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


Enforcer84

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Amaterasu

 

Val   Char   Cost    Roll     Notes

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

  20    DEX     20      13-

  25    CON     15      14-

  13    INT        3       12-      PER Roll 12-

  13    EGO      3       12-

  20    PRE      10      13-      PRE Attack:  4d6

 

   7     OCV     20     

   7     DCV     20     

   3     OMCV  0      

   4     DMCV  3      

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

 

  20    PD          6                   Total:  20 PD (12 rPD)

20+20            ED     6            Total:  20/40 ED (12/32 rED)

  15    REC     11

  50    END      6

  12    BODY   2

  50    STUN   15      Total Characteristic Cost:  210

 

Movement:    Running:  12m/24m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

                         Teleportation:  35m/70m

 

Cost   Powers                                                                                   END

87      Amaterasu's Kiss:  Multipower, 87-point reserve                  

6f       1)  Everburning Fire Blast:  Energy Blast 7d6, Continuous (+1) (70 Active Points); Limited Range (20m) (-¼) 7

5f       2)  Fire Blast:  Energy Blast 12d6 (60 Active Points); Limited Range (10") (-¼)        6

1f       3)  Fire Walking (Bridge):  Teleportation 15m, Usable By Other (+¼), Area Of Effect (1m Radius; +¼), Continuous (+1) (37 Active Points); Only Through Fire (-1), Gate (-½)                4

1f       4)  Firewalking:  Teleportation 20m (20 Active Points); Only Through Fire (-1)         2

1f       5)  Firey Fists:  Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-½)               2

3f       6)  Immolation:  Killing Attack - Ranged 2d6, Area Of Effect (1m Radius; +¼), Indirect (Source Point is the same for every use, path is from Source Point to target; +¼) (45 Active Points); No Knockback (-¼), Not vs Targets In Or Under Water (-¼), Limited Range (20m) (-¼)                                                                       4

1f       7)  Killing Attack - Ranged 1 point, Indirect (Source Point is the same for every use, path is from Source Point to target; +¼), Sticky (Only Affects Flammables; +¼), Reduced Endurance (0 END; +½), Uncontrolled (+½), Continuous (+1) (17 Active Points); Limited Range (20m; -¼)                                          0

1f       8)  Missile Melting:  Missile Deflection (15 Active Points); Limited Range (10M; -¼)              1

5f       9)  Quell Flame:  Dispel Fire Powers 16d6,  (+¼) (60 Active Points); Limited Range (10") (-¼)               6

5f       10) Summer's Touch:  Drain Ice/Cold Powers 4d6,  (+¼) (50 Active Points) 5

4f       11) Sun Mantle:  Killing Attack - Hand-To-Hand 1 ½d6, Damage Shield (+½), Continuous (+1) (62 Active Points); No STR Bonus (-½)                                                                                   6

5f       12) Wall Of Fire:  (Total: 67 Active Cost, 49 Real Cost) Force Wall 10 ED, 0 BODY (up to 1m long, 1m tall, and ½m thick), Transparent to PD Attacks (+1) (30 Active Points); Limited Range (10") (-¼) (Real Cost: 24) plus Killing Attack - Ranged 1d6, Damage Shield (+½), Continuous (+1) (37 Active Points); No Knockback (-¼), Linked (Force Wall; -¼) (Real Cost: 25) 7

           Demigoddess Form                                                                     

4         1)  Bracing:  Knockback Resistance -6m (6 Active Points); Costs Endurance (-½)    1

10      2)  Eyes Of Fire:  Sight Group Flash Defense (12 points) (12 Active Points); Only Versus Flashed Based On Light (-¼)    0

4         3)  Fiery Warmth:  Life Support  (Safe in Intense Cold; Safe in Intense Heat)            0

30      4)  Fire Immunity:  Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Limited Type Of Attack Rare attack (-1)                                                                          0

13      5)  Superhuman Physiology:  Life Support  (Expanded Breathing: Smoke; Immunity: Alcohol; Longevity: 400 Years; Safe in High Pressure; Safe in Low Pressure/Vacuum)                    0

36      6)  Tough Skin:  Resistant Protection (12 PD/12 ED)          0

20      7)  Resist Chill:  Resistant Protection (20 ED) (30 Active Points); Only Works Against Cold or Ice Powers (-½)  0

           Hypersenses                                                                                 

5         1)  Sense Temperature:  Detect Temperature 12- (Unusual Group), Sense   0

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

           Perks

10      Wealthy Family:  Money:  Wealthy

1         One of the Girls:  Fringe Benefit:  Membership: Team

3         Daughter of the Dragon:  Reputation:  Heroic Legacy (A large group) 14-, +1/+1d6

 

           Talents

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

 

           Skills

20      +2 with All Attacks

3         Analyze:  Combat 12-

3         Breakfall 13-

3         Bureaucratics 13-

3         Charm 13-

3         High Society 13-

4         Language:  English (idiomatic)

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

3         Oratory 13-

3         Paramedics 12-

3         Persuasion 13-

3         Scholar

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

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

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

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

3         Teamwork 13-

3         Traveler

1         1)  CK: Los Angeles (2 Active Points) 11-

1         2)  CK: San Fransisco (2 Active Points) 11-

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

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

 

Total Powers & Skill Cost:  340

Total Cost:  550

 

400+     Matching Complications

10      Distinctive Features:  Tall, musclular, golden skinned, flame haired japanese girl  (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15      Hunted:  Glacia (Ice Brickette) 8- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

15      Psychological Limitation:  Know-It-All (Very Common; Moderate)

15      Psychological Limitation:  Protective of Legacy (Common; Strong)

20      Social Limitation:  Public Identity (Frequently; Severe)

150    Experience Points

(11 points unspent)

 

Total Complications Points:  550

 

Background/History:  "Yes Grandfather!" Ruriko shouted as she concentrated on the log before her. The log smoldered and began to catch fire.

 

Odo Kogura was not pleased. In his youth, he had served the Emperor and country of Japan as Dragonfire. His daughter inherited his powers and name and became a hero to the entire world. She'd married another japanese hero, a young man who went by the name Iron Hand. When they had a daughter Odo was delighted. When she first exhibited power over fire, he could barely contain his joy. The family's legacy would live on. But now, she was almost thirteen and her control over fire was more limited than he had hoped. She lacked range and though she was clever, she wasn't nearly as powerful or versatile as his daughter or he himself had been. It frustrated him.

 

Ruriko could sense her grandfather's disappointment and slumped to the ground. She fought back the tears because she knew he wouldn't approve of her showing weakness.

 

Odo was about to encourage her when she lashed out and struck the target with her fist. It exploded into splinters! He rushed to her, "Ruriko! Are you okay?" he asked. Though the tears were still streaming down her cheeks, his granddaughter was beaming. It was the first demonstration of her father's superhuman strength, but it would not be her last. Over the next year, she grew, almost meeting her father's stature, and her control over her flame powers increased. She took her place among the heroes of the world shortly after her seventeenth birthday.

 

Today she is a respected member of the heroic community. And she has met many of her family's traditional enemies.

 

Personality/Motivation:  Amaterasu's driving motivation is to serve Earth as her family has served Japan and later the world for three Generations. Her parents' place in the TerraGuard has made her worldwide famous. She's young enough to get a kick out of that and more than responsible enough for her own actions that they don't really worry about her. While friendly and a masterful public speaker, she does have a slight arrogance born of her family's stature in the super heroic community.

 

Quote:  "It's the fire or the fists, your choice."

 

Powers/Tactics:  Amaterasu is a powerful mix of Strong woman and energy projector. She's still young and her control over flame, though impressive, is rather local. However, she's tough enough to get "up close and personal".  She tends to be active in combat, because she lower than average brick defenses (unless you attack her with cold or fire, then she gleefully ignores it ) and though superhuman in strength her CON, END, and STUN are all on the low end (for bricks).

 

Campaign Use:  Legacy heroine, she works best with her Elemental Sisters. But she can simply be the latest in a long line of heroes. To make her a more proper fit for lower powered campaigns, drop her MP to 60 pts, and adjust her powers down. Also lower her "Cold Defense" and Flame immunity to 10pts/50% DR respectively. Dropping her physical stats to 40 STR, 20 CON and 10 BODY, should make her much more manageable.

 

To go the other way (she's still quite young), improve her overall defenses and perhaps remove the limits on her ranged attacks.

 

Appearance:  A beautiful young woman with Japanese features, golden skin and eyes, fiery red hair and an engaging presence. Taking after her father, she is tall and athletic in build. Amaterasu favors black clothing with gold and red accessories/designs. Her current costume consists of a black body suit covered by a short black robe with red dragon and golden sun symbols along the right side and back. She wears a golden sash at her waist, gold boots and gloves, and a golden circlet in her hair.

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Galathea

 

Val   Char   Cost    Roll     Notes

  80    STR      70      25-      Lift 1.6ktons; 16d6 [8]

  15    DEX     10      12-

  40    CON     30      17-

  13    INT        3       12-      PER Roll 12-

  11    EGO      1       11-

  35    PRE      25      16-      PRE Attack:  7d6

 

   9     OCV     30     

   7     DCV     20     

   3     OMCV  0      

   4     DMCV  3      

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

 

20+15            PD     18         Total:  20/35 PD (0/15 rPD)

20+15            ED     18         Total:  20/35 ED (0/15 rED)

  24    REC     20

  80    END     12

  20    BODY  10

  80    STUN   30      Total Characteristic Cost:  320

 

Movement:    Running:  12m/24m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

30      Brick Tricks:  Multipower, 45-point reserve,  (45 Active Points); all slots Requires A Brick Tricks Skill Roll (11- roll; -½) 

1f       1)  Breakout:  +20 STR (20 Active Points); Only To Escape From Grabs/Entangles (-1), No Figured Characteristics (-½), Requires A Brick Tricks Skill Roll (11- roll; -½)                                     2

1f       2)  Coal Into Diamonds:  Major Transform 2d6 (lump of pure coal into a diamond, "heals" back through exposure to excessive heat) (20 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 ¼), Limited Target (pure coal; -1), No Range (-½), All Or Nothing (-½), Requires A Brick Tricks Skill Roll (11- roll; -½)          2

1f       3)  Ring The Bell:  Indirect (Source Point is the same for every use, path is from Source Point to target; +¼) for up to 60 Active Points of STR, Only Does Knockdown, Not Knockback (-0), Side Effects (may cause considerable damage to the environment; -0) (15 Active Points); Extra Time (Full Phase, -½), Requires A Brick Tricks Skill Roll (11- roll; -½), Only Affects Targets On The Ground (-¼)                                                                                 1

2f       4)  Shockwave:  Hole In The Middle (the hex the character stands in when he uses the power; +¼), Explosion (+½) for up to 60 Active Points of STR, Only Does Knockdown, Not Knockback (-0), Side Effects (may cause considerable damage to the environment; -0) (45 Active Points); Extra Time (Full Phase, -½), Requires A Brick Tricks Skill Roll (11- roll; -½), Only Affects Targets On The Ground (-¼)                                                    4

1f       5)  Stentorian Voice:  Hearing Group Images, +/-6 to PER Rolls (23 Active Points); Set Effect (only to amplify character's voice; -1), Requires A Brick Tricks Skill Roll (11- roll; -½)             2

28      Super-Leaping:  Multipower, 28-point reserve                      

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

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

           Maiden of Earth                                                                          

10      1)  Bracing:  Knockback Resistance -15m (15 Active Points); Costs Endurance (-½)               1

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

3         3)  Increased Mass:  Knockback Resistance -3m                0

22      4)  It's Like Hitting A Brick Wall:  HKA 1d6, Damage Shield (+½), Reduced Endurance (0 END; +½), Continuous (+1) (45 Active Points); Does Not Work Against Persons Who Grab Or Are Grabbed By The Character (-½), No STR Bonus (-½)             0

2         5)  Mental Training:  Mental Defense (2 points total)        0

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

24      7)  Sense Vibrations:  Detect Physical Vibrations (Touch Group) 12- (Unusual Group), Discriminatory, Range, Targeting Sense (30 Active Points); Only In Contact With Ground (-¼)      0

36      8)  Stonelike Flesh:  Resistant Protection (15 PD/15 ED) (45 Active Points); Perceivable (-¼)                0

15      9)  Super-Physiology:  LS  (Extended Breathing: 1 END per 20 Minutes; Longevity: 400 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0

           Perks

1         Fringe Benefit:  Membership: Elementelles

 

           Talents

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

 

           Skills

3         Breakfall 12-

3         Bureaucratics 16-

3         High Society 16-

2         KS: The Metahuman World 11-

4         Language:  English (idiomatic)

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

2         PS: Sculptor 11-

3         Paramedics 12-

15      Power:  Brick Tricks 18-

3         Teamwork 12-

 

Total Powers & Skill Cost:  227

Total Cost:  547

 

400+     Matching Complications

15      Distinctive Features:  Gray, stonelike skin. 2 meters tall, amost 1000lbs.  (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

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

10      Hunted:  Kali the Destroyer 8- (As Pow; Harshly Punish)

                Notes:  Not Mr. Surbrook's Kali. A hindu woman of vast strength.

