the civilian, a young woman transformed into a silver and golden statue challenged him. Though bigger and stronger, Jo was unable to defeat the smaller, more agile, woman. Soon the Heroes, unable to catch the Tyrant returned and Jo leaped away.

 

 

He was quickly approached by the Pariah, a former senator turned super villain that had once worked as security chief for the Tyrant. Jo fell in with the Pariah and was the first recruit into Imperial America.

 

Personality/Motivation:  Petty and evil; Johannas cares nothing for anyone but himself. He doesn't really get along well with his teammates, but he works well with them. . He's smart enough not to ruin a good thing with the Wasteland, but in time he could overcome his respect/fear for Pariah and try to move out on his own.  He is in the game for money, women, and violence (Not in that order). Since his transformation, he's rapidly lost his connection to humanity

 

Quote:  "I'm gonna crush you and you're whole family!!!"

 

Powers/Tactics:  Locate Target. Engage Target. Destroy Target. Work with team if commanded to.

 

Campaign Use:  An Engine of Destruction. Not fast but he can hit pretty good, he has a couple of damaging "tricks" and his team mates have adapted to his wild tendencies. If he's too tough to use in your campaign, lower his STR to 60 and his Defenses to 35 each. If you want to make him tougher, raise his STR to 80 and add to his brick tricks Multipower.

 

Appearance:  Death Metal looks like a large, overly muscular, slightly distorted statue of an ancient king. His "skin" is a glossy metallic black; he has silver eyes, and appears to be wearing polished gray breastplate, armbands, and "crown"; these are part of his form and not removable. The statue was otherwise unclad. He wears a purple loin cloth, gray belt and gray sandals. His hands are disproportionately large, as are his feet. He stands just over 8' tall and weighs a half ton.

 

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Black Widow

 

   Val     Char   Cost    Roll           Notes

    35      STR      10      16-            Lift 3200.0kg; 7d6 [2]

    33      DEX     16      16-

    30      CON     10      15-

    18      INT        8       13-            PER Roll 17-

14+10  EGO      4       12- / 14-

    25      PRE      15      14-            PRE Attack:  5d6

 

    11      OCV     40     

    11      DCV     40     

     3       OMCV  0      

     5       DMCV  6      

     8       SPD      40                        Phases:  2, 3, 5, 6, 8, 9, 11, 12

 

16+4   PD        14                        Total:  16/20 PD (0/4 rPD)

16+4   ED        14                        Total:  16/20 ED (0/4 rED)

    13      REC      9

    60      END      8

    15      BODY   5

    60      STUN   20      Total Characteristic Cost:  259

 

Movement:       Running:  22m/88m

                            Leaping:  16m/32m

                            Swimming:  4m/8m

 

Cost   Powers                                                                                   END

           Augmented Skeleton                                                                  

2         1)  Bone Lacing/Internal Reconstruction(Heavier):  Knockback Resistance -2m      0

7         2)  Laced Knuckles:  Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-½)      1

 

           Cybernetics, all slots Can be Affected by Cyberkinesis (-¼)          

18      1)  Cyberfiber Endo-muscular coating:  +15 STR, Reduced Endurance (0 END; +½) (22 Active Points); Can be Affected by Cyberkinesis (-¼)                                                                         

23      2)  Cyberghost:  Invisibility to Hearing Group and Detect: Metals/Cyberware , No Fringe, Costs END Only To Activate (+¼) (29 Active Points); Can be Affected by Cyberkinesis (-¼)       2

4         3)  Cyberware Leaping:  Leaping +10m (16m forward, 8m upward) (5 Active Points); Can be Affected by Cyberkinesis (-¼)                                                                                                       1

8         4)  Cyberware Swiftness:  Running +10m (22m total) (10 Active Points); Can be Affected by Cyberkinesis (-¼)              1

23      5)  Enhanced Organs:  Life Support  (Eating: Character only has to eat once per week; Expanded Breathing: Smoke/Gas; Expanded Breathing: Water; Extended Breathing: 1 END per 5 Minutes; Immunity: Alcohol; Longevity: 800 Years; Safe Environment: Zero Gravity; 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) (29 Active Points); Can be Affected by Cyberkinesis (-¼)           0

33      6)  ExtraSensory Perception:  (Total: 42 Active Cost, 33 Real Cost) Nightvision (5 Active Points); Can be Affected by Cyberkinesis (-¼) (Real Cost: 3) plus Radio Perception/Transmission (Radio Group) (10 Active Points); Can be Affected by Cyberkinesis (-¼) (Real Cost: 7) plus Microscopic ( x100) with Sight Group (10 Active Points); Can be Affected by Cyberkinesis (-¼) (Real Cost: 7) plus +5 versus Range Modifier for Sight Group and Hearing Group (17 Active Points); Can be Affected by Cyberkinesis (-¼) (Real Cost: 11)                                           0

19      7)  Internal Comp:  (Total: 24 Active Cost, 19 Real Cost) +4 PER with all Sense Groups (12 Active Points); Can be Affected by Cyberkinesis (-¼) (Real Cost: 8) plus Absolute Time Sense (3 Active Points); Can be Affected by Cyberkinesis (-¼) (Real Cost: 2) plus Lightning Calculator (3 Active Points); Can be Affected by Cyberkinesis (-¼) (Real Cost: 2) plus Speed Reading (x100) (6 Active Points); Can be Affected by Cyberkinesis (-¼) (Real Cost: 4)       0

28      8)  Nanite Disguise:  Shape Shift  (Sight and Touch Groups, Humanoid Female), Cellular, Costs END Only To Change Shape (+¼) (35 Active Points); Can be Affected by Cyberkinesis (-¼)     3

10      9)  Nanite Psionic Defense:  (Total: 20 Active Cost, 10 Real Cost) +10 EGO (10 Active Points); Defensive only (-1), Only vs Cyberkinesis (-½), Can be Affected by Cyberkinesis (-¼) (Real Cost: 4) plus +10 Mental Defense (10 points total) (10 Active Points); Costs Endurance (-½), Can be Affected by Cyberkinesis (-¼) (Real Cost: 5)               1

8         10) Nanite Stream:  +10 CON (10 Active Points); Can be Affected by Cyberkinesis (-¼)       

24      11) Telempathic CPU:  +15 DEX (30 Active Points); Can be Affected by Cyberkinesis (-¼)  

16      12) Telempathic Relays:  +2 SPD (20 Active Points); Can be Affected by Cyberkinesis (-¼)  

 

 

           Gear                                                                                               

5         1)  Distracting Costume:  +20 PRE (20 Active Points); Only To Make Seductive/Friendly Presence Attacks Solely For Purposes Of Causing Target To Delay His Action In Combat (-1), Only Versus Targets Of Appropriate Sexual Orientation (-1), OIF (-½), Only Works Once Per Target Per Scene (-½)                          

28      2)  Electrified Sword:  Killing Attack - Hand-To-Hand 1 ½d6 (3d6 w/STR), Armor Piercing (+¼), +2 Increased STUN Multiplier (+½), Reduced Endurance (0 END; +½) (56 Active Points); OAF (-1)           0

40      3)  Monomolecular Sword:  Killing Attack - Hand-To-Hand 2d6 (2 ½d6 w/STR), Armor Piercing (x2; +½), Reduced Endurance (0 END; +½), Penetrating (x2; +1) (90 Active Points); OAF (-1), No Knockback (-¼)                0

8         4)  Reinforced Costume:  Resistant Protection (4 PD/4 ED) (12 Active Points); OIF (-½)          0

5         5)  Throwing Blades:  Killing Attack - Hand-To-Hand ½d6 (2d6+1 w/STR), Range Based On STR (+¼) (12 Active Points); OAF (-1), 10 Charges (-¼)                                                             [10]

 

           Peerless Athlete                                                                            

6         1)  Acrobatic:  Leaping +2m (16m forward, 8m upward) (Accurate)            1

5         2)  Swift:  Running 0m (22m total), x4 Noncombat           1

 

           Krav Maga

           Maneuver        OCV   DCV    Notes

4         Block                +2      +2      Block, Abort

4         Choke Hold     -2       +0      Grab One Limb; 2d6 NND

4         Disarm              -1       +1      Disarm; 45 STR to Disarm roll

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

4         Escape              +0      +0      50 STR vs. Grabs

3         Grab                  -1       -1      Grab Two Limbs, 45 STR for holding on

5         Kick                   -2       +1      11d6 Strike

4         Low Kick/Knee Strike/Punch +0           +2           9d6 Strike

3         Throw               +0      +1      7d6 +v/5, Target Falls

1         Weapon Element:  Blades

1         Weapon Element:  Clubs

           Bad Ass Combat Stylings

           Maneuver        OCV   DCV    Notes

4         Crush                +0      +0      11d6 Crush, Must Follow Grab

5         Fist Grab          +1      +1      Grab One Limb, Block

5         Joint Break       -1       -2      Grab One Limb; HKA 3 ½d6 , Disable

 

           Perks

9         Reputation:  Skilled Assassin (A large group) 14-, +3/+3d6

3         Well-Connected

6         1)  Contact:  Dr. Elwood Clouseau (Contact has very useful Skills or resources, Very Good relationship with Contact) (7 Active Points) 12-

2         2)  Contact:  Mercenary Contact (Contact has significant Contacts of his own) (3 Active Points) 11-

14      3)  Contact:  The ARSENAL (Contact has extremely useful Skills or resources), Organization Contact (x3) (15 Active Points) 11-

 

           Talents

3         Strong Willed:  Resistance (3 points)

3         Cyberware Ghost Mode:  Simulate Death

6         Good-Lookin' So She Gets Her Way:  +2/+2d6 Striking Appearance (vs. all characters)

 

           Skills

3         +1 with Small Arms

16      +2 with HTH Combat

6         +2 with Krav Maga

30      +3 with All Combat

3         Acrobatics 16-

5         Acting 15-

5         Breakfall 17-

3         Bureaucratics 14-

3         Charm 14-

3         Climbing 16-

3         Concealment 13-

3         Contortionist 16-

3         Cryptography 13-

5         Disguise 14-

3         High Society 14-

7         Lockpicking 18-

6         PS: Assassin/Enforcer 15-

3         PS: Courier 13-

3         Paramedics 13-

3         Persuasion 14-

3         Scholar

5         1)  KS: Iron Crusade (6 Active Points) 16-

1         2)  KS: Krav Maga (2 Active Points) 11-

3         3)  KS: The Local Underworld (4 Active Points) 13-

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

2         5)  KS: The Metahuman World (3 Active Points) 12-

7         Security Systems 15-

3         Shadowing 13-

5         Stealth 17-

5         Streetwise 15-

7         Tactics 15-

3         Teamwork 16-

4         WF:  Common Melee Weapons, Small Arms

 

Total Powers & Skill Cost:  582

Total Cost:  841

 

400+     Matching Complications

15      Hunted:  Iron Crusade 11- (Mo Pow; NCI; Watching)

20      Hunted:  Metahuman Tactical Response 8- (Mo Pow; NCI; Harshly Punish)

10      Physical Limitation:  Incresed Mass (Infrequently; Slightly Impairing)

10      Psychological Limitation:  Likes the Finer things in Life (Common; Moderate)

20      Psychological Limitation:  Personal Code of Honor (Common; Total)

10      Psychological Limitation:  Vain (Common; Moderate)

15      Social Limitation:  Secret Identity (Frequently; Major)

15      Susceptibility:  EMP 3d6 damage Instant (Uncommon)

441    Experience Points

(14 points unspent)

 

Total Complications Points:  841

 

Background/History:  Patricia Wilcott was once the only daughter of Congressman Ricahard Wilcott (R-California). Congressman Wilcott was, unbeknownst to his family and suporters, one of the higher ups of the Iron Crusade; a terrorist group bent on taking over the world. Patricia was an idle rich girl living the high life of pseudo celebrity and causing her father much public embarrassment. Eventually, he tired of her antics and she she was killed while driving drunk.

Well, not entirely dead, but close enough.

 

Wilcott was a righteous bastard as well as a friend and patron of Dr. Ludmilla Klossen; the Iron Crusade's slightly insane head of cybernetic reasearch. When Patricia was found still alive she had her agents collect the girl and, with her father's "consent" began a series of experiments that pushed the evelope on cutting edge technologies. The result was the Scorpian Queen!  A lethal assassin, completely loyal to the Iron Crusade (and particularly Congressman Wilcott and Dr. Klossen). The Scopian Queen proved tremendously successful, she was a nearly unbeatable hand to hand fighter and equipped with prototype weaponry, her stealth and infiltration skills and programming was flawless.

 

The undoing of the Scorpion Queen, however, was the security plug for her one weakness. In an attempt to provide greater protection against Cyberkinetic or Cyberpathic threats, an experimental Nanotech Psionic "Personae" was developed. This defense system (perhaps damaged during one of her run ins with super powered opposition, or simply evolving on its own) began to attack her control programing. Over time the Scorpion Queen became willful and sullen around her creator and master.

 

A personality, neither the dutiful warrior of the Scorpion Queen, nor the selfish hedonist of Patricia, but an independant self actualized warrior emerged. Discarding her old life, the new being simply left the hidden lair, killing anyone who tried to stop her. Her father being the first. Dr Klossen escaped, wisely deciding not to confront her renegade creation.

 

Calling herself Faye Patrick, the former Scorpion Queen took a new identity and set about letting the world know that the Black Widow was stalking it's streets.

