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


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Goliath

 

Val   Char   Cost    Roll     Notes

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

  15    DEX     10      12-

  20    CON     10      13-

  15    INT        5       12-      PER Roll 12-

  11    EGO      1       11-

  15    PRE       5       12-      PRE Attack:  3d6

 

   8     OCV     25     

   5     DCV     10     

   3     OMCV  0      

   4     DMCV  3      

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

 

  15    PD        13                  Total:  15 PD (0 rPD)

  15    ED        13                  Total:  15 ED (0 rED)

   9     REC      5

  80    END     12

  15    BODY   5

  80    STUN   30      Total Characteristic Cost:  182

 

Movement:    Running:  12m/24m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

112    Titanic Profile:  Growth (+45 STR, +15 CON, +15 PRE, +9 PD, +9 ED, +9 BODY, +18 STUN, +7m Reach, +36m Running, -18m KB, hands/feet are Area Of Effect (1m Radius) attacks, 6,401-50,000 kg, +6 to OCV to hit, +6 to PER Rolls to perceive character, 9-16m tall, 5-8m wide), Reduced Endurance (½ END; +¼) (112 Active Points)      4

16      Stings like a mosquito:  Damage Negation (-2 DCs Physical, -2 DCs Energy) (20 Active Points); Linked (Titanic Profile; Greater Power is Constant or in use most or all of the time; -¼)     0

19      Resistant Defenses:  Resistant (+½) for up to 48 Active Points of 24 PD & ED (24 Active Points); Linked (Titanic Profile; Greater Power is Constant or in use most or all of the time; -¼)     0

14      Efficient Musculature:  Reduced Endurance (½ END; +¼) for up to 70 Active Points of STR (17 Active Points); Linked (Titanic Profile; Greater Power is Constant or in use most or all of the time; -¼)       0

           Perks

2         Fringe Benefit:  Licensed Medical Researcher, Passport

4         Contact:  Underworld Medical Facilities (Contact has useful Skills or resources, Good relationship with Contact) 11-

1         Money:  Well Off

 

           Skills

8         +2 with all Science Skills

6         +2 with punch, grab, or haymaker

9         Inventor 15-

3         KS: Childhood tormentors 12-

3         Paramedics 12-

3         Scientist

2         1)  Science Skill:  Biology 12- (3 Active Points)

2         2)  Science Skill:  Biophysics 12- (3 Active Points)

2         3)  Science Skill:  Dimensional Engineering 12- (3 Active Points)

2         4)  Science Skill:  Medicine 12- (3 Active Points)

2         5)  Science Skill:  Physics 12- (3 Active Points)

3         Security Systems 12-

3         Streetwise 12-

2         Systems Operation 10-

 

Total Powers & Skill Cost:  218

Total Cost:  400

 

400+     Matching Complications

20      Hunted:  DMA (Department of Meta-human Affairs) Infrequently (Mo Pow; NCI; Harshly Punish)

15      Psychological Complication:  Hates Bullies/Bullying OR Vengful (Common; Strong)

15      Psychological Complication:  Stubborn, doesn't back down (Common; Strong)

15      Social Complication:  Secret Identity Frequently, Major

10      Vulnerability:  2 x STUN Extra Dimensional Attacks (Uncommon)

 

Total Complications Points:  400

 

Background/History:  Jeremy Lessing was a heavyset kid. Coupled with a slight speech impediment and a penchant for reading and science he was bully bait for most of his early life. Jeremy didn't let it go on quietly though; he informed his teachers and school officials, he told his parents, he fought back as well as he was able - but it didn't matter. There were too many, and the schools zero tolerance policies had him suspended just as often. He was so profoundly angry by the situation he vowed at the age of seventeen never to allow anyone to push him around again.

 

He was expelled for bringing a handgun to school. His parents moved him to a private school and - surprisingly, everything improved. The few kids who tried to mess with the new boy found he didn't put up with it and for once the school was on his side. But he was still scarred from his childhood. When he studied physics and medicine in college he did well, not because he was phenomenally gifted, but because he would not be denied. He had developed a theory his sophomore year in physics and decided to see it through. This would be his tool for revenge.

 

Jeremy didn't let go of his grudges, he kept tabs on the kids back home who had done him wrong. When he landed a job at Crucible Industries and was allowed to build and test his dimensional mass engine, he had plans in place from the get go. Once he was reasonably sure the mass engine did what he wanted it to, he tested it on himself, then sabotaged his life's work and resigned in failure. He'd falsified a few reports and after a year of living off his 401k landed a lower paying, less prestigious job with a medical research company that was a legitimate front for the underworld medical profession.

 

Then it was time for Goliath to get revenge on those who had wronged him.

 

Personality/Motivation:  Goliath is an angry man. He's not evil, he doesn't get off  on causing harm, but he doesn't trust authorities to protect him anymore and has decided to take justice into his own hands. In his mind he's a vigilante, he knows he's breaking the law but he feels he has just cause and once he has completed his quest for vengeance he'll...well he's not sure what he'll do, retire in style?

 

Quote:  Who's the big man now?

 

Powers/Tactics:  Straight up growth brick. He hits hard and well - his defenses are average but in his giant form he's got some damage negation going.

 

Campaign Use:  There are two options for Goliath: a man who gets corrupted by his quest for vengeance against those who wronged him so long ago - willing to do anything to bring them pain and misery that he hurts those around his targets and ignores true repentance from them; or a man who (forgive the pun) grows out of his past. Dr. Lessing isn't evil he puts a lot of effort into helping others when not on his quest. It is possible some act or situation could put his quest in doubt and force him to look long and hard at the mirror and become something else entirely.

 

(my original plan for him was to have Goliath find himself at the epicenter of a natural disaster - being the only meta-human there, he pitches in and learns that one of his former tormentors became an EMP they work together to save several lives and Goliath leaves to ponder his life)

 

Appearance:  He was always pretty big - more husky than muscular though. Months after using the mass engine he began to change, he added a few inches in height and his muscle mass became far more pronounced. He has black hair, brown eyes, and fair complexion. He is usually clean-shaven.

 

Goliath wears a black costume with bronze bracers on his wrists and ankles, a gold belt (thick with studs), a bronze colored fist on his chest and a half-cowl.

 

post-198-0-62217300-1391395345_thumb.jpg

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The Knights of the Realm

 

A team of British heroes who began in 2008 and are somewhat media darlings. The membership fluctuates but the "Big Three" who have always been on the team are the Fox, the Hood, and Lady Lancelot. 

 

Current roster includes:

Anvil

Golden Hammer

The Phantom

Nilrem the Archmage

Grey Squirrel 

Storm Warden

 

 

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The Fox

 

Val   Char   Cost    Roll     Notes

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

  20    DEX     20      13-

  18    CON      8       13-

  18    INT        8       13-      PER Roll 15-

  17    EGO      7       12-

  23    PRE      13      14-      PRE Attack:  4 ½d6

 

   8     OCV     25     

   8     DCV     25     

   3     OMCV  0      

   6     DMCV  9      

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

 

8+14 PD          6                   Total:  8/22 PD (0/14 rPD)

8+14 ED         6                   Total:  8/22 ED (0/14 rED)

   8     REC      4

  40    END      4

  12    BODY   2

  30    STUN    5       Total Characteristic Cost:  177

 

Movement:    Running:  13m/52m

                         Leaping:  48m/56m

                         Swimming:  4m/8m

                         Swinging:  40m/160m

 

Cost   Powers                                                                                   END

45      Blades of the Fox:  Multipower, 90-point reserve,  (90 Active Points); all slots OAF (-1)          

4f       1)  Monomolecular Rapier:  Killing Attack - Hand-To-Hand 2d6 (2d6+1 w/STR), Armor Piercing (x2; +½), Reduced Endurance (0 END; +½), Penetrating (x2; +1) (90 Active Points); OAF (-1), No Knockback (-¼)                0

1f       2)  Throwing Blades: Blade Storm:  Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR), Range Based On STR (+¼), Autofire (5 shots; +½) (26 Active Points); OAF (-1), 10 Charges (-¼) [10]

1f       3)  Throwing Blades:  Killing Attack - Hand-To-Hand ½d6 (1d6+1 w/STR), Range Based On STR (+¼) (12 Active Points); OAF (-1), 10 Charges (-¼)                                                             [10]

8         Dropped Marbles:  Change Environment (-4 to DEX Rolls), Range Based On STR (+¼), Reduced Endurance (0 END; +½), Uncontrolled (removed by someone with appropriate powers or tools spending a Full Phase to sweep up or otherwise remove the marbles; +½) (27 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1), Only Affects Targets Moving On The Ground (-¼)                                                                                                [1 rc]

15      Linegun:  Multipower, 30-point reserve,  (30 Active Points); all slots OAF (-1)           

1f       1)  Bola-Line:  Entangle 3d6, 3 PD/3 ED (30 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (-½), Limited Range (30m; -¼)                                                                 [1 rc]

1f       2)  Swingline I:  Swinging 40m, x4 Noncombat (25 Active Points); OAF (-1)              2

1f       3)  Swingline II:  Leaping +40m (48m forward, 24m upward) (20 Active Points); OAF (-1), Only To Carry User Upward (-½), no Noncombat movement (-¼)                                                    2

1f       4)  Swingline III:  +5 with Climbing (10 Active Points); OAF (-1)  

1f       5)  Winch:  Telekinesis (20 STR) (30 Active Points); OAF (-1), Only To Pull Objects Towards User (-½), Limited Range (30; -¼), Affects Whole Object (-¼)                                                       3

12      Steel Whip:  (Total: 29 Active Cost, 12 Real Cost) Killing Attack - Hand-To-Hand 1d6+1, Armor Piercing (+¼) (25 Active Points); OAF (-1), No STR Bonus (-½) (Real Cost: 10) plus Stretching 3m, Reduced Endurance (0 END; +½) (4 Active Points); OAF (-1), Always Direct (-¼), No Noncombat Stretching (-¼) (Real Cost: 2)               2

           Artistically cut studded Leather armor over costume          

16      1)  Beta-Cloth Under Armor:  Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (-½)  0

2         2)  Silhouette-Distorting Cape:  +3 with any single attack (6 Active Points); OAF (-1), Activation Roll (-1)       

5         3)  Studded Leather :  Resistant Protection (3 PD/3 ED) (9 Active Points); OIF (-½), Requires A Roll (13- roll; -¼)             0

           Athletics and Physical Skills                                                      

7         1)  Acrobatic:  Leaping +4m (48m forward, 24m upward) (Accurate)          1

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

6         3)  Swift:  Running +1m (13m total), x4 Noncombat         1

           Throwing Pellets                                                                           

12      1)  Concussive Throwing Pellet:  Energy Blast 5d6, Explosion (+½) (37 Active Points); OAF (-1), 6 Charges (-¾), Range Based On STR (-¼)                                                                             [6]

23      2)  EMP Throwing Pellet:  Drain Electronic Device Powers 2d6, Explosion (+½), all Electronic Device powers simultaneously (+2) (70 Active Points); OAF (-1), 6 Charges (-¾), Range Based On Strength (-¼)      [6]

12      3)  Flare Throwing Pellet:  Sight Group Flash 5d6, Explosion (+½) (37 Active Points); OAF (-1), 6 Charges (-¾), Range Based On STR (-¼)                                                                                    [6]

12      4)  Frag Throwing Pellet:  Killing Attack - Ranged 1 ½d6, Explosion (+½) (37 Active Points); OAF (-1), 6 Charges (-¾), Range Based On STR (-¼)                                                                 [6]

12      5)  Incendiary Throwing Pellet:  Killing Attack - Ranged 1d6+1, Armor Piercing (+¼), Explosion (+½) (35 Active Points); OAF (-1), 6 Charges (-¾), Range Based On STR (-¼)                  [6]

11      6)  Knockout Gas Throwing Pellet:  Energy Blast 3d6, Area Of Effect (1m Radius; +¼), No Normal Defense (+1) (34 Active Points); OAF (-1), 6 Charges (-¾), Range Based On STR (-¼)         [6]

12      7)  Paste Throwing Pellet:  Entangle 2d6, 2 PD/2 ED, Explosion (lose 1d6 and 1 DEF per 1"; +½) (37 Active Points); OAF (-1), 6 Charges (-¾), Range Based On STR (-¼)                           [6]

6         8)  Smoke Throwing Pellet:  Darkness to Sight Group 3m radius (15 Active Points); OAF (-1), Range Based On STR (-¼), 6 Continuing Charges lasting 1 Turn each (removed by high winds or rain; -¼)             [6 cc]

 

           Fencing/Savate

           Maneuver        OCV   DCV    Notes

5         Ballestra           +2       -2      Weapon  +4 DC, Weapon +4 DC Strike; Half Move Required

4         Block/Parry     +2      +2      Block, Abort

3         Ceduto             +0      +0      30 STR  to escape Bind

5         Chassé (Side Kick)     -2      +1                7d6 Strike

4         Coup de Pied Bas (Low Kick)                +0           +2           5d6 Strike

4         Crochet (Hook) +2     +0      5d6 Strike

3         Cut                    +2      +1      Weapon, Weapon  Strike

5         Direct (Jab/Cross)      +1      +3                3d6 Strike

3         Disarm/Froissement  -1      +1                Disarm,  25 STR  to Disarm roll

4         Double a Double       +2      +2                Weapon  +2 DC, Weapon +2 DC Strike, Must Follow Predefined Maneuver

4         Fleche               +2       -2      Weapon +v/10; FMove

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

5         Fouetté (Roundhouse Kick)   +1           -2            7d6 Strike

3         Grypes               -1       -2      Grab One Limb,  25 STR  disarm

5         Lunge               +1       -2      Weapon +4 DC Strike

3         Pasata Soto     +2      +2      Weapon + foe's v/10 Strike, You Fall, Response to Ballestra, Fleche, Lunge

4         Prise de Fer      +1      +0      Bind, 25 STR

4         Riposte             +2      +2      Weapon +2 DC Strike, Must Follow Block

5         Slash                  -2       +1      Weapon +4 DC Strike

5         Takeaway       +0      +0      Grab Weapon, 25 STR to take weapon away

5         Thrust               +1      +3      Weapon  Strike

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

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

0         Weapon Element:  Blades

1         Weapon Element:  Clubs (Cane)

1         Weapon Element:  Empty Hand

 

           Perks

25      The Fox's Lair:  Base

1         Fringe Benefit:  International Driver's License

1         Fringe Benefit:  Weapon Permit (where appropriate)

5         Money:  Well Off

2         Reputation:  Renown Actor (A medium-sized group) 11-, +2/+2d6

3         Well-Connected

2         1)  Contact:  British Cinema  (Contact limited by identity), Organization Contact (x3) (3 Active Points) 11-

2         2)  Contact:  Gadgeteer (Contact has useful Skills or resources) (3 Active Points) 11-

2         3)  Contact:  Royal Shakespearian Company (Contact has useful Skills or resources, Contact limited by identity, Good relationship with Contact) (3 Active Points) 11-

 

           Talents

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

6         Skilled at Evasion:  Combat Luck (3 PD/3 ED)

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

 

           Skills

6         +2 with Fencing

16      +2 with HTH Combat

4         +2 with whip

3         Acrobatics 13-

3         Acting 14-

3         Analyze:  Agility Skills 13-

3         Breakfall 13-

2         CK: London 11-

3         Charm 14-

3         Climbing 13-

3         Concealment 13-

3         Contortionist 13-

3         Conversation 14-

3         Deduction 13-

3         Defense Maneuver I

3         Disguise 13-

3         Fast Draw 13-

3         High Society 14-

3         Jack of All Trades

2         1)  PS: Actor (3 Active Points) 14-

2         2)  PS: Dancing (3 Active Points) 13-

2         3)  PS: Singer (3 Active Points) 14-

2         4)  PS: Stage Fighting (3 Active Points) 13-

3         Linguist

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

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

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

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

1         5)  Language:  Latin (completely fluent) (3 Active Points)

2         6)  Language:  Spanish (completely fluent) (3 Active Points)

3         Lipreading 13-

3         Lockpicking 13-

3         Mimicry 13-

3         Oratory 14-

3         Persuasion 14-

3         Riding 13-

3         Scholar

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

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

2         3)  KS: Movies and Theatre (3 Active Points) 13-

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

3         Security Systems 13-

3         Shadowing 13-

3         Sleight Of Hand 13-

3         Stealth 13-

3         Streetwise 14-

3         Tracking 13-

10      Two-Weapon Fighting (HTH)

7         WF:  Blades, Bows, Garrote, Javelins and Thrown Spears, Off Hand, Polearms and Spears, Staffs, Thrown Knives, Axes, and Darts, Two-Handed Weapons

 

Total Powers & Skill Cost:  543

Total Cost:  720

 

400+     Matching Complications

5         Hunted:  British Paprazzi 11- (As Pow; Limited Geographical Area; PC has a Public ID or is otherwise very easy to find; Watching)

10      Hunted:  The Corsair (French "Pirate" smuggler/fence) 11- (As Pow; Mildly Punish)

20      Psychological Limitation:  Code of Chivalry (Common; Total)

10      Psychological Limitation:  Proud of family tradition (Common; Moderate)

15      Psychological Limitation:  Thrillseeker (Common; Strong)

15      Social Limitation:  Secret Identity (Frequently; Major)

320    Experience Points

(3 points unspent)

 

Total Complications Points:  720

 

Background/History:  Daniel Hawkins is a popular theatre and character actor in London. A minor celebrity and the latest in a long line of actors. When his grandfather died, he also found another legacy. His grand parents had aided the British war effort in WWII. His grandmother, raised by her father as the son he never had, had been an exper marksman and joined the early british intelligence, she operated as the Fox, a blonde bombshell who fought the Nazi's with her fists and whip. She encountered the Hawk, a similar British patriot who fought with his rapier and rapier wit. Together they terrorized the Nazi's all across Europe, dropping out of sight shortly after the war ended to get married and return to their normal lives.

 

Inspired by his ancestors' heroics, Daniel eased off his youthful acting career, becoming something of a recluse and bit actor. He studied and trained inensely. Shortly after his twenty-second birthday, he began operating as the Fox.

 

In the years since, the Fox has become a popular hero in his native Britain. Daniel is something of a pickle for the public; his family is so famous for their entertainment, and he is obviously very talented, but his light schedule have some thinking he's a "difficult" celebrity. A hermit. He does tend to make the scene on occasion and paprazzi hound him incessantly.

 

Personality/Motivation:  Daniel is proud of his family legacy and his country. He fights crime to honor his grandparents; and he still acts on occasion to honor his father. He handles all the publicity well, and makes sure that the Fox and Matthew Hawkins do not act remotely similar.

 

Quote:  "You'll never outfox the Fox."

"This fight will be over in a snap!"

 

Powers/Tactics:  He fights like he's in a 40's swashbuckler picture. He is very skilled and "lucky" though it's more a measure of his skill that it seems so easy. His gadgets have really improved over the years; he has an ally who develops them for him. He enjoys thematics and will cast dramatic shadows, make sililoques in a deep, mysterious voice, and try to charm pretty ladies while in combat.