10      Physical Limitation:  2-3 times normal mass (Infrequently; Slightly Impairing)

15      Psychological Limitation:  Can't refuse a challenge (Common; Strong)

15      Social Limitation:  Public Identity (Frequently; Major)

147    Experience Points

(3 points unspent)

 

Total Complications Points:  547

 

Background/History:  Simone's father was a hero during the Shiiryx invasion. Not a super powered hero, but a fighter pilot with the USAF. He participated in seven confrontations with Shiiryx atmospheric fighters. He was chosen to pilot prototype Earth Defense Fighters. He was an international hero. He met Greek singing sensation Acantha Andromadis while making a goodwill tour after the invasion had been repulsed, and the two fell head over heels for each other.

 

Simone was born a short time after their wedding. She didn't display any superhuman abilities until she reached puberty, growing almost two feet tall and developing the slate gray skin she has now. Her metahuman nature was traced back to her father's exposure to Shiiryx energies and bioenergy weapons.

 

Simone, the daughter of internationally famous celebrities some how managed to have a rather normal upbringing. She and her father joined her mother on tour a few years, and when Acantha's popularity dimmed in the late 90's and early 2000's, the family 'retired' to Greece. Simone began acting as Galathea shortly afterwards.

 

She aided the Terra Guard during the "Harvester Incident" in 2005 and there she met legacy heroines Skyclad, Amaterasu, and Tritonia, who had also been brought in to bolster the Guard's ranks as their regular members were captured by the cosmic curator. The four young heroines hit it off and rather than become reserve members of the Terra Guard, they began fighting crime and aiding people together as the Elementelles.

 

Personality/Motivation:  Simone has a legacy of heroism to live up to, and one of celebrity. She's perfectly at home in the spotlight but doesn't seek it out. She is protective of non powered humans but tries not to smother them as she knows first hand that they are capable of great things. She's competitive and will not back down from a challenge; this and her confidence can get her and her friends into trouble.

 

Quote:  "What did you say? "

"Let's Go!"

 

Powers/Tactics:  Galathea is the team's "Standard" brick. She is one of the strongest women in the world, and though young, she's a gifted fighter. Her Brick Tricks and physical powers seem to indicate an affinity with the elemental Earth, but at this time it's rather superficial. She may develop earth control powers or she may not.

 

Campaign Use:  Strongest on a team of strong girls.

 

Appearance:  Simone is a beautiful, if not dainty, young woman of mixed heritage and overt metahuman appearance. She seems to be a lovingly carved statue come to life. Her skin is smooth and cool to the touch and the color of slate. Her black hair feels like silk. She wears her hair to below her shoulders; however she often braids it or puts it up. Her eyes and lips are brown. She wears a white robe and over that a dark brown girdle. She wears bronze arm bands and black gloves and boots.

 

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Skyclad

 

Val   Char   Cost    Roll     Notes

  45    STR      35      18-      Lift 12.8tons; 9d6 [4]

  27    DEX     34      14-

  35    CON     25      16-

  10    INT        0       11-      PER Roll 12-/13-

  11    EGO      1       11-

  20    PRE      10      13-      PRE Attack:  4d6

 

   9     OCV     30     

   9     DCV     30     

   3     OMCV  0      

   4     DMCV  3      

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

 

  25    PD        23                  Total:  25 PD (25 rPD)

  20    ED        18                  Total:  20 ED (20 rED)

  15    REC     11

  70    END     10

  12    BODY   2

  70    STUN   25      Total Characteristic Cost:  297

 

Movement:    Running:  12m/24m

                         Flight:  0m/40m/0m/160m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

75      Air Elemental Mastery:  Multipower, 75-point reserve        

1f       1)  Air Bubble:  Life Support  (Self-Contained Breathing), Area Of Effect (1m Radius; +¾) (17 Active Points); Costs Endurance (-½)                                                                                               2

2f       2)  Air Gun Punch:  Hand-To-Hand Attack +4d6, Double Knockback (+¾) (35 Active Points); Hand-To-Hand Attack (-½)                                                                                                       3

7f       3)  Blast Of Breath:  EB 8d6, Double Knockback (+¾) (70 Active Points)   7

7f       4)  Blowing Away The Mist:  Dispel Gas/Smoke/Mist Powers 8d6,  (+2) (72 Active Points)      7

7f       5)  Blowing Out Fires:  Dispel Fire Powers 8d6,  (+2) (72 Active Points)       7

1f       6)  Dust Storm:  Change Environment (-3 to Sight Group PER Rolls), Uncontrolled (won't work in high winds or rain; +½) (13 Active Points); OIF (won't work in high winds or raindust, sand, and dirt of opportunity; -½)  1

           Air Elementelle                                                                             

12      1)  Detect Air Purity:  Detect Air Purity 12- (Smell/Taste Group), Discriminatory, Analyze      0

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

2         3)  Keener Vision:  +1 PER with Sight Group                       0

75      4)  True Flight:  Flight 40m, Position Shift, x4 Noncombat, No Turn Mode (+¼), Reduced Endurance (½ END; +¼) (75 Active Points)                                                                                          3

           Toughness                                                                                     

6         1)  Pain Tolerance:  (Total: 20 Active Cost, 6 Real Cost) +10 Mental Defense (10 points total) (10 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 3) plus Power Defense (10 points) (10 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 3)                                                                                                   0

19      2)  Super-Physiology:  LS  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing (personal oxygen supply))            0

12      3)  Sturdy:  Resistant (+½) (12 Active Points) applied to PD           

10      4)  Sturdy:  Resistant (+½) (10 Active Points) applied to ED          

23      5)  1 Part Determination, 1 Part Hesitation:  Damage Negation (-4 DCs Physical, -4 DCs Energy) (40 Active Points); Only Works Against Skymasters Attacks (-¾)                                            0

           Perks

1         Fringe Benefit:  Membership: Team

3         Reputation:  Legacy Superheroine (A large group) 14-, +1/+1d6

 

           Talents

3         Knows From Whence the Winds Blow:  Bump Of Direction

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

 

           Skills

20      +2 with All Attacks

3         Concealment 11-

3         Conversation 13-

3         Criminology 11-

3         Deduction 11-

3         Forensic Medicine 11-

3         High Society 13-

3         Power:  Air Elemental Tricks 11-

3         Scholar

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

1         2)  KS: International Law (2 Active Points) 11-

1         3)  KS: Super Crime Organizations (2 Active Points) 11-

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

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

 

Total Powers & Skill Cost:  324

Total Cost:  621

 

400+     Matching Complications

10      Distinctive Features:  Ever-present breeze and fresh scent (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Relatively close contact required)

20      Hunted:  Skymaster (Master Criminal with Air/Weather Powers) 8- (Mo Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

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

10      Psychological Limitation:  Secretly In love with Galathea (Common; Moderate)

15      Social Limitation:  Public Identity (Frequently; Major)

221    Experience Points

 

Total Complications Points:  621

 

Background/History:  Greg "Skymaster" Damon and his wife Julia "Fury" Kramer were popular (if not world wide sensational) superheroes in the 70's and 80's. They were married in 1987 and two years later Julia gave birth to twins. Greg Jr and Emma were bright, rambunctious children.

 

As they grew it became readily apparent that they had inherited their parents' powers to some extent. Both were very strong and durable and could to control the wind. Greg's abilities grew rapidly and by the time he was fifteen he was the equal to his father in air control and as strong and tough as his mother. At sixteen he surpassed his father, gaining true weather control in addition to his wind power. He took the Skymaster name and became a superhero. His parents were so proud.

 

Emma was moving along more slowly. But she certainly wasn't bothered by this. When she turned 16 she took the name Skyclad and entered the world of super heroics. She was a little more her mother's daughter, preferring very much to use her fists, but she also had developed the air/wind powers she'd inherited from her father and used them in clever ways. Things were great.

 

That is, until Skymaster decided that humanity was worthy of his protection only if they were willing to bow to his will. It started with a few rebellious arguments on what methods were best to protect humanity. Greg didn't agree with the parents, they were too soft. A few bad run ins with other heroes only made things worse. Skymaster finally abandoned all pretense of helping anyone other than himself; decimating the rest of his friends in the Next Generation, a team of young legacy heroes. His parents and sister raced to confront him, and if necessary, capture him.

 

Skymaster was deaf to their pleas. When they tried to restrain him he flew into a rage and unleashed his full fury on them. His parents were gravely injured, his father eventually dying from the wounds, but he was unable to bring himself to truly harm his sister.  Though Skyclad fought gamely, she was out of her league fighting her brother. Skymaster pleaded with his "beloved sister" to join him. He was shocked and hurt by her angry refusal; finally losing patience with her, he rendered her unconscious and left.

 

Skyclad's friends among the legacy heroes of the world came to her aid emotionally, and she has proudly taken her place among them. She recently formed the Elementelles with her best friends.

 

Personality/Motivation:  Emma is a genuinely positive person. She hasn't let her personal tragedies drag her life down. She feels sadness when facing her brother, as she has several times since he turned villain, yet she never lets this dominate her life. She is the hyper cheerful helper to all. She is sincere and genuine if a bit on the naieve and immature side. Emma has one secret; she's in love with her team mate Galathea.

 

Though she can seem quite clueless at times, Skyclad is actually very astute and is the team's investigative expert. She just goes about her investigations with the unchecked glee and interest of a children's television show.

 

(She does know that her name means "naked," it's part of her mischiveousness)

 

Quote:  "Let me aid you."

"Oh my gosh! Ponies!"

 

Powers/Tactics:  Skyclad's air control manifests mostly in her flight and "Breath Weapons". She has other, more subtle uses too, namely the air bubble and her concussion punches. She generally fights up close and personal, using her speed and maneuverability to compliment her strength.

 

Campaign Use:  All girl Brick Team!

 

Appearance:  The "waif" of the team; Skyclad is, well, a normal shaped girl with an ethereal beauty. She has shoulder length platinum blonde (almost white) hair, large gray eyes, and a nearly omnipresent smile. Her costume is a white, long sleeved body suit and skirt (over spandex shorts (also white)) with a blue cape, blue boots, and a gray cloud with a golden lightning bolt on her chest.  A similar design is on the back of her cape.

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Tritonia

 

Val   Char   Cost    Roll     Notes

  60    STR      50      21-      Lift 102.4tons; 12d6 [6]

  20    DEX     20      13-

  30    CON     20      15-

  13    INT        3       12-      PER Roll 12-

  17    EGO      7       12-

  18    PRE       8       13-      PRE Attack:  3 ½d6

 

   8     OCV     25     

   8     DCV     25     

   3     OMCV  0      

   6     DMCV  9      

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

 

  30    PD        28                  Total:  30 PD (30 rPD)

  30    ED        28                  Total:  30 ED (30 rED)

  18    REC     14

  60    END      8

  15    BODY   5

  60    STUN   20      Total Characteristic Cost:  300

 

Movement:    Running:  12m/24m

                         Leaping:  4m/8m

                         Swimming:  22m/44m

 

Cost   Powers                                                                                   END

45      Current Manipulation:  Multipower, 45-point reserve        

3f       1)  Helpful Current:  Boost  Swimming 3 ½d6, Usable Nearby (+1), Grantor pays the END whenever the power is used, Grantor can take back power at any time (42 Active Points); Costs Endurance (to maintain; -½)        4

3f       2)  Impeding Current:  Drain Swimming 3 ½d6, Area Of Effect (8m Cone; +½), Thin Cone (-¼) (44 Active Points); Costs Endurance (to maintain; -½)                                                   4

44      Toughness:  (Total: 44 Active Cost, 44 Real Cost) Hardened (+¼), Resistant (+½) (22 Active Points) applied to PD (Real Cost: 22) plus Hardened (+¼), Resistant (+½) (22 Active Points) applied to ED (Real Cost: 22)       0

16      Translator Necklace:  Universal Translator 12- (20 Active Points); IIF (-¼)               

           Aquatic Life Form                                                                       

4         1)  +1 SPD (10 Active Points); Limited Power Only Usable Underwater (-1 ½)           

2         2)  Atlantean Lifespan:  Life Support  (Longevity: 400 Years)       0

5         3)  Breathe Underwater:  Life Support  (Expanded Breathing)      0

3         4)  Deep Sea Adaption:  Life Support  (Safe in High Pressure; Safe in Intense Cold) 0

9         5)  Improved Swimming:  Swimming +18m (22m total)     1

1         6)  Sturdier:  Knockback Resistance -1m                             0

5         7)  Underwater Eyes:  Nightvision                                          0

32      8)  Water Currents Sense:  Detect A Class Of Things 12- (Unusual Group), Discriminatory, Increased Arc of Perception, Range, Sense, Targeting Sense                                                              0

           Perks

6         Family Money:  Money:  Wealthy

1         Fringe Benefit:  Membership: Team

 

           Talents

2         Undersea Dweller:  Environmental Movement (no penalties underwater)

5         Seabourne:  Lightning Reflexes: +10 DEX to act first with All Actions (+10 DEX to act first with All Actions) (10 Active Points); Only Underwater (-1)

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

 

           Skills

24      +3 with HTH Combat

3         Breakfall 13-

3         Forensic Medicine 12-

3         High Society 13-

0         Language:  Atlantean (Modern) (idiomatic) (4 Active Points)

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

3         Language:  French (completely fluent)

3         Paramedics 12-

11      Power:  Brick Tricks 16-

3         Scholar

1         1)  KS: Herbalism And Healing-Lore (2 Active Points) 11-

2         2)  KS: Infectious Disease Control and Prevention (3 Active Points) 12-

2         3)  KS: Physical Therapy (3 Active Points) 12-

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

3         Scientist

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

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

2         3)  SS:  Emergency Medicine 12- (3 Active Points)

2         4)  SS:  Medicine 12- (3 Active Points)

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

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

2         7)  SS:  Xeno Medicine 12- (3 Active Points)

4         Survival (Marine, Urban) 12-

3         Systems Operation 12-

8         TF:  Large Motorized Boats, Large Rowed Boats, Large Wind-Powered Boats, Rafts, Small Motorized Boats, Small Rowed Boats, Small Wind-Powered Boats, Submarines

3         Teamwork 13-

 

Total Powers & Skill Cost:  288

Total Cost:  588

 

400+     Matching Complications

10      Physical Limitation:  2-3 times normal mass (Infrequently; Slightly Impairing)

15      Psychological Limitation:  Overconfidence (Very Common; Moderate)

15      Psychological Limitation:  Protective of Team (Common; Strong)

5         Social Limitation:  Poor Social Skills (-1 on all Interaction Skill Rolls) (Occasionally; Minor)

10      Vulnerability:  1 ½ x BODY Fire/Heat Attacks (Common)

20      Vulnerability:  2 x STUN Fire/Heat Attacks (Common)

188    Experience Points

 

Total Complications Points:  588

 

Background/History:  The separation between the scientific and mystical community in new Atlantis is almost nonexistent. The Atlanteans were once the preeminent techno mages of the Earth realm. When they were shattered and their continent sunk beneath the waves (and into a dimensional rift), it was a blow to the entire practice. And this was looked upon positively by those who chose one or the other of the components.