 

Personality/Motivation:  The Black Widow has more in common with Patricia than she likes to admit. She's quite impressed with herself and loves the trappings of wealth and high society. However she has taken the role of "Honorable Assassin", and lives by a rigid code.

1. Always Keeps her Word of Honor

2. Keeps to the Letter of the Contract

3. Honors her employer

4. Let no harm come to innocents

5. Accept all personal challenges

6. Treat honorable foes in kind

7. Treat Dishonorable foes in kind

 

When not on a mission she often hits the club scene in one of her cyber disguises. She loves to dance and drink and isn't averse to romantic company...just never at her place.

 

Quote:  "Right away."

 

Powers/Tactics:  Badass martial artist. Her weapons are mostly melee. Her fighting style is efficient but with some flair. She is a very powerful fighter, even without taking her cybernetics into consideration.

 

Cyberkinetic or Cyberpathic opponents can wreak havoc with her systems, but even without them she's no pushover. Failsafes will disconnect her cyber and nanite systems if possible allowing her to use her natural abilities. This is not always the case.

 

Campaign Use:  Powerful Martial arts assassin.

 

Appearance:  Her "natural" form is that of a leggy brunette with an enticing figure and classically beautiful features. She can change her hair and eye color in seconds, her finger prints, and retina configuration as well. She can also sculpt her facial features if she needs to.

Despite her lithe form, her enhancements have given her a somewhat greater mass. She's roughly twice the weight of a similarly proportioned woman.

The Black Widow costume is a cut to impress number with a jacket over the top. She keeps the jacket open to show of the assets so to speak.

 

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Mindwrecker

 

Val   Char   Cost    Roll     Notes

  11    STR       1       11-      Lift 114.9kg; 2d6 [1]

  17    DEX     14      12-

  20    CON     10      13-

  18    INT        8       13-      PER Roll 13-

  25    EGO     15      14-

  20    PRE      10      13-      PRE Attack:  4d6

 

   6     OCV     15     

   6     DCV     15     

   8     OMCV 15     

   8     DMCV 15     

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

 

  26    PD          8                   Total:  26 PD (16 rPD)

  26    ED         8                   Total:  26 ED (16 rED)

   8     REC      4

  60    END      8

  11    BODY   1

  35    STUN    8       Total Characteristic Cost:  185

 

Movement:    Running:  12m/24m

                         Flight:  16m/32m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

72      Mental Powers:  Multipower, 90-point reserve,  (90 Active Points); Unified Power (Mentalism; -¼)     

2f       1)  Mental Cloud:  Darkness to Mental Group 8m radius (24 Active Points)               2

9f       2)  Mind Blast:  Ego Attack 7d6, Reduced Endurance (Half END; +¼) (87 Active Points)      3

9f       3)  Mindbar:  Mind Control 14d6, Reduced Endurance (Half END; +¼) (87 Active Points)    3

9f       4)  Mindscapes:  Mental Illusions 14d6, Reduced Endurance (Half END; +¼) (87 Active Points)          3

9f       5)  Mindspeach:  Telepathy 14d6, Reduced Endurance (Half END; +¼) (87 Active Points)    3

9f       6)  Mindwipe:  Drain EGO 3d6, Reduced Endurance (Half END; +¼), Delayed Return Rate (5 Points per Hour; +1 ¾) (90 Active Points)                                                                                          4

           Mental Powers, all slots Unified Power (Mentalism; -¼)      

23      1)  Group Shields:  Mental Defense (30 points total), Usable Simultaneously (up to 8 people at once; +1) (40 Active Points); Costs Endurance (-½), Unified Power (Mentalism; -¼)      4

51      2)  Mental Energy:  Endurance Reserve  (200 END, 20 REC) (64 Active Points); Unified Power (Mentalism; -¼)              0

70      3)  Mindfinding:  Mind Scan 14d6, Reduced Endurance (Half END; +¼) (87 Active Points); Unified Power (Mentalism; -¼)                                                                                                       3

8         4)  Mindshield:  +10 Mental Defense (30 points total) (10 Active Points); Unified Power (Mentalism; -¼)          0

4         5)  Mindshield:  Power Defense (5 points) (5 Active Points); Unified Power (Mentalism; -¼)  0

40      6)  Post-Hypnotic Suggestion:  Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; character defines trigger condition each time he uses ability; +1 ¼) for up to 40 Active Points of MInd Control (50 Active Points); Unified Power (Mentalism; -¼) 5

10      7)  Psychomorph:  Shape Shift  (Mental Group, any shape) (12 Active Points); Unified Power (Mentalism; -¼) 1

           Psychokinetic Powers, all slots Unified Power (Psychokinesis; -¼)

64      1)  Psychokinesis:  Telekinesis (20 STR), Fine Manipulation, Based On EGO Combat Value (+1) (80 Active Points); Unified Power (Psychokinesis; -¼)                                                        8

24      2)  Psychokinetic Defense:  Missile Deflection, Ranged (+½) (30 Active Points); Unified Power (Psychokinesis; -¼)          3

16      3)  Psychokinetic Flight:  Flight 16m, Reduced Endurance (Half END; +¼) (20 Active Points); Unified Power (Psychokinesis; -¼)                                                                                                  1

38      4)  Psychokinetic Shield:  Force Field (16 PD/16 ED) (48 Active Points); Unified Power (Psychokinesis; -¼)       0

           Skills

6         +2 with Psychokinetic Elemental Control

9         +3 with Mental Powers Multipower

3         High Society 13-

3         Interrogation 13-

3         Linguist

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

1         2)  Language:  French (fluent conversation) (2 Active Points)

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

1         4)  Language:  Spanish (fluent conversation) (2 Active Points)

13      Power: Mentalism 19-

3         Power: Psychokinesis 14-

3         Scholar

1         1)  KS: American History (2 Active Points) 11-

1         2)  KS: Pop Culture (2 Active Points) 11-

1         3)  KS: Psionic Etiquette (2 Active Points) 11-

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

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

3         Streetwise 13-

2         Survival (Urban) 13-

3         Teamwork 12-

 

Total Powers & Skill Cost:  527

Total Cost:  711

 

400+     Matching Complications

5         Enraged:  when someone resists his control or attacks Uncommon, go 8-, recover 14-

10      Hunted:  Hyperion Institute 8- (Occasionally), More Powerful, NCI, Watching

20      Hunted:  Metahuman Tactical Response 8- (Occasionally), More Powerful, NCI, Harshly Punish

15      Psychological Limitation:  Casual Killer Common, Strong

10      Psychological Limitation:  Showy and demonstrative; likes to be noticed.  (Common; Moderate)

15      Social Limitation:  Secret Identity Frequently (11-), Major

311    Experience Points

 

Total Complications Points:  711

 

Background/History:  When David Lessman first developed his powers he went on a rampage of self indulgance and criminal mischief. He seriously injured or psychologically scarred every authority figure in his life. As his antics became increasingly puplic and obvious, he was surrounded by MTR agents, commanding his high school principal to hold them off with a shotgun. Then, he just collapsed. He was immediately hauled off to the Lockdown (a superhuman facility near New York City). But he never arrived.

 

David found himself in the Hyperion Institute's New York offices. He met the head of the Institute, Dr. Anton Vought. Dr. Vought made an offer to David; join his organization and accept his tutaledge or be lobotomized and sent to the Lockdown. David smiled and attacked. He was less than satisfied to find that Dr. Vought was also a Psychic. A supremely skilled and powerful psychic. David was crushed. The Psychic Lobotomy was painful yet provided David with his one victory over Vought. David managed to Psychomorph to an inert human, leaving Vought to believe his psychic surgery was successful. Then David was sent to the Lockdown.

 

Monitored by Hyperion Agents and MTR guards on a constant basis, David lay unmoving in a hospital bed. He carefully practiced his other powers, developing fine control careful to maintain the "appearance" of a vegetable. When Pariah and his Wastelords attacked the Lockdown in response to the incarceration of Hurricane Alice, David used the disturbance as cover and contacted Pariah mentally. He was busted out and joined with the Wastelords.

 

Personality/Motivation:  David acts like the world owes him something. He's angry and reacts badly to any kind of impediment to his current goal. He enjoys tormenting and abusing humanity. Killing is fine with him. He's supremely confident in his abilities and tends to blow his stack if he finds himself dealing with an equal. Despite his knowledge of the Psionic World and it's customs and rules, Mindwrecker rarely follows any of the protocols if he feels he can get away with it. Which is often.

 

Quote:  "Hey babe, come here."

 

Powers/Tactics:  His mentalism abilities are his strong suit. Mindwrecker likes to batter about his foes, making it harder for them to resist him, then make them do horrible things before pushing them to kill themselves. He's not a nice man.

 

Curiously, against other psychics, he tends to panic if they don't fall quickly; despite his power. If they can resist his mindwipe he haymakers his EGO attack and tries to flee.

 

Campaign Use:  Arrogant and evil, Mindwrecker is a good "Overt" mentalist. He likes people to know what he's doing and will broadcast his hand in the situation. If you'd prefer him to be a better skulker, alter the psych lim. Then he gets scary.

 

Appearance:  Skinny and unkempt; shaggy brown hair and eyes. Dresses in whatever he thinks is cool at the time. Mindwrecker wears a black bodysuit with dark red accents and trim. It's very form fitting and modern. He wears a goatee.

 

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Other Internal Terrorist organizations. 

 

The Iron Crusade

 

Though it's roots were planted shortly during World War II, the Crusade didn't really start making noise until after the Thall invasion. It started out as an insane right-wing grass roots movement. Some very rich, very racist, nominally Christian men began recruiting agents among the poorer people who shared their other two qualities. Initially a small, ineffective group more impressed with their "ideals" and "righteousness" than a need to be organized and intelligent, the Crusade was seen as a Klan offshoot that had even greater delusions of grandeur. 

 

This was very true until the 1970's. When the Crusade's power structure suffered an upheaval. Their "Pope" died and his son took over. The identity of these two men is still largely unknown. The Crusade seemed to disappear for a decade while changes were made at the top levels. 

 

When the Crusade next made noise it was in the mid '80s and they were no longer a bunch of men in red robes with shotguns or previous generation military hardware; they were in state of the art equipment, attacked a Pentagon "Arms Show" and stole billions of dollars worth of prototype military grade hardware. The leader of the attack explained that it was the duty of every American to remind the Government who really ran the country.

 

The Crusade has wormed it's way into politics, military, police, and emergency services. They have lobbyists and own (through dummy or legitimate corporations) a number of tech and arms companies. They recruit only in America and paint themselves as a militia to defend the citizens against encroachment of their rights by the Government (oh and the Mexicans, and Muslims, and Atheists, and...)

 

The truth is far more cynical and sinister. The leadership is in it for power and that's it. They have managed to strike a chord with some and use misguided idealism to fill their ranks. The institutionalized racism and sexism of the leadership is a surprisingly effectively kept secret - they know that the disenfranchised come from all walks of life and are willing to use anyone who is willing to join them and has the skills they want. Advancement is...complicated.

 

Additionally, they have *not* stayed in America's borders. Nationalism is a strong tool and by changing the speeches a bit and altering the uniforms they've set up smaller "Crusades" in Canada, Mexico, and other parts of Central and South America, bringing them into conflict with authorities and drug-lords who see them as competition. These "Copycat" organizations funnel cash, captured information, technology, and intelligence to the leaders of the Crusade. 

 

This is my VIPER/HYDRA knock off. 

They disdain "Magic" but most of the other VIPER package deals and Equipment would work just fine. 

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Scorched Earth

 

is the Leftist Eco-Terrorist organization that was founded by a few "Nature" based villains. It functions more as a hippie cult of personality than a paramilitary force. Active mostly on the west coast and in the Pacific. They do their best to halt the encroachment of civilization on already civilized lands. Their name derives from their belief that humanity's end will doom the planet. 

 

Started in the late 1970's by a few college dropouts, it really kicked off when a polluted river spawned three metahumans (of varying degrees of sanity) One of these metahumans was a member of Scorched Earth and after dubbing herself Mermaid, gave them clout and firepower. Since then a few other Humanity-averse metas have joined Scorched Earth and lend to its status as a threat to communities up and down the coast. 

 

For Scorched Earth agents, use talented normals with contemporary weapons and armor. They like to blow things up and damage logging, farming (that they don't approve of) or research facilities. 

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The Department of Metahuman Affairs (DMA) (Occasionally Referred to as the Metahuman Affairs Department (MAD) but only to make "Mad Men" jokes)

 

Shortly after the Thall invasion in 1949, Congress and the President pushed through legislation creating a single department from their disparate "unusual phenomena" bureaus that had been created clandestinely in the twenties and thirties. Separate from the FBI, the DMA was initially an intelligence arm for law enforcement. The ubiquitous "Men in Black" who studied what man was not meant to know. By the 80's the DMA had an enforcement arm and links to multinational organizations. 

 

Most metahuman laws have been at least vetted through DMA and it is actually considered one of the more successful security agencies. In 2001 the DMA lobbied for, and successfully kept its autonomy during the creation of the ill-fated and ill-conceived Department of Homeland Security.

 

The Department is broken into distinct "Bureaus" a legacy from their earlier days. 

 

Administration is called the Department

Bureau 07 is the Catch-All "Naturalized Metahuman" Division

Bureau 13 is the unexplained/magic division

Bureau 21 is the Psionics division

Bureau 51 is the Extra Terrestrial division

Bureau 6,000,000 is the Cybernetics/Technology Division

 

Agents from different Bureaus have a (usually) friendly rivalry but generally a team consists of a Department Head and member from each Bureau unless the nature of the investigation is clearly known. 