 

Campaign Use:  I made this guy as an Homage to Danny Kaye's character in the Court Jester. He's a swashbukler wannabe. If you use the Blood in your campaign, he would get along very well with Sabre and the Commodore.

 

If he's too tough, reduce his martial arts by a few maneuvers and drop the DCV skill levels. If he's not tough enough, ad some DC's with the Martial arts and perhaps bring his Strength to 20.

 

Appearance:  A lean, athletic young man with a stylish hair cut and deep green eyes. He dresses in casual, popular fashions, and smiles all the time. The Fox appears to have a billowy white shirt, black pants, black swash-topped boots, a red sash, a black face mask and cape with red lining. His sword has an intricate gilded hilt and pommel. He carries  his pellets concealed in pouches in his flared gloves, boots, belt and cape. He wears studded leather chest shoulder and thigh guards.

 

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The Hood

 

Val   Char   Cost    Roll     Notes

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

  30    DEX     40      15-

  20    CON     10      13-

  13    INT        3       12-      PER Roll 14-

  11    EGO      1       11-

  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+8 PD          8                   Total:  10/18 PD (0/8 rPD)

10+8 ED         8                   Total:  10/18 ED (0/8 rED)

  10    REC      6

  40    END      4

  15    BODY   5

  40    STUN   10      Total Characteristic Cost:  223

 

Movement:    Running:  14m/28m

                         Leaping:  8m/16m

                         Swimming:  6m/12m

                         Swinging:  40m/80m

 

Cost   Powers                                                                                   END

50      Basic Electro-Arrow:  Dispel Electronic Device Powers 10d6, Expanded Effect + Variable Effect (all Electronic Device powers simultaneously; +4) (150 Active Points); OAF (-1), 6 Charges (-¾), Beam (-¼)          [6]

50      Extinguisher Arrow:  Dispel Fire Powers 10d6, Expanded Effect + Variable Effect (all Fire powers simultaneously; +4) (150 Active Points); OAF (-1), 6 Charges (-¾), Beam (-¼)       [6]

36      Super-Bow And Arrows II:  Multipower, 60-point reserve, 60 Charges (+½) (90 Active Points); all slots OAF (-1), Extra Time (Full Phase, -½)                                                                                     

1f       1)  Acid Arrow:  Killing Attack - Ranged 1d6, Constant (+½), Penetrating (+½), Uncontrolled (+½) (37 Active Points); OAF (-1), Extra Time (Full Phase, -½), Beam (-¼)                                4

1f       2)  Basic :  Entangle 4d6, 4 PD/4 ED, Entangle And Character Both Take Damage (+¼) (50 Active Points); OAF (-1), 6 Charges (-¾), Extra Time (Full Phase, -½), Beam (-¼)                    [6]

2f       3)  Basic Exploding Arrow:  Blast 8d6, Area Of Effect (18m Radius Explosion; +½) (60 Active Points); OAF (-1), Extra Time (Full Phase, -½)                                                                           6

2f       4)  Basic Net Arrow:  Entangle 4d6, 4 PD/4 ED, Area Of Effect (1m Radius; +¼), Entangle And Character Both Take Damage (+¼) (60 Active Points); OAF (-1), Extra Time (Full Phase, -½)       6

1f       5)  Blunt Arrow:  Blast 8d6 (40 Active Points); OAF (-1), Extra Time (Full Phase, -½), Beam (-¼)         4

2f       6)  Broadhead Arrow:  Killing Attack - Ranged 3d6 (45 Active Points); OAF (-1), Extra Time (Full Phase, -½)   4

1f       7)  Chisel-Point Arrow:  Killing Attack - Ranged 2d6, Armor Piercing (+¼) (37 Active Points); OAF (-1), Extra Time (Full Phase, -½)                                                                                                  4

2f       8)  Explosion Arrow:  Blast 8d6, Area Of Effect (18m Radius Explosion; +½) (60 Active Points); OAF (-1), Extra Time (Full Phase, -½)                                                                                    6

2f       9)  Flare Arrow:  Sight and Hearing Groups Flash 11d6 (60 Active Points); OAF (-1), Extra Time (Full Phase, -½)            6

2f       10) Glue Arrow:  Entangle 4d6, 4 PD/4 ED, Sticky (+½) (60 Active Points); OAF (-1), Extra Time (Full Phase, -½)            6

1f       11) Grapnel Arrow:  Swinging 40m (20 Active Points); OAF (-1), Extra Time (Full Phase, -½)                2

1f       12) Incendiary Arrow:  Killing Attack - Ranged 1 ½d6, Armor Piercing (+¼) (31 Active Points); OAF (-1), Extra Time (Full Phase, -½), Beam (-¼)                                                                           3

2f       13) Knockout Gas Arrow:  Blast 4d6, Area Of Effect (8m Radius; +½), Attack Versus Alternate Defense (defense is Life Support [self-Contained Breathing or appropriate Immunity]; All Or Nothing; +1) (50 Active Points); OAF (-1), Extra Time (Full Phase, -½)                                                                                                  5

2f       14) Smoke Arrow:  Darkness to Sight Group 8m radius, Time Limit (ends after 1 Turn or if exposed to high winds or rain; +¼) (50 Active Points); OAF (-1), Extra Time (Full Phase, -½)         5

2f       15) Taser Arrow:  Blast 12d6, STUN Only (+0) (60 Active Points); OAF (-1), Extra Time (Full Phase, -½)            6

           Athletics                                                                                        

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

3         2)  Eagle Eye:  +2 versus Range Modifier for Sight Group 0

5         3)  Iron Will:  Mental Defense (5 points total)                     0

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

8         5)  Strong Body:  Power Defense (8 points)                          0

10      6)  Life Support  (Extended Breathing: 1 END per Turn; Immunity All terrestrial diseases; Immunity: Alcohol; Longevity: 200 Years)                                                                                           0

2         7)  Running +2m (14m total)                                                   1

1         8)  Swimming +2m (6m total)                                                  1

           Gear                                                                                               

16      1)  Beta-Cloth Costume:  Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (-½)          0

7         2)  Headset Radio/Video Conferencing:  High Range Radio Perception (Radio Group), Tracking (17 Active Points); OAF (-1), Sense Affected As More Than One Sense Hearing and Sight as well (-½)    0

6         3)  Impact Negation Boots:  Damage Negation (-4 DCs Physical) (20 Active Points); OAF (-1), Only Works Against Falling Damage (-1), Requires A Breakfall Roll (Skill roll; -½)       0

4         4)  Impact Negation Boots; Concealing Costume:  +2 with Stealth              

2         5)  Nightsight Goggles:  Nightvision (5 Active Points); OAF (-1)    0

2         6)  Thermal Vision (Goggles):  Infrared Perception (Sight Group) (5 Active Points); OAF (-1) 0

9         7)  Tonfa:  Hand-To-Hand Attack +2d6 (10 Active Points); OAF (-1), Hand-To-Hand Attack (-¼)      1

                                                                Notes:  (x2 number of items)

 

           Master of Archery

           Maneuver        OCV   DCV    Notes

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

3         Defensive Shot -1       +2      Strike

5         Distance Shot  +0       -2      Strike  , +1 Segment

5         Far Shot           +1       -1      Strike

4         Quick Shot       +1      +0      Strike, +2 DC

4         Ranged Disarm +0     +0      Disarm, 35 STR

0         Weapon Element:  Bows

           Krav Maga

           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; 40 STR to Disarm roll

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

4         Escape              +0      +0      45 STR vs. Grabs

3         Grab                  -1       -1      Grab Two Limbs, 40 STR for holding on

5         Kick                   -2       +1      10d6 Strike

4         Low Kick/Knee Strike/Punch +0           +2           8d6 Strike

3         Throw               +0      +1      6d6 +v/10, Target Falls

1         Weapon Element:  Blades

1         Weapon Element:  Clubs

 

           Perks

2         Army Buddy:  Contact:  Captain Geoffry Baker (Contact has access to major institutions, Contact has significant Contacts of his own, Contact limited by identity) 8-

15      Sweet Ride:  Vehicles

 

           Talents

12      Weapon Master:  +1d6 (Bows)

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

7         Combat Reflexes:  Lightning Reflexes (+7 DEX to act first with All Actions)

 

           Skills

10      +1 with All Attacks

4         +2 OCV with Bows

3         Acrobatics 15-

3         Breakfall 15-

3         Charm 12-

3         Climbing 15-

3         Combat Driving 15-

3         Demolitions 12-

3         Disguise 12-

3         Gambling 12-

3         Interrogation 12-

3         Jack of All Trades

1         1)  PS: Bodyguard (2 Active Points) 11-

1         2)  PS: Bouncer (2 Active Points) 11-

1         3)  PS: Bowyer (2 Active Points) 11-

1         4)  PS: Courier (2 Active Points) 11-

1         5)  PS: Fry Cook (2 Active Points) 11-

1         6)  PS: Gardner (2 Active Points) 11-

1         7)  PS: Special Reconnaissance Soldier (2 Active Points) 11-

3         Lipreading 12-

3         Lockpicking 15-

3         Navigation 12-

3         Paramedics 12-

3         Riding 15-

3         Scholar

1         1)  KS: British Armed Forces (2 Active Points) 11-

1         2)  KS: Card Games (2 Active Points) 11-

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

1         4)  KS: Special Reconnaissance Regiment History And Customs (2 Active Points) 11-

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

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

3         Stealth 15-

3         Survival 12-

4         TF:  Common Motorized Ground Vehicles, Equines, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles

3         Tactics 12-

3         Tracking 12-

10      Two-Weapon Fighting

9         WF:  Common Melee Weapons, Common Missile Weapons, Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons

 

Total Powers & Skill Cost:  467

Total Cost:  690

 

400+     Matching Complications

10      Hunted:  Black Arrow Infrequently (As Pow; Harshly Punish)

20      Hunted:  Divine Right Infrequently (Mo Pow; NCI; Harshly Punish)

10      Psychological Complication:  Flamboyant Media Whore (Common; Moderate)

15      Psychological Complication:  National Pride (Common; Strong)

15      Social Complication:  Secret Identity Frequently, Major

5         Unluck: 1d6

290    Experience Points

 

Total Complications Points:  690

 

Background/History:  Jason Addison comes form a long line of circus performers. Born in Dundee, Scotland in 1973 he trained almost from the time he was born to join his family in the Chipperfield's Circus. Unknown to most of their visitors and many of the perfomrers, the Addisons were also a line of naturalized metas - each generation sharing exceptional health, strength, and vitality. Though they rarely eclipsed human norms some, like Jason, achieved nigh superhuman ability.

 

Gifted with almost inuhman agility and his family's traditional vitality, Jason chose to specialize in acrobatics and archery for his showmanship. Sadly, the Circus had fallen on hard times, though an institution for almost 300 years, Chipperfield's had found the times were changing, and Circuses were on their way out. By the mid '80s the circus toured intermitantly and began to diversify into wildlife parks and training animals and performers for other organizations and shows. When Jimmy Chipperfield died in 1990, the Addisons had already moved into stunt work and other lines of entertainment.

 

Jason joined the Army at 26 (though he looked barely 17) and his military career spanned almost seven years. He returned home to Dundee for a while and after a little encouragement from his family, he created the identity of the Hood. Jason's natural inclination towards heroism and public service now could work with his equally strong pull towards theatrics and love of the limelight.

 

The Hood began his career in 2008 after he liquidated most of his portion of the family fortune to outfit his crime fighting.

 

Personality/Motivation:  Jason is a good man and gets along best with idealists and altruists. He is a rough and tumble here with a strong swashbuckling streak which means he gets along great with the Fox; though publically they have something of a rivalry going on.

 

Equally in love with the limelight and the attention of people (especaially the ladies), Jason is bombastic and flamboyant trying to out swashbuckle his friend and teammate.

 

Quote:  "Bullseye!"

 

Powers/Tactics:  The Addison clan are considered naturalized metahuman with fairly standardized abilities. Notably: long life-span, resistance or immunity to disease and alcohol, strong wills and heightened natural physical attributes. Jason is considerably more agile than most of his relatives and can perform amazing feats of agility.

 

He's a world-class marksman, preferring a bow to any other weapon; though he's skilled with many more. Additionally, he's an excellent hand to hand combatant and peerless acrobat. He weilds a high-tech, collapsable carbon-fiber composite bow and a myriad of trick arrows. He has an equally high-tech quiver that allows him to flip and fly over the battlefield without fear of losing his arrows.

 

His costume is resistant and specially treated to allow for greater camouflage. His goggles include a head's up display and his boots are designed to negate falling impacts as well as leave lighter footfalls.

 

Lastly, he carries twin tonfas to aid in hand to hand combat

 

Campaign Use:

 

Appearance:  A ruggedly handsome man with tousled brown hair and blue eyes. The Hood wars a black and lincoln green costume with stylized black and green headgear and black and green weapons.

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Lady Lancelot

 

   Val     Char   Cost    Roll           Notes

15+50  STR       5       12- / 22-   Lift 200.0kg/204.8tons; 3d6/13d6 [1/6]

14+10  DEX      8       12- / 14-

15+20  CON      5       12- / 16-

    18      INT        8       13-            PER Roll 13-

    16      EGO      6       12-

    20      PRE      10      13-            PRE Attack:  4d6

 

   5+5    OCV     10     

   5+5    DCV     10     

     5       OMCV  6      

   5+4    DMCV  6      

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

 

6+25   PD          4                         Total:  6/31 PD (0/25 rPD)

6+25   ED         4                         Total:  6/31 ED (0/25 rED)

    10      REC      6

    30      END      2

    14      BODY   4

    30      STUN    5       Total Characteristic Cost:  109

 

Movement:       Running:  12m/24m

                            Flight:  40m/80m

                            Leaping:  4m/8m

                            Swimming:  4m/8m

 

Cost   Powers                                                                                   END

76      Defense Systems:  Multipower, 95-point reserve,  (95 Active Points); all slots Only In Alternate Identity (-¼)     

5f       1)  Enchanced Telekinesis:  Telekinesis (40 STR) (60 Active Points); OIAID (-¼)      6

1f       2)  Holgraphic Spotlight:  Sight Group Images, +4 to PER Rolls, Area Of Effect (2m Radius; +¼) (27 Active Points); Only To Create Light (-1), Limited Range (60m; -¼), OIAID (-¼)   3

5f       3)  Strong Telekinetic Force Shield:  Barrier 12 PD/12 ED, 12 BODY (up to 8m long, 4m tall, and ½m thick), Dismissable, Non-Anchored, Hardened (+¼) (95 Active Points); Costs Endurance (to maintain; -½), OIAID (-¼)              9

2f       4)  TK Blade:  Killing Attack - Hand-To-Hand 1d6 (1 ½d6 / 4d6+1 w/STR), Reduced Endurance (½ END; +¼), +1 Increased STUN Multiplier (+¼) (22 Active Points); Only In Alternate Identity (-¼)    1

4f       5)  TK Spear:  Killing Attack - Ranged 2d6 (Alterable Origin Point, Reduced Negation (1)), +1 Increased STUN Multiplier (+¼) (46 Active Points); Only In Alternate Identity (-¼)             5

4f       6)  Telekinetic Capture Bubble:  Entangle 5d6, 5 PD/5 ED (50 Active Points); OIAID (-¼)     5

5f       7)  Telekinetic Punch Beam:  Blast 8d6, Double Knockback (+½) (60 Active Points); OIAID (-¼)         6

20      Psionic Potential:  Variable Power Pool, 10 base + 20 control cost              

0         1) Psychic Bolt:  Mental Blast 2d6 (Human class of minds) (20 Active Points); Increased Endurance Cost (x2 END; -½), Normal Range (-¼), Subject To Range Modifier (-¼) Real Cost: 10            4

0         2) Telekinesis (10 STR) (15 Active Points); Concentration (0 DCV; -½) Real Cost: 10             1

           Latent Psychic                                                                             

10      1)  Mental Defense (20 points total)                                       0

           Nimue-Class Psionic Battlesuit                                                 

40      1)  Battlesuit Strength Augmentation:  +50 STR (50 Active Points); OIAID (-¼)       5

7         2)  Environmental Protection Systems:  LS  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIAID (-¼)            0

8         3)  Internal Oxygen Supply:  LS  (Self-Contained Breathing) (10 Active Points); OIAID (-¼), 1 Continuing Fuel Charge lasting 6 Hours (-0)                                                                             [1 cc]

24      4)  Light Combat Armor:  Resistant Protection (10 PD/10 ED) (30 Active Points); Only In Alternate Identity (-¼)             0

51      5)  Mana-Enhancement Engine:  Endurance Reserve  (200 END, 21 REC) (64 Active Points); OIAID (-¼)         0

8         6)  NBC-Proof Sealed System:  LS  (Immunity All terrestrial poisons; Immunity: All terrestrial diseases) (10 Active Points); OIAID (-¼)                                                                                  0

44      7)  Personal Forcefield:  Resistant Protection (15 PD/15 ED) (Impermeable, Protect Carried Items) (55 Active Points); OIAID (-¼)                                                                                                  0

10      8)  Psionic Defenses:  +4 DMCV (12 Active Points); Only In Alternate Identity (-¼)               

8         9)  Psionic Shielding:  +10 Mental Defense (20 points total) (10 Active Points); OIAID (-¼) 0

13      10) Resilience Augmentation:  +20 CON (20 Active Points); Does Not Apply To CON Rolls (-¼), OIAID (-¼)  

32      11) Telekinetic Flight Field:  Flight 40m (40 Active Points); OIAID (-¼)    4

           Sensor and Communications Suite                                          

7         1)  Holgraphic HUD: Communications:  HRRP (Radio Group) (12 Active Points); Sense Affected As Sight And Hearing Group As Well As Radio Group (-½), OIAID (-¼)                            0

11      2)  Holographic HUD: Radar Array:  Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As Sight Group As Well As Radio Group (-½), OIAID (-¼)             0

4         3)  Holographic HUD: Thermalvison:  IR Perception (Sight Group) (5 Active Points); OIAID (-¼)        0

4         4)  Nightsight:  Nightvision (5 Active Points); OIAID (-¼) 0

           Telempathic Control Set, all slots OIAID (-¼)                       

16      1)  Telempathic Control Set:  +10 DEX (20 Active Points); Only In Alternate Identity (-¼)    

16      2)  Telempathic Control Set:  +2 SPD (20 Active Points); OIAID (-¼)         

20      3)  Telempathic Control Set:  +5 DCV (25 Active Points); Only In Alternate Identity (-¼)      

20      4)  Telempathic Control Set:  +5 OCV (25 Active Points); Only In Alternate Identity (-¼)      

 

           Brawling and Swordsmanship

           Maneuver        OCV   DCV    Notes

5         All-Out              +1       -2      7d6 / 17d6 Strike

4         Attack              +0      +2      5d6 / 15d6 Strike

4         Charge              +0       -2      5d6 / 15d6 +v/10 Strike, FMove

4         Defend             +2      +2      Block, Abort

5         Probe                +1      +3      3d6 / 13d6 Strike

4         Resist                +0      +0      30 STR  / 80 STR to resist Shove; Block, Abort

4         Shove               +0      +0      30 STR  / 80 STR to Shove

1         Weapon Element:  Blades

1         Weapon Element:  Clubs

1         Weapon Element:  Empty Hand

1         Weapon Element:  Polearms and Spears

1         Weapon Element:  Shields

1         Weapon Element:  Staffs

 

           Perks

15      Homelab:  Bases

3         Knight Renown:  Positive Reputation:  Popular Heroine (A large group) 14-, +1/+1d6

8         Wealthy Inventor:  Money:  Wealthy

3         Well-Connected

1         1)  Contact:  James Walthers, Reporter for the Guardian (Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity) (2 Active Points) 8-

8         2)  Contact:  MI 7 (Contact has very useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-

5         3)  Contact:  Magewerks, Organization Contact (x3) (6 Active Points) 11-

 

           Talents

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

4         Absorbs Reading:  Speed Reading (x10)

3         Maths Genius:  Lightning Calculator

5         Nigh Pefect Memory:  Eidetic Memory

3         Keen Internal Clock:  Absolute Time Sense

 

           Skills

10      +1 with All Attacks

12      +2 with all Mental Powers

3         Breakfall 12- (14-)

3         Bureaucratics 13-

3         Charm 13-

3         Conversation 13-

3         Deduction 13-

3         Electronics 13-

3         High Society 13-

3         Interrogation 13-

3         Inventor 13-

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

3         Language:  Irish (completely fluent)

3         Mechanics 13-

3         Oratory 13-

3         Paramedics 13-

3         Persuasion 13-

11      Psionics 16-

3         Riding 12- (14-)

3         Scholar

1         1)  KS: Aurthurian Legends (2 Active Points) 11-

1         2)  KS: Fables and Fairy Tales (2 Active Points) 11-

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

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

3         Scientist

1         1)  Science Skill:  Force Fields 11- (2 Active Points)

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

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

2         4)  Science Skill:  Psionic Engineering 13- (3 Active Points)

2         5)  Science Skill:  Psionics 13- (3 Active Points)

3         Security Systems 13-

3         Systems Operation 13-

4         TF:  Common Motorized Ground Vehicles, Riding Animals

3         Teamwork 12- (14-)

4         WF:  Common Melee Weapons, Small Arms

 

Total Powers & Skill Cost:  691

Total Cost:  800

 

400+     Matching Complications

20      Psychological Complication:  Code of the Righteous  (Common; Total)

                Notes:  Tennants: 1. Protect the Innocent2. Defend your Lord and Country3. Meet Force with Force4. Show Mercy where appropriate5. Punish the Wicked

10      Physical Complication:  Migraines from Using END Reserve (Infrequently; Slightly Impairing)

                Notes:  When she's down to 30% or less of her END Reserve, she suffers from headaches and possibly nosebleeds. -2 on all Skills/Attacks until she can rest for at least an hour.