 

In the shattered cities of Atlantis it was decreed that the technomagic path was one of destruction and sorrow. Science and Magic was separated by the elders and New Atlantis developed them both concurrently, but separately.

 

This was not a popular decision and though the atlanteans are long lived eventually the walls between the two ideologies were torn down and technowizardry was born anew.

 

The Tritonius family has long been a powerful voice for the controlled use of technowizardry. Thena Alidema or Ali, as she prefers, is a product of technowizardry, and while not against it, she herself does not study it. Her parents had journeyed into the Earth Realm in their youth and acted as protectors and diplomats during the Shiiryx invasion. They retired to Atlantis after formal diplomatic ties between the realms was forged. She was born shortly afterwards, and spent her childhood listening to their tales of the wonderful and dangerous "Home Realm". She left the Realms of New Atlantis when she was but a child (23) and has used her enhanced physical attributes, her minor control over water, and her skills as a healer to help the people Earth Realm.  

 

She has met the scions of other famous heroes and heroines and has formed a deep friendship with three other young women who fight evil and aid the meek. They each represent one of the four classical Greek elements and all have a degree of superhuman physical might. They call themselves the Elementelles.

 

Personality/Motivation:  Overconfident to the extreme, Tritonia is a reckless thrill seeker who acts first and thinks things through later. At 25 she is still frightfully immature for an Atlantean (so her parents say). She has a scientific curiosity and has studied medical and biological sciences of many races. She's considered quite the expert. Though raised around magic and science and the mixture of the two, Tritonia is far more interested in science but she's comfortable in dealing with both. She is fiercely protective of her team mates.

 

Quote:  "Facinating!"

"Here! Catch of the Day!"

 

Powers/Tactics:  Far more of a straight forward brick than Amaterasu and Skyclad, Tritonia truly shines in the underwater environment. Beneath the waves she is blindingly mobile and quick to act. However her strength and toughness remains constant. She also can control currents to a great degree making underwater travel far easier or more difficult at will

 

Campaign Use:  Four beautiful young elemental based brick-ettes. What's not to like?

 

Appearance:  If you were to create a composite woman of all the greatest Hawaiian Tropic models, Ali might be the result. Her skin is tanned; she has long flowing blonde hair and emerald green eyes. She wears a curve hugging silver and black one piece bathing suit, that while doesn't have cleavage windows or sweeping backsides, leaves little to the imagination. She wears golden bands on her arms, bracers on her wrists, and black boots with golden bands on her calves. She occasionally wears a pair of golden goggles, but just as often doesn’t. On her suit is a golden dolphin pin just above her breasts. She wars a black choker with a green stone in it..

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Jezebel, the Vamp

 

   Val     Char   Cost    Roll           Notes

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

    23      DEX     26      14-

    30      CON     20      15-

    20      INT      10      13-            PER Roll 13-

    17      EGO      7       12-

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

 

     8       OCV     25     

     8       DCV     25     

     3       OMCV  0      

     6       DMCV  9      

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

 

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

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

    18      REC     14

    60      END      8

    15      BODY   5

    60      STUN   20      Total Characteristic Cost:  280

 

Movement:       Running:  12m/24m

                            Flight:  41m/164m

                            Leaping:  34m/68m

                            Swimming:  4m/8m

                            Teleportation:  30m/120m

 

Cost   Powers                                                                                   END

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

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

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

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

                                                                                                                   

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

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

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

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

                                                                                                                   

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

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

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

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

                                                                                                                   

           Superhuman Physique                                                               

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

28      2)  Super Physiology:  Life Support  (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Immunity All terrestrial diseases; Immunity: Alcohol; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week)                                                                          0

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

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

 

           Brick Tricks

           Maneuver        OCV   DCV    Notes

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

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

4         Big Push           +0      +0      75 STR to Shove

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

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

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

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

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

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

4         Punch               +2      +0      14d6 Strike

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

4         Toughness       +2      +2      Block, Abort

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

 

           Perks

6         Takes Care of Herself:  Money:  Wealthy

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

 

           Talents

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

 

           Skills

32      +4 with HTH Combat

3         Bureaucratics 16- (20-)

3         Charm 16- (20-)

3         Computer Programming 13-

3         Cryptography 13-

3         Electronics 13-

3         High Society 16- (20-)

3         Inventor 13-

3         Linguist

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

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

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

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

3         Mechanics 13-

3         Paramedics 13-

3         Persuasion 16- (20-)

11      Power:  Brick Tricks 18-

3         Scholar

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

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

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

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

3         Scientist

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

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

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

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

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

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

3         Security Systems 13-

3         Sleight Of Hand 14-

3         Systems Operation 13-

3         Teamwork 14-

 

Total Powers & Skill Cost:  432

Total Cost:  712

 

400+     Matching Complications

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

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

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

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

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

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

15      Social Complication:  Secret Identity Frequently, Major

312    Experience Points

 

Total Complications Points:  712

 

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

 

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

 

 

 

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

 

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

 

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

 

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

 

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

Hey Ultra Girl...Eat Fist!

 

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

 

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

 

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

 

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

 

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

 

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

 

This is kind of spooky. There's female brick with gravity powers, a hyped up libido and mild exhibitionist streak (heh), villainess that usually worked a Lieutenant to various would be world beaters. She's trying to reform and become a hero though and isn't as much of a genius as Jezebel but is smarter than she lets on. She's also a blonde. The characters could practically be alternative universe duplicates.

 

Love this character's answer to "How does that thing stay on?" too. Getting stunned or ko'd must potentially cause her to experience some wardrobe malfunctions but I doubt this worries Jezebel too much. :)

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  • 2 weeks later...

Behemoth

 

Val   Char   Cost    Roll     Notes

125  STR     100    34-      Lift 838.9ktons; 25d6 [6]

  14    DEX      8       12-

  80    CON     70      25-

  10    INT        0       11-      PER Roll 11-

  11    EGO      1       11-

  50    PRE      40      19-      PRE Attack:  10d6

 

  11    OCV     40     

   7     DCV     20     

   3     OMCV  0      

   6     DMCV  9      

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

 

  40    PD        38                  Total:  40 PD (40 rPD)

  40    ED        38                  Total:  40 ED (40 rED)

  40    REC     36

160  END     28

  46    BODY  33

160  STUN   70      Total Characteristic Cost:  557

 

Movement:    Running:  24m/48m

                         Leaping:  37m/74m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

125    Brick Tricks:  Multipower, 125-point reserve                         

4f       1)  Bearhug:  EB 10d6, NND (+1) (100 Active Points); Must Follow Grab (-½), No Range (-½), Requires A Brick Tricks Roll (11- roll; -10 To Roll; -½), Side Effects (if character fails roll, opponent takes character's full STR damage; -¼)        10

2f       2)  Buried:  Entangle 10d6, 5 PD/5 ED (Stops A Given Sense Group Sight Group) (85 Active Points); OIF (appropriate materials of opportunity; -½), Increased Endurance Cost (x2 END; -½), Defense Depends On Materials Used (-½), Extra Time (at least a Full Phase, and often longer, depending on how long it takes to get the materials, -½), No Range (-½), Requires A Brick Tricks Roll (11- roll; -8 to Roll; -½), Side Effects (may cause considerable damage to the environment; -0)    16

              Notes:  Dumps a large amount of debris on his opponent

5f       3)  Crushing Grip:  RKA 3d6-1, NND (+1), Does BODY (+1) (120 Active Points); Must Follow Grab (-½), No Range (-½), Requires A Brick Tricks Roll (11- roll; -12 to Roll; -½)     12

4f       4)  Door Knocker of Doom:  Tunneling 1m through 25 PD material (73 Active Points); Requires A Brick Tricks Roll (11- roll; -8 to Roll; -½), No Noncombat Movement (-¼)                       7

5f       5)  Improvised Weaponry:  EB 18d6, Variable Special Effects (Limited to Objects he can hurl (Burning tire, electrical generator, etc.); +¼) (112 Active Points); OIF (appropriate materials of opportunity; -½), Extra Time (Full Phase, -½), Limited Range (15"; -¼), Side Effects (almost always causes considerable damage to the environment; -0)             11

4f       6)  Shockwave:  EB 14d6, Hole In The Middle (1 hex in center; fixed size; +¼), Explosion (+½) (122 Active Points); No Range (-½), Extra Time (Full Phase, -½), Restrainable (-½), Requires A Brick Tricks Roll (11- roll; -12 to Roll; -½), Only Affects Targets On The Ground (-¼), Only Does Knockdown, Not Knockback (-0), Side Effects (may cause considerable damage to the environment; -0)                                                                      12

4f       7)  Thunderclap:  Hearing Group Flash 16d6, Does Knockback (+¼), Hole In The Middle (fixed size; 2m Hole counting for Behemoth's Location in Combat; +¼), Area Of Effect (32m Radius Explosion; +½) (96 Active Points); No Range (-½), Extra Time (Full Phase, -½), Restrainable (-½)                             10

                                                                                                                   

2         Stratospheric Punch/Throw:  MegaScale (1" = 1 km; +¼) for up to 60 Active Points of STR (15 Active Points); Increased Endurance Cost (x10 END; -4), Requires A Brick Tricks Roll (11- roll; -½), Extra Time (Full Phase, -½)               10

           Notes:  Given time to wind up and really exert himself, Behemoth can hurl or punch/punt objects tremendous distances. this is an awe or visual effect. Damage (from falls or knockback) are consistant with normal strength/knb damage.

                                                                                                                   

38      Super-Strong Legs:  Multipower, 38-point reserve               

2f       1)  Combat Hops:  Leaping +33m (37m forward, 18 ½m upward) (Accurate) (22 Active Points)           2

1f       2)  Leaping to the Sunset:  Leaping 20m, MegaScale (1" = 1 km; leap takes 1 Phase per km; +¼) (12 Active Points)       1

1f       3)  Long Strides:  Running +6m (24m total) (6 Active Points)        1

                                                                                                                   

           Nearly Indestructible                                                                  

10      1)  Bracing:  Knockback Resistance -15m (15 Active Points); Costs Endurance (-½)               1

80      2)  Impervious Hide:  (Total: 80 Active Cost, 80 Real Cost) Hardened (+¼), Impenetrable (+¼), Resistant (+½) (40 Active Points) applied to PD (Real Cost: 40) plus Hardened (+¼), Impenetrable (+¼), Resistant (+½) (40 Active Points) applied to ED (Real Cost: 40)                                                                                      0

40      3)  It's Like Hitting A Brick Wall:  HKA 1d6+1 (4 ½d6 w/STR), Damage Shield (+½), Reduced Endurance (0 END; +½), Continuous (+1) (60 Active Points); Does Not Work Against Persons Who Grab Or Are Grabbed By The Character (-½) 0

10      4)  Just Catching My Breath:  +20 REC (20 Active Points); Only When Character Takes A Full Phase Recovery (-1)     

20      5)  Limitless Power:  Power Defense (20 points)                  0

17      6)  Rapid Healing:  Regeneration (2 BODY per 6 Hours), Can Heal Limbs 0

23      7)  Resilient Healing:  Healing 2d6,  (+¼), Reduced Endurance (0 END; +½) (35 Active Points); Self Only (-½)                0

6         8)  Revels in Pain:  (Total: 20 Active Cost, 6 Real Cost) +10 Mental Defense (10 points total) (10 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 3) plus Power Defense (10 points) (10 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 3)                                                                                                   0

60      9)  Ridiculously Tough:  (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30)           0

13      10) Super-Physiology:  LS  (Extended Breathing: 1 END per 20 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)             0

                                                                                                                   

           I AM the Goon Squad                                                                

3         1)  Massive:  +3 BODY                                                               

46      2)  Relentless Strength:  +15 STR, Reduced Endurance (½ END; +¼) (46 Active Points) (Modifiers affect Base Characteristic)                                                                                                       1

3         3)  Tips the Scales:  Knockback Resistance -3m                 0

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

           Perks

15      I got a bit of a Reputation around here:  Reputation:  Force of Nature (A large group) 14-, +5/+5d6

5         Off Shore Accounts and a 401k:  Money:  Well Off

3         Well-Connected

4         1)  Contact:  Abel White (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) (5 Active Points) 8-

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

1         3)  Contact:  The Ice Queen (Contact has useful Skills or resources) (2 Active Points) 8-

 

           Talents

6         Face of Nightmares:  +2/+2d6 Striking Appearance (Intimidation/Fear) (vs. all characters)

 

           Skills

40      +5 with HTH Combat

3         Gambling 11-

3         Interrogation 19-

2         KS: Legends And Lore 11-

2         KS: Organized Crime 11-

2         KS: The Superhuman World 11-

35      Power:  Brick Tricks 27-

3         Streetwise 19-

2         WF:  Small Arms

 

Total Powers & Skill Cost:  663

Total Cost:  1220

 

400+     Matching Complications

15      Distinctive Features:  Huge overmuscled man with scaly skin and demonic features (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses)

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

15      Physical Limitation:  Large, up to twice human size & mass (4m, or 2"; -2 DCV, +2 to PER Rolls to perceive) Infrequently, Greatly Impairing

15      Psychological Limitation:  Bully (Common; Strong)

10      Psychological Limitation:  Dislike Of Intellectuals (Uncommon; Strong)

5         Unluck: 1d6

820    Experience Points

 

Total Complications Points:  1220

 

Background/History:  Joe Kerns was a street thug with aspirations of greatness. Whenever word of a costumed villain looking for henchmen came down the pike, he was there.