 

The DMA has a number of metas on staff (Aproximately 20% have some minor Metahuman ability though only 1 in 6 of those are considered "Cape Worthy") 

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Fenris

 

Val   Char   Cost    Roll     Notes

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

  20    DEX      20      13-       OCV:  8/DCV:  8

  30    CON     20      15-

  10    INT        0       11-       PER Roll 14-

  15    EGO       5       12-       ECV:  3 - 6

  40    PRE       10      17-       PRE Attack:  8d6

 

   8     OCV      25     

   8     DCV      25     

   3     OMCV   0      

   6     DMCV   9      

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

 

  24    PD         10                  Total:  24 PD (12 rPD)

  24    ED         10                  Total:  24 ED (12 rED)

  15    REC      11

  60    END       8

  20    BODY   10

  60    STUN   20      Total Characteristic Cost:  243

 

Movement:     Running:  38m/76m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

52       Alpha Wolf:  Multipower, 52-point reserve                             

3f        1)  Alpha Male:  Mind Control 10d6 (Animal class of minds) (50 Active Points); Limited Class Of Minds Canines (-½)      5

3f        2)  Calling the Pack:  Summon 8 100-point Animal, Loyal (+½) (52 Active Points); Arrives Under Own Power (-½), Summoned Being Must Inhabit Locale (-½)                           5

1f        3)  Wolf Speech:  Telepathy 5d6 (Animal class of minds) (25 Active Points); No Range (-½), Incantations (Requires Incantations throughout; -½), Limited Class Of Minds Canines (-½), Communication Only (-¼), Perceivable (-¼)               2

3         Enchanted Garments:  Cosmetic Transform 1d6 (one set of clothing into any other clothing, Another use of the power.), Improved Results Group (Any Clothing; +¼), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; +¾) (6 Active Points); Limited Target (Clothes Currently Worn By Character; -1)                                                                                                    1

60       Wolf Form:  Multiform (choose animal) (300 Character Points in the most expensive form)        0

           Wolf Powers                                                                                 

9         1)  Bark at the Moon:  +20 PRE (20 Active Points); Only For Fear Based PRE Attacks (-1), Incantations (must roar; -¼)   

2         2)  Burst Of Speed:  Running +12m (38m total) (12 Active Points); Increased Endurance Cost (x10 END; -4)          10

30       3)  Large Fangs:  Killing Attack - Hand-To-Hand 2d6 (4 ½d6 w/STR)            3

24       4)  Nigh Invulnerable:  +12 ED, Hardened (+¼), Impenetrable (+¼), Resistant (+½) (24 Active Points) 

16       5)  Nigh Invulnerable:  +12 PD, Hardened (+¼), Impenetrable (+¼), Resistant (+½) (24 Active Points); Doesn't Work Against Silver (-½)                                                                      

15       6)  Really Tough:  Energy Damage Reduction, Resistant, 25%        0

15       7)  Really Tough:  Physical Damage Reduction, Resistant, 25%      0

14       8)  Running with the Pack:  Running +14m (38m total)       1

8         9)  Small Claws:  Killing Attack - Hand-To-Hand ½d6 (3d6+1 w/STR) (10 Active Points); Reduced Penetration (-¼)          1

19       10) Regeneration (1 BODY per Day), Can Heal Limbs, Resurrection (29 Active Points); Does Not Work On Some Damage (Silver; -½)                                                                                   0

           Wolf Senses                                                                                 

10       1)  Blood Hound:  (Total: 10 Active Cost, 10 Real Cost) Discriminatory with Normal Smell (Real Cost: 5) plus Analyze with Normal Smell (Real Cost: 5)                                                       0

9         2)  Canine Senses:  +3 PER with all Sense Groups                0

5         3)  Tracking Scent:  Tracking with Normal Smell                  0

5         4)  Wolf Eyes:  Nightvision                                                        0

           Red In Tooth And Claw

           Maneuver        OCV   DCV    Notes

8         +2 HTH Damage Class(es)

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

3         Holding Bite     +0       -1      Grab One Limb, +10 STR

5         Pounce              -2       +1      14d6 Strike

4         Smash/Claw Slash      +0      +2 12d6 Strike

3         Trip                    +2       -1      11d6 Strike, Target Falls

0         Weapon Element:  Natural Weapons

 

           Skills

2         +1 with Bite

6         +2 with Punch/Claw/Block

24       +3 with HTH Combat

2         Animal Handler (Canines) 17-

3         Breakfall 13-

3         Charm 17-

3         Climbing 13-

3         Concealment 11-

3         Interrogation 17-

2         KS: Norse Mythology 11-

3         Linguist

0         1)  Language:  Danish (completely fluent) (3 Active Points)

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

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

2         4)  Language:  German (completely fluent) (3 Active Points)

0         5)  Language:  Swedish (idiomatic) (4 Active Points)

3         Lockpicking 13-

3         Navigation 11-

2         PS: Assassin 11-

3         Paramedics 11-

3         Security Systems 11-

3         Shadowing 11-

3         Stealth 13-

3         Streetwise 17-

3         Survival 11-

3         Teamwork 13-

3         Tracking 11-

2         WF:  Common Melee Weapons

 

Total Powers & Skill Cost:  422

Total Cost:  665

 

400+ Matching Complications

10       Distinctive Features:  Anthropomorphic Wolf (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

20       Psychological Complication:  Casual Killer (Common; Total)

10       Psychological Complication:  Greedy/Lustful (Common; Moderate)

15       Social Complication:  Secret Identity Frequently, Major

5         Unluck: 1d6

5         Vulnerability:  1 ½ x STUN Silver Weapons (Uncommon)

10       Vulnerability:  2 x STUN Silver Weapons (Uncommon)

265     Experience Points

 

Total Complications Points:  665

 

Background/History:  A scandinavian enforcer/assassin who claims to have the blood of the Fenris wolf in his veins. Fenris has prototypical werewolf powers and weakness to silver.

 

Ingvar has traveled and worked all over Europe; he works pretty well with most mastervillain types and has done a tour of duty with Baron Shrek as well as the Covenant of Five.

 

Personality/Motivation:  Fenris likes to fight, feed, and f#@k, if not always in that order. He has surprisingly epicurean tastes for a violent werewolf and enjoys opera and classical music as well.

 

His taste in women is very inclusive. He will make a pass at anyone who strikes his fancy.

 

Quote:

 

Powers/Tactics:  Fenris prefers to stalk his prey and then hit them ferociously, going for the jugular and ending the fight quickly when on the job. If he meets resistance or is acting in a non lethal capacity he reverts to a happy brawler, using his strength and durability to batter about his foes until they can't hit back or surrender.

 

Though he's been known to kill opponents who surrendered to his mercy.

 

Campaign Use:

 

Appearance:  Ingvar is tall and lean but deceptively heavy. He has an unkempt, feral look about him that some find intimidating and others find attractive. In his human form he has a shaggy mane of straw colored hair, pale blue eyes, fair complexion, and a permanent five o'clock shadow.

 

His wolf form is a massive, white and gold beast with the same eyes.  His hybrid form is of course looks like the wolf in human stance with an extra mane of hair on his head, often braided. When on the job or expecting trouble, he can summon enchanted clothing, black pants and a steel gray sleeveless shirt with a black wolf head on the chest the wolf symbol has red eyes.

 

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Inspiration struck on the way home from work today.

 

 

Knuckle-Sandwich Nancy

 

Val   Char   Cost    Roll     Notes

  25    STR      15      14-      Lift 800.0kg; 5d6 [2]

  20    DEX     20      13-

  20    CON     10      13-

  13    INT        3       12-      PER Roll 14-

  13    EGO      3       12-

  25    PRE      15      14-      PRE Attack:  5d6

 

  12    OCV     45     

   9     DCV     30     

   3     OMCV  0      

   5     DMCV  6      

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

 

12+4 PD        10                  Total:  12/16 PD (0/4 rPD)

12+4 ED        10                  Total:  12/16 ED (0/4 rED)

  12    REC      8

  60    END      8

  15    BODY   5

  60    STUN   20      Total Characteristic Cost:  248

 

Movement:    Running:  14m/28m

                         Leaping:  8m/16m

                         Swimming:  6m/12m

 

Cost   Powers                                                                                   END

40      Combat Mistress:  Multipower, 40-point reserve                   

2f       1)  Counterpunch:  Hand-To-Hand Attack +4d6, Area Of Effect (1m Surface; +¼), Reduced Endurance (½ END; +¼), Constant (+½) (40 Active Points); Requires A Roll (Attack roll; -½), Hand-To-Hand Attack (-¼), Not When Grabbed/Grabbing (-¼)                                                                                                  1

1f       2)  Knuckle Sandwich:  Drain PD 1d6 (10 Active Points); Only Usable in Multi Attack with Martial Arts (-¼)    1

1f       3)  Intimdating Kata:  +20 PRE (20 Active Points); Only For Fear-/Intimidation-Based Presence Attacks (-1), Costs Endurance (-½), Extra Time (Full Phase, -½), Instant (-½), Gestures (-¼)            2

2f       4)  Sleeper Hold:  Blast 4d6, Attack Versus Alternate Defense (defense is rigid Resistant PD on neck; All Or Nothing; +0), Area Of Effect (1m Surface; +¼), Constant (+½) (35 Active Points); Only Works On Targets Whose Heads Are Grabbed (-½), No Range (-½)                                                                                   3

2f       5)  Too Fast For the Camera:  Hand-To-Hand Attack +4d6, Invisible Power Effects (Invisible to Sight Group; +½) (30 Active Points); Hand-To-Hand Attack (-¼)                                      3

           Athletics                                                                                        

7         1)  Strong Leaper:  Leaping +4m (8m forward, 4m upward) (Accurate)      1

2         2)  Strong Runner:  Running +2m (14m total)                     1

1         3)  Strong Swimmer:  Swimming +2m (6m total)                 1

4         4)  Way Of The Monkey:  Clinging (normal STR) (10 Active Points); Instant (-½), Requires A Roll (Skill roll; Acrobatics; -½), Cannot Resist Knockback (-¼), Costs Endurance (Only Costs END to Activate; -¼)                1

           Gear                                                                                               

10      1)  Concealed Comm Link:  Radio Perception/Transmission (Radio Group), Concealed (-2 with Radio Perception/Transmission PER Rolls) (12 Active Points); IIF (-¼)                                  0

7         2)  Street Tough Uniform:  Resistant Protection (4 PD/4 ED) (12 Active Points); OIF (-½), Requires A Roll (14- roll; -¼)  0

           Keen Senses                                                                                  

10      1)  Blindfighting:  Targeting with Normal Hearing             0

6         2)  Keen Senses:  +2 PER with all Sense Groups                  0

           Toughness                                                                                     

32      1)  Can Take The Heat:  Damage Negation (-4 DCs Physical, -4 DCs Energy) (40 Active Points); Character Must Be Aware Of Attack (-¼)                                                                                  0

24      2)  Tougher than You:  Physical Damage Reduction, Resistant, 50% (30 Active Points); Character Must Be Aware Of Attack (-¼)                                                                                                  0

 

           Puncher and Brawler

           Maneuver        OCV   DCV    Notes

8         +2 HTH Damage Class(es)

4         Block/Chin Block     +2      +2                Block, Abort

3         Clinch                -1       -1      Grab Two Limbs, 45 STR for holding on

4         Cross                 +2      +0      9d6 Strike

4         Disarm              -1       +1      Disarm; 45 STR to Disarm

4         Eye Gouge        -1       -1      Flash 6d6

5         Hoist ’n’ Heave          -2      -2 Grab Two Limbs,  55 STR  to Throw

5         Hook                +1       -2      11d6 Strike

3         Jab                    +2      +1      7d6 Strike

4         Kidney Blow    -2       +0      HKA 3d6

4         Low Blow         -1       +1      3d6 NND

4         Punch/Backhand      +0      +2                9d6 Strike

4         Put The Boot In         +0      -1 11d6 Strike, Prone

5         Roundhouse/Two-Fisted Smash           -2            +1           11d6 Strike

3         Tackle              +0       -1      7d6 +v/10 Strike; You Fall, Target Falls; FMove

3         Throw               +0      +1      7d6 +v/10, Target Falls

1         Weapon Element:  Cestus

1         Weapon Element:  Cestus

1         Weapon Element:  Clubs

 

           Perks

15      Home Suite Home:  the character has a home base, secret citadel, or similar headquarters (a Base) (cost varies)

10      Motorcycle:  Vehicles & Bases

2         Oh My Gosh, it's HER!:  Positive Reputation (A medium-sized group) 14-, +1/+1d6

2         Fringe Benefit:  International Driver's License, Passport

6         Money:  Wealthy

3         Well-Connected

2         1)  Family Barrister:  Contact:  Anthony Weisland, Lawyer (Contact has access to major institutions) (3 Active Points) 11-

5         2)  Fight Circuit:  Contact:  Underground Fighting Circuit, Organization Contact (x3) (6 Active Points) 11-

11      3)  Contact:  MI-7 (Contact has very useful Skills or resources), Organization Contact (x3) (12 Active Points) 11-

 

           Talents

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

8         Lightning Moves:  Lightning Reflexes (+8 DEX to act first with All Actions)

 

           Skills

10      +1 with All Attacks

4         Batsman:  +2 OCV with Clubs

36      Good At Everything:  +3 Overall

6         Tosser:  +2 OCV with Thrown Objects

3         Acrobatics 13-

3         Acting 14-

3         Breakfall 13-

3         Charm 14-

3         Climbing 13-

3         Combat Driving 13-

3         Criminology 12-

3         Deduction 12-

5         Disguise 13-

3         Gambling 12-

3         High Society 14-

3         Lockpicking 13-

3         Mimicry 12-

3         Paramedics 12-

3         Persuasion 14-

3         Scholar

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

1         2)  KS: London Underground (2 Active Points) 11-

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

2         4)  KS: UK Underworld (3 Active Points) 12-

3         Security Systems 12-

3         Shadowing 12-

3         Stealth 13-

3         Streetwise 14-

2         Survival (Urban) 12-

2         TF:  Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

3         Teamwork 13-

3         Tracking 12-

4         WF:  Common Melee Weapons, Small Arms

 

Total Powers & Skill Cost:  428

Total Cost:  676

 

400+     Matching Complications

5         Distinctive Features:  Punk Looks (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

5         Hunted:  British Super-Team Infrequently (Mo Pow; Watching)

20      Hunted:  crimelord or gang of the character's choice 8- (Mo Pow; NCI; Harshly Punish)

10      Psychological Complication:  Enjoys Combat (Common; Moderate)

20      Psychological Complication:  Hero's Burden (Common; Total)

15      Social Limitation:  Secret Identity (Frequently; Major)

276    Experience Points

 

Total Complications Points:  676

 

Background/History:  The scion of a wealthy British family, Nancy was a natural athlete early on. As she grew older her prowess proved metahuman. She joined an underground fighting league and was the women's champion for over a year and even held the mixed gender championship.