10      Hunted:  Hyperion Infrequently (As Pow; NCI; Mildly Punish)

10      Hunted:  Infrequently (As Pow; Harshly Punish)

10      Psychological Complication:  Nerdy (Common; Moderate)

10      Vulnerability:  Sonic Attacks (Common)

5         Susceptibility:  Sonic Based KA's  1d6 damage Instant (Uncommon)

                Notes:  Damage is taken to the End Reserve as the sonic damage disrupts the crystalline based circuitry. (Damage is 5 END per point as well)

400    Experience Points

 

Total Complications Points:  800

 

Background/History:  All growing Gayle Stewart read fairy books and studied the legends of King Arthur. She imagined quite vividly that there were faeries watching over her and occasionally this seemed to be the case. When she was fourteen, her family was approached by the Hyperion Institute and she was diagnosed as a laten psionic of indeterminate power.

 

Though her parents were concerned, Gayle was thrilled. This would mean adventures! Unfortunately, her powers never materialized beyond a suite of varied but barely useful abilities. Bright and determined, Gayle studied Psionics and then Psionic Engineering at a school funded by the Institute. By the time she'd graduated she was highly regarded in her limited field. So highly regarded, in fact that she was paid a visit by members of the government.

 

Gayle was placed on a team working to develop a suit of powered armor that amplified the wearer's psionic potential. Gayle was not only a technician, she was the test pilot. After three years of work and training - including her own "knightly training" with various SCA and historical societies, Lady Lancelot was born and set about creating the Knights of the Crown, Britain's premiere super team.

 

Personality/Motivation:  Protect the Innocent, slay dragons. That's Gayle's ideals, in many ways she's never grown up from the young girl who believed in faeries and quested for Excaliber. She's enthusiastic and prone to outbursts of exciteg giggles. She's also a 20 something young woman surrounded by handsome men in skintight costumes and occasionally finding herself in excrutiating sexual tension.

 

It's a living.

 

Quote:

 

Powers/Tactics:  Though her psionci powers are limited in effectiveness, they're broad in scope (only 2 are listed but she could have many other powers) and largely inconsequential to her career.

 

The Nimue class psionic battlesuit is sleek and the personal forcefield is her primary protection. The suit amplifies telekinetic powers allowing her to fly, granting her strength far beyond human, and fight at range.

 

The Telekinetic enhances her own and she can add her VPP pool to improve her slots with a Psionics Roll. 

 

In addition, she is a skilled swords woman and brawler, not afraid to throw down.

 

Campaign Use:

 

Appearance:  Gayle is a lovely, London born Brit with black hair and exotic violet coloring to her eyes. She has fair skin and a fitness model's physique.

 

The Nimue class psionic battlesuit is skin tight and white with silvery metallic breatplate, shoulder guards, guantlets, boots, and leg guards

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  • 2 weeks later...

Anvil

 

Val   Char   Cost    Roll     Notes

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

  14    DEX      8       12-

  40    CON     30      17-

  15    INT        5       12-      PER Roll 12-

  15    EGO      5       12-

  23    PRE      13      14-      PRE Attack:  4 ½d6

 

   7     OCV     20     

   5     DCV     10     

   3     OMCV  0      

   5     DMCV  6      

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

 

  50    PD        48                  Total:  50 PD (50 rPD)

  50    ED        48                  Total:  50 ED (50 rED)

  25    REC     21

150  END     26

  23    BODY  13

100  STUN   40      Total Characteristic Cost:  378

 

Movement:    Running:  15m/60m

                         Leaping:  9m/72m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

5         Radio:  Radio Perception/Transmission (Radio Group) (10 Active Points); OAF (-1)                0

           Athletics                                                                                        

22      1)  Bounder:  Leaping +5m (9m forward, 4 ½m upward) (Accurate, x8 Noncombat), Reduced Endurance (½ END; +¼) (22 Active Points)                                                                              1

8         2)  Swift:  Running +3m (15m total), x4 Noncombat         1

           Invulnerable                                                                                 

7         1)  Bracing:  Knockback Resistance -10m (10 Active Points); Costs Endurance (-½)               1

10      2)  Immovable:  Knockback Resistance -10m                      0

5         3)  Immunity: Disease:  Life Support  (Immunity All terrestrial diseases and biowarfare agents)             0

3         4)  Immunity: Pressure:  Life Support  (Safe in High Pressure; Safe in Low Pressure/Vacuum)               0

2         5)  Immunity: Radiation:  Life Support  (Safe in High Radiation)  0

4         6)  Immunity: Temperature Extremes:  Life Support  (Safe in Intense Cold; Safe in Intense Heat)         0

8         7)  Iron-Willed:  Mental Defense (8 points total)                 0

50      8)  Nigh Invulnerable:  Hardened (+¼), Impenetrable (+¼), Resistant (+½) (50 Active Points) applied to ED    

50      9)  Nigh Invulnerable:  Hardened (+¼), Impenetrable (+¼), Resistant (+½) (50 Active Points) applied to PD    

 

           Brick Tricks Martial Art

           Maneuver        OCV   DCV    Notes

4         Bearhug I         +0      +0      19d6 Crush, Must Follow Grab

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

4         Big Push           +0      +0      90 STR to Shove

4         Break Free       +0      +0      90 STR vs. Grabs

4         Deadly Smash -2       +0      HKA 6d6 +1

5         Deadly Throw  -2       +0      HKA 6d6 +1 , Target Falls

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

3         Grab                  -1       -1      Grab Two Limbs, 85 STR for holding on

5         Legbreaker       -1       -2      Grab One Limb; HKA 6d6 +1 , Disable

4         Punch               +2      +0      17d6 Strike

4         Slam                  -1       -1      STR +2d6 Strike; Grab Two Limbs; Target Falls

3         Tackle              +0       -1      15d6 +v/5 Strike; You Fall, Target Falls; FMove

4         Toughness       +2      +2      Block, Abort

3         Wrestler's Throw        +2      +1                15d6 Strike; You Fall, Target Falls

 

           Perks

5         Business Has Been Good:  Money:  Well Off

6         Don't Mess with The Anvil:  Reputation:  Tough-Guy (A large group) 14-, +2/+2d6

3         Well-Connected

1         1)  Contact:  British Hero Team (Small Group) (2 Active Points) 11-

8         2)  Contact:  British Royal Army (Contact has very useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-

1         3)  Contact:  European Super Team (Large Super Team) (2 Active Points) 11-

 

           Talents

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

 

           Skills

48      +6 with HTH Combat

3         Bureaucratics 14-

3         Climbing 12-

3         Combat Driving 12-

3         Cryptography 12-

3         Demolitions 12-

3         High Society 14-

3         Interrogation 14-

3         Jack of All Trades

1         1)  PS: Body Guard (2 Active Points) 11-

1         2)  PS: Construction Worker (2 Active Points) 11-

1         3)  PS: Hero for Hire (2 Active Points) 11-

3         Linguist

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

3         2)  Language:  Scots/Scottish English (idiomatic) (4 Active Points)

3         3)  Language:  Scottish Gaelic (idiomatic) (4 Active Points)

3         Scholar

1         1)  KS: Knowledge Skill: British Royal Army (2 Active Points) 11-

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

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

3         Security Systems 12-

3         Systems Operation 12-

3         TF:  Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles

3         Tactics 12-

3         Teamwork 12-

3         Trading 14-

3         WF:  Small Arms, Blades, Clubs

 

Total Powers & Skill Cost:  372

Total Cost:  750

 

400+     Matching Complications

5         Hunted:  Brittish Tabloids 11- (As Pow; NCI; Limited Geographical Area; Watching)

10      Hunted:  Die Heuerger 11- (Frequently), As Powerful, Limited Geographical Area, Harshly Punish

20      Hunted:  The Legion of the Sun 11- (Frequently), More Powerful, NCI, Limited Geographical Area, Harshly Punish

15      Psychological Limitation:  Will Sacrifice Self for Golden Hammer Common, Strong

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

10      Vulnerability:  2 x STUN Gravity Based Attacks (Uncommon)

350    Experience Points

 

Total Complications Points:  750

 

Background/History:  Cecil Talbot was born in Scotland in early 1979, his mother and father, second and fourth generation immigrants from Africa had raised Cecil to be a proud member of their adoptive culture.

 

Cecil's metahuman potential was activated in during his second year with the British Royal Army. He served with distinction even after it was discovered he was a superhuman. He was knighted for his service against the <Insert Aliens> Invasion.

 

However, racial tensions exist in Britain as well, and he was (due to both his African and Scottish status) and Cecil ran afoul of a powerful bigot who raged at the idea of a black hero under his command. The commanding officer used his connections to create a scandal that resulted in Cecil being stripped of his ranik, booted from the Royal Army, and roughed up in the press. (ok the Daily Mail)

 

Disillusioned, Talbot donned a costume and used his incredible strength and durability to clear his name. It took him a few years of investigation and several shows of public heroism, but he cleared his name but refused to have his title reinstated.

 

As the Anvil, Cecil has had a history as a "Hero for Hire," cashing in on his metahuman ability. He has worked with several European Super Teams as a fill in member (paid or unpaid) and for years had an unrequited love for the beautiful Irish heroine Goldenwing. In recent years, however, his mercenary ways have waned, and he's returned to the heroic ideals of his youth and he served for a few years on the London Watch, a team of local heroes, with his heart's desire and she slowly came around to reciprocate, going so far as to change her name to the Golden Hammer so they could be known as Hammer and Anvil.

 

Personality/Motivation:  Cecil is proud and confident, he took the charges of misconduct and his mistreatment at the hands of the press very personally - going so far as to renounce his pride in his home country and "looking out for number one."

 

But the truth is, he was never that selfish and once he began to make a difference as Anvil, heroism came easier and easier to him. He has a hate/hate relationship with the press still but the public has embraced him and he's returned the sentiment.

 

He proposed to Mirium and they plan to wed in 2012.

 

Quote:

 

Powers/Tactics:  Brick, brick brick brick brick brick. Anvil is one of the toughest around, he can take a punch from someone much higher than his weightclass as far as the bricks of the world go. And he's still damn strong and a good brawler.

 

Campaign Use:

 

Appearance:  Eyes: Brown, Hair: Black and Curly (Shaved Bald)

Cecil Talbot is an enormously muscled, seven foot tall, black man who shaves his head and wears a costume consisting of a black muscle shirt, red tights, black combat boots, and a broad black belt. He has a white anvil on his left breast. He has a scottish accent.

 

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Nilrem

 

Val   Char   Cost    Roll     Notes

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

  13    DEX      6       12-

  50    CON     40      19-

  28    INT      18      15-      PER Roll 15-

  30    EGO     20      15-

  40    PRE      30      17-      PRE Attack:  8d6

 

   5     OCV     10     

   5     DCV     10     

  11    OMCV 24     

  11    DMCV 24     

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

 

  25    PD        13                  Total:  25 PD (10 rPD)

  25    ED        13                  Total:  25 ED (10 rED)

  15    REC     11

100  END     16

  25    BODY  15

  75    STUN   28      Total Characteristic Cost:  303

 

Movement:    Running:  12m/24m

                         Flight:  10m/40m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

                         Teleportation:  10m/20m

 

Cost   Powers                                                                                   END

312    Arcane Magics:  Variable Power Pool (Magic Pool), 200 base + 150 control cost, Powers Can Be Changed As A Half-Phase Action (+½) (312 Active Points)                                               

150    Artifacts and Relics:  Variable Power Pool (Gadget Pool), 75 base + 75 control cost, No Skill Roll Required (+1) (150 Active Points)                                                                                            

100    Warding Spells:  Multipower, 100-point reserve                   

5f       1)  Counter Spelling:  Missile Deflection, Missile Reflection, Reflect At Any Target (50 Active Points)                5

8f       2)  Wall of Force:  Barrier 15 PD/15 ED, 10 BODY (up to 5m long, 2m tall, and ½m thick), Alterable Size, Dismissable, Non-Anchored (80 Active Points)                                                    8

2f       3)  Ward from Evil:  Entangle 3d6, 3 PD/3 ED, Works Against EGO, Not STR (+¼), Backlash (+½), Takes No Damage From Attacks All Attacks (+½) (67 Active Points); Does Not Prevent The Use Of Accessible Foci (-1), Only against Evil Targets (-½), Cannot Form Barriers (-¼), Alternate Combat Value (-¼) 7

           Personal Magics                                                                           

6         1)  Wizard's Wardrobe:  Cosmetic Transform 2d6 (Current outfit to different Outfit, Changing Clothes), Improved Target Group: Any Clothes (+¼) (7 Active Points); Limited Target: Own Clothes Slightly Limited (-¼)             1

25      2)  All-Powerful Mind:  Mental Defense (25 points total) 0

17      3)  Body Immortal:  Life Support  (Eating Character only has to eat once per week; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; Sleeping Character only has to sleep 8 hours per week)                                                 0

25      4)  Body of Timelessness:  Power Defense (25 points)         0

14      5)  Hardened Form:  (Total: 14 Active Cost, 14 Real Cost) Hardened (+¼), Impenetrable (+¼) (7 Active Points) applied to PD (Real Cost: 7) plus Impenetrable (+¼), Hardened (+¼) (7 Active Points) applied to ED (Real Cost: 7) 0

30      6)  Personal Defense Magics:  Resistant Defense (10 PD/10 ED) (Impermeable)      0

7         7)  Regeneration:  Regeneration (1 BODY per Week), Can Heal Limbs       0

11      8)  Wards of Adaption:  Absorption 10 BODY  (energy, Defenses),  (+¼), Absorption As A Defense (Normal; +½) (17 Active Points); Limited to SFX of Attack that hits him (-½)          0

           Notes:  Absorbs to any given defense (PD, ED, MD, PowerD, Flash Defense). SFX bound (ie +5 to ED only vs Fire)

           Transport Magic                                                                          

25      1)  Dimension Door:  Teleportation 10m, No Relative Velocity, Safe Blind Teleport (+¼) (25 Active Points)      2

25      2)  HomeWard :  Extra-Dimensional Movement (Single Dimension, Any Location)  2

17      3)  Wings of Silver:  Flight 10m, Improved Noncombat Movement (x4), Position Shift, Reduced Endurance (Half END; +¼) (25 Active Points); Foulable Power loses about a third of its effectiveness (-½) 1

           Perks

10      A bit of coin:  Money:  Wealthy

3         Delightfully Unfamous:  Anonymity

4         My name is known to a few:  Reputation:  One of the most powerful mages on Earth (A small to medium sized group) 14-, +4/+4d6

25      The Tower of Twilight's Sorrow:  Base

3         Well-Connected

17      1)  Defender of the Empire:  Contact:  The Crown Society (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 8-

3         2)  Friend in High Places:  Contact:  Apollo, God of the Sun (Contact has significant Contacts of his own, Contact has useful Skills or resources) (4 Active Points) 11-

26      3)  Old Friends:  Contact:  Order of Nimue (Contact has access to major institutions, Contact has extremely useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (27 Active Points) 13-

 

           Talents

40      My Wizard Sense is Tingling:  Danger Sense (immediate vicinity, out of combat, Analyze, Discriminatory, Function as a Sense, Telescopic (+3)) 15-

5         Long Memory:  Eidetic Memory

3         Lovely Voice:  Perfect Pitch

6         Quick Study:  Speed Reading: x100

20      Negotiations will be difficult:  Universal Translator 15-

 

           Skills

20      +2 with All Combat

35      +7 with Magic

2         Animal Handler (Dragons) 17-

3         Bureaucratics 17-

3         Charm 17-

3         Concealment 15-

3         Conversation 17-

3         Deduction 15-

3         Disguise 15-

5         Gambling (Card Games, Dice Games, Chess) 15-

3         High Society 17-

3         Interrogation 17-

3         Jack of All Trades

2         1)  PS: Musician: Flute (3 Active Points) 12-

4         2)  PS: Musician: Vocalist (5 Active Points) 14-

2         3)  PS: Storyteller (3 Active Points) 17-

3         Linguist

3         1)  Language:  Chortiss (Giant Language) (Idiomatic, native accent) (4 Active Points)

3         2)  Language:  Draconic (Idiomatic, native accent) (4 Active Points)

2         3)  Language:  English (Idiomatic, native accent) (4 Active Points)

2         4)  Language:  French (Idiomatic, native accent) (4 Active Points)

3         5)  Language:  Gaelic (Idiomatic, native accent) (4 Active Points)

3         6)  Language:  German (Idiomatic, native accent) (4 Active Points)

3         7)  Language:  Gyramniss (Faerie Realm) (Idiomatic, native accent) (4 Active Points)

2         8)  Language:  Latin (Idiomatic, native accent) (4 Active Points)

3         9)  Language:  Welsh (Idiomatic, native accent) (4 Active Points)

4         Navigation (Astral, Dimensional, Land) 15-

3         Oratory 17-

3         Paramedics 15-

3         Persuasion 17-

3         Riding 12-

3         Scholar

2         1)  KS: Abjuration Magic (3 Active Points) 15-

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

2         3)  KS: Artifacts & Relics (3 Active Points) 15-

2         4)  KS: Demonology (3 Active Points) 15-

2         5)  KS: History (3 Active Points) 15-

2         6)  KS: Monsters & Supernatural Beings (3 Active Points) 15-

2         7)  KS: The Mystic World (3 Active Points) 15-

2         8)  KS: The Superhuman World (3 Active Points) 15-

3         Sleight Of Hand 12-

14      Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 15-

13      TF:  Riding Animals, Balloons & Zeppelins, Carts & Carriages, Chariots, Large Rowed Boats, Large Wind-Powered Boats, Rafts, Skating (iceskating or rollerskating), Sleds, Small Rowed Boats, Small Wind-Powered Boats, Two-Wheeled Muscle-Powered Ground Vehicles

3         Tactics 15-

3         Trading 17-

3         Traveler

2         1)  AK: Faerie Realms (3 Active Points) 15-

1         2)  AK: Lands of Faerie (2 Active Points) 11-

1         3)  AK: London (2 Active Points) 11-

3         Ventriloquism 15-

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

43      Wizardry Skill 35-

 

Total Powers & Skill Cost:  1198

Total Cost:  1500

 

400+     Matching Complications

20      Hunted:  Covenant of Five 11- (As Pow; NCI; Harshly Punish)

10      Hunted:  Hecate Frequently (As Pow; NCI; Watching)

15      Psychological Limitation:  Cannot Tell a Lie Uncommon, Total

15      Psychological Limitation:  Never refuses a personal Challenge Common, Strong

15      Secret Identity: Julian St. Croix:  Frequently (11-), Major

1100  Experience Points

 

Total Complications Points:  1500

 

Background/History:  Julien of St. Croix was an apprentice to Merlin in Camalot. He followed his mentor into the worlds of Avalon and when was ready he left to find his place in the multiverse. After spending several centuries studying in the realms of faerie, he has returned to watch over his homeland. He spent a few months readjusting himself to the culture and the problems of this day and age. Taking a rather weak stab at his mentor he took the name Nilrem when fighting the evil in this world.