This got him several smaller jail sentences and a few trips to the hospital. When Dr. Armageddon hired him it eventually led to the creation of one of the most feared, powerful beings on the planet. 

 

The explosion that transformed Joe into the Behemoth was a result of heroic interference. Dr Armageddon's ocean base went up in a bright flash, though he escaped, the team of heroes, Asia's Golden Patrol, were all slain.

 

The transformation allowed Joe to survive the explosion, he went on an extensive rampage through the Hawaiian Islands before being halted by the combined might of the Crown of Jade (a loose-knit Polynesian team) and the son of Thor, Magni; who happened to be in the area on a sight seeing journey to far east.

 

Kerns received the name Behemoth from the newspapers in America where he surfaced in Boston and fought local hero Powerman. Powerman held Behemoth at bay for several minutes as Boston's other heroes rallied and pulled together; he later died from the injuries he received. This led to the creation of the New England based super team, the Avengers.

 

It is theorized that Behemoth can resume a human form, as he disappears for several months at a time and pops up in various spots around the world. He has battled Herakles in Europe, Atlas in Indonesia and New York, Blackguard in Poland, Deathmetal and Pariah in Florida....he has worked for a few master villains, and once was seen guarding what turned out to be a shipment of technology for the ARMORY.

 

Personality/Motivation:  Behemoth has hit the big time and he is unwilling to let go. He loves using his might and has no problem with mass destruction or collateral damage. He seems obsessed with fighting the strongest warriors in the world (and seems to be rather sexist in his ranking system) and prove himself superior.

Beyond that, he likes money and the high life and as long as he is treated with the respect he feels he's due, he can work well with others.

 

Quote:  Come on! Get up! You can't be dead yet!

 

Powers/Tactics:  Uh Smash? Though he has the Power: Brick Tricks skill, and a nice list of powers to choose from, Behemoth is almost completely a straight up brick in practice. He uses his Thunderclap and Shockwave when fighting teams, and will break out the tricky stuff if he feels they will demoralize his opposition. He loves to play with his opponents.

 

If confronted by a strongman, he'll simply trade blows and insults with them unless they prove powerful or cagey enough that he feels he needs to take advange of his tricks of the trade.

 

Campaign Use:  The Ultimate Antagonist. Behemoth doesn't see the world in "Good" and "Evil" more like in terms of "Will Pay Me" and "I wanna crush". Anyone who can stand up to him (and individuals in this class are rare) is regarded with unfettered ire (and possibly fear) with a twinge of respect.

 

Appearance:  When he was a human (and if he can assume a human form again) Joe Kerns was about 6'2'' 220lbs of muscle and snarl. He had short black hair and a perma-scowl.

 

Behemoth is an over-muscled giant with scaly skin that is the color of dried blood. His head has an amphibious/demonic appearance with a ridged brow and a nascent nose, he has sharpened teeth, red eyes, and backward sweeping horns. He wears what appears to be black leather biker gear.

 

post-198-0-33170400-1398146391_thumb.jpg

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Towering Intellect, The

 

   Val     Char   Cost    Roll           Notes

20+60  STR       0       13- / 25-   Lift 400.0kg/1.6ktons; 4d6/16d6

    21      DEX      2       13-

23+20  CON      3       14- / 18-

    25      INT      15      14-            PER Roll 14-

    11      EGO      1       11-

25+20  PRE       5       14- / 18-   PRE Attack:  5d6/9d6

 

     8       OCV     15     

     6       DCV     15     

     3       OMCV  0      

     4       DMCV  3      

     5       SPD      20                        Phases:  3, 5, 8, 10, 12

 

10+24  PD          3                         Total:  10/34 PD (0/12 rPD)

10+24  ED         3                         Total:  10/34 ED (0/12 rED)

    10      REC      2

    50      END      2

20+12  BODY   5

50+24  STUN    5       Total Characteristic Cost:  99

 

Movement:       Running:  12m/60m/24m/120m

                            Leaping:  4m/8m

                            Swimming:  4m/8m

 

Cost   Powers                                                                                   END

90      Gadget Pool:  Variable Power Pool (Gadget Pool), 75 base + 75 control cost,  (113 Active Points); Changes Gadgets at Lab (-½); all slots OAF (-1)                                                                          

120    Giant Size:  Growth (+60 STR, +20 CON, +20 PRE, +12 PD, +12 ED, +12 BODY, +24 STUN, +15m Reach, +48m Running, -24m KB, hands/feet are Area Of Effect (2m Radius) attacks, 50,001-400,000 kg, +8 to OCV to hit, +8 to PER Rolls to perceive character, 17-32m tall, 9-16m wide)                                    12

           Gigantic Stats                                                                               

10      1)  Big Fist:  Area Of Effect (3m Radius; +¼) for up to 70 Active Points of Strength (17 Active Points); Linked (Giant Size; Lesser Power can only be used when character uses greater Power at full value; -¾) 2

0         2)  Giant Constitution:  +20 CON (Growth Stat Addition)  

0         3)  Giant Defenses:  +12 ED (Growth Stat Addition)            

0         4)  Giant Defenses:  +12 PD (Growth Stat Addition)            

0         5)  Giant Presence:  +20 PRE (Growth Stat Addition)         

24      6)  Giant Resilience:  Resistant Protection (12 PD/12 ED) (36 Active Points); Linked (Giant Size; -½)  0

0         7)  Giant Strength:  +60 STR (Growth Stat Addition)          

0         8)  Giant Strides:  Running +48m (12m/60m total), Growth Stat Addition 

0         9)  Giant Toughness:  +12 BODY (Growth Stat)                   

0         10) Giant Toughness:  +24 STUN (Growth Stat)                   

           Power Form!, all slots Unified Power (Genetic Modification; -¼)  

3         1)  Efficient Metabolism:  +20 END (4 Active Points); Unified Power (Genetic Modification; -¼)         

3         2)  Efficient Metabolism:  +4 REC (4 Active Points); Unified Power (Genetic Modification; -¼)           

16      3)  Enhanced Reaction:  +10 DEX (20 Active Points); Unified Power (Genetic Modification; -¼)         

8         4)  Impressive:  +10 PRE (10 Active Points); Unified Power (Genetic Modification; -¼)          

8         5)  Improved Reaction :  +1 SPD (10 Active Points); Unified Power (Genetic Modification; -¼)             

8         6)  Natural Combatant:  +2 OCV (10 Active Points); Unified Power (Genetic Modification; -¼)           

9         7)  Powerful Physique:  +10 STR, Reduced Endurance (½ END; +¼) (14 Active Points); Unified Power (Genetic Modification; -¼) (Modifiers affect Base Characteristic)                             1

2         8)  Really Fit:  +1/+1d6 Striking Appearance (vs. all characters) (3 Active Points); Unified Power (Genetic Modification; -¼)       

8         9)  Toughened Form:  +10 CON (10 Active Points); Unified Power (Genetic Modification; -¼)             

8         10) Tougher:  +20 STUN (10 Active Points); Unified Power (Genetic Modification; -¼)          

4         11) Tougher:  +5 BODY (5 Active Points); Unified Power (Genetic Modification; -¼)             

4         12) Tougher:  +5 ED (5 Active Points); Unified Power (Genetic Modification; -¼)    

4         13) Tougher:  +5 PD (5 Active Points); Unified Power (Genetic Modification; -¼)    

4         14) Life Support  (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Longevity: 400 Years; Sleeping: Character only has to sleep 8 hours per week) (5 Active Points); Unified Power (Genetic Modification; -¼)                                                                                                       0

           Perks

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

12      Contact:  the ARMORY (Contact has access to major institutions, Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 11-

40      Henchmen: Level 1:  Follower: Base Level Thugs

35      Henchmen: Level 2:  Follower: Lieutenants

30      Henchmen: Level 3:  Follower: Commanders

 

           Talents

4         Keen Reader:  Speed Reading (x10)

3         Math Whiz:  Lightning Calculator

5         Never Forgets an Insult:  Eidetic Memory

2         Quick To Go Gianty:  Lightning Reflexes (+7 DEX to act first with Activate Growth)

 

           Skills

6         +3 with Punch

24      Genius:  +2 Overall

3         Analyze:  Technology 14-

3         Computer Programming 14-

5         Cramming

3         Cryptography 14-

3         Inventor 14-

3         Scholar

2         1)  KS: Superpowers (3 Active Points) 14-

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

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

3         Scientist

3         1)  SS:  Biology 15- (4 Active Points)

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

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

4         4)  SS:  Genetics 16- (5 Active Points)

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

2         6)  SS:  Zoology 14- (3 Active Points)

2         7)  Science Skill:  Physics 14- (3 Active Points)

3         Security Systems 14-

3         Systems Operation 14-

3         Weaponsmith 14-

 

Total Powers & Skill Cost:  559

Total Cost:  658

 

400+     Matching Complications

10      Enraged:  When shown up (Uncommon), go 11-, recover 14-

20      Hunted:  Department of Metahuman Affairs Infrequently (Mo Pow; NCI; Harshly Punish)

15      Hunted:  The Archivist Infrequently (Mo Pow; Harshly Punish)

10      Psychological Complication:  Glory Hound (Common; Moderate)

15      Psychological Complication:  Intellectual Arrogance (Common; Strong)

5         Unluck: 1d6

258    Experience Points

(1 points unspent)

 

Total Complications Points:  658

 

Background/History:  Erskine Óskar Meinhardt was a promising student at the Technische Universität München, hailing from a poor middle European family he worked hard to get where he was and was famous back home for years as a genius.

 

Upon graduation he attended school MIT and then Cal Tech, earning additional degrees in a wide breadth of disciplines. He worked for some of the most prestigious firms in the world (often briefly) before he became known as an unreliable, eccentric, and then later dangerous personality.

 

After being fired from one of the holdings of the Utopian Institute over a "trifle," his term for the runaway pollution eating bacteria that almost destroyed several cities along the gulf coast; he struck out on his own, providing technology and know how to various underworld organizations.

 

It was during a stint as the lead scientist for one of the Iron Crusade bastions that he first encountered the Archivist. The stinging defeat at the hands of this intellectual teen idol stayed with Erskine during his prison stay and his loss of employment. He decided to show the world he was miles ahead of the so-called wunderkinds of the world and the Archivist would be his first victim. Since the Living Library had been making use of a growth serum of late, Erskine synthesized his own and challenged his new rival as the Towering Intellect.

 

Not one to let defeat stop him, he has returned time and again to tussle with titanic bibliophile.

 

Personality/Motivation:  Erskine Meinhardt is intellectually vain and yet fragile. He rages against his "Nemesis" the Archivist whom he sees as getting undue credit for being a genius. In fact Erkine feels he's every bit as smart as the living library.

 

But it's not just the Archivist who upsets him - he's just the one who punches him in the nose most often.

 

 

 

Quote:

 

Powers/Tactics:  Not many, he typically gets as big as he can and starts throwing punches. He's a decent natural fighter but has no formal training and his experience isn't much to shout about either. He's powerful but comparatively a glass cannon, taking much less than he can dish out.

 

He can vary encounters using his gadgets and his agents. His agents are broken into 20 teams of 5 with a lieutenant in charge of each unit. The lieutenants all report to his top 5 agents, each in charge of 4 groups of agents.

 

He will never use more than one Commander in a plot, keeping the other 4 to break them out of prison.

 

Campaign Use:  As part of the Archivists rogues gallery, The Towering Intellect has attempted to form a coalition with his nemesis's other foes to limited effect. The Sphinx finds his raging narcissism annoying and rather fruitless (He's not been able to solve all of her riddles) and his lumbering advances have lead to a few altercations.

 

The Misologist finds the crazy old coot to be example A why the lower classes shouldn't be allowed to access technology. Though they've worked together a few times they invariably end up enemies.

 

The Purifier finds the old scientist a heathen.