 

Her life was changed when a friend from school, asked her to help out her older brother who was an entrepeneur who was having trouble with local thugs trying to get  him to pay protection money. Nancy showed up one afternoon and gave the thugs a stern talking to as she wiped the floor with them. The young inventor was very greatful and Nancy found that fighting for someone other than herself suited her.

 

In the four years since, she's been a thorn in the side of London's criminal Underworld.

 

Personality/Motivation:  Nancy likes to bust heads and gets a kick out of helping those unable to defend themselves.

 

Quote:

 

Powers/Tactics:  A brawler extrordinaire

 

Campaign Use:  Knuckle Sandwich Nancy - Slade.

 

A bunch of fives hit me in the jaw - Lovers luck pushed me on the floor, oh no

Pulitzer prize in GBH and now I'm not just a pretty face, oh no

 

(C'mon) Nancy pick me up - (C'mon) Nancy bring me round

(C'mon) A knuckle sandwich knocked me down, down, down

(C'mon) Nancy pick me up - (C'mon) From a left and right

(C'mon) A knuckle sandwich put me out like a light

You don't hit a man with his glasses on

This is what you call having fun, oh no

I ended up with a broken nose

They're never so big when they're on their own, oh no

 

(C'mon) Nancy pick me up (C'mon) Nancy bring me round

(C'mon) A knuckle sandwich knocked me down, down, down

(C'mon) Nancy pick me up (C'mon) From a left and right

(C'mon) A knuckle sandwich put me out like a light - Let' em fight

 

Knocked me down, down, down, down, down Knocked me out

 

Knock us out Knock us out

Knock us out Knock us out

Knock us out Knock us out yow!

Ooh you're knocking me out

Well you're knocking me out Yeah

Heard a fist and I get down to a knee

She said "Hey there mate, are you looking at me?" oh no

Who are you looking at then she said

All I knew was a kick in the head in bed Whoah

 

(C'mon) Nancy pick me up

(C'mon) Nancy bring me round

(C'mon) A knuckle sandwich knocked me down, down, down

(C'mon) Nancy pick me up

(C'mon) From a left and right

(C'mon) A knuckle sandwich knocked me out like a light

(C'mon) Nancy pick me up

(C'mon) Nancy bring me round

(C'mon) A knuckle sandwich knocked me down,

down, down, down, down, down

Knocked me down, down, down, down, down

 

 

 

Appearance:  Nancy is a powerful young woman, 5'8'' tall and 185 lbs of tough muscle and brass. She's clearly metahuman in size and build. Her hair is purple naturally and she dyes it other colors as they suit her. She wears a simple black and purple costume with a leather jacket with rolled sleeves. She has a series of tribal tattoos on her chest and arms.

 

She is currently sporting a retro, almost rockabilly hairdo. She changes that often. 

 

post-198-0-67845000-1395379083_thumb.jpg

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Another Diversion. 

 

This is the Northwest's team the Avant Guard - Superdraft Versions

(essentially the point of this draft over in the NGD is to take normal characters from movies, tv, books, etc, and give them the powerset of a comic book superhero - you only needed to do this once, but we all did it lots. Anyway this is my team) 

 

Seeker

Songbird

Gazer

Sentinel

Fast Albert

Firewall

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The Seeker

 

Val   Char   Cost    Roll     Notes

  20    STR      10      13-      Lift 400.0kg; 4d6 [2]

  20    DEX     20      13-      OCV:  8/DCV:  9

  20    CON     10      13-

  25    INT      15      14-      PER Roll 14-

  15    EGO      5       12-      ECV:  3 - 5

  15    PRE       5       12-      PRE Attack:  3d6

 

   8     OCV     25     

   9     DCV     25     

   3     OMCV  0      

   5     DMCV  6      

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

 

8+7  PD          6                   Total:  8/15 PD (0/7 rPD)

8+7  ED         6                   Total:  8/15 ED (0/7 rED)

  10    REC      6

  40    END      4

  20    BODY  10

  40    STUN   10      Total Characteristic Cost:  183

 

Movement:    Running:  15m/30m

                         Leaping:  6m/12m

                         Swimming:  4m/8m

                         Swinging:  20m/80m

 

Cost   Powers                                                                                   END

48      The Utility Belt:  Variable Power Pool (Gadget Pool), 30 base + 30 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (75 Active Points); Operates as a Multipower of 12 Different Slots (Specific Slots can be replaced at Headquarters) (-½), OIF (-½), Restrainable (-½)          

0         1) Throwing Blade:  Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Range Based On STR (+¼) (19 Active Points); OAF (-1), 6 Recoverable Charges (-¼) Real Cost: 8                      [6 rc]

0         2) Swinglines!:  Swinging 20m, x4 Noncombat (15 Active Points); 2 clips of 6 Recoverable Charges (-0) Real Cost: 15  [6 rc]

0         3) Smoke Bombs:  Darkness to Sight Group 3m radius (15 Active Points); 4 Charges (-1) Real Cost: 7  [4]

0         4) Throwing Club:  Blast 6d6 (30 Active Points); OAF (-1), Range Based On Strength (-¼), 6 Recoverable Charges (-¼) Real Cost: 12                                                                                [6 rc]

           Raiment of the Seeker, all slots OIF (-½)                                

22      1)  Protective Costume:  Resistant Protection (7 PD/7 ED/5 Flash Defense:  Sight Group/3 Flash Defense:  Hearing Group) (Impermeable) (33 Active Points); OIF (-½)                         0

2         2)  Defensive Cloak:  +1 DCV (5 Active Points); Restrainable (-½), OIF (-½)             

5         3)  Environmental Suit:  Life Support  (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (7 Active Points); OIF (-½)                     0

           Keen Mind, Strong Body                                                           

10      1)  Strong Will:  Mental Defense (10 points total)              0

3         2)  Sprinter:  Running +3m (15m total)                                 1

5         3)  Makes his own Luck:  Luck 1d6                                        0

6         4)  Acrobat:  Leaping +2m (6m forward, 3m upward) (Accurate)  1

           The Seeker's Style

           Maneuver        OCV   DCV    Notes

4         +1 HTH Damage Class(es)

4         Block/Evade   +2      +2      Block, Abort

5         Disarming Throw       +0      +0                Grab Weapon, 30 STR to take weapon away; Target Falls

4         Escape              +0      +0      40 STR vs. Grabs

5         Fist Grab          +1      +1      Grab One Limb, Block

3         Grapple/Hold   -1       -1      Grab Two Limbs, 35 STR for holding on

4         Joint Lock/Throw      +1      +0                Grab One Limb; 1 ½d6 NND ; Target Falls

3         Legsweep         +2       -1      6d6 Strike, Target Falls

4         Punch/Elbow/Short Kick    +0                +2           7d6 Strike

5         Reverse Turning Kick/Flying Kick/Flying Uppercut           +1           -2            9d6 Strike

3         Throw               +0      +1      5d6 +v/10, Target Falls

1         Weapon Element:  Blades

1         Weapon Element:  Clubs

           The Seeker's Way

           Maneuver        OCV   DCV    Notes

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

4         The Toss          +0      +0      Strike, +2 DC

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

0         Weapon Element:  Boomerangs and Throwing Clubs

 

           Perks

13      Billionaire Boys Club:  Money:  Filthy Rich

25      Fleet:  Vehicles & Bases

20      Headquarters:  Vehicles & Bases

6         The "Job":  Fringe Benefit:  Chairman of BoD of a major business

 

           Talents

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

3         Master Calculator:  Lightning Calculator

5         Never Forget a Clue:  Eidetic Memory

4         Voracious Reader:  Speed Reading (x10)

3         Vulnerably Cute:  +1/+1d6 Striking Appearance (vs. all characters)

 

           Skills

12      +1 Overall

3         Acrobatics 13-

3         Acting 12-

3         Analyze:  Combat 14-

3         Breakfall 13-

3         Bugging 14-

3         Bureaucratics 12-

3         Charm 12-

3         Climbing 13-

3         Combat Driving 13-

3         Combat Piloting 13-

3         Concealment 14-

5         Cramming

3         Criminology 14-

3         Cryptography 14-

7         Deduction 16-

2         Demolitions 10-

2         Disguise 10-

2         Electronics 10-

3         Forensic Medicine 14-

3         High Society 12-

3         Interrogation 12-

3         Inventor 14-

3         Lockpicking 13-

1         Mechanics 8-

1         Navigation 8-

3         Paramedics 14-

3         Scholar

1         1)  KS: The Master of Crime (2 Active Points) 11-

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

3         Scientist

1         1)  Science Skill:  Ballistics 11- (2 Active Points)

1         2)  Science Skill:  Criminology 11- (2 Active Points)

1         3)  Science Skill:  Psychology 11- (2 Active Points)

3         Security Systems 14-

3         Shadowing 14-

3         Sleight Of Hand 13-

3         Stealth 13-

3         Streetwise 12-

3         Systems Operation 14-

2         TF:  Common Motorized Ground Vehicles, Small Planes, Two-Wheeled Motorized Ground Vehicles

2         Tactics 10-

3         Teamwork 13-

3         Tracking 14-

5         WF:  Common Melee Weapons, Common Missile Weapons, Boomerangs and Throwing Clubs

 

Total Powers & Skill Cost:  377

Total Cost:  560

 

400+     Matching Complications

15      Hunted:  Rogues Gallery Frequently (As Pow; Harshly Punish)

10      Hunted:  The Master of Crime Frequently (As Pow; NCI; Watching)

10      Psychological Complication:  Enjoys Mental Challenges (Common; Moderate)

5         Psychological Complication:  Romantic uncertainty...Caught between two Women (Uncommon; Moderate)

15      Psychological Complication:  Searching for his missing Parents (Common; Strong)

15      Social Complication:  Secret Identity Frequently, Major

5         Unluck: 1d6

160    Experience Points

 

Total Complications Points:  560

 

Background/History:  Leroy Brown grew up. He graduated from high school and was going to be studying forensic sciences in college with eyes on a career in law enforcement at the local or national level.

 

Then his parents went missing during his first term at school. No notes, no ransom demands, no bodies found. Just gone.

After a year (and a rather stressful one at that) Leroy's parents were presumed dead and he was approached by a lawyer with an inheritance; a massive inheritance.

Suddenly a billionaire, Leroy left school and used his new-found wealth to help him try and solve the mystery of his missing parents. And the source of his now near limitless income. Sheriff's, even dirty ones, don't have billions to give their sons. The Seeker identity was born of message boards and hacking activities. The physical training began after he was beaten up by some people who didn't like him "sticking his nose where it didn't belong."

 

For the physical stuff, he turned to his best friend and his former nemesis, Bugs Meany and Sally Kimball. They helped him begin a training regimen (Bugs was a physical trainer at this point, and mostly reformed) Sally going so far as to join him, becoming his "Study Buddy." The training required him to stay near his home so he went back to school and rifled off several degrees. He was approached by the FBI and interned with them but in the end felt his quest to find his parents and his secrets would compromise his work as a field agent or analyst. 

 

It wasn't until he'd designed and tested his initial gadgetry and costume identity that he realized Sally had deduced his intentions and was clearly ready to join him as his partner in crime solving.

 

The year of the Seeker had begun.

 

Personality/Motivation:  Despite his missing parents, Leroy is actually having the time of his life. He knows that he's being manipulated. He believes that as long as he gives his tormentor good sport, his parents are safe; he also knows he's enjoying the hell out of being a superhero.

 

And the best (and worst) of it all is that there are two beautiful girls who seem interested in him. Sally has been his friend for as long as he can remember and he had always carried a torch for her - but he thought it was unrequited. Then Velma shows up and she's smart, funny, has awesome stories and looks great in a sweater, and suddenly Sally becomes VERY attentive.