Julien is a surprisingly gentle and kind man if just a bit taciturn over the fact that his friends and family are long dead. He spends most of his time trading magical secrets with his friends and allies, giving money and time to various charities (annonymously) and guarding against the evils of the world.

 

Personality/Motivation:  Nilrem is dedicated to the protection of Earth and the betterment of mankind. He seeks those who might make decent apprentices and other allies in the realms of magic and superheroism in general. He is a friendly, if quiet fellow and loves children.

 

Although they are often on opposite sides of the battle between good and evil, Nilrem carries a torch for the lovely Greek Goddess Hecate. She too seems attracted to him but for her part, she seems more interested in possessing him for her own rather than having some sort of mature relationship with him.

 

He also has found himself in conflict with a man who, for all appearances is his former friend, turned enemy, Mordred Pendragon

 

Quote:  "Now, now, Mordred; we can't be killing and pillaging here. Why don't you take that angry butterknife of yours and go home."

 

Powers/Tactics:  As a mage of incredible power; Nilrem can invoke great effects, limited only by his imagination. He has many objects of mystical power and carries a few of them depending on the situation. He has long since garnered enough personal power to rely on items that can be taken away from him for his personal protection.

 

Campaign Use:  A powerful spell caster.

 

Appearance:  Nilrem now wears a more stylish and colorful garb when appearing in public. He wears a silver cloak with green trim, a dark gray overcloak with gold piping and clasp, a green cloth belt, black pants, brown boots, his guantlets, and a red and gold shirt. The overcloak is magicked to still conceal his face save for glowing green eyes. He also sports a waist cloth depicting a stylized red unicorn.

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The Master Chief of Villainy!

 

Myrmidon

 

Val   Char   Cost    Roll     Notes

  25    STR      15      14-      Lift 800.0kg; 5d6 [1]

  27    DEX     34      14-

  25    CON     15      14-

  18    INT        8       13-      PER Roll 15-

  23    EGO     13      14-

  25    PRE      15      14-      PRE Attack:  5d6

 

  10    OCV     35     

  10    DCV     35     

   3     OMCV  0      

   8     DMCV 15     

   7     SPD      50                  Phases:  2, 4, 6, 7, 9, 11, 12

 

15+10            PD     13         Total:  15/25 PD (0/10 rPD)

15+10            ED     13         Total:  15/25 ED (0/10 rED)

  10    REC      6

  50    END      6

  12    BODY   2

  50    STUN   15      Total Characteristic Cost:  290

 

Movement:    Running:  13m/52m

                         Leaping:  9m/18m

                         Swimming:  8m/32m

                         Swinging:  15m/60m

 

Cost   Powers                                                                                   END

150    Active Reflexive Skill Mastery:  Variable Power Pool (Mimicry Pool), 75 base + 75 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (187 Active Points); Only to copy Athletic "Superskills" and Martial Arts Special Maneuvers (-½)                                                             

30      Martial Arts Mastery:  Multipower, 30-point reserve           

4v      1)  Arrow Grabbing, Bullet Dodging:  Missile Deflection (20 Active Points)               2

3v      2)  Grappling Maneuvers:  +20 STR, Reduced Endurance (0 END; +½) (30 Active Points); No Figured Characteristics (-½), Only for Grappling (-½)                                                                        

6v      3)  Sensory Attacks:  Sight Group Flash 4d6, Variable Senses (Assault Can Attack Any of the Five Senses one at a time; +½) (30 Active Points)                                                                              3

4v      4)  Strikes:  Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-½)      3

17      The Eternal Soul:  Life Support  (Extended Breathing: 1 END per Minute; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal)              0

112    Weapons Pool:  Variable Power Pool (Gadget Pool), 90 base + 90 control cost,  (135 Active Points); all slots OAF (-1)    

           Costume Goodies                                                                        

30      1)  Armored Costume:  Resistant Protection (10 PD/10 ED) (Impermeable)                0

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

3         3)  Night Lenses:  Nightvision (5 Active Points); OIF (-½)  0

13      4)  Preotected Senses:  Hearing Group Flash Defense (10 points), Sight Group (20 Active Points); OIF (-½)        0

           Hyperathletic Abilities                                                                

8         1)  Acrobatic:  Leaping +5m (9m forward, 4 ½m upward) (Accurate)          1

6         2)  Awareness:  +2 PER with all Sense Groups                     0

6         3)  Efficient Musculature:  Reduced Endurance (½ END; +¼) (6 Active Points) applied to STR           

9         4)  Eye of the Gladiator:  Armor Piercing (+¼) for up to 55 Active Points of Hand to Hand Strikes (14 Active Points); Requires A Roll (13- roll; -¼), Extra Time (Extra Segment, Only to Activate, -¼)           1

5         5)  Just Catching My Breath:  +10 REC (10 Active Points); Only When Character Takes A Full Phase Recovery (-1)     

6         6)  Swift:  Running +1m (13m total), x4 Noncombat         1

7         7)  Swims like a shark:  Swimming +4m (8m total) (x4 Noncombat)            1

13      8)  Swinglines of an unlimited variety:  Swinging 15m, x4 Noncombat       1

           Perks

75      Community Crime College Campuses:  Hidden Campuses

4         Consumate Professional:  Reputation:  Underworld Agent Trainer  (A medium-sized group) 14-, +2/+2d6

25      He owes me..:  Favors from 20 underworld figures (52pt, 15 1pt)

11      I do it for the kids...:  Money:  Filthy Rich

30      I know a guy...:  Well Connected and 20  Contacts w/varying bonuses 11-

70      Motor Pool:  Vehicle Fleet

40      The Faculty:  Followers: Science Staff, Traininers, Legal Staf, Administrators, Accounting Staff

 

           Talents

15      Experience up the Yin Yang:  Combat Sense 13-

20      Me First:  Lightning Reflexes: +20 DEX to act first with All Actions (+20 DEX to act first with All Actions)

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

 

           Skills

100    Combat Adept:  +10 with All Combat

3         Acrobatics 14-

3         Analyze:  Agility Skills 13-

3         Analyze:  Combat 13-

3         Analyze:  Style 13-

3         Breakfall 14-

3         Charm 14-

3         Climbing 14-

3         Combat Driving 14-

3         Combat Piloting 14-

3         Concealment 13-

3         Contortionist 14-

3         Criminology 13-

10      Defense Maneuver I-IV

3         Demolitions 13-

3         Disguise 13-

3         Fast Draw 14-

3         Forgery 13-

3         High Society 14-

3         Interrogation 14-

3         Jack of All Trades

2         1)  PS: Administrator (3 Active Points) 13-

2         2)  PS: Appraise (3 Active Points) 13-

2         3)  PS: Instructor (3 Active Points) 13-

1         4)  PS: Mercenary (2 Active Points) 11-

3         Linguist

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

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

0         3)  Language:  Greek (Modern) (imitate dialects) (5 Active Points)

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

2         5)  Language:  Japanese (completely fluent) (3 Active Points)

2         6)  Language:  Korean (completely fluent) (3 Active Points)

1         7)  Language:  Latin (completely fluent) (3 Active Points)

2         8)  Language:  Portuguese (completely fluent) (3 Active Points)

3         Lipreading 13-

3         Lockpicking 14-

3         Mimicry 13-

3         Navigation 13-

3         Paramedics 13-

15      Penalty Skill Levels:  +5 vs. Throwing modifiers with All Attacks

3         Scholar

2         1)  KS: Business Administration (3 Active Points) 13-

2         2)  KS: Criminal Underworld (3 Active Points) 13-

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

2         4)  KS: History of Combat (3 Active Points) 13-

2         5)  KS: History of War (3 Active Points) 13-

7         6)  KS: Martial Arts Styles (8 Active Points) 18-

2         7)  KS: The Martial World (3 Active Points) 13-

2         8)  KS: The Metahuman World (3 Active Points) 13-

2         9)  KS: The Military/Mercenary/Terrorist World (3 Active Points) 13-

3         Security Systems 13-

3         Shadowing 13-

3         Sleight Of Hand 14-

3         Stealth 14-

3         Streetwise 14-

7         Survival 15-

3         Systems Operation 13-

40      TF: All

3         Tactics 13-

3         Teamwork 14-

3         Tracking 13-

3         Trading 14-

10      Two-Weapon Fighting

50      WF: All

3         Weaponsmith 13-

 

Total Powers & Skill Cost:  1120

Total Cost:  1410

 

400+     Matching Complications

20      Hunted:  Department of Metahuman Affairs 11- (As Pow; NCI; Harshly Punish)

10      Psychological Limitation:  Materialistic (Common; Moderate)

10      Psychological Limitation:  Prefers training others to taking his own risks (Common; Moderate)

15      Reputation:  World Class Fighter, 11- (Extreme)

15      Social Limitation:  Secret Identity (Frequently; Major)

5         Unluck: 1d6

1010  Experience Points

 

Total Complications Points:  1410

 

Background/History:  Surprisingly little is known about the modern Myrmidon; there was a Myrmidon active in Greece in WWII, disappearing shortly after the German occupation in 1941. A modern mercenary villain took the name Myrmidon in 1994 and worked with a number of villain teams and criminal masterminds - generally as a security expert.

In 2005 the Myrmidon opened his training academies to the criminal underworld.

 

The truth is that the Myrmidon has actually been active off and on since ancient Greece. He is the child of Achilles and a smitten Eris who managed to seduce him in a dream. Achilles had no knowledge of his own son being amonghis warriors, but Aniketos (not his original name) knew. When the Olympians were removed by their dopplegangers some of their far-flung progeny, such as Aniketos, simply returned to Earthrealm and made the best of it. He never felt he fit in anyway.

 

Through the centuries he's popped up again and again as a mercenary but he prefers building armies to fighting to tell the truth. He enjoys training others as much as he does competing, but he prefers to avoid the spotlight as that generally invites the attention of people who can really mes sup his day. During the World Wars he fought for Greece, abandoning his anonymity for a larger than life personae in WWII. This served him pretty well, it was much easier to disappear when the Germans outclassed him and adopting the name again when the itch to take part in the costumed game needs to be scratched.

 

The current caper is, so far, his greatest joy. He gets a real thrill out of turning hapless thugs into well trained militias or even costumed meta's.

 

Personality/Motivation:  I like money, I'm good at training others. I like showing off my skills against those who can't really compete with me. I'll still take the odd job if the payoff is spectacular, but I'm really about the teaching now.

 

Quote:  "No. That's not right, do it again, all of you!"

"Okay, that was pretty good, do it again, anyway!"

 

Powers/Tactics:  When forced into combat, he will study his foes for a bit, even if they and their tactics are well known to him. He likes to make sure any improvement in technique and teamwork is taken into account. Once he feels he knows what he's up against he picks the most vulnerable target and drops them first, working his way up the ladder while looking for an escape route.

 

The Myrmidon carries weapons based on his job and possible opposition. When acting as the headmaster of his School for Thugs, he usually uses a blaster sidearm, a blade, some throwing weapons, and a shield.

 

Campaign Use:  Taskmaster clone. Would be highly sought after by the Iron Crusade, Divine Right, any master villain or even minor villain who wants to lead a gang. He specializes in training "Name" agents, themed villains who work as lieutenants or henchemen for villains. These beginner costumed villains are almost always weapon and martial arts trained with theme gadgets. Occasionally, and at great cost to the customer, he will have his tech boys come up with powered armor prototypes or supervillain treatments.

 

Appearance:  Classically handsome man of Greek heritage with wavy dark hair and dark brown eyes. He has a dark complexion and the body of a Greek statue.

 

A black costume wtih gold shin and forearm guards, breatplate, and helm all styled like a Greek Hoplite. He often wears a cloak and carries several weapons, generally a sidearm, sword, collapsable bow, a dozen arrows (trick and normal) bolos, billy club, throwing stars, blackout grenades, and a disc shield.

 

He speaks with a cultured, academic pattern, but occasionally cracks wise.

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Rival Security Specialist. 

 

Spartan

 

   Val     Char   Cost    Roll           Notes

20+5   STR      10      13- / 14-   Lift 400.0kg/800.0kg; 4d6/5d6 [2]

21+5   DEX     22      13- / 14-

    20      CON     10      13-

    18      INT        8       13-            PER Roll 13-

    16      EGO      6       12-

    20      PRE      10      13-            PRE Attack:  4d6

 

   7+2    OCV     20     

   7+2    DCV     20     

     3       OMCV  0      

     5       DMCV  6      

   5+1    SPD      30                        Phases:  3, 5, 8, 10, 12/2, 4, 6, 8, 10, 12

 

6+12   PD          4                         Total:  6/18 PD (0/12 rPD)

6+12   ED         4                         Total:  6/18 ED (0/12 rED)

    10      REC      6

    40      END      4

    15      BODY   5

    40      STUN   10      Total Characteristic Cost:  179

 

Movement:       Running:  15m/30m

                            Leaping:  4m/8m

                            Swimming:  6m/12m

 

Cost   Powers                                                                                   END

           S-C61 Chimera Blaster Assault Rifle                                      

6         1)  Rifle-Butt Club:  HA +3d6; OAF (-1), Hand-To-Hand Attack (-½)          1

55      2)  S-C61 Chimera Blaster Assault Rifle:  EB 10d6, Autofire (5 shots; +½); OAF (-1), 4 clips of 32 Charges (+½) plus +1 with OCV; OAF (-1) plus Penalty Skill Levels:  +1 vs. Range Modifier with All Attacks; OAF (-1)  [32]

                                                                                 Notes:  Only 2 clips

11      .45 ACP (M1911A1):  (Total: 39 Active Cost, 11 Real Cost) Killing Attack - Ranged 2d6-1, +1 STUN Multiplier (+¼) (31 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), 7 Charges (-½), Beam (-¼), Real Weapon (-¼) (Real Cost: 8) plus +1 OCV (8 Active Points); OAF (-1), Real Weapon (-¼) (Real Cost: 3)      [7]

60      Grenades and Other Weapons:  Multipower, 120-point reserve,  (120 Active Points); all slots OAF (-1)               

2f       1)  C-18 Supercuffs:  Entangle 6d6, 6 PD/6 ED (standard effect: 6 BODY, 6 PD/6 ED), Takes No Damage From Attacks (All Attacks) (+½) (120 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1), Set Effect (hands and legs only) (-½), No Range (-½), Must Follow Grab Or Target Must Be Willing (-½), Cannot Form Barriers (-¼)           [1 rc]

1f       2)  Signal Flare Gun:  Sight Group Images, +4 to PER Rolls (22 Active Points); OAF (-1), Set Effect (signal flare of defined appearance; -1), 1 Continuing Charge lasting 1 Minute (-1)            [1 cc]

4f       3)  Sleep Gas Grenade:  EB 6d6, Area Of Effect (1m Radius; +¼), NND (+1), Continuous (+1) (97 Active Points); OAF (-1), 4 Continuing Charges lasting 1 Turn each (removed by wind or rain; -½)       [4 cc]

1f       4)  Survival Knife:  (Total: 24 Active Cost, 11 Real Cost) HKA 1d6 (2d6+1 / 2 ½d6 w/STR), Reduced Endurance (0 END; +½); OAF (-1), No Knockback (-¼) (Real Cost: 10) plus +1 with Survival; OAF (-1) (Real Cost: 1)                0

1f       5)  Tangler Grenade:  Entangle 4d6, 4 PD/4 ED, Area Of Effect (1m Radius; +¼) (50 Active Points); OAF (-1), 4 Charges (-1), Range Based On STR (-¼)                                                    [4]

3f       6)  Tear Gas Grenade:  Sight Group and Normal Smell Flash 6d6, Area Of Effect (1m Radius; +¼), Continuous (+1) (74 Active Points); OAF (-1), 4 Continuing Charges lasting 1 Turn each (removed by wind or rain; -½), Range Based On STR (-¼)  [4 cc]

30      Tools of the Trade:  Variable Power Pool (Gadget Pool), 30 base + 15 control cost, VPP Powers Can Be Changed Only at Armory (-½); all slots OAF (-1)                                                                

           Battlesuit Communication Suite                                              

17      1)  Broadcast Tracking:  Detect Source Of Radio Transmissions A Large Class Of Things 9- (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (25 Active Points); OIF (-½)     0

6         2)  Communications:  High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½), Sense Affected As Sight and Hearing Groups As Well As Radio Group (-½)                     0

4         3)  Onboard Computer:  Computer (see Advanced Radio Communicator.hdc file; Total Computer Cost: 30/5 = 6) (6 Active Points); OIF (-½)                                                                         0