 

Appearance:  Originally 5'7'' and 145lbs, the unimpressive Erskine Meinhardt has become a tower of virility, standing 6 feet tall and weighing a cut 220lbs now he looks half his age, the wear on his face the only hint of him being an angry sexagenarian. He wears his white hair long and shaggy, shaves rarely and often sports a neatly trimmed beard that still has flecks of black in it.

 

Though he originally wore a specially tailored lab uniform, he's gone towards a more modern, skintight look to show off his muscles. It's black with red trim and gold bands near his calves and wrists. He wears no mask.

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I wanted to say how much I really enjoy your write ups. Though their built for a higher power level than I usually play on they're very creative and well developed. The high point totals are a bit deceptive as you mostly use the points to round the characters and their powers to suit their backgrounds not just for combat power. It's really fun reading and learning about your game world through them.

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I wanted to say how much I really enjoy your write ups. Though their built for a higher power level than I usually play on they're very creative and well developed. The high point totals are a bit deceptive as you mostly use the points to round the characters and their powers to suit their backgrounds not just for combat power. It's really fun reading and learning about your game world through them.

Yeah, I gave up on efficeincy long ago. I do have some really scary power level characters but mostly, I like to give skills and weird abilities for fun. 

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  • 2 weeks later...

Wanted to get the characters updated before I started this one. This next team is near and dear to my heart because they were created by whimsy.

The Champions Almanac II had a random super team name generator - Random choice A and Random Choice B with Optional random Choices C, and D IIRC.

 

I rolled dozens of names and one struck me as fun.

 

The New Peace Armada!

 

This name was so silly, so pompous and it evoked a new age vibe. I decided to create a group of "Heroes" who were too busy with their individual Social Agenda's to really fight crime. They tended to show up and lecture in a distracted mismashed fashion.

 

The members I grabbed were (oddly enough) mostly from Enemies Books:

 

  • The Champ(ion of the Poor) a well-meaning Superman knockoff with poor grasp of reality
  • Titaness a not-well-meaning eco terrorist with power issues.
  • Lady Blue - Robin Hoodesque villainess who got on pretty good with Champ
  • Angora - Original Character Cat woman who was a staunch advocate of PETA (despite the fact that she ate meat)
  • Dolphin - OC water brick who was for ocean recovery. 

I later added Aries from Enemies Assembled (I know he was known for drawing the ladies, but Gregg's art for Aries is still one of my favorite Champions pieces.)

Who was a perfect fit. 

 

When I decided more than a decade later to (achingly slowly) recast my world I decided to keep them, but I'd also seen White Wolf's Supers Game Aberrant and kind of dug the background world (despite it's Iron Ageness)

 

So the New Peace Armada's ship sailed and they were reborn as the Solution.

The Solution consists of :

 

  • Aries - I love this guy. But realize if I ever wanted to publish Else Earth I'd not get away with him, so if that ever happens he's replaced by 
  • The Green Knight - similar story, and characteristics to Aries but lacks the repulsion field. Instead has powered armor. 
  • Asterope - a take on Titaness, essentially the same story but she's linked to Demeter (like others on the team) now. A growth brick with electrical powers
  • Ms Savage - A "Jungle Woman" from another dimension
  • Rainmaker - A weather manipulator from Central Africa (Chad to be precise)
  • Runaway - One of many Speedster Legacies in my world
  • Silver Druid - a disgraced former Industrialist turned Enviromental protector by Demeter
  • Granite - An Earth Elemental granted sentience and direction by Demeter
  • Ultra Woman - Strange visitor from another planet with powers and abilities far beyond those of mortals.Really good at PR.

I can tweak Green Knight's past a bit to keep him on the team with Aries if I want. 

 

The Solution is the "Rapid Response" Arm of the Utopia Institute. UI is a think tank turned conglomerate now based out of a terra-formed paradise in the middle of Africa. They seek to save the world from itself but do so in an often suspect, heavy handed, and business friendly way. 

 

UI is not a publicly traded entity. But parts of it are, Utopia Industries is traded on NASDAQ, FTSE 100, Nikkei 220, and the Nairobi Securities Exchange. They are traded and valued rather heavily in Africa, Europe, and the Middle East, less so in the Americas. 

 

The Solution tends to act mostly in an Environmental Catastrophe capacity and as high profile spokespersons. They aren't crime fighters per se, they don't tend to respond to bank robberies or investigate criminals unless those criminals are wrecking the environment. They do a LOT of publicity tours and protect UI interests globally. Though they are to a man heroic and selfless, they see their work as more big picture. They can't be held back by "Costumed Drudgery." 

 

They do help out on major invasions as they protect Earth. And Aries loves meeting with visitors to our planet. 

I'll post the writeups when I get home :)

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Aries

 

Val   Char   Cost    Roll     Notes

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

  23    DEX     26      14-

  25    CON     15      14-

  18    INT        8       13-      PER Roll 13-

  18    EGO      8       13-

  35    PRE      25      16-      PRE Attack:  7d6

 

   8     OCV     25     

   8     DCV     25     

   3     OMCV  0      

   6     DMCV  9      

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

 

  20    PD        18                  Total:  20 PD (20 rPD)

  20    ED        18                  Total:  20 ED (20 rED)

  15    REC     11

  50    END      6

  15    BODY   5

  50    STUN   15      Total Characteristic Cost:  259

 

Movement:    Running:  23m/46m

                         Leaping:  64m/128m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

           Helm, all slots OIF (-½)                                                  

18      1)  Armored Helm, Reinforced Neck and Shoulders:  Resistant Protection (8 PD/8 ED/10 Flash Defense:  Hearing Group/10 Flash Defense:  Sight Group); Requires A Roll (9- roll; Must be made each Phase/use; only protects HitLocations 3-5; -1 ½), OIF (-½)                                                                                               0

7         2)  Atmoshphere:  LS  (Self-Contained Breathing) (10 Active Points); OIF (-½)          0

17      3)  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         4)  Communications:  High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As Sight and Hearing Groups As Well As Radio Group (-½), OIF (-½)                   0

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

10      6)  Radar HUD:  Radar (Radio Group) (15 Active Points); OIF (-½)              0

11      7)  Ram Horns:  HA +6d6 (30 Active Points); Only With Move Throughs (-1), OIF (-½), Hand-To-Hand Attack (-¼)       3

 

           Gear                                                                                               

20      1)  Nemoncloth Uniform:  Hardened (+¼), Impenetrable (+¼), Resistant (+½) (20 Active Points) applied to ED               

20      2)  Nemoncloth Uniform:  Hardened (+¼), Impenetrable (+¼), Resistant (+½) (20 Active Points) applied to PD

 

           Natural Gifts                                                                                 

15      1)  Born Under a good Star:  Luck 3d6                                 0

11      2)  Swift of foot:  Running +11m (23m total)                       1

 

           Repulsion Field                                                                            

35      1)  Repulse the Earth:  Leaping +60m (64m forward, 32m upward) (Accurate)         3

42      2)  Repulsion Field:  EB 12d6, Double Knockback (+¾) (105 Active Points); Only Does Knockback (-1), No Range (-½)                                                                                                    10

40      3)  Repulsion Launching:  EB 12d6 (60 Active Points); OIF (Object of Opporotunity; -½)      6

105    4)  Stop Dead:  Energy Blast 18d6, Knockback Only Causes Character To Stop Moving (+0), Double Knockback (+¾) (157 Active Points); No Range (-½)                                               16

 

           Krav Maga

           Maneuver        OCV   DCV    Notes

4         Block                +2      +2      Block, Abort

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

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

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

4         Escape              +0      +0      50 STR vs. Grabs

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

5         Kick                   -2       +1      11d6 Strike

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

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

1         Weapon Element:  Blades

1         Weapon Element:  Clubs

 

           Perks

0         Solution Perks

10      1)  Solution In Motion:  Vehicle Contribution

10      2)  Solution Station:  Base Contribution

10      3)  Solution Station:  Base Contribution

10      4)  Access: Utopian Institute (Hidden (-5 to Skill Rolls))

5         5)  Computer Link: UI Computers

5         6)  Fringe Benefit:  International Driver's License, Membership: Member of the Solution, Passport

10      7)  Money:  Wealthy

3         Well-Connected

5         1)  U.N.D.E.T.E.R.R.E.D.:  Contact:  United Nations Diplomatic Extra Terrestrial Engagement Recon Relationship and Education Department , Organization Contact (x3) (6 Active Points) 11-

8         2)  Contact:  EPA  (Good relationship with Contact), Organization Contact (x3) (9 Active Points) 11-

11       3)  Contact:  Environmental Groups (Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 12-

5         4)  Contact:  Underground Anti-Government Groups, Organization Contact (x3) (6 Active Points) 11-

1         5)  Contact:  Various College Campus Groups (2 Active Points) 11-

 

           Talents

12      Object of Attention:  +4/+4d6 Striking Appearance (vs. all characters)

 

           Skills

8         +1 with HTH Combat

20      +2 with All Combat

3         Acrobatics 14-

3         Acting 16-

3         Analyze:  Combat 13-

3         Breakfall 14-

3         Bribery 16-

3         Charm 16-

3         Concealment 13-

3         Contortionist 14-

3         Conversation 16-

3         Electronics 13-

3         High Society 16-

3         Inventor 13-

3         Lockpicking 14-

3         Mechanics 13-

3         Oratory 16-

3         Paramedics 13-

3         Persuasion 16-

3         Scholar

3         1)  KS: College Culture (4 Active Points) 14-

1         2)  KS: Environmental Groups (2 Active Points) 11-

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

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

1         5)  KS: Scientific Community (2 Active Points) 11-

2         6)  KS: The Extra Terrestrial "World" (3 Active Points) 13-

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

3         Scientist

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

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

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

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

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

3         Security Systems 13-

3         Shadowing 13-

3         Stealth 14-

3         Streetwise 16-

3         Systems Operation 13-

5         TF:  Science Fiction & Space Vehicles, Combat Aircraft, Large Planes, Small Planes

3         Tactics 13-

3         Teamwork 14-

2         WF:  Common Melee Weapons

 

Total Powers & Skill Cost:  631

Total Cost:  890

 

400+     Matching Complications

20      Psychological Limitation:  Vain; egotistical (Very Common; Strong)

10      Psychological Limitation:  Facinated by Aliens (Uncommon; Strong)

15      Social Limitation:  Secret Identity: ALexander Williamson (Frequently; Major)

10      Vulnerability:  1 ½ x BODY Knockback Damage (Common)

20      Vulnerability:  2 x STUN Knockback Damage (Common)

490    Experience Points

 

Total Complications Points:  890

 

Background/History:  Alexander Williamson was the happy child of a well to do family in northern California. He spent is time in drama and debate clubs; he loved the attention and the chance to argue. When his powers began to manifest themselves in his early teens, he exercised them infrequently. His repulsion field was of little value to his academic hobbies.

 

After graduation, he went to college and continued his passion for debating. Here, however, were many people who wanted to do more than discuss right and wrong. He met Danielle Davis, who wanted to change the world and save it from itself. He also met those who wanted to change it through action and protest. By the end of his freshman year he had changed majors to Biochemistry, and begun picketing chemical companies that were accused of dumping illegally and writing letters to congressmen.

 

It frustrated him that the world wasn't saved overnight, but Danielle preached patience. Alex and Danielle were approached shortly after graduation by the up and coming Utopia Institute; their scientific studies and background in civil activism appealed to the somewhat maverick environmental think tank.

 

When it was revealed that both Danielle and Alexander were super beings, the Board of UI came up with the Solution. Alex would lead them Danielle would be their spokeswoman, they would train Dr Sanderson's daughter who had developed powers of her own. It seemed a great idea to Danielle and Alexander saw promise in it.

 

A year later the Solution debuted and they have performed admirably as a popular public face for the UI and as occasional clean-up for UI experiments gone awry.               

 

 

 

Aries was originally the leader of Factor 7 from Enemies Assemble. I have changed him in some ways but he isn't truly my character. If the actual creator wants to step forward I'll give you the credit you deserve.

 

Personality/Motivation:  Aries is a visionary, and a little vain. He sees himself as one of the few people that can save it. While not naive enough to think he has all the answers, he does think that his innovation and willingness to make the "hard choices" make him the hero of his scenario.

 

Ultra Woman has managed to keep him in line and he doesn't actively break the law, but he sees the laws as impediments and would have no trouble breaking them if he wasn't on the team. He is distrustful of the government and big business, but at the same time (and quite hypocritically) enjoys UI's place in the world and the money he is making. He and some of the other more radical thinkers of UI have come up with some very aggressive and proactive solutions to problems. However, when their solutions go awry he has the team and other heroes to help bail them out. It works out reasonably well.

 

Aries likes superheroes, he sees them as good guys who just don't see the big picture; and he doesn't really consider himself or the Solution to be superheroes.

He gets along well with his team but knows a few of them aren't as trusting of his motives. It doesn't bother him though.

 

Quote:  "While you are busy capturing muggers, I am ending world pollution."

 

Powers/Tactics:  Aries main power is his "Repulsion Field". He can cause anything he touches to fly away from him at a high velocity. He can also pick things up and launch them at a target. With practice he has managed to time his repulsion field to opperate as a Anti-Kinetic Wall; basically moving physical targets that enter his hex hit an invisible "wall" if they can breach it, he's toast, but if they can't (ie the attack does knockback) they take damage as if hitting a mountain. His helm contains specialized circuitry that generates a micro atmosphere; it also has a radar system. He prefers to use his repulsion power by charging with his helmet encouraging foes to believe it is limited in this way. His secondary powers are physical enhancements across the board. He has low level superhuman strength, durability, and agility.