 

Leroy is a deductive genius, but he's kind of stumped at this point. He's not sure what to do and suspects (wrongly) that if he chooses one of the girls the team will fall apart, so he uses his concern for his parents as a wall around his love-life. So far, so good.

 

Quote:  I knew it!

 

Powers/Tactics:  The Seeker is a skilled martial artist and melee weapons fighter, his physical stats are peak human. He has tremendous resources and a fleet of supervehicles and the team's base. But his greatest asset is his keen deductive intellect. He is his generation's finest detective.

 

Campaign Use:

 

Appearance:  Leroy Brown is average height, and lean but with a phenomenal build - which he hides under baggy clothes for the most part. He has toussled brown hair and brown eyes. Though he no longer needs them he wears glasses.

 

The Seeker wears a white and silver uniform with blue trim. He has a full face mask and cape.

 
post-198-0-85234200-1395467211_thumb.jpg
Art by Celtic Bolt - commission of someone else's character
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Songbird

 

Val   Char   Cost    Roll     Notes

  17    STR       7       12-      Lift 263.9kg; 3d6+1 [2]

  20    DEX     20      13-      OCV:  9/DCV:  8

  18    CON      8       13-

  13    INT        3       12-      PER Roll 12-/17-

  15    EGO      5       12-      ECV:  3 - 5

  15    PRE       5       12-      PRE Attack:  3d6

 

   9     OCV     30     

   8     DCV     25     

   3     OMCV  0      

   5     DMCV  6      

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

 

8+7  PD          6                   Total:  8/15 PD (0/7 rPD)

8+7  ED         6                   Total:  8/15 ED (0/7 rED)

  10    REC      6

  40    END      4

  15    BODY   5

  40    STUN   10      Total Characteristic Cost:  166

 

Movement:    Running:  12m/24m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

40      Songbird's Song:  Multipower, 60-point reserve,  (60 Active Points); all slots Unified Power: Hypersonic Vocalization (-¼), Does Not Work In A Vacuum (-¼)                                                    

1f       1)  Chorus of Accompanyment:  Hearing Group Images, +/-4 to PER Rolls, Area Of Effect (8m Radius; +½) (25 Active Points); Set Effect (can only amplify existing sounds the character can hear; -1), Does Not Work In A Vacuum (-¼), Unified Power: Hypersonic Vocalization (-¼)                                                  2

4f       2)  Song of Destruction:  Blast 12d6 (60 Active Points); Does Not Work in a Vacuum (-¼), Unified Power: Hypersonic Vocalization (-¼)                                                                       6

2f       3)  Song of Discord:  Hearing Group Flash 12d6 (36 Active Points); Does Not Work In A Vacuum (-¼), Unified Power: Hypersonic Vocalization (-¼)                                                  4

4f       4)  Song of Discord:  Hearing Group Flash 12d6, Area Of Effect (26m Radius Explosion; +½) (54 Active Points); Does Not Work In A Vacuum (-¼), Unified Power: Hypersonic Vocalization (-¼) 5

3f       5)  Song of Great Destruction:  Blast 8d6, Area Of Effect (16m Cone; +½) (60 Active Points); No Range (-½), Does Not Work in a Vacuum (-¼), Unified Power: Hypersonic Vocalization (-¼)       6

3f       6)  Song of Shattering:  RKA 3d6 (45 Active Points); Does Not Work in a Vacuum (-¼), Unified Power: Hypersonic Vocalization (-¼)                                                                                               4

2f       7)  Song of Silence:  Darkness to Hearing Group 10m radius (30 Active Points); Unified Power: Hypersonic Vocalization (-¼), Does Not Work In A Vacuum (-¼)                                         3

4f       8)  Song of Stunning:  Blast 8d6, NND (being deaf of having Hearing Group Flash Defense; All Or Nothing; +½) (60 Active Points); Does Not Work in a Vacuum (-¼), Unified Power: Hypersonic Vocalization (-¼)       6

           Gear                                                                                               

20      1)  Reinforced Costume:  Resistant Protection (7 PD/7 ED/5 Flash Defense:  Sight Group) (Impermeable) (30 Active Points); OIF (-½)                                                                                               0

9         2)  Commslink:  Radio Perception/Transmission (Radio Group), +2 to PER Roll, Concealed (-2 with Radio Perception/Transmission PER Rolls) (14 Active Points); OIF (-½)  0

3         3)  Environmental Costume:  Life Support  (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points); OIF (-½)                                                                                       0

           Hypersonic Abilities, all slots Unified Power: Hypersonic Vocalization (-¼)               

16      1)  Combat Hearing:  Targeting with Hearing Group (20 Active Points); Unified Power: Hypersonic Vocalization (-¼)    0

8         2)  Enhanced Hearing:  +5 PER with Hearing Group (10 Active Points); Unified Power: Hypersonic Vocalization (-¼)    0

14      3)  Parabolic Hearing:  +12 versus Range Modifier for Hearing Group (18 Active Points); Unified Power: Hypersonic Vocalization (-¼)                                                                       0

16      4)  Silent Self:  Invisibility to Hearing Group , No Fringe (20 Active Points); Unified Power: Hypersonic Vocalization (-¼)                                                                                                       2

11      5)  Sonic Resilience:  Physical Damage Reduction, 50% (20 Active Points); Only Works Against Sonics (-½), Unified Power: Hypersonic Vocalization (-¼)                                                  0

16      6)  Sound Tolerance:  Hearing Group Flash Defense (20 points) (20 Active Points); Unified Power: Hypersonic Vocalization (-¼)                                                                                                       0

2         7)  Ultrasonic Hearing:  Ultrasonic Perception (Hearing Group) (3 Active Points); Unified Power: Hypersonic Vocalization (-¼)                                                                                                       0

           Several Styles

           Maneuver        OCV   DCV    Notes

8         +2 HTH Damage Class(es)

4         Block                +2      +2      Block, Abort

4         Choke Hold     -2       +0      Grab One Limb; 3d6 NND

4         Disarm              -1       +1      Disarm; 37 STR to Disarm roll

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

4         Escape              +0      +0      42 STR vs. Grabs

3         Grab                  -1       -1      Grab Two Limbs, 37 STR for holding on

4         Joint Lock/Throw      +1      +0                Grab One Limb; 2d6 NND ; Target Falls

5         Kick                   -2       +1      9d6 Strike

3         Legsweep         +2       -1      6d6 Strike, Target Falls

4         Low Kick/Knee Strike/Punch +0           +2           7d6 Strike

4         Nerve Strike     -1       +1      3d6 NND

3         Throw               +0      +1      5d6 +v/10, Target Falls

3         Various Takedowns  +0      +2                7d6 Strike; Target Falls; Must Follow Grab

4         Weapon Bind  +1      +0      Bind, 37 STR

1         Weapon Element:  Blades

1         Weapon Element:  Clubs

 

           Talents

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

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

3         Voice of an Angel:  Perfect Pitch

 

           Skills

8         +1 with HTH Combat

3         Acrobatics 13-

3         Analyze:  Style 12-

3         Breakfall 13-

3         Bugging 12-

3         Bureaucratics 12-

3         Charm 12-

3         Climbing 13-

3         Combat Driving 13-

3         Concealment 12-

3         Contortionist 13-

3         Conversation 12-

3         Criminology 12-

3         Deduction 12-

3         Demolitions 12-

2         Forensic Medicine 10-

3         High Society 12-

3         Interrogation 12-

1         Mechanics 8-

9         Mimicry 15-

3         Navigation 12-

3         Oratory 12-

3         PS: Singer 12-

3         Paramedics 12-

3         Persuasion 12-

3         Persuasion 12-

3         Power:  Sonic Scream Tricks 12-

3         Scholar

1         1)  KS: Martial Arts Styles (2 Active Points) 11-

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

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

3         Security Systems 12-

3         Shadowing 12-

3         Sleight Of Hand 13-

3         Stealth 13-

3         Streetwise 12-

5         TF:  Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Railed Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles

2         Tactics 10-

3         Teamwork 13-

5         WF:  Common Melee Weapons, Common Missile Weapons, Boomerangs and Throwing Clubs

 

Total Powers & Skill Cost:  378

Total Cost:  544

 

400+     Matching Complications

5         Distinctive Features:  Sultry Voice (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15      Hunted:  Rogues Gallery Frequently (As Pow; Harshly Punish)

10      Hunted:  The Master of Crime Infrequently (Mo Pow; NCI; Watching)

15      Psychological Complication:  Can't Abide Bullies (Common; Strong)

10      Psychological Complication:  Carrying a torch for Seeker (Common; Moderate)

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

15      Social Complication:  Secret Identity Frequently, Major

144    Experience Points

 

Total Complications Points:  544

 

Background/History:  Sally Kimball has always been a tomboy but she also appreciated the more cerebral Leroy Brown and worked as his assistant/bodyguard when he was a boy detective. As they grew, she found herself gravitating towards more physical persuits, studying martial arts and various sports. She was attending school on a volleyball scholarship (mostly to stay close to home and see Leroy.)

 

Their will they/won't they romance had begun to frustrate her and she'd used her freshman year to become more socially active. When Leroy's parents disappeared and he began searching for them, Sally immediately offered to help. She convinced Bugs to help him train after Leroy was beaten up by some thugs (and she wasn't there to protect him) Sally was very hands on with her training of Leroy and though he's a masterful detective he missed the clues that she had intended to be his partner again.

 

She had been working on a costumed identity along side him, but had yet to reveal it. They adventured a bit while she bounced various identities around in her head. One of their run ins with a mysteriously well organized streetgang led to Sally being trapped by a Clown-themed "villain" known as Skarimoosh. The death trap was a giant bell. though the Seeker failed to get to her in time the death trap failed to kill her, instead the sound themed tortured device activated her meta-gene giving her hypersonic vocal abilities.

 

She took a few weeks to adjust and then finally found her "Calling Card," Songbird was born.

 

Personality/Motivation:  Sally has always kind of assumed Leroy was hers. Not in a slave/possession kind of way, but in a puppydog, pikachu I choose you kind of way. When he decided to become a crime fighter to solve the mystery of his missing parents she joined him to look out for him like she always had. Only now he seems more than capable to take care of himself and she's a little at a loss.

 

Then Gazer came into their lives and Sally has been on edge ever since. She wonders if maybe she should step aside and let Leroy explore his (blindingly obvous) interest in Velma; or if she should stake the claim she always thought was hers.

 

Regardless of the love triangle's ultimate resolution, she's going to be there for him and for the team. She has become the mother hen of the group and enjoys that they spend so much time together outside of the "job."

 

Quote:  Don't make me raise my voice.

 

Powers/Tactics:  A fighter first, Sally has been given a sonic scream that she can achieve a variety of effects with, through training and experimentation. She generally starts any fight as a two fisted detective sidekick, switching to the "songs" as needed.

 

Campaign Use:

 

Appearance:  Sally was a tomboy growing up and as she's matured her lifelong dedication to activity has given her an extremely fit physique. She tends to dress with "affortable class."

 

Songbird has a white and gold costume with a bird theme and "winged" cape.

 

 

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Sentinel

 

Val   Char   Cost    Roll     Notes

  75    STR      65      24-      Lift 819.2tons; 15d6 [7]

  15    DEX     10      12-      OCV:  7/DCV:  7

  35    CON     25      16-

  13    INT        3       12-      PER Roll 17-

  14    EGO      4       12-      ECV:  3 - 4

  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

 

  35    PD        33                  Total:  35 PD (35 rPD)

  35    ED        33                  Total:  35 ED (35 rED)

  20    REC     16

  75    END     11

  20    BODY  10

  75    STUN   28      Total Characteristic Cost:  316

 

Movement:    Running:  12m/24m

                         Flight:  40m/80m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

60      Radiation Vision:  Killing Attack - Ranged 4d6, +1 Increased STUN Multiplier (+¼) (75 Active Points); No Knockback (-¼)                                                                                                       7

44      Stupendous Movement:  Multipower, 35-point reserve, all slots Usable Running (+¼) (44 Active Points)             

3f       1)  Stoupendously Fast:  Flight 10m, MegaScale (1m = 10,000 km; +2) (30 Active Points)     3

3f       2)  To the Skies:  Flight 30m, Position Shift (35 Active Points)        3

           Stoupendous Physiology                                                            

13      1)  Bracing:  Knockback Resistance -20m (20 Active Points); Costs Endurance (-½)               2

13      2)  Can Survive In Space:  Life Support  (Extended Breathing: 1 END per 20 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)           0

10      3)  Stoupendously Quick:  Lightning Reflexes (+10 DEX to act first with All Actions)              

17      4)  Stoupendously Tough:  Resistant (+½) (17 Active Points) applied to ED               

17      5)  Stoupendously Tough:  Resistant (+½) (17 Active Points) applied to PD               

           Gear                                                                                               

9         1)  Team Radio:  Radio Perception/Transmission (Radio Group), Concealed (-3 with Radio Perception/Transmission PER Rolls) (13 Active Points); OIF (-½)                                                     0

           Stoupendous Senses                                                                   

8         1)  Can Pick up Radio Signals:  Radio Perception              0

15      2)  Can See For Miles:  +10 versus Range Modifier for Sight Group             0

15      3)  Stupdendous Senses:  +5 PER with all Sense Groups    0

3         4)  Stupendous Hearing:  Ultrasonic Perception (Hearing Group)  0

5         5)  Stupendous Vision:  Infrared Perception (Sight Group) 0

5         6)  Stupendous Vision:  Nightvision                                       0

5         7)  Stupendous Vision:  Ultraviolet Perception (Sight Group)          0

15      8)  X-Ray Vision:  Penetrative with Sight Group; Limited Power Does Not Work through Forcefields or Lead (-0)              0

 

           Perks

10      Fiance:  Follower: Susie Derkins

5         Not a bad living...cartoonist.:  Money:  Well Off

 

           Talents

2         Can Fight in Space:  Environmental Movement (no penalties on 0 Gravity)

3         Fast Brained:  Lightning Calculator

8         Fast Brained:  Speed Reading (x1,000)

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

 

           Skills

16      +2 with HTH Combat

3         Charm 14-

2         Computer Programming 10-

3         Electronics 12-

3         Mechanics 12-

3         Navigation 12-

2         PS: Illustrator 11-

2         PS: Writer 11-

3         Paramedics 12-

3         Scholar

1         1)  KS: Comics Industry (2 Active Points) 11-

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

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

1         Science Skill:  Astrophysics 8-

2         Science Skill:  Mathematics 10-

2         Systems Operation 10-

3         Teamwork 12-

 

Total Powers & Skill Cost:  346

Total Cost:  661

 

400+     Matching Complications

15      Psychological Complication:  Overconfident (Common; Strong)

261    Experience Points

 

Total Complications Points:  661

 

Background/History:  It was all so easy when he was a kid. There were always adventures to be had and dragons to rescue from icky princesses. And there was Hobbes of course. It was all so easy.