5         4)  Scrambler VPP:  VPP 4pts +1 Control (OIF, Only To Change Languages (5 Active Points)               0

           Paladin Battle Armor , all slots OIF (-½)                                 

7         1)  Air Supply:  Life Support  (Self-Contained Breathing) (10 Active Points); OIF (-½), 2 Continuing Charges lasting 1 Hour each (-0)                                                                                         [2 cc]

4         2)  Anti-IR Coating:  Change Environment (-2 to Infrared Perception PER Rolls), Reduced Endurance (0 END; +½), Persistent (+½) (8 Active Points); Self Only (-½), OIF (-½)                   0

6         3)  Environmental Protections:  Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-½)   0

14      4)  Laser Aiming System:  (Total: 28 Active Cost, 14 Real Cost) +2 with OCV; OAF (-1) (Real Cost: 8) plus Range Skill Levels:  +4 vs. Range Modifier with attached blaster/gun; OAF (-1) (Real Cost: 6)  0

7         5)  Light Exoskeleton:  +1 SPD (10 Active Points); OIF (-½)          

7         6)  Light Exoskeleton:  +2 DCV (10 Active Points); OIF (-½)         

7         7)  Light Exoskeleton:  +2 OCV (10 Active Points); OIF (-½)         

7         8)  Light Exoskeleton:  +5 DEX (10 Active Points); OIF (-½)         

5         9)  Light Exoskeleton:  +5 STR, Reduced Endurance (0 END; +½) (7 Active Points); OIF (-½)              

30      10) Paladin PD-17 Heavy Combat Armor:  Resistant Protection (12 PD/12 ED) (Impermeable), Hardened (+¼) (45 Active Points); OIF (-½)                                                                         0

 

           Commando Training

           Maneuver        OCV   DCV    Notes

3         Akido Throw   +0      +1      4d6 / 5d6 +v/5, Target Falls

4         Boxing Cross   +0      +2      6d6 / 7d6 Strike

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

4         Escape              +0      +0      35 STR  / 40 STR vs. Grabs

4         Hold                  -1       -1      Grab Three Limbs, 10 STR for holding on

4         Judo Disarm     -1       +1      Disarm; 30 STR  / 35 STR to Disarm roll

4         Karate "Chop" -2       +0      HKA 2 ½d6 / HKA 3d6

4         Kung Fu Block +2      +2      Block, Abort

5         Tae Kwon Do Kick    -2      +1                8d6 / 9d6 Strike

1         Weapon Element:  Clubs

1         Weapon Element:  Knives

 

           Perks

3         Well-Connected

8         1)  Contact:  Mercenary World (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-

3         Legally Dead:  Anonymity

6         Sterling Reputation:  Reputation:  High Level Mercenary Operative (A large group) 14-, +2/+2d6

6         Invests Wisely:  Money:  Wealthy

40      Safehouses:  Bases Scattered about the globe

 

           Skills

6         +3 OCV with Assault Rifle

6         +3 with any single attack

3         Acting 13-

3         Breakfall 13- (14-)

3         Climbing 13- (14-)

3         Combat Driving 13- (14-)

3         Computer Programming 13-

5         Concentrated Sprayfire

3         Demolitions 13-

3         Fast Draw 13- (14-)

3         Jack of All Trades

1         1)  PS: Construction Work (2 Active Points) 11-

1         2)  PS: Instructor (2 Active Points) 11-

4         3)  PS: Mercenary (5 Active Points) 14-

2         4)  PS: Mission Planning and Logistics (3 Active Points) 13-

3         Linguist

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

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

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

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

3         Lockpicking 13- (14-)

2         Navigation (Land) 13-

5         Paramedics 14-

6         Penalty Skill Levels:  +6 vs. Range Modifier with to offset a specific negative OCV modifier with any single attack

3         Scholar

1         1)  KS: Army History And Customs (2 Active Points) 11-

1         2)  KS: Delta Force History And Traditions (2 Active Points) 11-

1         3)  KS: Green Beret History And Traditions (2 Active Points) 11-

1         4)  KS: Ranger History And Traditions (2 Active Points) 11-

3         5)  KS: The Military/Mercenary/Terrorist World (4 Active Points) 14-

3         Security Systems 13-

5         Stealth 14- (15-)

8         Survival (Temperate/Subtropical, Tropical, Desert, Mountain) 13-

3         Systems Operation 13-

2         TF:  Parachuting, Advanced, Parachuting, Basic

3         TF:  one more 1-point TF of choice, SCUBA, Skiing (snow), Two-Wheeled Motorized Ground Vehicles

5         Tactics 14-

3         Tracking 13-

8         WF:  Energy Weapons, Small Arms, Clubs, General Purpose/Heavy Machine Guns, Grenade Launchers, Knives, Shoulder-Fired Weapons

8         Weaponsmith (Energy Weapons, Firearms, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged) 14-

 

Total Powers & Skill Cost:  535

Total Cost:  714

 

400+     Matching Complications

5         Distinctive Features:  Preternaturally Neat, Nothing Is Unpolished Or Out Of Place (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15      Hunted:  Delta Force 8- (As Pow; NCI; Harshly Punish)

20      Hunted:  Project Unity 8- (Mo Pow; NCI; Harshly Punish)

10      Psychological Limitation:  Dismissive Of Non-Military Or Quasi-Military Personnel (Common; Moderate)

15      Psychological Limitation:  Greedy and Low Moraled (Common; Strong)

10      Rivalry:  Professional (Other Elite Mercenaries; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry; Multiple Rivals)

314    Experience Points

(61 points unspent)

 

Total Complications Points:  714

 

Background/History:  John Androskis is a militaryphile. He comes from a long line of soldiers and proudly joined the armed forces when he was eighteen. John is also a selfish, amoral bastard who chaffed under commands and preferred a firefight to a peace mission.

 

His skills and drive set him on a course towards special forces. His lack of character led him to the mercenary's life. Though he claims to have been in Delta Force his official records do not back up this claim; he is exceptionally knowledgable of the various Army Special Forces units.

 

John mustered out after a career spanning seven years and got work with private security forces where he worked for another ten years, primarily in education and information gathering roles. He worked for a few employers finally landing with Hollister Arms during the West debacle. He was head of security for one of the design teams and rather infamously killed the techs and stole the suit they were working on.

 

Calling himself Spartan, he entered the super mercenary world as a security specialist.

 

Personality/Motivation:  John Androskis is greedy, arrogant, and amoral. He loves three things: himself, money, and the military life. His definition of the latter tends to clash with many other soldiers.

 

Spartan is a no-nonsense speicalist who tends to rub most of the criminals he works with the wrong way; unless they have military backgrounds. He has worked for the Iron Crusade, and with and against the Myrmidon as the latter kind of rules the roost as far as Thug Training and Security Specialists go.

 

Quote:  We'll do this the hard way.

 

Powers/Tactics:  A keen fighter with high tech weapons and  armor backed by elite military training and natural physical gifts.

 

Campaign Use:  Merc Security Specialist. He's going to see any military based heroes as rivals - especially if they have super powers.

 

Appearance:  Spartan's armor is dull black with golden trim and designs.  His weapons are gunmetal gray and all bear his mark. John is an athletic man in his mid to late thirties with short black hair and brown eyes. He dresses in casual fashions unless he's "on the job" or meeting prospective clients. Then he dresses in tailored suits. Black with black shirts and gold ties and jewelry.

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Sneaky Spy

 

The Spook

 

Val   Char   Cost    Roll     Notes

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

  24    DEX     28      14-

  20    CON     10      13-

  18    INT        8       13-      PER Roll 15-

  13    EGO      3       12-

  15    PRE       5       12-      PRE Attack:  3d6

 

   8     OCV     25     

   8     DCV     25     

   3     OMCV  0      

   5     DMCV  6      

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

 

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

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

   7     REC      3

  40    END      4

  12    BODY   2

  30    STUN    5       Total Characteristic Cost:  171

 

Movement:    Running:  12m/24m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

                         Swinging:  10m/20m

 

Cost   Powers                                                                                   END

15      Billy Club:  Multipower, 30-point reserve,  (30 Active Points); all slots OAF (-1)       

1f       1)  Club:  Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-½)        1

1f       2)  Hanging onto Projections:  Clinging (normal STR) (10 Active Points); OAF (-1), No Movement Allowed (-½), Requires A STR Roll (11- roll; No Active Point penalty to Skill Roll; -¼), Cannot Resist Knockback (-¼) 0

1f       3)  Hurled Club:  Energy Blast 6d6 (30 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use any slot in Multipower until Charge is recovered; -½), Range Based On Strength (-¼)  [1 rc]

1f       4)  Swingline:  Swinging 10m (5 Active Points); OAF (-1), Lockout (cannot use any other slot in same Phase in which Swinging is used; -½)                                                                                      1

4         Invisible Weapon:  Invisible Power Effects (Inobvious to [one Sense Group]; +¼) for up to 15 Active Points of HA (4 Active Points)                                                                                          1

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

30      Vanishing:  Invisibility to Sight Group , No Fringe              3

           Costume, all slots OIF (-½)                                                        

3         1)  Environmental Suit (Temperature):  Life Support  (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); OIF (-½)                                                                                                       0

22      2)  Light Combat Mesh:  Resistant Protection (7 PD/7 ED/7 Flash Defense:  Sight Group) (Impermeable) (33 Active Points); OIF (-½)                                                                                               0

           Cowl, all slots OIF (-½)                                                               

6         1)  Mask Radio:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½), Sense Affected As  Hearing Group As Well As Radio Group (-¼)                                                   0

3         2)  Nightsight Lenses:  Nightvision (5 Active Points); OIF (-½)       0

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

           Vibronic Mesh Boots, all slots IIF (-¼)                                    

11      1)  Audio Dampening:  Invisibility to Hearing Group , Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points); Only silences footfalls (-½), IIF (-¼)                                                0

16      2)  Kinetic Absorbtion:  Physical Damage Reduction, 75% (40 Active Points); Only Works Against Falling Damage (-1), Requires A Breakfall OR Acrobatrics Skill Roll  (Skill roll; No Active Point penalty to Skill Roll; -¼), IIF (-¼)     0

 

           Tae Kwon Do

           Maneuver        OCV   DCV    Notes

4         Arm Sweep Block     +2      +2                Block, Abort

5         Crescent Kick Block +1      +3                Block, Abort

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

5         Flying Side Kick         +1      -2 7d6 Strike

4         Front Kick        +0      +2      5d6 Strike

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

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

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

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

1         Weapon Element:  Blades

1         Weapon Element:  Clubs

1         Weapon Element:  Karate Weapons

1         Weapon Element:  Staffs

 

           Perks

12      Contact:  The Black Market (Contact has very useful Skills or resources), Organization Contact (x3) (12 Active Points) 11-

6         Successful Consultant:  Money:  Wealthy

 

           Skills

24      +3 with HTH Combat

3         Acrobatics 14-

5         Acting 13-

3         Breakfall 14-

5         Concealment 14-

3         Cryptography 13-

5         Disguise 14-

3         High Society 12-

7         Lockpicking 16-

2         Navigation (Land) 13-

3         Scholar

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

1         2)  KS: The Local Underworld (2 Active Points) 11-

1         3)  KS: The Metahuman World 8-

2         4)  CK: Washington DC 11-

7         Security Systems 15-

9         Shadowing 16-

7         Stealth 16-

3         Streetwise 12-

4         WF:  Common Martial Arts Melee Weapons, Small Arms, Clubs

 

Total Powers & Skill Cost:  281

Total Cost:  452

 

400+     Matching Complications

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

10      Psychological Limitation:  Obsessed with other people's secrets (Common; Moderate)

10      Psychological Limitation:  Pervert/Peeping Tom (Common; Moderate)

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

15      Social Limitation:  Secret Identity (Frequently; Major)

10      Unluck: 2d6

52      Experience Points

(3 points unspent)

 

Total Complications Points:  452

 

Background/History:  Dan Beauchamp has always been able to fade into the background and be unnoticed. He always loved to eavesdrop and find out people's secrets or spy on the pretty girls.

 

A naturalized metahuman, his powers first activated when he was caught peeping into the window of a neighbor. Though he initially thought he escaped through luck and fast feet, he was surprised to find when he got home that he'd actually become invisible. Taking this as the word of God that he was meant to find secrets and see boobies, he started a life of crime, blackmail and peeping.

 

After graduating from highschool he enlisted in the army and was found out during metahuman screening. His powerset being exquisitely suited for recon and espionage he was pushed through training shipped of to the CIA and happily soaked it all up until he was sure he could escape unharmed.

 

Then the Spook began his extra cirricular activities.

 

Personality/Motivation:  Selfish, smarmy, confident, nosy, and pervy, the Spook loves his life as an espionage agent. He went solo and now is living his dream. He can go anywhere and spy on anyone. Dan acutally uses his powers to bully and humiliate others enjoying his ability to escape or confuse. When confronted by someone who can detect him; he generally seeks to escape.

 

Quote:  "Boo"

 

Powers/Tactics:  Turn invisible. Taunt foe. Hit foe. Move away.

 

Campaign Use:

 

Appearance:  Smarmy looking hipster with a lithe build and poo-eating grin. He has black hair worn kind of spikey, dresses in modern fashions walks with an air of confidence. As the spook he wears a white combat suit with pale gray accessories and black eye pieces. His face is completely covered and he has a large, stick figure grin on his mask.

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Interrogator Extrordinaire

 

Tormenture

 

Val   Char   Cost    Roll     Notes

  10    STR       0       11-      Lift 100.0kg; 2d6

  13    DEX      6       12-

  50    CON     40      19-

  30    INT      20      15-      PER Roll 15-

  30    EGO     20      15-

  40    PRE      30      17-      PRE Attack:  8d6

 

   4     OCV      5      

   4     DCV      5      

  10    OMCV 21     

  10    DMCV 21     

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

 

  17    PD        11                  Total:  17 PD (4 rPD)

  17    ED        11                  Total:  17 ED (4 rED)

  12    REC      8

100  END     16

  30    BODY  20

  60    STUN   20      Total Characteristic Cost:  274

 

Movement:    Running:  12m/24m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

90      Torment Manipulation:  Multipower, 90-point reserve        

9f       1)  Agony Infliction:  Ego Attack 9d6 (90 Active Points)   9

7f       2)  Pain Field:  Ego Attack 3d6, Area Of Effect (1m Radius; +¼), Continuous (+1) (67 Active Points)                7

9f       3)  Take Away The Pain:  Healing 6d6, Ranged (+½) (90 Active Points)       9

9f       4)  Unending Torment:  Ego Attack 4 ½d6, Continuous (+1) (90 Active Points)         9

           Supernatural Form                                                                      

18      1)  A taste of pain:  Detect A Single Thing 15- (Smell/Taste Group), Discriminatory, Analyze, Range   0

20      2)  Cannot Be Cowed:  +40 PRE (40 Active Points); Only to defend against PRE Attacks (-1)              

5         3)  Immortal Being:  Life Support  (Longevity Immortal)  0

5         4)  Sees your soul:  Detect Lies and Untruths 15- (Unusual Group)               0

80      5)  Stronger Body:  (Total: 120 Active Cost, 80 Real Cost) Physical Damage Reduction, Resistant, 75% (60 Active Points); Does not work against Holy Weapons or attacks by Holy Entities (-½) (Real Cost: 40) plus Energy Damage Reduction, Resistant, 75% (60 Active Points); Does not work against Holy Weapons or attacks by Holy Entities (-½) (Real Cost: 40)                0

0         6)  Supertough Form:  (Total: 0 Active Cost, 0 Real Cost) 0

8         7)  Toughness:  +4 ED, Hardened (+¼), Impenetrable (+¼), Resistant (+½) (8 Active Points) 

8         8)  Toughness:  +4 PD, Hardened (+¼), Impenetrable (+¼), Resistant (+½) (8 Active Points) 

17      9)  Will of a god:  Mental Defense (17 points total)            0

           Perks

10      A tidy sum:  Money:  Wealthy

25      The Relequary:  Base in Abandoned Funeral Home

6         The Top Man:  Reputation:  Interrogator Extrordinaire (A medium-sized group) 14-, +3/+3d6

3         Well-Connected

5         1)  Contact:  Dr Armogeddon (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) (6 Active Points) 8-

1         2)  Contact:  Senator Paul Bryson (D) Michigan (Contact has been blackmailed by the character, Contact has very useful Skills or resources) (2 Active Points) 11-

20      3)  Contact:  Various Crime Families (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11-

 

           Talents

10      Cannot be Cowed:  Resistance (10 points)

10      Casual Grace:  Lightning Reflexes: +10 DEX to act first with All Actions (+10 DEX to act first with All Actions)

3         Grim Visage:  Simulate Death

5         Intellect of the Ages:  Eidetic Memory

3         Sense of the Mortal:  Absolute Time Sense

 

           Skills

3         Acting 17-

3         Bribery 17-

3         Bureaucratics 17-

3         Conversation 17-

3         Deduction 15-

8         Gambling (Board Games, Card Games, Dice Games, Roulette) 15-

3         High Society 17-

3         Interrogation 17-

3         Language:  Latin (completely fluent)

3         Oratory 17-

3         PS: Fence 15-

3         PS: Office Manager 15-

3         Persuasion 17-

3         Scholar

2         1)  KS: Abnormal Psychology (3 Active Points) 15-

1         2)  KS: Arcane And Occult Lore (2 Active Points) 11-

2         3)  KS: Business Law (3 Active Points) 15-

2         4)  KS: Business Management (3 Active Points) 15-

2         5)  KS: Conspiracy Theory (3 Active Points) 15-

2         6)  KS: Criminal Law (3 Active Points) 15-

2         7)  KS: Criminal Psychology (3 Active Points) 15-

2         8)  KS: Cults and Fringe Religious Groups (3 Active Points) 15-

2         9)  KS: Dirty Politics (3 Active Points) 15-

2         10)  KS: Finance (3 Active Points) 15-

2         11)  KS: Human Resources Management (3 Active Points) 15-

2         12)  KS: International Business (3 Active Points) 15-

2         13)  KS: Interrogation Methods (3 Active Points) 15-

1         14)  KS: Legends And Lore (2 Active Points) 11-

2         15)  KS: Market Analysis (3 Active Points) 15-

2         16)  KS: Marketing (3 Active Points) 15-

2         17)  KS: Metaphysics (3 Active Points) 15-

2         18)  KS: Occult History (3 Active Points) 15-

2         19)  KS: Paranormal Psychology (3 Active Points) 15-

2         20)  KS: Psychology (3 Active Points) 15-

2         21)  KS: Secret Societies (3 Active Points) 15-

2         22)  KS: Smuggling (3 Active Points) 15-

2         23)  KS: The Black Market (3 Active Points) 15-

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

2         25)  KS: Theology (3 Active Points) 15-

2         26)  KS: Torture Methods (3 Active Points) 15-

3         Shadowing 15-

3         Sleight Of Hand 12-

3         Stealth 12-

3         Trading 17-

 

Total Powers & Skill Cost:  494

Total Cost:  768

 

400+     Matching Complications

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

10      Hunted:  Brother Jonathan Pierce Brooks 8- (As Pow; Harshly Punish)

15      Hunted:  Legions of Heroes who seek to end his tormenting of the innocent 11- (As Pow; Harshly Punish)

10      Psychological Limitation:  Hatred of Holy Persons, places, things (Uncommon; Strong)

15      Susceptibility:  Holy Water 1d6 damage per Phase (Uncommon)

20      Susceptibility:  while on holy ground 3d6 damage per Turn (Uncommon)

10      Vulnerability:  2 x BODY From Holy Weapons (Uncommon)

10      Vulnerability:  2 x STUN Holy Weapons (Uncommon)

368    Experience Points

 

Total Complications Points:  768

 

Background/History:  An old being. The man known as Tormenture claims to have begon life as an "inquisitor" for a church in europe, long ago, long before the Spanish Inquesition. Tormenture claims he was a righteous and religious man who did the work of God, only to be betrayed by the unfaithful. Then for a millennia he wandered the Earth, hiring himself out as an interrogation expert. He amassed great wealth and set up a permanent home in Detroit, building a base of opperations in the wreckage of a funeral home.