 

As time has passed he's reinforced the Helmet to allow for improved charge damage (and protection) and studied Krav Maga with some of the UI security personel.

 

Campaign Use:  Aries could easily end up a "Villain" see Factor 7 if you don't believe me. I have used the more even handed guidance from his friend Ultra  Woman to keep him on the up and up, but he does tend towards selfishness and if he feels strongly enough that he isn't affecting his goals with the Solution he will leave them and strike up his own organization. This is less likely still due to the fact that he and many of the powerful among the Utopia Institute feel the same way. The UI will cross lines occasionally

 

Appearance:  Aries is a phenomenally handsome young man of African heritage. He has short black hair, brown eyes and an almost impossibly muscular physique. He tends towards tailored suits and fashionable leisure clothes when not acting as the leader of the Solution. The Aries costume is a little garish. It consists of a glossy white body suit with a stylized red "A" on the chest, a black sash pinned with a gold pin a black cape, black gauntlets with gold accents, black boots, and a golden Ram Horn Helmet. In spite of his costume's somewhat gaudy appearance, he cuts an imposing figure.

 

 

 

 

As a note, Gregg Smith's drawing of Aries was awesome, and the "A" was reminiscent of the Anarchy symbol. The more corporate model I use has a simple block letter.

GM Notes: Guy had a 26 com. Can't remember if that was original or if I added it later. 

 

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Asterope

 

   Val     Char   Cost    Roll           Notes

40+15  STR      30      17- / 20-   Lift 6400.0kg/51.2tons; 8d6/11d6 [4/5]

    21      DEX     22      13-

35+15  CON     25      16- / 19-

    13      INT        3       12-            PER Roll 12-/14-

    11      EGO      1       11-

15+15  PRE       5       12- / 15-   PRE Attack:  3d6/6d6

 

     7       OCV     20     

     7       DCV     20     

     3       OMCV  0      

     4       DMCV  3      

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

 

20+13  PD        18                        Total:  20/33 PD (0 rPD)

23+13  ED        21                        Total:  23/36 ED (0 rED)

    15      REC     11

    70      END     10

11+3   BODY   1

70+6   STUN   25      Total Characteristic Cost:  245

 

Movement:       Running:  20m/32m/40m/64m

                            Leaping:  14m/28m

                            Swimming:  4m/8m

 

Cost   Powers                                                                                   END

45      Biochemical Abilities:  Multipower, 45-point reserve          

4f       1)  Bioelectric Burst: Low Voltage:  Energy Blast 9d6 (45 Active Points)    4

4f       2)  Bioelectric Lightning Bolt:  RKA 3d6 (45 Active Points)          4

4f       3)  Enormous Size:  Growth (+15 STR, +5 CON, +5 PRE, +3 PD, +3 ED, +3 BODY, +6 STUN, +1m Reach, +12m Running, -6m KB, 101-800 kg, +2 to OCV to hit, +2 to PER Rolls to perceive character, 2-4m tall, 1-2m wide), Reduced Endurance (0 END; +½) (37 Active Points)                                                               0

                                                                                                                   

-37     Growth Stats                                                                                 

15      1)  +15 STR                                                                                 1

5         2)  +5 CON                                                                                    

5         3)  +5 PRE                                                                                     

3         4)  +3 PD                                                                                       

3         5)  +3 ED                                                                                       

3         6)  +3 BODY                                                                                 

3         7)  +6 STUN                                                                                  

           Enormous Size                                                                             

8         1)  Giagantic Physique:  +10 CON (10 Active Points); Linked to Growth (5 points per 15 points of Growth) (-¼)             

16      2)  Gigantic Defense:  (Total: 20 Active Cost, 16 Real Cost) +10 PD (10 Active Points); Linked to Growth (5 points per 15 points of growth) (-¼) (Real Cost: 8) plus +10 ED (10 Active Points); Linked to Growth (5 points per 15 points of growth) (-¼) (Real Cost: 8)                                                                                        0

3         3)  Gigantic Eyes:  +2 PER with Sight Group (4 Active Points); Linked to 30 AP of Growth (-¼)            0

4         4)  Gigantic Eyes:  Nightvision (5 Active Points); Linked to 30 AP of Growth (-¼)    0

12      5)  Gigantic Legs:  Running +12m (20m/32m total), Reduced Endurance (½ END; +¼) (15 Active Points); Linked (to Growth; -¼)                                                                                                  1

8         6)  Gigantic Swing:  +4 OCV with Sweep                               

24      7)  Gigantic Toughness:  (Total: 30 Active Cost, 24 Real Cost) Physical Damage Reduction, Resistant, 25% (15 Active Points); Linked to 30 points or more of Growth (-¼) (Real Cost: 12) plus Energy Damage Reduction, Resistant, 25% (15 Active Points); Linked to 30 or more points of Growth (-¼) (Real Cost: 12)           0

8         8)  Impressiveness:  +10 PRE (10 Active Points); Linked (to Growth, gains +5 PRE per 15 points of Growth; -¼)              

8         9)  Stentorian Voice:  Hearing Group Images, +/-4 to PER Rolls, Reduced Endurance (0 END; +½) (25 Active Points); Set Effect (only to make character's voice really loud; -1), Instant (-½), No Range (-½), Limited Effect (Normal Hearing only; -¼) 0

                                                                                                                   

           Grace of Demeter                                                                        

5         1)  Ageless Beauty:  Life Support  (Longevity Immortal)  0

30      2)  Bathes in Lightning:  Energy Damage Reduction, Resistant, 75% (60 Active Points); Electrical Attacks Only (-1)      0

15      3)  Farsight:  +10 versus Range Modifier for Sight Group 0

20      4)  I talk to the Animals:  Animal Friendship                          

14      5)  Immunities and Environmental Adaptations:  Life Support  (Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)         0

5         6)  Strong Willed:  Mental Defense (5 points total)            0

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

                                                                                                                   

           Superhuman Physique                                                               

2         1)  Large and In Charge:  Knockback Resistance -2m      0

5         2)  Leaper:  Superleap +10m (14m forward, 7m upward) 1

8         3)  Sprinter:  Running +8m (20m/32m total)                       1

 

           Pankration

           Maneuver        OCV   DCV    Notes

4         Bend Joint        -1       +1      2d6 NND

4         Break Bone      -2       +0      HKA 4d6 / HKA 5d6

4         Crush                +0      +0      12d6 / 15d6 Crush, Must Follow Grab

4         Escape              +0      +0      55 STR  / 70 STR vs. Grabs

3         Grab                  -1       -1      Grab Two Limbs, 50 STR  / 65 STR for holding on

3         Kick/Punch      +1      +0      10d6 / 13d6 Strike

3         Legsweep         +2       -1      9d6 / 12d6 Strike, Target Falls

3         Sacrifice Throw +2     +1      8d6 / 11d6 Strike; You Fall, Target Falls

1         Weapon Element:  Cestus

 

           Perks

0         Solution Perks

5         1)  Jet Set Perks:  Fringe Benefit:  International Driver's License, Membership: Member of the Solution, Passport

10      2)  My entrance:  Access: Utopian Institute (Hidden (-5 to Skill Rolls))

5         3)  Network Access:  Computer Link: UI Computers

10      4)  Salary:  Money:  Wealthy

10      5)  Solution In Motion:  Vehicle Contribution

10      6)  Solution Station:  Base Contribution

3         Well-Connected

11      1)  My Allies:  Contact:  Environmental Study Groups (Good relationship with Contact), Organization Contact (x3) (12 Active Points) 12-

4         2)  My Goddess:  Contact:  Demeter (Contact has extremely useful Skills or resources, Good relationship with Contact) (5 Active Points) 8-

2         3)  My Religion:  Contact:  Wiccan Groups (small Organization) (Good relationship with Contact) (3 Active Points) 11-

 

           Skills

8         +4 with Punch

3         Breakfall 13-

3         Climbing 13-

3         Electronics 12-

3         Jack of All Trades

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

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

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

3         Linguist

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

3         2)  Language:  Greek (Koine) (idiomatic) (4 Active Points)

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

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

3         Lockpicking 13-

3         Navigation (Land, Pick Something) 12-

3         Oratory 12- (15-)

3         Paramedic 12-

11      Power:  Electrical Power Stunts 16-

3         Riding 13-

3         Scholar

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

1         2)  KS: Environmental Groups (2 Active Points) 11-

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

1         4)  KS: Wicca (2 Active Points) 11-

3         Scientist

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

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

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

2         4)  SS:  Environmental Engineering 12- (3 Active Points)

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

3         Security Systems 12-

3         Shadowing 12-

3         Stealth 13-

19      Survival 20-

3         Tracking 12-

3         Traveler

1         1)  AK: Amazon Basin (2 Active Points) 11-

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

1         3)  AK: Pacific Northwest  (2 Active Points) 11-

1         4)  AK: Sub-Saharan Africa (2 Active Points) 11-

1         5)  CK: Portland, OR (2 Active Points) 11-

 

Total Powers & Skill Cost:  472

Total Cost:  717

 

400+     Matching Complications

15      Distinctive Features:  Tall amazon-looking lass (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15      Hunted:  Solution Enemies Frequently (As Pow; Harshly Punish)

20      Psychological Limitation:  Devotee of Demeter (Common; Total)

10      Psychological Limitation:  Impulsive, quick to act (Common; Moderate)

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

317    Experience Points

(92 points unspent)

 

Total Complications Points:  717

 

Background/History:  Adrienne Wilcox, aka Adrienne Whitemane, was a rebellious kid with social conscious streak. A girl from an Asian/Italian ancestry, she pretended to be a Native American (to give her environmental message more "Oomph") and protested, wrote congressman, sat in, spoke on television, smoked a lot of weed, and occasionally blew up buildings or cars. It was all fun and games until she and her friends went after the wrong polluting company. The company, a front for the Iron Crusade, took affront to the little eco-terrorists and had them followed and then acquired.

 

After some 'good natured' abuse the head of the genetics lab (the true purpose of the front company) decided to test several new "Super Serum" on the volunteers. The four that survived the initial tests were indeed transformed into super beings. One, Adrienne's boyfriend at the time, was thrilled with the rush his powers gave him. He gained tremendous telekinetic abilities and actually joined with the Iron Crusade as the villain Conquest. The other two went completely insane and attempted to escape and destroy the facility. They were put down by the guards and Conquest as his "initiation". Adrienne escaped in the confusion.

 

Calling herself the Amazon (a nod to both the Greek warrior women and the rain forests), she went back to work with the more fringe environmental groups. The Amazon was an effective saboteur and public figure for the "movement.” She excelled at lashing out and destruction against “corruptors and polluters” whoever they were. She joined a few pagan cults (mostly for the camaraderie) and they took care of her. Using down time to attend classes at various universities under assumed names, she became less and less sure of her direction in life.

 

One afternoon she attended a conference on Global Warming. The key note speaker was a woman claiming to be the Greek Goddess Demeter! At first, Adrienne was thrilled, surely Demeter, Goddess of the Earth and Agriculture would validate her worldview and strengthen her resolve.

 

However, the talk was not what she wanted to hear. Demeter did not speak of destroying property and lives; she didn't speak of the cruelty towards the animals of the planet by man. She didn't even seem concerned with the horrors of bio-engineered fruits and vegetables!

 

Adrienne angrily denounced the woman, to the woman's amusement. In no mood to be smirked at by a false deity spewing filth, Adrienne struck her. This proved to be the turning point in her life. Demeter was unfazed by the blow, but not unaffected. Her eyes flashed and Adrienne suddenly found herself facing a being of vastly superior ability in her home dimension. After a sound thrashing with an equally unpleasant lecture, Adrienne realized that she had basically verbally and physically assaulted the Goddess of Nature that she had professed to worship.

 

Humbled and repentant, Adrienne asked Demeter to guide her.

 

When she returned to the Earth Realm three years later, she was a different woman. She turned herself in to the police and turned over evidence and testified to criminal activities by the groups she had once supported. Her jail time was short due to her cooperation and when she was released, a representative from the Utopia Institute, Aubrey Davis met her. A short time later Asterope (named for Atlas's Daughter and meaning "Lightning") made her first appearance with the Solution.

 

Personality/Motivation:  Asterope is a changed woman in more ways than one. She sees that her actions were more about rebellion and destruction than helping the planet. She wanted to push people around and "punish" those she thought were guilty. Now she works tirelessly to aid the environment through management, science, and economic pressures. Since joining the Solution she has earned her doctorate. She works closely with UI's research division to seek ways to replenish the Earth's resources.

 

That doesn't mean she is any less stubborn or shy about using her powers. She enjoys being a famous meta and has a series of rivalries ranging from friendly to “best not to have them in the same room.”

 

Likewise she has gone from "recreational paganism" to a devout worship of the Goddess Demeter. However, her faith is very private and while she donates time and money to wiccan groups and organizations, she generally does so anonymously.

 

Her hobbies include farming and brewing. She owns a microbrewery in Oregon called "Mother Earth's Finest" and brews two beers (Regular, Stout) and Ale. The business is a hobby she runs with two of UI's Research Division technicians.

 

Quote:  "Shut it!"

 

Powers/Tactics:  Asterope is powerful enough at her normal height to give agents a beating. Her lightning power is generally reserved for inanimate objects, or at her lower level, keeping the lower powered foes out of the picture. When she's facing tougher opponents, and space permits, she uses her growth abilities. Of the Solution's three "Bricks" she is the median in terms of offence and the lightweight defensively. Demeter enhanced her abilities when she mentored Adrienne; she is much faster and more athletic than she was. In addition she has superior senses and minor divine nature gifts (survival skills, Animals love her, etc).