 

Puberty was unkind to Calvin Watterson. He grew tall and skinny, gangly and easily catching the attentions of bullies. Escape was harder those days. Hobbes had grown eerily quiet and the icky princesses started becoming significantly less icky. This was probably the hardest thing to believe.

 

But you grow. Things change. Things stay the same. If you'd told six year-old Calvin that a mere 11 years later he'd be taking Susie Derkins to their senior prom he'd probably have had Hobbes tear your face off. But Susie wasn't so bad. In fact, since Hobbes had stopped talking she turned out to be pretty good at listening. It was Susie who convinced Calvin that he should write his adventures down. She liked his sketches and so he sketched a lot.

 

The Cartoons brought Hobbes back into his life and things were good. Susie went away to college (not too far though) and studied to be an Astrophysicist...which was pretty darn cool. Calvin got a job at his dad's company and went to night school studying art and design.

 

Calvin and Susie were engaged shortly after she graduated. To his parents', teachers', and to be honest his own surprise, his webcomic had become a hit and he managed to hit the sweet spot and turn it into a print media career. Susie went to work for NASA's Glenn Research Facility in Cleveland. Calvin went where she went.

 

Their meandering engagement aside, things were going pretty well. When the Glenn was targeted for a heist by Dr Armageddon (Else Earth Villain) Calvin was visiting Susie for lunch. This was fortunate because it kept her from being taken hostage with the rest. But Susie wasn't about to let her research fall into the hands of a(nother?) lunatic and she tried to sneak into the lab and retrieve it in the commotion. She was caught by security before she could do something stupid.

 

Calvin wasn't about to let his fiance fall into the hands of a master villain. It took him a few minutes to realize that she hadn't "gone to the ladies room" at all - rather she'd tried to sneak into the lab! Knowing a thing or two about sneaking into her lab, Calvin made his way quickly hoping to catch her before she did something crazy. Unfortunately for Calvin, security was too busy keeping his feisty fiance from a fearful fate that they missed his entry entirely.

 

It took Calvin only seconds to realize Susie wasn't in the lab and he panicked. Trying to find her he disrupted some of Armageddon's agents and found himself in a running, one-sided gun battle. Being the side without guns he did most of the running.

 

No one is exactly sure what the device was supposed to do. Based on alien technology and crafted by a team of disgruntled aerospace engineers and Physicists under the command of a mad genius with a history of accidentally creating metahumans, it's presumed that Dr Armageddon was planning to use it to power a device based on the technology from the Glenn.

 

Instead, it exploded and Calvin found himself absorbing a tremendous amount of energy. His cry of pain was heard for miles and a chunk of concrete he flung while writing in pain was found almost a mile away. Fortunately, he wend unconscious before he could destroy much more.

 

Even more fortunately, Dr. Armageddon was unnerved by the explosion and the result and beat a hasty retreat.

 

After a debriefing from the Department of Metahuman Affairs and a hasty move from the area (Susie's antics were seen as poor judgment and she was released (fired) to take a university post in the Northwest. Calvin Followed of course.

 

And so did Sentinel.

 

Personality/Motivation:  Still a dreamer, but a more grounded one. Sentinel is the team's Big Gun; he feels a lot of responsibility to using his pwers wisely. He gets along well with his team-mates and Susie has worked along-side them as an "Expert Witness" on occasion, something that excites her and worries Calvin. Calvin sees himself as a larger than life hero and has every confidence in his abilities, sometimes when it's unwarrented.

 

He is amused at the team love triangle and gets along very well with Albert and Olvier, the three of them have instituted a team poker night.

 

Quote:  You're crazier than Mom-Lady!

 

Powers/Tactics:  Flying Brick. Sentinel has keen senses, superhuman speed and durabilty as well.

 

Campaign Use:

 

Appearance:  The energies that transformed Calvin into Sentinel turned a skinny slacker artsy type into a lean, intimidating, he-man type. (his fiance doesn't mind.)

Sentinel is 6'1'' tall and about 225lbs of muscle. He wears a blue and gold costume and his hair is pretty long; he pulls it back into a ponytail when he's in Calvin mode.

 

 

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Art by Lasticonz

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Gazer

 

   Val     Char   Cost    Roll           Notes

10+10  STR       0       11- / 13-   Lift 100.0kg/400.0kg; 2d6/4d6

    16      DEX     12      12-

    20      CON     10      13-

    18      INT        8       13-            PER Roll 13-/18-

    11      EGO      1       11-

    15      PRE       5       12-            PRE Attack:  3d6

 

    11      OCV     15     

     6       DCV     15     

     3       OMCV  0      

     3       DMCV  0      

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

 

   6+7    PD          4                         Total:  6/13 PD (0/7 rPD)

12+7   ED        10                        Total:  12/19 ED (0/7 rED)

    12      REC      8

    60      END      8

    15      BODY   5

    35      STUN    8       Total Characteristic Cost:  129

 

Movement:       Running:  15m/30m

                            Leaping:  4m/8m

                            Swimming:  4m/8m

 

Cost   Powers                                                                                   END

75      Eye-Beams:  Blast 10d6, Indirect (Source Point is the Character, path can change with every use; +½) (75 Active Points)                                                                                                       7

           Altered Physiology                                                                      

7         1)  Altered Physiology:  Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat)                                                                                            0

2         2)  Hysterical Strength:  +10 STR (10 Active Points); Increased Endurance Cost (x10 END; -4)           10

3         3)  Jogger:  Running +3m (15m total)                                   1

           Gear                                                                                               

22      1)  Resistant Costume:  Resistant Protection (7 PD/7 ED/3 Flash Defense:  Hearing Group) (Impermeable) (27 Active Points); IIF (-¼)                                                                                               0

           Jeepers Peepers                                                                            

17      1)  Accuracy:  +5 OCV (25 Active Points); Only Applies To Ranged Combat (-½)    

15      2)  Alertness:  Danger Sense (self only, in combat) 13-/18-

7         3)  Anticipation:  Lightning Reflexes (+10 DEX to act first with All Attacks) (10 Active Points); Requires A Roll (PER roll; -½)    

10      4)  Enhanced Sight:  +5 PER with Sight Group                    0

15      5)  Far Seeing:  +10 versus Range Modifier for Sight Group           0

5         6)  Heat Trace Reading:  Tracking with Infrared Perception           0

5         7)  Nightsight:  Nightvision                                                      0

5         8)  Peripheral Mastery:  Increased Arc Of Perception (240 Degrees) with Sight Group             0

10      9)  Resilient Vision:  Sight Group Flash Defense (10 points)           0

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

5         11) Ultravision:  Ultraviolet Perception (Sight Group)        0

 

           Self Defense

           Maneuver        OCV   DCV    Notes

3         Legsweep         +2       -1      3d6 / 5d6 Strike, Target Falls

4         Block                +2      +2      Block, Abort

4         Disarm              -1       +1      Disarm; 20 STR  / 30 STR to Disarm

4         Escape              +0      +0      25 STR  / 35 STR vs. Grabs

4         Eye Gouge        -1       -1      Flash 4d6

4         Strike                +0      +2      4d6 / 6d6 Strike

4         Nut Shot           -1       +1      2d6 NND

 

           Perks

5         The Gang:  Contact:  her Friends in the Scooby Gang (Contact has useful Skills or resources, Very Good relationship with Contact) 11-

 

           Talents

3         Nerd Hotness:  +1/+1d6 Striking Appearance (vs. all characters)

 

           Skills

16      +2 with Ranged Combat

3         Breakfall 12-

3         Charm 12-

3         Computer Programming 13-

2         Criminology 10-

3         Cryptography 13-

3         Deduction 13-

3         Electronics 13-

2         Forensic Medicine 10-

3         High Society 12-

3         Inventor 13-

3         Mechanics 13-

3         Navigation 13-

3         Paramedics 13-

3         Scholar

1         1)  KS: Computer Networks (2 Active Points) 11-

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

1         3)  KS: Internet Security (2 Active Points) 11-

1         Security Systems 13- (3 Active Points); Computers Only (-1)

3         Shadowing 13-

3         Systems Operation 13-

2         TF:  Common Motorized Ground Vehicles

3         Teamwork 12-

 

Total Powers & Skill Cost:  315

Total Cost:  443

 

400+     Matching Complications

15      Hunted:  Rogues Gallery Frequently (As Pow; Harshly Punish)

10      Hunted:  The Master of Crime Infrequently (Mo Pow; NCI; Watching)

10      Psychological Complication:  Coulrophobia (Fear of Clowns) (Uncommon; Strong)

10      Psychological Complication:  Crushing on Seeker (Common; Moderate)

10      Psychological Complication:  Loves Mysteries and Puzzles (Common; Moderate)

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

15      Social Complication:  Secret Identity Frequently, Major

43      Experience Points

 

Total Complications Points:  443

 

Background/History:  elma Dinkley has been adventuring since she was a teenager. A high school valedictorian who blew off college to ride around for two years solving mysteries with her friends, Velma finally went back to school and put her mind to good use. While she was a starving student, she volunteered for an experimental laser vision correction trial that incorporated Thall technology (recovered from the Thall invasion in the 50's the reverse engineering for common use had finally started really rolling in at the turn of the Century) and would correct her near blindness without her glasses.

 

Unfortunately, during the procedure a faulty powerbox caused a surge and Velma was blinded. Carson Optics, who had funded the trial paid for her to receive the best care possible and miraculously, in three months her vision began to return. Not only that but with in a year she had perfect 20/20 vision. By the time she was twenty three, she could project beams of energy from her eyes and see miles into the distance with perfect clarity. Her sense of adventure never left her and when she had trained with her abilities she tried to get the Gang back together to go stopping crime but they had all moved on (and Norvelle was serving time for possession)

 

Velma took the name Gazer and started fighting crime locally, eventually bumping into Seeker and Songbird on occasion. The three joined force and form the core of the Pacific Watch.

 

Velma has really fallen for Seeker and she knows that Sally is a long-suffering wanna be girlfriend but figures if that was meant to happen it would have. The two girls get along well enough with a brittle, catty friendship while both trying to get the distracted (and petrified) Seeker to notice them.

 

Personality/Motivation:  Solving mysteries has been her game since she was thirteen. She and Leroy have so much in common!

 

Velma's metahuman powers have given her vision to go along with her now-perfect, er vision. She sees the Avant Guard as a more potent, more important version of the Scooby gang and though she keeps in touch with her old friends, she feels she's moved on.

 

Quote:  I see you!

 

Powers/Tactics:  Velma's powers revolve around her eyes. Not only does she have MUCH better than 20/20 vision these days, she can see in the dark, and fire blasts of energy from her eyes. The Energy is still under her control when it leaves her body and she can cause it to avoid barriers or follow someone around a corner.

 

Add to this she's a deductive marvel, able to follow Leroy's conclusions and occasionally take them in different directions, she's a Forensic Computer Specialist as well and can hold her own in a fight. If she gets scared she often exhibits greatly enhanced strength for fight or flight responses.

 

Campaign Use:

 

Appearance:  Attractive, curvy young woman with brown hair in a distinctive short haircut and a penchant for sweaters and skirts. She still wears glasses out of habbit and because she thinks she looks good in them.

 

The Gazer suit is red and orange and has a translucent blue visor over her eyes.