 

Now his clients come to him.

 

Personality/Motivation:  Evil and malicious to the extreme. Pain is like sweet music to him. He loves to inflict it. He does his job well and professionally, his reputation is impeccable. He lives by a very strict code but is willing to cause great suffering on those who anger him. He holds the Christian Faiths in contempt (and, though he won't admit it, feels fear and guilt as well).

 

Quote:  "Please, tell me what I want to know. Don't make me hurt you."

 

Powers/Tactics:  Aside from his extensive skill as a torturer using tried and true methods of the trade, Tormenture can cause pain in an individial or group of people with but a thought. He is supernaturally tough and though he appears old and gaunt, can hold take blows that would shatter buildings.

 

Campaign Use:  A scary bit player.

 

Appearance:  Tall and thin, with long, unkempt white hair, a scraggly beard and dull gray eyes. His cloths are neat, well made, and dated a few decades. He wears a gold pocket watch and a white waistcoat. His pants are dull gray, as is his shirt. Over all this he wears a black coat. He    occasionally wears a cloak and a top hat but usually only to meet with prospective employers. When he "works" he doffs his coat and rolls up his sleeves, resembling an ominous, evil Uncle Sam.

 

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Wannabe Master Villain: 

 

Void Master

 

Val   Char   Cost    Roll     Notes

  10    STR       0       11-      Lift 100.0kg; 2d6

  11    DEX      2       11-

  25    CON     15      14-

  25    INT      15      14-      PER Roll 14-

  14    EGO      4       12-

  25    PRE      15      14-      PRE Attack:  5d6

 

   7     OCV     20     

   7     DCV     20     

   5     OMCV  6      

   5     DMCV  6      

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

 

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

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

  17    REC     13

100  END     16

  12    BODY   2

  50    STUN   15      Total Characteristic Cost:  175

 

Movement:    Running:  12m/24m

                         Flight:  20m/40m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

                         Teleportation:  0m/8m/0m/16m

 

Cost   Powers                                                                                   END

157    Dimensional Manipulation:  Multipower, 157-point reserve         

5f       1)  Banishment:  Extra-Dimensional Movement (Single Dimension), Ranged (+½), Usable As Attack (+1 ¼) (55 Active Points)                                                                                                       5

6f       2)  Danger Portal:  Energy Blast 8d6, Variable Special Effects (Any SFX; +½) (60 Active Points)        6

16f     3)  Dimension Gate:  Extra-Dimensional Movement (Any Dimension, Any Location), Area Of Effect (1m Radius; +¼), Continuous (+1), Usable As Attack (+1 ¼) (157 Active Points)      16

5f       4)  Dimensional Rip:  Energy Blast 12d6 (60 Active Points); No Knockback (-¼)     6

4f       5)  Dimensional Trap:  Entangle 6d6, 6 PD/6 ED (60 Active Points); Cannot Form Barriers (-¼), Vulnerable (Dimensional attacks; -¼)                                                                                 6

2f       6)  Dimensional Window:  Clairsentience (Sight And Hearing Groups) (30 Active Points); Visible (-¼) 3

1f       7)  Reach Tunnel:  Stretching 8m, Does Not Cross Intervening Space (+¼) (10 Active Points); No Velocity Damage (-¼), Range Modifier Applies (-¼)                                                                1

2f       8)  Sending:  Teleportation 8m, Ranged (+½), Usable As Attack (+1 ¼) (22 Active Points)     2

4f       9)  True Dimension-Walking:  Extra-Dimensional Movement (Any Dimension, Any Location) (45 Active Points)            4

           Master of the Dimensions                                                          

8         1)  Dimensional Flicker:  +6 with any single attack (12 Active Points); Costs Endurance (-½)                1

75      2)  Dimensional Shunt Field:  Force Field (25 PD/25 ED) 0

30      3)  Multi-Dimensional Form:  (Total: 30 Active Cost, 30 Real Cost) +15 Mental Defense (15 points total) (Real Cost: 15) plus Power Defense (15 points) (Real Cost: 15)                           0

20      4)  Sovereign of the Winds:  Flight 20m                                2

           Talents

25      Master of Tongues:  Universal Translator 19-

3         Lord of Dimensions:  Absolute Range Sense

3         Lord of Dimensions:  Absolute Time Sense

3         Lord of Dimensions:  Bump Of Direction

42      All Seeing Eyes:  Danger Sense (any area, any danger, Function as a Sense) 14-

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

 

           Skills

3         Dimensional Mastery:  Power:  Dimensional Powers 14-

3         Linguist

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

1         2)  Language:  Latin (completely fluent; literate) (4 Active Points)

4         Navigation (Astral, Dimensional, Land) 14-

3         Oratory 14-

3         Paramedics 14-

3         Persuasion 14-

3         Scholar

1         1)  KS: Artifacts & Relics (2 Active Points) 11-

1         2)  KS: Dimensional Gateways (2 Active Points) 11-

1         3)  KS: Legends And Lore (2 Active Points) 11-

3         Tactics 14-

 

Total Powers & Skill Cost:  450

Total Cost:  625

 

400+     Matching Complications

15      Enraged:  If mocked or ridiculed (Common), go 8-, recover 11-

15      Hunted:  Covenant of Five Infrequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)

15      Psychological Limitation:  Seeks absolute Power (Common; Strong)

15      Social Limitation:  Public Identity (Frequently; Major)

5         Vulnerability:  1 ½ x BODY Earth Based Attacks (Uncommon)

10      Vulnerability:  2 x STUN Earth Based Attacks (Uncommon)

225    Experience Points

 

Total Complications Points:  625

 

Background/History:  Ryan Jackson is this close to being a world menace. A student of the occult, he found a powerful artifact at a curio shop in Philadelphia. The artifact, the so-called Well of Worlds, a silver ring that gave the posessor who knew the right ritual near absolute powers of dimensional travel, was procured by agents of the Covenant of Five. The Curio shop was a front and Ryan happened to look eerily similar to the agent who was to be picking it up.

 

When the mistake was uncovored, the agents in the area converged on Ryan's address. They were positive that he didn't know the ritual and sought the "perfect" opporotunity to kill him and recover the artifact without arousing suspicion. However, Ryan did know the ritual. He had been studying it and, although he didn't believe he had the actual ring, he had performed the ritual anyway, as practice.

 

The Covenant agents broke into an empy apartment. Literally, there was nothing there. Casting nervous glances at each other, they left to meet their fates with their masters.

 

A full six months later, Ryan appeared in the middle of Kansas CIty and demanded the city give him 40 Billion dollars or he would transport them to Hell. This gambit was halted by the a happenstance team up of heroes and he spent the night in jail (escaping the next morning after sleeping off the beating).

 

Since then he has attempted ever grander thefts and conquests. Each time being stopped by (in his mind) the "barest of margins".

 

Personality/Motivation:  Completely convinced of the vast powers handed to him by the Well of Worlds, Void Master is a legend in  his own mind. He feels he is the most powerful being on the planet and any question or ridicule of these ideas can send him into a rage.

 

Quote:  "I walk the universes and take what I need. Your life means nothing to me."

"Ow."

 

Powers/Tactics:  Voidmaster's abilities are terrifying to behold. He opens rifts in the dimensional fabric of the universe to achieve his ends. He can teleport, fly, taverse dimensions, summon any energy he desires, and banish his foes to untold dimensions. He is resiliant to most attack forms. Apparently he has attuned himself to the elemental plane of air. He can fly under his own power and takes double damage from earth based attacks.

 

Campaign Use:  A near conquerer. If he's too tough, get rid of his Banishment ability. If he's not tough enough give him a few more "Soverign of the Winds" abilities. The Covenant of Five have decided that his success with the Well may have proven his worth as an upper tier agent for them and have been keeping track of him. If he proves too stubborn they will change their tactics from invitation to termnination.

 

Appearance:  Tall, bald with pale bluish-white skin and gray eyes. He wears black robes with crimson trim and golden symbols and runes on the back, over the heart and down each sleeve. His black cloak is held with a golden pin that resembles an open eye.

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The Ivory Knights

 

An Idea from Hermit back in the Hero Theme Team thread, an answer to all those villains who were good men and women changed by the catalyst that gave them powers into greedy, selfish, and occasionally outright evil people. 

 

Essentially, the Ivory Knights are a team of heroes who started off on the wrong foot in life. Scallawags, bullies, and some truly evil men and women who somehow gained tremendous powers at a price. The price? Their evil. Though far from out of place scouts, these men and women have found that their powers brought about a higher sense of purpose. 

 

Formed in 2007 by Pariah, a mage of no small water who once sought power through the sacrifice of others, now seeks salvation through the sacrifice of himself. He's gathered a group of heroes to his banner, heroes he's found who feel the need to rise above their pasts. 

 

The original team consisted of Pariah, Sanctuary, Morpheus, White Shield, White Sparrow, and Sympath. Operating out of Detroit, they were something of media darlings early on though they did have an edge that made team ups tense. The City's economic disparity and crime reputation seemed to be crying out for heroes and a team of rough around the edges metas proved just what the city needed, particularly to contrast with the "Corporate Shills" of Team Dodge. 

 

In 2009 Symath and White Sparrow perished during the battle with the forces of Dominion and subsequent evacuation of the city. Though mourning the loss of their allies, the knights pressed on, gaining new members Paladin, Momentum, and Miss Fire, Sanctuary changed her name to Haven after finding another heroine was using the name. They played a televised game of Scrabble for the rights tot he name and she lost when her opponent played the word 'redeem.' 

 

The Current roster gets along extremely well, and they have become pillars of the community and a rebuilding effort for the poorest efforts of their home town. 

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Pariah

 

Val   Char   Cost    Roll     Notes

  12    STR       2       11-      Lift 132.0kg; 2d6+1 [1]

  11    DEX      2       11-

  25    CON     15      14-

  20    INT      10      13-      PER Roll 13-

  20    EGO     10      13-

  30    PRE      20      15-      PRE Attack:  6d6

 

   6     OCV     15     

   4     DCV      5      

   7     OMCV 12     

   7     DMCV 12     

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

 

6+15 PD          4                   Total:  6/21 PD (0/15 rPD)

6+15 ED         4                   Total:  6/21 ED (0/15 rED)

  12    REC      8

  80    END     12

  20    BODY  10

  40    STUN   10      Total Characteristic Cost:  181

 

Movement:    Running:  12m/24m

                         Flight:  30m/60m

                         Leaping:  4m/8m

                         Swimming:  34m/68m

                         Teleportation:  25m/50m

 

Cost   Powers                                                                                   END

160    Arcane Might:  Variable Power Pool (Magic Pool), 100 base + 90 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (190 Active Points); all slots Gestures (-¼), Incantations (-¼)

0         1) Beseach Celestial Entity:  Summon 300-point Celestial Creture (60 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 ¼), Increased Endurance Cost (x2 END; -½), Gestures (-¼), Incantations (-¼) Real Cost: 18 12

0         2) Dominate Demon:  Mind Control 12d6 (Alien class of minds) (60 Active Points); Limited Class Of Minds Demons/Devils/Daemons Etc. (-½), Gestures (-¼), Incantations (-¼) Real Cost: 30  6

0         3) Mindscapes:  Mental Illusions 11d6 (Human and Animals classes of minds) (60 Active Points); Gestures (-¼), Incantations (-¼) Real Cost: 40                                                                        6

0         4) Spell-Shattering:  Dispel Magic 8d6,  (+¼) (30 Active Points); Gestures (-¼), Incantations (-¼) Real Cost: 20              3

0         5) Storm Bolt:  (Total: 60 Active Cost, 37 Real Cost) Blast 8d6 (40 Active Points); Gestures (-¼), Incantations (-¼) (Real Cost: 27) plus Sight Group Flash 4d6 (20 Active Points); Linked (Lightning; -½), Gestures (-¼), Incantations (-¼) (Real Cost: 10) Real Cost: 37                                                                                       6

0         6) Sympathetic Healing:  Healing BODY 2d6, Can Heal Limbs (25 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Takes amount of Damage he heals ; -1), Gestures (-¼), Incantations (-¼) Real Cost: 10                                                                                                       2

0         7) Unpleasant Sleep:  Ego Blast 4d6 (Human, Alien, Animal and Machine classes of minds) (55 Active Points); Gestures (-¼), Incantations (-¼) Real Cost: 37                                              5

0         8) Veil of Moonlight:  Invisibility to Sight Group and Normal Hearing , No Fringe (33 Active Points); Gestures (-¼), Incantations (-¼) Real Cost: 22                                                                      3

30      Magician's Pathways:  Multipower, 30-point reserve          

3f       1)  Path of Flight:  Flight 30m (30 Active Points)                3

3f       2)  Path of the Gatemaster:  Teleportation 25m, Position Shift (30 Active Points)      3

3f       3)  Path of the Sea:  (Total: 28 Active Cost, 28 Real Cost) Ultraviolet Perception (Sight Group) (Real Cost: 5) plus Life Support  (Breathe Water; Safe in High Pressure; Safe in Intense Cold) (Real Cost: 8) plus Swimming +30m (34m total) (Real Cost: 15)                                                                                                       1

           Innate Magic                                                                                

5         1)  Celesital Resistances:  Mental Defense (10 points total)           0

5         2)  Celestial Resistances:  Power Defense (5 points)           0

           Regalia of the Repentant                                                           

3         1)  Amulet Of Protection:  +5 Mental Defense (10 points total) (5 Active Points); OIF (-½)     0

40      2)  Celestial Mantle:  Resistant Protection (15 PD/15 ED/10 Flash Defense:  Sight Group) (60 Active Points); OIF (-½)   0

3         3)  Eyeglasses Of Magic Detection:  Detect Magic 9- (Sight Group) (5 Active Points); IAF (-½)              0

           Perks

15      The Ivory Tower:  Vehicles & Bases

 

           Talents

10      Combat Mage:  Lightning Reflexes (+10 DEX to act first with All Actions)

4         Quick Study:  Speed Reading (x10)

 

           Skills

3         +1 with a group of Mental Powers (Mentalis Magic)

4         +1 with all Intellect Skills

3         Acting 15-

3         Bribery 15-

3         Bureaucratics 15-

3         Concealment 13-

2         Cryptography 13- (3 Active Points); Translation Only (-½)

3         Deduction 13-

3         Disguise 13-

3         Interrogation 15-

3         Inventor 13-

3         Linguist

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

2         2)  Language:  Classical Greek (completely fluent) (3 Active Points)

2         3)  Language:  Latin (completely fluent) (3 Active Points)

5         Oratory 16-

3         Persuasion 15-

9         Power:  Magic 16-

3         SS:  Archaeology 13-

3         SS:  What Man Was Not Meant To Know 13-

3         Scholar

3         1)  KS: Arcane And Occult Lore (4 Active Points) 14-

6         2)  KS: History (7 Active Points) 17-

2         3)  KS: History Man Has Forgotten (3 Active Points) 13-

3         Shadowing 13-

3         Stealth 11-

 

Total Powers & Skill Cost:  369

Total Cost:  550

 

400+     Matching Complications

5         Distinctive Features:  Tattoos, Brands (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20      Hunted:  Covenant of Five Infrequently (Mo Pow; NCI; Harshly Punish)

20      Psychological Complication:  Protector of the Weak (Common; Total)

15      Psychological Complication:  Self-Loathing; seeks redemption (Common; Strong)

15      Social Limitation:  Secret Identity (varies) (Frequently; Major)

150    Experience Points

 

Total Complications Points:  550

 

Background/History:  "Forgive me Father, for I have sinned."

It used to make him giggle to say that.

 

Nelson Puckett always liked to keep it light; a personable cult leader. A psychopathic, petty little man with narcossistic dreams of power and influence. He would tell his underling he couldn't count how many men and women he had sacrificed - most literally - for his place of power.

 

Things were starting to look up as well. His activities and burgeoning magical power had been noticed by the Covenant of Five. Lady Lilith had personally paid attention to him - offering him a place in her organization. Nelson had hit the big time. He had grand ideas of affecting a suprvillain identity, the Devil Summoner! And at last ruling over the world within the hierarchy of the Covenant.

 

Only things didn't really go that way. After getting his feet wet and seeing his ambitions hadn't outstripped his grasp, Lady Lilith gave him a gift. It was a ritual that would bind a demon to him, permanently. All he had to do was sacrifice five victims of escalating purity; then a minor demon's power would be his to command.

 

Nelson eagerly began his search. It was much easier to get the first sacrifice - a prostitute, then a homeless schizofrenic, then he nabbed a school teacher, a child, and finally - and this was the coup - a priest. Each was placed in a form of suspended animation so that they didn't accidentally ruin the ceremony and then he began the ritual. With each knife blow he felt the demon's presence grow: a throbbing, aching sensation. Sweet pain that would surely announce his ascention to the world.

 

He faltered only a second at the child - indeed he had never sacrificed one so young but his lust for power and the siren song of the power flooding his body finished the job. The clock was two minutes from midnight, one more sacrifice and he would be unto a God!

 

The priest struggled against the suspended animation. His eyes darted about the twisted "rectory" and then locked into Nelson's own. They stared at one another for a moment as the time ticked and the knife held poised.

 

The old priest managed to speak, it brough Nelson out of his reverie.

 

"...pain..." the old man rasped.

 

"Yes, yes, I imagine this is uncomfortable for you, but I'm suffering too." Nelson quipped.

 

The priest shook his head sadly and smiled, "Not me, you. You've had a very painful life."

 

Nelson's eyes widened and he almost stabbed the man right then, but that would have ruined the ritual. What did he know of Nelson's pain?

 

"Shut up, it will all be over soon."

 

The priest nodded this time, the smile on his face and the look in his eyes had gone from saddness to...peace.

 

"I am sorry you've been misled, young man." The priest's voice had gotten stronger, Nelson glanced at the clock. He had to hold his strike but there was a fear welling up inside him, "I will forgive you."