 

Campaign Use:  Asterope is an environmental activist, Wiccan (Greek Orthodox *giggle*- my apologies), repentant former villainess. What’s not to like? She has become more and more level headed as the years have gone by and is often worried at the direction the Solution and UI sometimes go. She sees through some of the veils of altruism but for now the good far outweighs the greed. She donates a fair share of her income and as such actually has only a moderate fortune compared to the rest of her team. She is good friends with Ultra Woman, Granite, Silver Druid, and Sunrise.

 

Appearance:  Asterope is tall, even at "normal" height she is approximately 6' 6" tall. She has long, straight, black hair and emerald green eyes. Her costume is white with gold trim on her boots, gloves, and belt. She wears a half mask and has a golden Lightning bolt on her left breast.

 

 

GM Notes: The Growth Stats List is exactly what it sounds like. the -37 covers the cost of the characteristics she gets when she gets bigger.

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Granite

 

Val   Char   Cost    Roll     Notes

  55    STR      30      20-       Lift 51.2tons; 11d6 [5]

  15    DEX      10      12-

  50    CON     40      19-

  10    INT        0       11-       PER Roll 11-

  15    EGO       5       12-

  30    PRE       20      15-       PRE Attack:  6d6

 

   8     OCV      25     

   5     DCV      10     

   3     OMCV   0      

   5     DMCV   6      

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

 

20+15             PD     15          Total:  20/35 PD (17/32 rPD)

20+15             ED     15          Total:  20/35 ED (17/32 rED)

  20    REC      16

100   END      16

  25    BODY   15

100   STUN   40      Total Characteristic Cost:  283

 

Movement:     Running:  12m/24m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

                         Tunneling:  0m/8m/0m/16m

 

Cost   Powers                                                                                   END

50       Mace of Mother Earth:  Multipower, 75-point reserve,  (75 Active Points); all slots Restrainable (-½)   

3f        1)  Dust Storm:  Darkness to Sight and Hearing Groups 6m radius, Alterable Size (40 Active Points); Restrainable (-½)      4

4f        2)  Earth Moving:  Telekinesis (50 STR) (75 Active Points); Only vs Earth/Stone (-½), Restrainable (-½)               7

5f        3)  Meteor Strike:  Energy Blast 10d6, Explosion (+½) (75 Active Points); Restrainable (-½)     7

4f        4)  Stone Cage:  Entangle 6d6, 6 PD/6 ED (60 Active Points); Restrainable (-½)           6

2f        5)  Stone Shape:  Minor Transform 3d6 (Stone to Formed Stone), Cumulative (+½), Improved Target Group (+1) (37 Active Points); Restrainable (-½)                                                          4

2f        6)  Stone Sledge:  Hand-to-Hand Attack +6d6, Reduced Endurance (0 END; +½) (45 Active Points); Hand-To-Hand Attack (-½), Restrainable (-½)                                                                         0

3f        7)  Stone Wall:  Force Wall 12 PD/12 ED, 0 BODY (up to 1m long, 1m tall, and ½m thick), Opaque (46 Active Points); Restrainable (-½)                                                                                                5

5f        8)  Stone's Throw:  Energy Blast 15d6 (75 Active Points); Restrainable (-½) 7

           Notes:  This is hurling the Mace at the target. It returns magically to Granite's hand

                                                                                                                   

           Earth Elemental Form                                                                   

41       1)  Body Of Stone:  (Total: 41 Active Cost, 41 Real Cost) +15 STR (Real Cost: 15) plus +3 PD, Hardened (+¼) (8 Active Points) (Modifiers affect Base Characteristic) (Real Cost: 8) plus +3 ED, Hardened (+¼) (8 Active Points) (Modifiers affect Base Characteristic) (Real Cost: 8) plus Knockback Resistance -10m (Real Cost: 10)             1

9         2)  Feet of Clay:  Clinging (65 STR) (14 Active Points); Only to Stone/Earth (-½)        0

24       3)  Sense Vibrations:  Detect Physical Vibrations (Touch Group) 11- (Unusual Group), Discriminatory, Range, Targeting Sense (30 Active Points); Only In Contact With Ground (-¼)              0

13       4)  Stony Skin:  Hardened (+¼), Resistant (+½) (13 Active Points) applied to ED       

13       5)  Stony Skin:  Hardened (+¼), Resistant (+½) (13 Active Points) applied to PD       

36       6)  Stony Skin:  Resistant Protection (15 PD/15 ED) (45 Active Points); Perceivable (-¼)           0

40       7)  Terran Life Support:  Life Support  (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep)                                                                                            0

30       8)  Tunnel Creation:  Tunneling 8m through 3 PD material, Fill In, Reduced Endurance (½ END; +¼) (30 Active Points)    1

                                                                                                                   

           Solution Gear, all slots OIF (-½)                                                

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); Sense Affected As Sight and Hearing Groups As Well As Radio Group (-½), OIF (-½)                   0

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

           Perks

5         Computer Access:  Computer Link: UI Computers

5         Perks:  Fringe Benefit:  International Driver's License, Membership: Member of the Solution, Passport

5         Salary:  Money:  Well Off

10       Solution Station:  Base Contribution

10       Solutions In Motion:  Vehicle Contribution

10       Utopian Access:  Access: Utopian Institute (Hidden (-5 to Skill Rolls))

 

           Skills

16       +2 with Mace of Mother Earth

16       +2 with HTH Combat

3         Analyze:  Stonework 11-

3         Bureaucratics 15-

3         Conversation 15-

3         Language:  English (completely fluent)

0         Language:  Geos (Earth Elemental Native Tongue) (idiomatic) (4 Active Points)

1         Language:  Greek (Koine) (basic conversation)

3         Navigation (Dimensional, Land) 11-

2         PS: Ranch Hand 11-

2         SS:  Geology 11-

3         Scholar

1         1)  KS: Charitable Organizations (2 Active Points) 11-

2         2)  KS: Geomancy (3 Active Points) 12-

1         3)  KS: The Elemental Planes (2 Active Points) 11-

1         4)  KS: The Environmental Protection Community (2 Active Points) 11-

1         5)  KS: The Utopia Institute (2 Active Points) 11-

1         6)  KS: Wicca (2 Active Points) 11-

10       Survival (Desert, Mountain, Underground) 13-

3         Teamwork 12-

2         WF:  Common Melee Weapons

 

Total Powers & Skill Cost:  433

Total Cost:  716

 

400+     Matching Complications

10       Distinctive Features:  Earth Elemental (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

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

10       Physical Limitation:  Tremendous Weight (700+ lbs) (Infrequently; Slightly Impairing)

15       Psychological Limitation:  Cannot Tell a Lie Uncommon, Total

15       Psychological Limitation:  Worships Demeter Common, Strong

10       Social Limitation:  Public Identity (Frequently; Minor)

316     Experience Points

 

Total Complications Points:  716

 

Background/History:  Granite is the result of magic gone awry. Originally a mindless construct from the elemental plane of Earth summoned by the Enchantress to destroy whatever champions of the Earth opposed her at the time. During the combat, one of the heroes, a terrokinetic (ability to control earth and stone) attempted to wrest control from the mistress of arcane and the creature awakened.

 

Frightened by its sudden awareness, the elemental escaped the conflict. The being wandered the Earth and found it to be confusing and frightening the creatures were by and large threatening and terribly soft and easily broken.  So it wandered far away from civilization when it could but constantly found itself drawn to humanity out of curiosity and loneliness.

 

One day a kindly old man found the brooding stone man hiding near his Montana ranch. He took the being back to his home and began educating it about the world it was in. Teaching the surprisignly quick study english as well as how to help him with his livestock, he dubbed the large being Granite. Taking this knowledge and bidding its first friend goodbye, the stone man once again wandered the world, this time a little less afraid.

 

During these travels it became he and his encounters with humans became increasingly positive. Speaking the language and using his abilities to aid those he came across made life easier. Granit met many who offered him knowledge and friendship.

 

In 2005, Granite was lending the assistance he could to sufferers of hurricane Katrina and encountered a kind woman with an aura of power. It was after helping her rebuild houses and clear debris she revealed that she was the Greek Goddess Demeter.

 

A few months later, Demeter reappeared to Granite and informed him that she had chosen him as one of her champions. She then gave him the Mace of Mother Earth and bid him to find some of her other champions this lead to his joining the Solution. Granite recently became a citizen of the United States.

 

Personality/Motivation:  Granite is guiless, helpful, cheerful, and in many ways a child. Having had sentience for less than ten years, he has been learning a lot in a short amount of time. He gets along very well with most people and astoundingly well with AI's and other awakened beings.

 

He is facinated by science and is astounded by the good humanity can do when it sets its mind to it. He is a bit nervous around the Green Knight, who is kind of dismissive of the earth elemental as anything more than a "tool" or a pet. Alex keeps this hidden from the rest of the team and Granite finds the behavior from the normally sincere and idealistic Aries to be very confusing. He wonders if he isn't misinterpreting it.

 

Quote:  Granite friend.

 

Powers/Tactics:  An earth elemental with a magic earthen mace. He is far more versitile than he appears. He tends to fight aggressively, that was the only thing from his past that still drives him. But he also uses his enchanted mace to repair damage done during his fights when he can.

 

Campaign Use:  Granite has ventured to his "Home Plane" and is a qualified expert on it as well as the other elemental planes. He completes the Solution's mystical Trifecta and works very good as the outsider voice of reason in many discussions.

 

Appearance:  Granite looks like, well, granite. He is just over six feet tall and weighs several hundred pounds. He looks rather like an unfinished statue. He wears white trunks with a blue stripe and a broad golden belt. His Comlink is built into a silver armband he wears on his left bicep. His Mace of Mother Earth is black marble with silver bands at either side of the head and ivory inlayed in the handle. It has a leather teather for twirling and hurling.

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The Green Knight

 

   Val     Char   Cost    Roll           Notes

35+20   STR      25      16- / 20-    Lift 3200.0kg/51.2tons; 7d6/11d6 [3/5]

    23      DEX      26      14-

    25      CON     15      14-

    18      INT        8       13-             PER Roll 13-

    18      EGO       8       13-

    25      PRE       15      14-             PRE Attack:  5d6

 

     8       OCV      25     

     8       DCV      25     

     3       OMCV   0      

     6       DMCV   9      

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

 

15+25   PD         13                        Total:  15/40 PD (0/25 rPD)

15+25   ED         13                        Total:  15/40 ED (0/25 rED)

    15      REC      11

    50      END       6

    15      BODY    5

    50      STUN   15      Total Characteristic Cost:  249

 

Movement:        Running:  17m/34m

                            Flight:  20m/40m

                            Leaping:  9m/18m

                            Swimming:  4m/8m

 

Cost   Powers                                                                                   END

83       Defensive Systems:  Multipower, 125-point reserve,  (125 Active Points); all slots OIF (-½)      

5f        1)  Force Barrier:  Force Wall 18 PD/18 ED, 0 BODY (up to 5m long, 2m tall, and ½m thick), Hardened (+¼) (74 Active Points); OIF (-½)                                                                                                7

6f        2)  Force Blast:  Energy Blast 15d6, Reduced Endurance (½ END; +¼) (94 Active Points); OIF (-½)       3

1f        3)  Force Point Defense:  Missile Deflection (20 Active Points); OIF (-½)     2

8f        4)  Force Shackles:  Entangle 6d6, 6 PD/6 ED, Hardened (+¼), Reduced Endurance (½ END; +¼) (120 Active Points); OIF (-½)                                                                                                       5

3f        5)  Force Spear:  Killing Attack - Ranged 3d6 (45 Active Points); OIF (-½)   4

8f        6)  Modulated Force Blast:  Energy Blast 8d6, Variable Advantage (+1 Advantages; +2) (120 Active Points); OIF (-½)     12

2f        7)  Personal Force Field:  Force Field (10 PD/10 ED) (30 Active Points); OIF (-½)      0

1f        8)  Platform:  FW 12 PD, 0 BODY (up to 10m long, 1m tall, and ½m thick) (27 Active Points); Horizontal Only (-1), OIF (-½)                                                                                                       3

                                                                                                                   

           Green Knight Urban Defense Armor, all slots OIF (Powered Armor; -½)       

23       1)  AntiGravity Systems:  Flight 20m, combat acceleration/deceleration (+¼), No Gravity Penalty (+½) (35 Active Points); OIF (Powered Armor; -½)                                                                  3

6         2)  Environmental Protection System:  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 (Powered Armor; -½)        0

22       3)  Fire Suppression System:  Dispel Flame Powers 16d6, any Fire Power one at a time (+¼) (60 Active Points); 4 Charges (-1), OIF (-½), Limited Range (5"; -¼)                                                   [4]

7         4)  Internal Oxygen Supply:  Life Support  (Self-Contained Breathing) (10 Active Points); OIF (Powered Armor; -½), 1 Continuing Fuel Charge lasting 6 Hours (replacement oxygen supply, Easy to obtain; -0)              [1 cc]

10       5)  Light Exoskeleton:  +20 STR (20 Active Points); No Figured Characteristics (-½), OIF (Powered Armor; -½)  2

32       6)  MicroFusion Plant w/Solar Backups:  Endurance Reserve  (150 END, 15 REC) (48 Active Points); OIF (-½)  0