 

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Firewall

 

   Val     Char   Cost    Roll           Notes

10+40  STR       0       11- / 19-   Lift 100.0kg/25.6tons; 2d6/10d6

10+11  DEX      0       11- / 13-

10+20  CON      0       11- / 15-

    25      INT      15      14-            PER Roll 14-

    11      EGO      1       11-

10+10  PRE       0       11- / 13-   PRE Attack:  2d6/4d6

 

   4+5    OCV      5      

   4+5    DCV      5      

     3       OMCV  0      

     4       DMCV  3      

   3+2    SPD      10                        Phases:  4, 8, 12/3, 5, 8, 10, 12

 

5+25   PD          3                         Total:  5/30 PD (0/25 rPD)

5+25   ED         3                         Total:  5/30 ED (0/25 rED)

     4       REC      0

    20      END      0

    10      BODY   0

20+40  STUN    0       Total Characteristic Cost:  45

 

Movement:       Running:  12m/24m

                            Flight:  40m/160m

                            Leaping:  4m/8m

                            Swimming:  4m/8m

 

Cost   Powers                                                                                   END

50      Armor Offensive Systems:  Multipower, 75-point reserve,  (75 Active Points); all slots OIF (-½)              

5f       1)  Plasma Bolt:  Blast 15d6 (75 Active Points); OIF (-½) 7

4f       2)  Plasma Lash (Grapple):  Entangle 4d6, 4 PD/4 ED, Entangle And Character Both Take Damage (+¼), Backlash (+½) (70 Active Points); OIF (-½), Limited Range (3m; -¼)               7

2f       3)  Plasma Lash:  Blast 10d6 (50 Active Points); OIF (-½), Limited Range (3m; -¼), No Knockback (-¼)            5

5f       4)  Plasma Repulsors:  Blast 10d6, Double Knockback (+½) (75 Active Points); OIF (-½)       7

4f       5)  Shoulder Mounted Plasma Micro-Missiles:  Blast 8d6, Area Of Effect (25m Radius Explosion; +½) (60 Active Points); OIF (-½)                                                                                                  6

40      Mobility:  Multipower, 60-point reserve,  (60 Active Points); all slots OIF (-½)          

4f       1)  Anti-Grav Units:  Flight 30m, Position Shift, x4 Noncombat, No Gravity Penalty (+½) (60 Active Points); OIF (-½)    6

2f       2)  MACH Flight:  Flight 10m, MegaScale (1m = 10,000 km; +2) (30 Active Points); OIF (-½)               3

           Comms System/Sensors, all slots OIF (-½)                             

15      1)  Communications:  High Range Radio Perception (Radio Group), +2 to PER Roll, Concealed (-4 with High Range Radio Perception PER Rolls), Discriminatory, Telescopic:  +5, Tracking (31 Active Points); Sense Affected As More Than One Sense Affected as Sight, Hearing, and Radio (-½), OIF (-½)         0

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

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

2         4)  Ultrasonic Pickups:  Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-½)    0

           Computer, all slots OIF (-½)                                                      

2         1)  Processor:  Eidetic Memory (5 Active Points); Only retains images/sounds/data gathered by Sensors or Comms (-½), OIF (-½)                                                                                                   

2         2)  Processor:  Lightning Calculator (3 Active Points); OIF (-½)    

4         3)  Scanning Feature:  Speed Reading (x100) (6 Active Points); OIF (-½)  

10      4)  Translator Function:  Universal Translator 14- (20 Active Points); Terran Languages only (-½), OIF (-½)    

7         5)  iFruit Onboard Computer:  Follower (10 Active Points); OIF (-½)          

           Firewall Defensive subsystems, all slots OIF (-½)                  

13      1)  Environtmental Protections:  Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-½) 0

15      2)  Heat Proofing:  Resistant Protection (10 ED/10 Flash Defense:  Sight Group) (30 Active Points); Only Works Against Fire/Heat Common attack (-½), OIF (-½)                             0

50      3)  Powered Armor:  Resistant Protection (25 PD/25 ED) (Impermeable) (75 Active Points); OIF (-½)  0

           Firewall Exoskeleton, all slots OIF (-½)                                   

17      1)  Combat Computer:  +5 DCV (25 Active Points); OIF (-½)        

17      2)  Combat Computer:  +5 OCV (25 Active Points); OIF (-½)        

15      3)  Cyberpathic Relays:  +11 DEX (22 Active Points); OIF (-½)    

7         4)  Mechanical Confidence:  +10 PRE (10 Active Points); OIF (-½)             

13      5)  Reaction Augmentation:  +2 SPD (20 Active Points); OIF (-½)

13      6)  Resiliance Augmentation:  +20 CON (20 Active Points); OIF (-½)          

13      7)  Resilience Augmentation:  +40 STUN (20 Active Points); OIF (-½)        

27      8)  Strength Augmentation:  +40 STR (40 Active Points); OIF (-½)               4

           Power Supply, all slots OIF (-½)                                                

32      1)  Microfusion Reactor:  Endurance Reserve  (150 END, 15 REC) (48 Active Points); OIF (-½)           0

           Perks

10      Homebase:  Vehicles & Bases

9         My Peers:  Contact:  Hacker Community (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-

8         Young Genius:  Money:  Wealthy

0         Computer Backdoors

4         1)  Comcast:  Computer Link

5         2)  Department of Metahuman Affairs:  Computer Link

5         3)  Federal Bureau of Investigation:  Computer Link

3         4)  Stanford University :  Computer Link

 

           Talents

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

 

           Skills

3         Analyze:  Technology 14-

5         Computer Programming 15-

5         Cramming

3         Cryptography 14-

3         Electronics 14-

3         Inventor 14-

3         Lockpicking 11- (13-)

3         Mechanics 14-

3         Scholar

2         1)  KS: Computer Networks (3 Active Points) 14-

2         2)  KS: Computer Security (3 Active Points) 14-

2         3)  KS: Infromation Security (3 Active Points) 14-

2         4)  KS: The Scientific World (3 Active Points) 14-

3         Scientist

2         1)  SS:  Computer Science 14- (3 Active Points)

2         2)  SS:  Material Science 14- (3 Active Points)

2         3)  SS:  Mathematics 14- (3 Active Points)

1         4)  SS:  Physics 11- (2 Active Points)

3         Security Systems 14-

3         Systems Operation 14-

 

Total Powers & Skill Cost:  500

Total Cost:  545

 

400+     Matching Complications

10      Hunted:  Department of Metahuman Affairs Infrequently (Mo Pow; NCI; Watching)

10      Hunted:  The Master of Crime Infrequently (Mo Pow; NCI; Watching)

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

10      Psychological Complication:  Supports the Underdog (Common; Moderate)

10      Psychological Complication:  Thrill of the Hack (Common; Moderate)

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

15      Social Complication:  Secret Identity Frequently, Major

145    Experience Points

 

Total Complications Points:  545

 

Background/History:  Growing up the passive-aggressively rebellious child of middleclass Afrrican-American conservatives in a small midwestern town, Oliver Wendell Jones was something of an anomoly. He got into hacking because it was subversive enough to appeal to him and yes cerebral enough that he wasn't going to get his head kicked in trying to do it.

 

He took these ideals to heart and to school and left Stanford University as a dot com wunderkind. He took part in quite a few successful startups and helped laid the ground work for his own cyber security company all the while occasionally falling back to his "Let's see if I can get in there" cracker days.

 

When he found himself getting some unwanted attention from the criminal element, he found unlikely aid in one of his fellow hackers on his Infosec mailinglist, "The Bloom County Review."

 

It turns out that one of his fellow computer nerds was a superheroine. She and her team helped Oliver deal with his little problem and he promised to repay them somehow.

 

Seeing the comraderie and heroism up close inspired Oliver to step into the ring himself. He'd been designing security and self defense for the wealthy for years and now decided to design something a little more out there.

 

When he finished his powered armor design and build he dubbed himself Firewall and sent word to Gazer that he was going to make good on his promise.

 

Personality/Motivation:  Bored, restless, and usually something of a pragmatic devotee of self-intersts, Oliver has found excitement and perhaps even nobility in acting as Firewall. He gets along fabulously with the team, even the guy who draws comics for a living can hold down a conversaion on Astrophysics!

 

He still has restless moments where he will go places he's not supposed to and thay may get him into trouble some day.

 

Quote:

 

Powers/Tactics:  Fairly typical powered Armor checklist of attacks backed up by super-strength and durability.

 

Campaign Use:

 

Appearance:  Olvier is a slim, bespeckled young man with already receeding hair and an almost permanently bemused expression. He wears comfortable clothes but will suit up for important meeting and such. His parents instilled in him that a good first impression can get you further than competence.

 

The Firewall suit is red and silver with a blue eyeshield.

 

 

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Fast Albert

 

   Val     Char   Cost    Roll           Notes

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

    23      DEX     26      14-            OCV:  10/DCV:  10

    25      CON     15      14-

13+20  INT        3       12- / 16-   PER Roll 12-/20-

    11      EGO      1       11-            ECV:  3 - 4

    15      PRE       5       12-            PRE Attack:  3d6

 

    10      OCV     35     

    10      DCV     35     

     3       OMCV  0      

     4       DMCV  3      

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

 

    10      PD          8                         Total:  10 PD (0 rPD)

    10      ED         8                         Total:  10 ED (0 rED)

    10      REC      6

    50      END      6

    15      BODY   5

    50      STUN   15      Total Characteristic Cost:  216

 

Movement:       Running:  12m/24m

                            Flight:  70m/140m

                            Leaping:  4m/8m

                            Swimming:  4m/8m

 

Cost   Powers                                                                                   END

33      Hyper-Running:  Multipower, 50-point reserve,  (50 Active Points); all slots Only in Contact with a Surface (-¼), Unified Power (Hyper Movement Powers; -¼)                                                

3f       1)  Overdrive Running:  Flight 20m, MegaScale (1m = 1 km; +1) (40 Active Points); Only in Contact with a Surface (-¼), Unified Power (Hyper Movement Powers; -¼)                                   4

3f       2)  Super-Running:  Flight 50m (50 Active Points); Only in Contact with a Surface (-¼), Unified Power (Hyper Movement Powers; -¼)                                                                                  5

48      Speedster Tricks:  Multipower, 60-point reserve,  (60 Active Points); all slots Unified Power (Hyper Movement Powers; -¼)          

2f       1)  Autofire Punch:  HA +5d6, Autofire (5 shots; +½) (37 Active Points); Hand-To-Hand Attack (-¼), All Attacks Must be Directed at the Same Target (-¼), Unified Power (Hyper Movement Powers; -¼)      4

3f       2)  Battering Ram:  (Total: 48 Active Cost, 26 Real Cost) HA +6d6 (30 Active Points); Only with MoveThrough/By (-1), Hand-To-Hand Attack (-¼), Unified Power (Hyper Movement Powers; -¼) (Real Cost: 12) plus +6 with MoveThrough and MoveBy (18 Active Points); Unified Power (Hyper Movement Powers; -¼) (Real Cost: 14)    3

2f       3)  Clean Up Your Room!:  Change Environment (clean things and perform similar tasks) (+1 Points of Telekinetic STR, Long-Lasting (see text) Permanent), Area Of Effect (16m Radius; +¾) (37 Active Points); No Range (-½), Must Pass Through Intervening Space (-¼), Unified Power (Hyper Movement Powers; -¼)        4

3f       4)  Dizzying Spin:  Drain DEX 6d6 (60 Active Points); No Range (-½), Unified Power (Hyper Movement Powers; -¼)      6

3f       5)  High-Velocity Phasing:  Desolidification  (affected by sonic, vibration and sonic based attacks) (40 Active Points); Unified Power (Hyper Movement Powers; -¼)                                   4

1f       6)  Let's Wrap This Up:  Entangle 4d6, 4 PD/4 ED (40 Active Points); OIF (materials of opportunity; -½), No Range (-½), Extra Time (Full Phase, at least a Full Phase, and often longer, dpeending on how long it takes to get the materials; -½), Defense Depends on Materials Used (-½), Unified Power (Hyper Movement Powers; -¼)       4

3f       7)  Moving Attack:  HA +5d6, Area of Effect (Trail; +1) (50 Active Points); Hand-To-Hand Attack (-¼), Unified Power (Hyper Movement Powers; -¼)                                                             5

1f       8)  Quick Change:  Cosmetic Transform 1d6 (any set of clothing into one costume), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; +¾) (5 Active Points); Limited Target the clothes currently worn by character (-½), Unified Power (Hyper Movement Powers; -¼)       1

3f       9)  Rapid-Fire Punch:  HA +9d6 (45 Active Points); Hand-To-Hand Attack (-¼), Unified Power (Hyper Movement Powers; -¼)                                                                                                       4

1f       10) Speed of Thought:  +20 INT (20 Active Points); Costs Endurance (-½), Unified Power (Hyper Movement Powers; -¼)                                                                                                       2

2f       11) Tornado Trap:  Entangle 5d6, 5 PD/5 ED (50 Active Points); No Range (-½), Lockout (character must use a Half Phase Action each Phase to keep Entangle in place; -½), Must Pass Through Intervening Space (-¼), Can Be Dispelled (-¼), Unified Power (Hyper Movement Powers; -¼)                                   5

           Hyper Speed, all slots Unified Power (Hyper Movement Powers; -¼)          

6         1)  Speedster Studiousness:  Speed Reading (x1,000) (8 Active Points); Unified Power (Hyper Movement Powers; -¼)  

4         2)  Swift Observation:  +4 PER with Sight Group (8 Active Points); Costs Endurance (-½), Unified Power (Hyper Movement Powers; -¼)                                                                                  1

 

           Talents

10      Me First:  Lightning Reflexes (+10 DEX to act first with All Actions)

3         Jackson Instruments T-90:  Lightning Calculator

8         Speedster Studiousness:  Speed Reading (x1,000)

 

           Skills

3         Analyze:  Technology 12- (16-)

3         Breakfall 14-

3         Charm 12-

3         Computer Programming 12- (16-)

5         Cramming

3         Cryptography 12- (16-)

3         Electronics 12- (16-)

3         Inventor 12- (16-)

2         PS: Musician:  11-

3         Paramedics 12- (16-)

3         Persuasion 12-

13      Power:  Speedster Tricks 17- (21-)

3         Scholar

2         1)  KS: Superpowers (3 Active Points) 12- (16-)

2         2)  KS: The Metahuman World (3 Active Points) 12- (16-)

2         3)  KS: The Scientific World (3 Active Points) 12- (16-)

3         Scientist

2         1)  SS:  Biochemistry 12- (16-) (3 Active Points)

3         2)  SS:  Biology 13- (17-) (4 Active Points)

2         3)  SS:  Chemistry 12- (16-) (3 Active Points)

1         4)  SS:  Computer Science 11- (2 Active Points)

4         5)  SS:  Genetics 14- (18-) (5 Active Points)

1         6)  SS:  Mathematics 11- (2 Active Points)

3         Streetwise 12-

3         Systems Operation 12- (16-)

 

Total Powers & Skill Cost:  220

Total Cost:  436

 

400+     Matching Complications

15      Hunted:  Rogues Gallery Frequently (As Pow; Harshly Punish)

10      Hunted:  The Master of Crime Infrequently (Mo Pow; NCI; Watching)

10      Physical Complication:  Massively Heightened Metabolism requires 3x the amount of calories  (Infrequently; Slightly Impairing)

20      Psychological Complication:  Code vs Killing (Common; Total)

15      Psychological Complication:  Looks out for the Little Guy (Common; Strong)

5         Unluck: 1d6

36      Experience Points

 

Total Complications Points:  436

 

Background/History:  Though Albert Jackson was a good kid who loved hanging out with his friends and playing in their band and all sorts of sports he was known mostly for his size. He accepted his sobriquet "Fat" with good-natured aplomb he never really cared for it. That's why he studied bio-chemistry in school in the hopes of find a magic ticket to help him overcome a lifetime of obesity.