 

The Clock chimed and Nelson broght down the dagger. His biting comeback faded at his lips. Nelson screamed as the power flooded his body. But it wasn't the demonic presence he'd felt earlier. In fact that presence had steadily shrunk as the the old man had spoken. The images of Nelson's life now played out before him. Abuse, anger, helplessness, abandonment. Loss, so much loss and he had only been a child.

 

Nelson roared in anger. This was not how it was supposed to be!

 

A light, brighter than anything he'd ever seen engulfed him and then his "lair" exploded. Nothing was found.

 

One month and one day later, Nelson Puckett, the Pariah returned.

 

Personality/Motivation:  Nelson isn't sure what happened that night. His memories of his life before and after are crystal clear, however; It would seem his penance for a life of evil would be the knowledge of that life.

 

He was humbled that day, now his humanity and humility are his strongest traits. He's not a spiritual man though. He considers himself pragmatic and a student of the arcane - but he does look after the church who's priest set him free.

 

Quote:  I used to dabble in things man wasn't meant to know, but I got better.

 

Powers/Tactics:  Pariah is a mage, his mastery once centered around summoning and demonology, now he goes the other way, using personal magics and summoning positive, celestial beings to whom he offers his services and life-force for their assitance.

 

To the leyman, it's an imperceptible difference. To mages, it's quite the opposite.

 

Campaign Use:

 

Appearance:  Tall and lean, Nelson has deep set blue eyes, an aquiline nose and silky blonde hair that is thining on top with a severe widow's peak. He dresses exceltionally well, favoring clothes of a wealthy academic.

 

As Pariah, he wears a white suit with a long white jacket that look several centuries out of date, he carries a maple walking stick with a brass dragon, and wears an  emerald colored silk tie. HIs vest is brown and has runes inscribed in golden thread.

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Haven

 

Val   Char   Cost    Roll     Notes

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

  15    DEX     10      12-

  30    CON     20      15-

  10    INT        0       11-      PER Roll 11-

  10    EGO      0       11-

  25    PRE      15      14-      PRE Attack:  5d6

 

   8     OCV     25     

   6     DCV     15     

   3     OMCV  0      

   5     DMCV  6      

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

 

  20    PD        18                  Total:  20 PD (20 rPD)

  20    ED        18                  Total:  20 ED (20 rED)

  20    REC     16

  80    END     12

  15    BODY   5

  80    STUN   30      Total Characteristic Cost:  270

 

Movement:    Running:  24m/48m

                         Leaping:  50m/200m

                         Swimming:  4m/8m

                         Tunneling:  2m/2m

 

Cost   Powers                                                                                   END

40      Brick Mobility:  Multipower, 40-point reserve                       

3f       1)  Great Leaps:  Leaping +46m (50m forward, 25m upward) (Accurate, x4 Noncombat) (33 Active Points)     3

1f       2)  Super Strong Legs:  Running +12m (24m total) (12 Active Points)         1

2f       3)  Super-Strength Smash-Through:  Tunneling 2m through 18 PD material (38 Active Points); Requires A Roll (Brick Tricks roll; -½), no Noncombat movement (-¼)                                      4

20      The Big Wrap-Up:  Entangle 6d6, 6 PD/6 ED (60 Active Points); OIF (appropriate materials of opportunity; -½), No Range (-½), Extra Time (Full Phase, at least a Full Phase, and often longer, depending on how long it takes to get the materials; -½), Defense Depends On Materials Used (-½), Side Effects (Side Effect only affects the environment near the character; may cause considerable damage to the environment; -0)                      6

           Super Toughness                                                                         

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

40      2)  Nigh-Invulnerable:  Damage Negation (-5 DCs Physical, -5 DCs Energy) (50 Active Points); Must Be Aware of Attack (-¼)                                                                                                       0

13      3)  Super-Physiology:  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

20      4)  Supertough Skin:  Hardened (+¼), Impenetrable (+¼), Resistant (+½) (20 Active Points) applied to ED       

20      5)  Supertough Skin:  Hardened (+¼), Impenetrable (+¼), Resistant (+½) (20 Active Points) applied to PD       

           Talents

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

 

           Skills

8         +1 with HTH Combat

3         Breakfall 12-

2         CK: Atlanta, GA 11-

2         CK: Detroit, MI 11-

3         Charm 14-

3         Climbing 12-

3         High Society 14-

2         KS: Atlanta Underworld 11-

3         Streetwise 14-

1         WF:  Handguns

 

Total Powers & Skill Cost:  205

Total Cost:  475

 

400+     Matching Complications

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

10      Hunted:  the Hag Infrequently (As Pow; Harshly Punish)

15      Psychological Complication:  Overconfidence (Common; Strong)

15      Psychological Complication:  Will Sacrifice Self for Others (Uncommon; Total)

10      Social Complication:  Criminal Record Infrequently, Major

15      Social Complication:  Secret Identity Frequently, Major

75      Experience Points

 

Total Complications Points:  475

 

Background/History:  Oh but it was so easy for her before. Debra Rosch had been a bully all her life - a tomboy in her youth she physically intimidated the other children. But she was bright and when they caught up physically she could tear them down verbally or a combination of the two. She played mind games and used her wiles and popularity to keep her targets in place. She never felt others' pain, or embarrassment. The few times anyone turned the tables on her, she channeled her feelings of defeat towards her next schemes.

 

Her burgeoning thug-life caught the attention of underworld leaders and she found her love of crushing others beneath her stiletto heals. And when she was offered the chance to become a super-powered lieutenant she leapt at it. Persuasion was born. And that's when her life fell apart.

 

The process greatly increased her physical attributes (all the better to inflict pain on others) and her resilience (to avoid the same). The problems didn't start immediately, but she began having nightmares. Soon the nightmares became overwhelming. She woke up crying. Work was getting worse, she was having pangs of conscience when hurting the helpless. She had little problem facing great odds, testing herself against strong opponents, but pushing around the weak no longer gave her any joy.

 

She started turning her aggression more and more on her fellow criminals - under the auspices of weeding out the weak, but the truth was she felt some sort of pride in taking them down. After six months of activity Persuasion was arrested and sent to the Rock . She never returned.

 

Haven became active shortly afterward.

 

Debra works at shelters now, providing care to women and children who've been run down by life. She works with children who've been bullied and has secretly located everyone she ever hurt and tried to make amends.

 

Haven has been a cornerstone of the Ivory Knights ever since.

 

Personality/Motivation:  The process that gave Haven her powers transformed a selfish, self-loathing woman who lashed out at others to make herself feel bigger into a confident, kind-hearted and nurturing woman who judges her life in relation to those she's helped.

 

Aside from that, there is still a bit of the competitive and rough woman she was before. Haven is far from a pacifist, she is direct and won't back down from a challenge.

 

She is still somewhat promiscuous as well, but her taste in men has changed radically, and she's finally starting to consider settling down.

 

Quote:  "Get behind me, I'll keep you safe."

 

Powers/Tactics:  Standard brick; Haven has several layered defenses and is highly durable as well as above average in terms of strength. She is a brawler at heart and willing to take a punch to give one.

 

Campaign Use:

 

Appearance:  Debra's transformation turned her hair red and her eyes green. (they were both brown before) She wears her hair straight, down to her chin and then angled so it's short in back (Unsure what that's called).

 

She's 6'6'' tall and a curvy 385lbs with a powerful, feminne physique. Her costume consists of a tight white pants a  glossy black sports top that leaves her midrif bare to show off her abs, a short white jacket, black boots, belt, and gloves. The back of her jacket has a blue castly design. 

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White Shield

 

Val   Char   Cost    Roll     Notes

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

  24    DEX     28      14-

  25    CON     15      14-

  18    INT        8       13-      PER Roll 13-

  15    EGO      5       12-

  20    PRE      10      13-      PRE Attack:  4d6

 

   8     OCV     25     

   8     DCV     25     

   3     OMCV  0      

   5     DMCV  6      

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

 

  12    PD        10                  Total:  12 PD (12 rPD)

  12    ED        10                  Total:  12 ED (12 rED)

  15    REC     11

  50    END      6

20+10        BODY  5

  50    STUN   15      Total Characteristic Cost:  234

 

Movement:    Running:  15m/30m

                         Leaping:  10m/20m

                         Swimming:  8m/16m

 

Cost   Powers                                                                                   END

25      White Shield:  Multipower, 50-point reserve,  (50 Active Points); all slots OAF (-1)  

1f       1)  Bash:  Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-¼)        2

1f       2)  Cover Your Eyes!:  Hearing Group Flash Defense (20 points) (20 Active Points); OAF (-1), Requires A Dex Roll (Characteristic roll; -½)                                                                                         0

2f       3)  Hurl (and Return):  Blast 10d6 (50 Active Points); OAF (-1), Range Based On Strength (-¼)            5

2f       4)  Impact Negation:  Damage Negation (-5 DCs Physical, -5 DCs Energy) (50 Active Points); OAF (-1), Requires A Dex Roll (Characteristic roll; -½)                                                             0

           Battle Suit                                                                                     

6         1)  Resistant Protection:  Resistant (+½) (6 Active Points) applied to ED    

6         2)  Resistant Protection:  Resistant (+½) (6 Active Points) applied to PD    

           Superhuman Specimen                                                              

8         1)  Acrobatic:  Leaping +6m (10m forward, 5m upward) (Accurate)            1

10      2)  Immunity:  Life Support  (Immunity All terrestrial poisons; Immunity: All terrestrial diseases)          0

16      3)  Iron Will:  Mental Defense (20 points total) (20 Active Points); Nonpersistent (-¼)             0

2         4)  Like a Fish:  Swimming +4m (8m total)                          1

9         5)  Redundant Organs:  (Total: 15 Active Cost, 9 Real Cost) +5 BODY (Real Cost: 5) plus +10 BODY (10 Active Points); Only to extend point of death (-1 ½) (Real Cost: 4)                     0

3         6)  Swift:  Running +3m (15m total)                                      1

 

           Marine Corps Martial Arts Program Hybrid

           Maneuver        OCV   DCV    Notes

8         +2 HTH Damage Class(es)

4         Block                +2      +2      Block, Abort

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

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

4         Escape              +0      +0      50 STR vs. Grabs

4         Eye Gouge        -1       -1      Flash 6d6

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

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

4         Knifehand        -2       +0      HKA 3d6

3         Legsweep         +2       -1      8d6 Strike, Target Falls

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

5         Reverse Turning Kick +1     +3                7d6 Strike

5         Side Kick/Roundhouse Kick  -2            +1           11d6 Strike

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

1         Weapon Element:  Clubs

1         Weapon Element:  Knives

1         Weapon Element:  Polearms (Bayonet)

 

           Talents

15      Combat Perception:  Combat Sense 13-

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

 

           Skills

3         Acrobatics 14-

3         Breakfall 14-

3         Charm 13-

3         Climbing 14-

3         Combat Driving 14-

3         Demolitions 13-

3         Interrogation 13-

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

4         Language:  Spanish (idiomatic)

3         Navigation (Land, Marine) 13-

3         Paramedics 13-

3         Scholar

1         1)  KS: Mexican Drug Cartels (2 Active Points) 11-

1         2)  KS: Recon History And Traditions (2 Active Points) 11-

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

1         4)  KS: [Military Force] History And Customs (2 Active Points) 11-

3         Security Systems 13-

3         Stealth 14-

3         Survival 13-

3         Systems Operation 13-

4         TF:  Parachuting, Advanced, Parachuting, Basic, SCUBA, Small Motorized Boats, Small Rowed Boats

3         Tactics 13-

3         Tracking 13-

7         WF:  Small Arms, Blades, General Purpose/Heavy Machine Guns, Grenade Launchers, Polearms (Bayonet), Shoulder-Fired Weapons

 

Total Powers & Skill Cost:  241

Total Cost:  475

 

400+     Matching Complications

5         Distinctive Features:  Marine Tattoo on shoulder (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

5         Hunted:  Hotshot Bralwer Supervillain Infrequently (As Pow; Mildly Punish)

15      Hunted:  Mexican Drug Cartel Frequently (As Pow; NCI; Limited Geographical Area; Harshly Punish)

10      Psychological Complication:  Alpha Dog Mentality (Common; Moderate)

15      Psychological Complication:  Defender of the Weak and Helpless (Common; Strong)

10      Social Complication:  Criminal Record Infrequently, Major

15      Social Complication:  Secret Identity Frequently, Major

75      Experience Points

 

Total Complications Points:  475

 

Background/History:  Isandro was always a fighter. His parents met in Spain and after their split, he and his mother returned to Mexico. He entered the United States illegally and joined the Marines. After a few tours abroad he was discharged for a few violent incidences and drifted towards crime.

 

Suffering from PTSD, his already violent tendencies increased. His family disowned him and he pushed most people away. But his gang loved him. Isandro clung tightly to the support of his "family," and eventually worked his way back to Mexico, taking advantage of his military background. He joined the Cartel Head's security forces and did his best to hide any weaknesses, turns out alcohol helped in this regard.

 

By the time he was thirty, he'd become one of the Cartel's top enforcers. When they made the decision to create their own "Supermen" he was an obvious choice. The years of alcoholism had begun to unravel his keen instincts and trained professionalism. He and two others were sent to the States to have low grade physical enhancements placed on them in addition to training from the infamous Overseer.

 

The three returned to Mexico and Isandro felt better than he hand in years. The treatment had not only rolled back the years of hard living on his body, it cured his alcohol dependency (in fact alcohol does nothing for him now, besides taste bad) an even his PTSD. Unfortunately for Isandro this had the effect of opening his eyes to what his life had become. He went through the motions and tried to pass off his new reluctance to harm innocents as professionalism.

 

Things came to a head during a battle with police in which the Golden Eagle, Isandro's alter ego, saved some of the police officers from being crushed by a car thrown by his fellow super agent, El Torro. His crime family turned on him immediately, his "weakness' having been noticed for a while. The Golden Eagle tried to escape but El Torro and the flame weilding Volcán beat him up and left him to die in a ravine inside the slagged husk of one of the police vans.

 

He was tougher than they had supposed and escaped into the night. After a few days of living off the land and trying to figure out what to do, Isandro watched in surprised as a well dressed gringo walked through the desert to his camp and asked him if he'd like to make up for some of the harm he'd caused during his life.

 

Personality/Motivation:  His demons behind him, Isandro has easily fit into the roll of the hero. He has adapted his military and killer training into a less leathal style, though he's not a pacifist by a long shot.

 

Isandro gets along with his fellow Ivory Knights though he gets a little tired of their reputation as liberal, new-age, huggy-bears. The superheroic community has a slightly better idea of their true backgrounds but the media and much of the public more expect them to lecture a villain the punch them.

 

Quote:

 

Powers/Tactics:  Acrobatic and showy, White Shield leaps into combat and smashes about, using his reaction time and his augmented physique to do his dirty work.

 

Campaign Use:

 

Appearance:  The transformation from thug to super-thug really worked in Isandro's favor. He has added about 80lbs of lean muscle and 2 inches of height. His features are pleasingly symetrical and he has a strong, angular face. He wears  his hair short and prefers to be clean cut and well groomed. When not working he wears expensive designer t-shirts and jeans.

 

The White Shield costume is white and black with silver trim his shield is a white disc with a silver eagle and star design.

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Paladin

 

   Val     Char   Cost    Roll           Notes

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

11+12  DEX      2       11- / 14-

15+20  CON      5       12- / 16-

    25      INT      15      14-            PER Roll 14-

    14      EGO      4       12-

    13      PRE       3       12-            PRE Attack:  2 ½d6

 

   4+5    OCV      5      

   4+5    DCV      5      

     3       OMCV  0      

     5       DMCV  6      

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

 

4+20   PD          2                         Total:  4/24 PD (0/20 rPD)

4+20   ED         2                         Total:  4/24 ED (0/20 rED)

     4       REC      0

    20      END      0

    11      BODY   1

    20      STUN    0       Total Characteristic Cost:  60

 

Movement:       Running:  12m/24m

                            Flight:  30m/60m

                            Leaping:  4m/8m

                            Swimming:  4m/8m

 

Cost   Powers                                                                                   END

47      Defense Systems:  Multipower, 70-point reserve,  (70 Active Points); all slots OIF (-½)             

1f       1)  "Agamemnon" Holo-Generator:  Sight Group Images, +4 to PER Rolls, Area Of Effect (2m Radius; +¼) (27 Active Points); Only To Create Light (-1), OIF (-½), Limited Range (60m; -¼)       3

2f       2)  "Agememnon" Holo-Generator :  Sight and Hearing Groups Images, -3 to PER Rolls, Area Of Effect (4m Radius; +¼) (30 Active Points); OIF (-½)                                                            3

3f       3)  H 0013 - "Aegis"  Hard Plasma Field:  Barrier 10 PD/10 ED, 10 BODY (up to 8m long, 4m tall, and ½m thick), Dismissable, Non-Anchored (68 Active Points); OIF (-½), Costs Endurance (to maintain; -½)       7

5f       4)  H 314-A "Valkyrie" Guantlet Mounted Machine Gun:  RKA 1 ½d6, Armor Piercing (+¼), Autofire (5 shots; +½) (69 Active Points); OIF (-½), 250 Charges (+1)                                [250]

4f       5)  H 416 - "Vulcan" High-Density Plasma Ejector:  Blast 8d6, Double Knockback (+½) (60 Active Points); OIF (-½)     6

2f       6)  H-0B1 "Ben" Tractor Beam:  Telekinesis (30 STR) (45 Active Points); OIF (-½), Only Works On Ferrous Metals (-½), Affects Whole Object (-¼)                                                                      4

4f       7)  H-12DF "Bifrost" Vari-Beam:  Blast 9d6, Variable Special Effects (Any SFX; +½) (67 Active Points); OIF (-½)          7

4f       8)  H-21Z3 "Zeus" Electro Field Blaster:  Blast 8d6, Area Of Effect (1m Radius; +¼), Reduced Endurance (½ END; +¼) (60 Active Points); OIF (-½)                                                            2

5f       9)  H-A5T "Archer" Shoulder-Mounted Grenade Launcher:  Blast 7d6, Area Of Effect (22m Radius Explosion; +½) (70 Active Points); OIF (-½), 60 Charges (+½)                                    [60]

4f       10) H-A70L "Apollo" Laser:  RKA 3d6, Armor Piercing (+¼) (56 Active Points); OIF (-½)       6

           Exoskeleton, all slots OIF (-½)                                                  

10      1)  "Gideon" Class Communications :  HRRP (Radio Group), +2 to PER Roll, Rapid:  x10, Telescopic:  +5 (20 Active Points); OIF (-½), Sense Affected As Sight And Hearing Group As Well As Radio Group (-½)               0

7         2)  "Warskin" Exotic Defense Systems:  Power Defense (10 points) (10 Active Points); OIF (-½)            0

11      3)  Fingertip Toolkit:  +4 with all Technology Skills  (16 Active Points); OIF (-½)     

11      4)  H-0GR3 "Ogre" Exoskeleton Impact Negators:  +20 CON (20 Active Points); OIF (-½), Does Not Apply To CON Rolls (-¼)    

27      5)  H-0GR3 "Ogre" Exoskeleton:  +40 STR (40 Active Points); OIF (-½)      4