 

He was on a team of researchers that accidentally discovered a drug that could increase metabolism to amazing levels safely (similar real world drugs kill their users by overheating their internal organs)

 

The transformation was dramatic, if not instant. Realizing that he wasn't going to fool too many people he adopted a costumed identity without really worrying about his secret identity and took the new name "Fast Albert."

 

Personality/Motivation:  Always looking out for his friends, Albert is a jovial young man who brings an inner city street-cred to a group of overachieving intellectuals. The fact that he is also a scientist isn't lost on him.

 

He treats the superhero biz as a the opportunity of a lifetime. It's one part social work and nine parts adventure and fun.

 

Quote:  Hey Hey Hey!

 

Powers/Tactics:  Rather typical speedster powers, Albert can vibrate through substances and create mini tornadoes to hold his foes.

 

Campaign Use:

 

Appearance:  Growing up "Fat" Albert, Jackson is pleased to have shed that image. Even moreso that his weighloss was the result of him gaining metahuman powers. His physique is now that of an olympic sprinter with powerful thighs and arms and a lean torso.

 

As Fast Albert he wears a red and blue costume with a squirling "wind rush" design.

 

post-198-0-64936600-1395467793_thumb.jpg

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Jezebel, the Vamp

 

   Val     Char   Cost    Roll           Notes

    60      STR      50      21-            Lift 102.4tons; 12d6 [3]

    23      DEX     26      14-

    30      CON     20      15-

    20      INT      10      13-            PER Roll 13-

    17      EGO      7       12-

35+20  PRE      25      16- / 20-   PRE Attack:  7d6/11d6

 

     8       OCV     25     

     8       DCV     25     

     3       OMCV  0      

     6       DMCV  9      

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

 

30+10  PD          3                         Total:  30/40 PD (25/35 rPD)

30+10  ED         3                         Total:  30/40 ED (25/35 rED)

    18      REC     14

    60      END      8

    15      BODY   5

    60      STUN   20      Total Characteristic Cost:  280

 

Movement:       Running:  12m/24m

                            Flight:  41m/164m

                            Leaping:  34m/68m

                            Swimming:  4m/8m

                            Teleportation:  30m/120m

 

Cost   Powers                                                                                   END

27      Gravitek Boots:  Multipower, 40-point reserve,  (40 Active Points); all slots OIF (Boots; -½)  

3f       1)  Gravitic Flight:  Flight 17m, Position Shift, x4 Noncombat, No Gravity Penalty (+½) (40 Active Points); OIF (Boots; -½)                                                                                                       4

1f       2)  Moon Leaping:  Leaping +30m (34m forward, 17m upward) (Accurate) (20 Active Points); OIF (Boots; -½)               2

1f       3)  Personal Gravity:  Clinging (85 STR) (19 Active Points); OIF (Boots; -½)             0

                                                                                                                   

41      Transdimensional Cape:  Multipower, 62-point reserve,  (62 Active Points); all slots OIF (-½)               

2f       1)  Defensive Cape:  Resistant Protection (8 PD/8 ED/8 Mental Defense) (36 Active Points); Requires A Roll (11- roll; -½), OIF (-½)                                                                                                  0

1f       2)  Glider Cape:  Flight 24m (24 Active Points); Gliding (-1), OIF (-½)          0

4f       3)  Teleportation 30m, No Relative Velocity, x2 Increased Mass, x4 Noncombat, Reduced Endurance (½ END; +¼) (62 Active Points); OIF (-½)                                                                         2

                                                                                                                   

           Gravitic "Harlot Suit", all slots OIF (-½)                                  

3         1)  "Protection":  Resistant Protection (2 PD/2 ED) (6 Active Points); Requires A Roll (11- roll; -½), OIF (-½)    0

7         2)  Comms Unit:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)                0

5         3)  Distracting Costume:  +20 PRE (20 Active Points); Only To Make Seductive/Friendly Presence Attacks Solely For Purposes Of Causing Target To Delay His Action In Combat (-1), Only Versus Targets Of Appropriate Sexual Orientation (-1), Only Works Once Per Target Per Scene (-½), OIF (-½)                   

                                                                                                                   

           Superhuman Physique                                                               

15      1)  Efficient Musculature:  Reduced Endurance (½ END; +¼) (15 Active Points) applied to STR         

28      2)  Super Physiology:  Life Support  (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Immunity All terrestrial diseases; Immunity: Alcohol; 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

44      3)  Tough:  +25 ED, Hardened (+¼), Resistant (+½) (44 Active Points)       

44      4)  Tough:  +25 PD, Hardened (+¼), Resistant (+½) (44 Active Points)        

 

           Brick Tricks

           Maneuver        OCV   DCV    Notes

4         Bearhug I         +0      +0      16d6 Crush, Must Follow Grab

3         Bearhug II        -2       +0      Grab Two Limbs,  2d6 NND

4         Big Push           +0      +0      75 STR to Shove

4         Break Free       +0      +0      75 STR vs. Grabs

4         Deadly Smash -2       +0      HKA 5d6 +1

5         Deadly Throw  -2       +0      HKA 5d6 +1 , Target Falls

5         Fist-Grab          +1      +1      Grab One Limb, Block

4         Grab                  +0       -1      Grab Two Limbs, 10 STR for holding on

5         Legbreaker       -1       -2      Grab One Limb; HKA 5d6 +1 , Disable

4         Punch               +2      +0      14d6 Strike

3         Slam                  -1       -1      2d6 Strike; Grab Two Limbs; Target Falls

4         Toughness       +2      +2      Block, Abort

3         Wrestler’s Throw       +2      +1                12d6 Strike; You Fall, Target Falls

 

           Perks

6         Takes Care of Herself:  Money:  Wealthy

21      Contact:  the ARMORY (Contact has extremely useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 12-

 

           Talents

9         Golden Goddess:  +3/+3d6 Striking Appearance (vs. all characters)

 

           Skills

32      +4 with HTH Combat

3         Bureaucratics 16- (20-)

3         Charm 16- (20-)

3         Computer Programming 13-

3         Cryptography 13-

3         Electronics 13-

3         High Society 16- (20-)

3         Inventor 13-

3         Linguist

0         1)  Language:  English (imitate dialects) (5 Active Points)

2         2)  Language:  French (idiomatic) (4 Active Points)

3         3)  Language:  Japanese (idiomatic) (4 Active Points)

3         4)  Language:  Russian (idiomatic) (4 Active Points)

3         Mechanics 13-

3         Paramedics 13-

3         Persuasion 16- (20-)

11      Power:  Brick Tricks 18-

3         Scholar

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

1         2)  KS: The Black Market (2 Active Points) 11-

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

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

3         Scientist

2         1)  SS:  Dimensional Engineering 13- (3 Active Points)

2         2)  SS:  Gravitics 13- (3 Active Points)

2         3)  SS:  Hyperspace Physics 13- (3 Active Points)

2         4)  SS:  Materials Engineering 13- (3 Active Points)

2         5)  SS:  Mathematics 13- (3 Active Points)

2         6)  SS:  Physics 13- (3 Active Points)

3         Security Systems 13-

3         Sleight Of Hand 14-

3         Systems Operation 13-

3         Teamwork 14-

 

Total Powers & Skill Cost:  432

Total Cost:  712

 

400+     Matching Complications

5         Distinctive Features:  Super Harlot! (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10      Hunted:  Female Brick with More Modesty Infrequently (As Pow; Harshly Punish)

10      Hunted:  Love Sick World Conquerer Infrequently (As Pow; NCI; Mildly Punish)

10      Psychological Complication:  Catty and Jealous (Common; Moderate)

15      Psychological Complication:  Finds Intelligence Sexy (Very Common; Moderate)

10      Social Complication:  Dark Secret: Onetime Heroine Infrequently, Major

15      Social Complication:  Secret Identity Frequently, Major

312    Experience Points

 

Total Complications Points:  712

 

Background/History:  Celeste Amberville won the genetic lottery. Not only was she beautiful, superhumanly strong and tough, she was also brilliant. Growing up she was spoiled and doted on by her parents (both shallow, grubby, individuals who wanted to ride their daughters' obvious looks and grace to riches). When her superhuman physical skills kicked in some time around puberty, she briefly acted as a teen superheroine, at the time she called herself Golden Girl and was a minor celebrity. But helping others bored her. And her parents constant pushing of her to become their meal ticked annoyed her. To spite them, she began studying science and stopped her public appearances.

 

Celeste found that she really liked science. And even more so, she was attracted to brilliant men. The world conquering scientist type really turned her engines on. So she dated a number of brilliant, less than stable men. Often she found herself acting as their "Hench-woman/Concubine"....it was fun. Pursuing her own education she developed her gravity based arsenal, and with the aid of the supervillain Technology resource company, the ARMORY, she developed her teleportation cape. Once this was all ready, she took the code name Jezebel, often she is called simply, the Vamp. She doesn't seem to mind.

 

 

 

GM's Note: Based on the Personification of Distracting Costume, Illustrated by Jonathan Davenport in Gadgets and Gear, pg 125

 

Personality/Motivation:  Jezebel is actually pretty happy. She's not evil so much as amoral, and she is far from a killer. That said, she is self absorbed, vain, jealous, oversexed, catty, and petty. She does occasionally help those in need (a spark of compassion for those truly desperate) if she notices them. She has intervened when particularly bloodthirsty co-horts have tried to use innocents as "Sport", but for the most part, she's too caught up in her own happiness to notice.

 

She also finds brilliant men to be very attractive. This is why she often ends up the right hand or lieutenant of a master villain. She can be a bit flighty so the relationships don't last. She tends to get bored as their schemes come undone, obviously if they were really smart they'd succeed right?

 

Jezebel cannot abide another beautiful woman of power in her presence. At best she's catty and insulting, at worst she'll try to remove them physically.

 

Quote:  Mmmm, you do look nice in that armor, Durandal, is that a ceramic polymer? Resistes magnetics well, right? Yummy.

Hey Ultra Girl...Eat Fist!

 

Powers/Tactics:  Jezebel is a brick with a brain. She has the "Brick Tricks" skill and the martial Arts. She is quite proficient at using her enhanced strength and toughness. She has added to this her gravitek boots that let her leap tremendous distances (even more so than her strength does, cling to any surface by altering her personal gravity, and flying. She's not terribly fast in flight but it works.

 

She also has a cape with dimensional circuitry that allows her to teleport short distances, and allows for one passenger. The cape is very sturdy and she can use it to protect her person (though she rarely worries about it) and she can also use it to glide. Lastly, she has developed a localized gravity node that allows her to keep her costume on. No really. It was necessary. Her communicator is concealed in her cape clasp.

 

Campaign Use:  a good lieutenant for your master minds. She's having the time of her life and enjoys the "Bad Girl" role. Does she have a heart of gold underneath it all? Who knows?

 

To make her less powerful, remove her martial arts and drop her stats a bit. To make her tougher increase her stats, possibly add a gadget pool or more weapons...if she only had somewhere to carry them.

 

Appearance:  Shapely blonde who dresses like something out of a superhero porn parody. Her costume had to be high tech in design because otherwise she'd be naked most of the time. It consists of a red top with plunching neckline, red cape, red gloves, and a red micro skirt. Her boots are red and gold. She wears no mask.

 

When concealing her identity, she wears more modest clothing and sometimes glasses. Trust me, on her it works.

 

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  • 2 weeks later...

The Elementelles

 

(GM's Notes: This idea came out of a conversation about the Avengers and how the team often avoided the "traditional" team dynamics. I wanted to create a team of bricks. I decided on a girlband of brick-ettes, 4 famous scions of the previous generations supers. The girls are elementally based, get along fabulously and are more of a sorority than a traditional super team. They tend to be a bit more light-hearted because of this.)

 

 

Amaterasu

Galathea

Skyclad

Tritonia

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