7         6)  H-215 "Tempest" Cooling System:  Resistant Protection (10 ED) (15 Active Points); OIF (-½), Only Works Against Fire/Heat (-½), 12 Charges (-¼)                                                            [12]

23      7)  H-I416 "Icarus" Boot Jets:  Flight 30m, Position Shift (35 Active Points); OIF (-½)             3

70      8)  HAP3-X Apex-Class Personal Armor:  Resistant Protection (20 PD/20 ED/10 Flash Defense:  Radio Group/10 Flash Defense:  Hearing Group/10 Flash Defense:  Sight Group) (Impermeable) (105 Active Points); OIF (-½)               0

           H-213 "Paladin" Class Combat Computer, all slots OIF (-½)         

10      1)  H-213 Paladin Class Combat Computer:  +2 SPD (20 Active Points); Costs Endurance (-½), OIF (-½)           2

17      2)  H-213 Paladin Class Combat Computer:  +5 DCV (25 Active Points); OIF (-½) 

17      3)  H-213 Paladin Class Combat Computer:  +5 OCV (25 Active Points); OIF (-½) 

14      4)  H-TH3 "Athena" Cybercontrol:  +12 DEX (24 Active Points); OIF (-½), Costs Half Endurance (-¼)               1

           H-3ND "Heimdall" Class Sensor Suite, all slots OIF (-½)     

3         1)  Nightsight:  Nightvision (5 Active Points); OIF (-½)      0

10      2)  Radar Array:  Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); OIF (-½), Sense Affected As Sight Group As Well As Radio Group (-½)                       0

10      3)  Sight Magnification System:  Microscopic ( x1,000) with Hearing Group (15 Active Points); OIF (-½)           0

6         4)  Telescopic Lenses:  +6 versus Range Modifier for Sight Group (9 Active Points); OIF (-½)                0

3         5)  Thermalvision, Heat Trace-Tracking:  Tracking with IR Perception (5 Active Points); OIF (-½)        0

5         6)  Thermalvision, High-Powered:  Penetrative with Sight Group (stopped by walls or like objects 1m or thicker, force-fields, or anything that would block the ability to sense heat) (15 Active Points); Limited Power (can only see what would be seen with Infrered Perception; -1), OIF (-½), Costs Endurance (-½)  1

3         7)  Thermalvison:  IR Perception (Sight Group) (5 Active Points); OIF (-½) 0

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

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

           Life Support Systems, all slots OIF (-½)                                  

6         1)  Environmental Protection Systems:  LS  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-½)  0

7         2)  Internal Oxygen Supply:  LS  (Self-Contained Breathing) (10 Active Points); OIF (-½), 1 Continuing Fuel Charge lasting 6 Hours (-0)                                                                             [1 cc]

7         3)  NBC-Proof Sealed System:  LS  (Immunity All terrestrial poisons; Immunity: All terrestrial diseases) (10 Active Points); OIF (-½)                                                                                                  0

           Perks

11      Came from Wealth:  Money:  Filthy Rich

8         Family Estate:  Bases

10      Ivory Tower - Labs and Workshops:  Vehicles & Bases

2         Fringe Benefit:  International Driver's License, Passport

3         Well-Connected

5         1)  Contact:  Crucible Industries (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8-

5         2)  Contact:  US Military (Contact has very useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 8-

 

           Talents

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

3         Mathematical Savant:  Lightning Calculator

 

           Skills

3         Bureaucratics 12-

3         Charm 12-

3         Combat Driving 11- (14-)

3         Computer Programming 14-

3         Cryptography 14-

3         Electronics 14-

3         Fast Draw 11- (14-)

3         Inventor 14-

3         Mechanics 14-

3         Paramedics 14-

3         Persuasion 12-

3         Scholar

2         1)  KS: History (3 Active Points) 14-

2         2)  KS: The Arms Industry (3 Active Points) 14-

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

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

3         Scientist

2         1)  Science Skill:  Ballistics 14- (3 Active Points)

2         2)  Science Skill:  Chemistry 14- (3 Active Points)

2         3)  Science Skill:  Cybernetics 14- (3 Active Points)

2         4)  Science Skill:  Exoskeletion Engineering 14- (3 Active Points)

2         5)  Science Skill:  Mathematics 14- (3 Active Points)

2         6)  Science Skill:  Physics 14- (3 Active Points)

3         Security Systems 14-

3         Systems Operation 14-

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

2         WF:  Small Arms

3         Weaponsmith 14-

 

Total Powers & Skill Cost:  490

Total Cost:  550

 

400+     Matching Complications

15      Psychological Complication:  Altruistic (Common; Strong)

10      Psychological Complication:  Delights in Problem Solving (Common; Moderate)

10      Hunted:  US Defense Departiment Infrequently (Mo Pow; NCI; Watching)

15      Hunted:  Rival Technologists Infrequently (As Pow; NCI; Harshly Punish)

15      Social Complication:  Public Identity Frequently, Major

150    Experience Points

 

Total Complications Points:  550

 

Background/History:  Cynthia Hollister is a Montana Girl born and bred. Her great-grandfather was an inventor and arms dealer in the UK at the turn of the century who moved his business to America to take advantage of the stronger American economy. Hollister Arms were considered a niche market, not as popular as Colt, Remington or Smith & Wesson, they were considered on par with Winchester in quality if not popularity.

 

The family has been at the forefront of personal arms development for generations. Cynthia's father, Craig took the company into the 21st century almost a decade early, in 1994 he hedged his bets, poured significant personal capital into updating and building new factories and branching out into metahuman security devices. Hollister Arms began developing "affordable" powered armor for Military and Private use. Their initial designs and builds were welcomed more by the latter than the former but business boomed

 

Cynthia was known as a child prodigy from an early age, there was no doubt she'd be a hands on director. After finishing her collegiate career at Cal-Tech, Cynthia married Lucas West, heir to the West Fabrication empire. Their union was seen as a coupe and the beginning of some modern day Military Industrial Complex Camelot.

 

Then one day it all ended, for Cynthia anyway. It turns out that the West Fabrication empire was built on shakey foundation and  the shareholders were beginning to lose faith in Lucas's father, the current CEO. This was with good reason, Lucas Sr. had plundered his company, supplementing his salary with an out of control expense account for himself and his family. Lucas Jr never worked a day in his life.

 

And when some of their foreign held factorites became insolvent due to strikes, fires, and other tragedies; the West lifestyle chugged along, chewing up company resources and moving them further backwards. Lucas Jr. saw the writing on the wall and quickly turned desperate. He courted Cynthia and tried to merge the two companies or at least find a way for her to pay his bills. Though they had managed to fool her initially, Cynthia caught on within the first two years of their marriage. Lucas turned to his increasinly unstable father for advice and they hatched a plan to get rid of Cynthia and control her privately held company for themselves.

 

It wasn't a sound plan. But sometimes desperation makes for good fortune. In 2007 Cynthia went missing while vacationing in the Alps. Lucas took over operating control of the company while a desperate search was held.

 

She was declared dead in 2008 after a 15 months search.

 

She returned, very much alive, in 2009 and NOT in a good mood. After a neophyte team of heroes aided her in bringing her husband and father-in-law to justice - a caper that included a battle against prototype military grade Armors - the Ivory Knights had a benefactor, and later a new member.

 

Personality/Motivation:  Cynthia is a surprisingly positive woman, considering her ordeal. Her nearly two year imprisonment gave  her time to reflect on life and what was important. It is a testiment to her good nature that "revenge" wasn't as high on that list as it could have been.

 

She wasn't a bad person before - just indifferent. To her there was the excitement of design and testing her creations and the joy that all her money brought her. Her imprisonment - they didn't kill her outright, they had made a deal with a Eurpean crime lord to get her out of the picture in exchange for keeping her as an enslaved scientist - gave her a surprisingly keen look at the life of a sweatshop worker.

 

During her escape she had seen some of the devistation that her family's business had caused and it filled her with a desire to be more proactive in dealing with the consequences.

 

She's also kind of lonely. She really did love her husband and his betrayl stung so badly that she's exceptionally suspicious of anyone who seems interested in her romantically, while yearning to find someone to fill that void.

 

Quote:

 

Powers/Tactics:  Fairly standard Powered Armor fighter.

 

Campaign Use:

 

Appearance:  Cynthia Hollister-West is a lovely, vivacious young woman, not yet thirty who dresses with impeccable style no matter the function. She never looks out of place, but always noticable. She wears her long red in a variety of styles, though she tends to favor a simple ponytail when working in the lab or workshop. She has green eyes and wears stylish reading glasses.

 

The Paladin armor is svelt and feminine, with allowances for a slighly bulky Machine Gun gauntlet on her right arm and the Archer Grenade system on her left shoulder. The armor is white with gold accents.

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Momentum

 

Val   Char   Cost    Roll     Notes

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

  23    DEX      26      14-

  25    CON     15      14-

  13    INT        3       12-       PER Roll 12-/18-

  11    EGO       1       11-

  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+8  PD          8                   Total:  10/18 PD (0/8 rPD)

10+10             ED     8            Total:  10/20 ED (0/10 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 II:  Multipower, 50-point reserve,  (50 Active Points); all slots Only in Contact with a Surface (-¼), Unified Power (Hyper Movement Powers; -¼)                                                 

3f        1)  Super-Running:  Flight 50m (50 Active Points); Only in Contact with a Surface (-¼), Unified Power (Hyper Movement Powers; -¼)                                                                                                 5

3f        2)  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

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

18       1)  Anti-Friction Protection Variant I:  Resistant Protection (8 PD/10 ED) (27 Active Points); Only When Moving (-¼), Unified Power (Hyper Movement Powers; -¼)                                    0

11       2)  Rapid Healing:  Regeneration (1 BODY per Minute) (14 Active Points); Unified Power (Hyper Movement Powers; -¼)                                                                                                       0

16       3)  Me First!:  Lightning Reflexes (+20 DEX to act first with All Actions) (20 Active Points); Unified Power (Hyper Movement Powers; -¼)                                                                                   

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

7         5)  Swift Observation:  +6 PER with Sight Group (12 Active Points); Costs Endurance (-½), Unified Power (Hyper Movement Powers; -¼)                                                                                  1

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

3f        1)  Strong Compressed Air Punch:  Blast 8d6 (40 Active Points); Limited Range (20m; -¼), Unified Power (Hyper Movement Powers; -¼)                                                                                  4

3f        2)  High-Velocity Phasing:  Desolidification  (affected by sonic, vibration and sonic based attacks) (40 Active Points); Unified Power (Hyper Movement Powers; -¼)                                    4

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

1f        4)  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        5)  Moving Attack:  HA +5d6, Area of Effect (Trail; +1) (50 Active Points); Hand-To-Hand Attack (-¼), Unified Power (Hyper Movement Powers; -¼)                                                             5

3f        6)  Rapid-Fire Punch:  HA +9d6 (45 Active Points); Hand-To-Hand Attack (-¼), Unified Power (Hyper Movement Powers; -¼)                                                                                                       4

3f        7)  Sonic Boom Attack:  Blast 8d6, Area Of Effect (8m Radius; +½) (60 Active Points); Must Pass Through Intervening Space (-¼), Does Not Work in a Vacuum (-¼), Unified Power (Hyper Movement Powers; -¼)                6

           Talents

2         Parkour:  Environmental Movement (no penalties on narrow walkways)

 

           Skills

16       +2 with HTH Combat

3         Acrobatics 14-

3         Breakfall 14-

2         CK: Chicaco, IL 11-

2         CK: New York, NY 11-

3         Climbing 14-

3         Combat Driving 14-

3         Concealment 12-

3         Mechanics 12-

3         Navigation 12-

3         Paramedics 12-

3         Power:  Speedster Tricks 14-

3         Scholar

1         1)  KS: New York City Gangs (2 Active Points) 11-

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

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

3         Security Systems 12-

3         Streetwise 12-

2         Survival (Urban) 12-

3         Systems Operation 12-

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

3         Teamwork 14-

 

Total Powers & Skill Cost:  234

Total Cost:  450

 

400+     Matching Complications

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

15       Hunted:  Speed Demon Infrequently (Mo Pow; Harshly Punish)

5         Physical Complication:  Heightened Metabolism Requires 2x Normal Caloric Intake (Infrequently; Barely Impairing)

15       Psychological Complication:  Protective of Innocents (Common; Strong)

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

15       Social Complication:  Secret Identity Frequently, Major

5         Unluck: 1d6

50       Experience Points

 

Total Complications Points:  450

 

Background/History:  The thrill of the chase. Edward Hamm enjoyed the chase, being chased. He stole cars for joy-rides, picked pockets, snatched purses and he could always, ALWAYS, escape.  The coaches in highschool always wanted him to try out, but the gangs paid better.

 

Fast Eddie disappointed his mother and that bothered him a bit, but not enough to keep him from slipping further and further into a life of crime.

 

Then cam his big break. It was time to hit the big times. A driver was needed for a smash and grab at a Crucible Industries facility. Yeah, security was high, that's why they brought in some masks. Eddie had never met a supervillain before. It was something of a thrill. Goliath, Seether, and Meltdown were involved. Though most of the guys gave the villains a wide berth, Eddie was starstruck and tried to befiend them. Sure Meltdown kind of made him nauseous, but they were all pretty chill.

 

The night of the job came and Eddie had a special van ready and waiting. When the alarms hit, and the villains burst from the facilities followed by security forces Eddie started to panick. The masks were not subtle. To this day, he has no idea why he thought they would be. Cops and Capes arrived and Eddie waited. His friends had bolted but he was going to see the mission through, confident in his ability to evade capture. The only thing was, the masks hadn't got the device. And no one told him.

 

By the time Eddie realized this it made more sense to sit in the van and wait it out.

 

But then Meltdown was knocked into the van. There was a sound of rain and smell of ozone as he melted the side of the van. Eddie lost his cool and started to drive off. Meltdown lie unconscious in the back of the van for a bit, came too, and flew away, leaving Eddie to his own devices.

 

Abandoning the van and feeling very sick at this point, Eddie disappeared into the night.

 

He was gone for months. Then his mother got a call. Eddie was in the hospital. The radiation from Meltdown - though not enough to be lethal in itself - had triggered metagene reactions inside him. When he was finally released he found he'd been given superhuman powers!

 

Fast Eddie was literally Fast Eddie now, capable of moving at superhuman speeds. He returned to the gang and basked in his new fame and respect.

 

In the next few weeks he enjoyed his time in the big time as "Velocity." Things started to unravel when Eddie was challegned to a race by experience speedster, Speed Demon. At first, Eddie was excited and the race was a thrill. But Speed Demon was much faster and more experienced and Eddie could barely keep up. When the older villain got bored he turned it into an obstical course, knocking over phone lines, shattering windows, throwing pedetrians into the street.

 

It was the last bit that ended Eddie's career as a supervillain. There's cat and mouse games and fighting to keep your respect, but throwing kids onto a busy street from the sidewalk or worse, the rooftops was something else. Velocity pushed himself to his limits trying to save everyone as Speed Demon laughed at his antics.

 

In the end, heroes showed up and drove Speed Demon away then began putting things back together. Eddie Hamm had collapsed from his efforts next to the barely breathing form of a older woman.

 

Elizabeth Hamm died from the injuiries she suffered, her son's efforts to save her before his body gave out had been successful but she died during surgery that evening.

 

Eddie tried to run himself to death the day of her funeral. He might have succeeded if he hadn't been caught by the Legion of Justice's Wyldefire. The two men talked for hours, staring out at the Pacific Ocean. When they were through talking Wyldefire gave him a card. Eddie called the number and a few days later Escape Velocity was a member of the Ivory Knights.

 

after a year he changed his name to Momentum

 

Personality/Motivation:  Eddie wasn't a monster before, but he certainly didn't care about anyone but himself. He suspects that the activation of his metagene actually affected his empathy. His relationship with his mother had never been great, he never concerned himself about others before, but now...

 

Eddie still likes to run. Watch the miles pass beneath his feet as he flies down the highways. But there's a sadness now. All the chances he'd had to be someone, to be the man his mother would have been proud of but he ignored to do what made him feel excited and special.

 

He does this now, at first it was in her name. He began the Elizabeth Hamm Memorial scholarship. He donated his time and his image as penance. And he fought crime for revenge.  At first it was in her name, but his time with the Knights has helped himstep out of a shadow of guilt and he does it for the thrill again, but now helping people is just as much of a thrill.

 

Quote:  You can't run away from life, believe me.

 

Powers/Tactics:  Momentum tends to use his namesake to create various effects in combat. Mostly quick punches and dodges and the like. If he really pushes himself he can do crazy silver-age things like sonic boom attacks, vibrate through walls, and the like.

 

Campaign Use:

 

Appearance:  Edward Hamm is average height, with a runner's build and a pleasant smile. He has brown eyes and black hair and wears a circle beard. He often shaves his head.

 

Momentum wears a white and gold costume with an M in the style of a heart monitor on his chest. He wears a half mask, golden goggles, gloves, and boots.

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  • 2 weeks later...

Imperial America

 

In the mid '90s a politician rose in South Carolina who seemed destined for greatness. A go-getter, who became a Senator as an independent David West was a star in many eyes. David was a firebrand who could on the one hand work with both Republicans and Democrats and on the other hold his personal moral high ground against both parties. He was reelected in a landslide in 2002 and seemed to be on his way to possible bigger and better things. 

 

This of course all came crashing down in 2008 when he was defeated by a fresh faced moderate Republican who won by running a clean campaign and sticking to his voting record. 

 

Unable to accept defeat, the Senator disappeared into the night only to appear on news channels around the world as closed circuit security cameras captured his brutal murder of his opponent. The manhunt was on and for months America and the world were aghast as details of his past came to light. 

 

When David West next appeared it was as the Pariah. Dressed in a black and red mockery of a patriotic hero costume, the Pariah attempted to kill most of congress. He escaped the Minute Men and has returned to plague the US and her neighbors time and again as the leader of Imperial America.

 

His first recruit was the engine of destruction known as Death Metal in November of 2009. Black Widow joined the duo for a job in march of 2009. Hurricane Alice and Mindwrecker were added in June and August of that year. The team has been seen with three new members since January of 2010: an aquatic reptilian metahuman known as Sea-Dragon, a powered armor wearer with sonic based weapons called Dirge, and most frightening an heir to the title of Adamant, seemingly possessing their predecessor's incredible power. 

 

Group Relations: There's not much by way of relations. Imperial America stick together for the shot at power and safety in numbers.

 

Campaign Use: Imperial America is considered the most violent and disruptive threats in and to America. They appear to cause destruction and terror only. Though Pariah makes grandstanding soliloquies about his team's plans and aims at toppling the government of America, they mostly lash out. Smash and grab robberies are not likely for the team but individuals or a duo might. When they appear the DMA mobilizes all local heroes to contain the damage. Pariah is a politician, not a strategist - he can lead the team in combat but he doesn't have a grand scheme. If he ever finds someone to join the team who can guide them (while keeping Pariah in charge) they could become even more dangerous.

 

(GM Notes: I...use names over and over again. There are currently two Pariah's in my universe and two Adamants. Curiously, there is one hero and one villain for each name.)

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