7         7)  NBC-Proof Sealed System:  Life Support  (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents) (10 Active Points); OIF (Powered Armor; -½)          0

30       8)  Nemon Class Light Combat Armor:  Resistant Protection (15 PD/15 ED) (45 Active Points); OIF (Powered Armor; -½)                                                                                                       0

                                                                                                                   

           Helmet Systems, all slots OIF (Helmet Systems; -½)             

9         1)  Force Field Analysis:  Detect A Single Thing 9- (Sight Group), Discriminatory, Analyze (13 Active Points); OIF (Helmet Systems; -½)                                                                                0

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

6         3)  Parabolic Hearing System:  +6 versus Range Modifier for Hearing Group (9 Active Points); OIF (Helmet Systems; -½)                                                                                                       0

7         4)  Polarized HUD :  Sight Group Flash Defense (10 points) (10 Active Points); OIF (-½)          0

5         5)  Psi-Wear Anti Psionic Shielding:  Mental Defense (10 points total) (10 Active Points); OIF (-½), Costs Endurance (-½)                                                                                                       1

10       6)  Radar Array:  Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As Sight Group As Well As Radio Group [very common Sense] (-½), OIF (Helmet Systems; -½)             0

10       7)  Sight Magnification System:  Microscopic (x1,000) ( x1,000) with Sight Group (15 Active Points); OIF (Helmet Systems; -½)                                                                                                       0

7         8)  Strong Communications Suite:  High Range Radio Perception (Radio Group), +3 to PER Roll (15 Active Points); OIF (-½), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-½)        0

6         9)  Telescopic Lenses:  +6 versus Range Modifier for Radio Group (9 Active Points); OIF (Helmet Systems; -½)  0

3         10) Thermalvision, Heat Trace-Tracking:  Tracking with Infrared Perception (5 Active Points); OIF (Helmet Systems; -½)                                                                                                       0

3         11) UV Vision:  Ultraviolet Perception (Sight Group) (5 Active Points); OIF (Helmet Systems; -½)          0

2         12) Ultrasonic Hearing:  Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (Helmet Systems; -½)     0

                                                                                                                   

           Hyper-Evolved Human                                                               

15       1)  Born Under a good Star:  Luck 3d6                                   0

4         2)  Hyper-Physiology:  Life Support  (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Longevity: 200 Years; Sleeping: Character only has to sleep 8 hours per week)           0

3         3)  Strong Leaper:  Leaping +5m (9m forward, 4 ½m upward)           1

5         4)  Swift of foot:  Running +5m (17m total)                              1

           Perks

5         Computer Access:  Computer Link: UI Computers

5         Perks:  Fringe Benefit:  International Driver's License, Membership: Member of the Solution, Passport

10       Salary:  Money:  Wealthy

10       Solution Station:  Base Contribution

10       Solutions In Motion:  Vehicle Contribution

10       Utopian Access:  Access: Utopian Institute (Hidden (-5 to Skill Rolls))

3         Well-Connected

8         1)  Contact:  EPA  (Good relationship with Contact), Organization Contact (x3) (9 Active Points) 11-

11       2)  Contact:  Environmental Groups (large group of small organizations) (Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 12-

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

5         4)  Contact:  Underground Anti-Government Groups, Organization Contact (x3) (6 Active Points) 11-

1         5)  Contact:  Various College Campus Groups (2 Active Points) 11-

 

           Talents

12       Hollywood Good Looks:  +4/+4d6 Striking Appearance (vs. all characters)

 

           Skills

8         +1 with HTH Combat

20       +2 with All Combat

3         Acrobatics 14-

3         Analyze:  Combat 13-

3         Breakfall 14-

3         Bribery 14-

3         Concealment 13-

3         Contortionist 14-

3         Conversation 14-

3         Electronics 13-

3         High Society 14-

3         Inventor 13-

3         Lockpicking 14-

3         Mechanics 13-

3         Oratory 14-

3         Paramedics 13-

3         Persuasion 14-

3         Scholar

3         1)  KS: College Culture (4 Active Points) 14-

1         2)  KS: Environmental Groups (2 Active Points) 11-

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

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

3         Scientist

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

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

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

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

1         5)  SS:  Gravitic Engineering 11- (2 Active Points)

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

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

1         8)  SS:  Xenology 11- (2 Active Points)

3         Security Systems 13-

3         Shadowing 13-

3         Stealth 14-

3         Streetwise 14-

3         Systems Operation 13-

5         TF:  Science Fiction & Space Vehicles, Combat Aircraft, Large Planes, Small Planes

3         Tactics 13-

3         Teamwork 14-

 

Total Powers & Skill Cost:  567

Total Cost:  816

 

400+     Matching Complications

5         Dependent NPC:  Sarah Murphy (Girlfriend) 8- (Normal; Useful Noncombat Position or Skills)

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

15       Psychological Limitation:  Altruist, seeks to lead Earth to a Better Place (Common; Strong)

10       Psychological Limitation:  Facinated by Aliens (Uncommon; Strong)

15       Psychological Limitation:  Vain; egotistical (Very Common; Moderate)

10       Reputation:  Leader of the Solution, 11-

15       Social Limitation:  Secret Identity (Frequently; Major)

416     Experience Points

(34 points unspent)

 

Total Complications Points:  816

 

Background/History:  For an affluent African-American child in a mostly white community, Alexander Williamson was something of a celebrity. When Alex was nine, he was 6' tall and could dunk a basketball. When he was twelve, he could bend a steel bar. These facts kept potential bullies away and Alex was free to study.

 

An academic whiz kid with proud parents always pushing him gently towards bigger and better things, Alexander graduated at the top of his high school class. He went to college and changed.

 

At first, his parents didn't worry too much; Alex got excellent grades and became more and more involved in the local community. They argued more than they had in the past but it was nothing unexpected.

 

Alex grew more and more concerned about the environmental and socioeconomic state of the world. He changed his major from Business to Environmental Engineering. He expressed outrage at the family SUV. His parents were really worried until he met that nice girl, Adora. But that too didn't work out the way they had hoped. Alex was a firebrand and he wasn’t going to change.

 

However after graduation, Alex went to work for the Utopia Institute and he calmed down again. The Institute decided to fund a team of “Activist Heroes” around Alex and to this end built a suit of armor to enhance his meta-powers. When the Solution first appeared, his parents knew he was a part of that team. They still worry about Alex, but they are also very proud of him.

 

Personality/Motivation:  Alex is a visionary, and more than a little vain. He sees himself as one of the few people that sees the world how it "really" is and can save it from itself.

 

While not naive enough to think he has all the answers, he does think that his innovation and willingness to make the "hard choices" make him the hero of his scenario. Ultra Woman has managed to keep him in line and he doesn't actively break the law, but he sees the laws as impediments and would have no trouble breaking them if he wasn't on the team.

 

He is distrustful of the government and big business, but at the same time (and quite hypocritically) enjoys UI's place in the world and the money he is making. He and some of the other more radical thinkers of UI have come up with some very aggressive and proactive solutions to problems. However, when their solutions go awry he has the team and other heroes to help bail them out. It works out reasonably well.

 

The Green Knight likes superheroes, he sees them as good guys who just don't see the big picture; and he doesn't really consider himself or the Solution to be superheroes.

 

He gets along well with his team but knows a few of them aren't as trusting of his motives. It doesn't bother him though.

 

Quote:  "While you are busy capturing muggers, I am ending pollution and world hunger; but you're doing good too."

 

Powers/Tactics:  The Green Knight armor uses force field based weaponry and defensive systems. It incorporates a light exoskeleton and an advanced communications/Sensor array.

 

He can use his basic blast in concert with his personal forcefield making him pretty hard to hurt or he can use his more esoteric attacks and give up his force field.

 

Alex himself is very smart and a decent public speaker. He's getting better at controlling his temper too. Alex is a minor superhuman. His are physical enhancements across the board. He has low level superhuman strength, durability, and agility. He also has a highly developed physiology that has made him hyper efficient. He heats and sleeps much less than average and has an extended lifespan.

 

Campaign Use:  The Green Knight can go either way. He's an eco-friendly superhero, prefering to protect the environment and the creatures of Earth from humanity. He could easily be a joke or an ELF style eco-terrorist.

 

In the campaign world he's maturing into a more even handed fellow, but it's been slow going.

 

Appearance:  Alexander Williams is tall and powerfully built he also has near perfect features and an inhuman grace. In any other team he'd be the spokesperson, but Ultra Woman's superhuman presence is too useful to ignore.

 

That said, Alex speaks for the Institute often. But as a member, not as The Green Knight. When appearing or at meetings Alex wears tailored suits and cuts a magificent figure.

 

As the Green Knight, Alex wears a high tech battle armor with archaic asthetic touches. The armor is two tone green, a very dark base with metallic mint green to off set. His symbol is the globe.

 

 

GM Notes: As you can see this is Aries in a different costume. I'll whip up a different background so they can both be used at the same time if you prefer. 

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Ms. Savage

 

Val   Char   Cost    Roll     Notes

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

  26    DEX      32      14-

  20    CON     10      13-

  18    INT        8       13-       PER Roll 15-

  16    EGO       6       12-

  25    PRE       15      14-       PRE Attack:  5d6

 

  10    OCV      35     

  10    DCV      35     

   3     OMCV   0      

   5     DMCV   6      

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

 

10+6  PD          8                   Total:  10/16 PD (0/6 rPD)

10+6  ED          8                   Total:  10/16 ED (0/6 rED)

  10    REC       6

  40    END       4

  15    BODY    5

  40    STUN   10      Total Characteristic Cost:  243

 

Movement:     Running:  15m/30m

                         Leaping:  5m/10m

                         Swimming:  4m/8m

                         Swinging:  12m/24m

 

Cost   Powers                                                                                   END

           Feminie Wiles - and acrutraments                                             

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

13       2)  Sexy Distraction:  Mind Control 10d6 (50 Active Points); Set Effect (pay attention only to me, ignore other non-threatening activity going on around you; -1), Effect Ends Immediately If Anyone Directly Threatens Target (-½), No Range (-½), Requires A Seduction Roll  (11- roll; -½), Only Works On Persons Of Appropriate Sexual Orientation (-¼)                5

           Lost World Elixers                                                                       

3         1)  Ageless Beauty:  Life Support  (Longevity: 800 Years)   0

4         2)  Environmental Resilience:  Life Support  (Safe in Intense Cold; Safe in Intense Heat)         0

15       3)  Toughness:  Energy Damage Reduction, Resistant, 25% 0

15       4)  Toughness:  Physical Damage Reduction, Resistant, 25%           0

           Solution Gear, all slots OIF (-½)                                                

16       1)  Broadcast Tracking:  Detect Source Of Radio Transmissions A Large Class Of Things 9- (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (24 Active Points); OIF (-½)      0

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

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

11       4)  Survival Knife:  (Total: 24 Active Cost, 11 Real Cost) HKA 1d6 (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

24       5)  Throwing Knife:  (Total: 22 Active Cost, 24 Real Cost) HKA ½d6 (2d6+1 w/STR), Reduced Endurance (0 END; +½); OAF (-1), No Knockback (-¼) (Real Cost: 7) plus Ranged for HKA 1d6+1: Range Based On STR (+¼), Reduced Endurance (0 END; +½); 1 Recoverable Charge (-1 ¼), OAF (-1) for up to 10 Active Points (Real Cost: 7)             [1 rc]

                                                                   Notes:  (x4 number of items)

           Super Survivalist                                                                          

6         1)  Acrobatic:  Leaping +1m (5m forward, 2 ½m upward) (Accurate)               1

1         2)  Can Find Food Anywhere:  LS  (Eating: Character only has to eat once per week); Requires A Survival Roll  (11- roll; -½), 1 Continuing Fuel Charge lasting 1 Week (-0)                   [1 cc]

6         3)  Contortionist's feet:  Extra Limbs (feet usable as hands) (1), Inherent (+¼) (6 Active Points)              0

30       4)  Hero's Luck:  Luck 6d6                                                         0

4         5)  Jungle Travel:  Swinging 12m (6 Active Points); OIF (vines of opportunity; -½)   1

2         6)  Pearldiver's Lungs:  LS  (Extended Breathing: 1 END per Minute)            0

6         7)  Senses As Keen As An Animal's:  +2 PER with all Sense Groups 0

7         8)  Strong Willed:  Mental Defense (7 points total)              0

3         9)  Swift-Footed:  Running +3m (15m total)                            1

 

           Beast Fu

           Maneuver        OCV   DCV    Notes

12       +3 HTH Damage Class(es)

4         Boar's Charge  +0       -2      10d6 +v/5 Strike, FMove

4         Cobra Strike     +2       +0      10d6 Strike

3         Legsweep         +2       -1      9d6 Strike, Target Falls

4         Martial Block   +2       +2      Block, Abort

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

4         Martial Escape +0       +0      55 STR vs. Grabs

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

3         Martial Throw  +0       +1      8d6 +v/5, Target Falls

4         Nerve Strike      -1       +1      3 ½d6 NND

5         Offensive Strike -2      +1      12d6 Strike

5         Passing Strike  +1       +0      8d6 +v/5; FMove

5         Passing Throw +0       +0      8d6 +v/5; Target Falls; FMove

4         Python's Crush +0      +0      12d6 Crush, Must Follow Grab

1         Weapon Element:  Blades

1         Weapon Element:  Polearms and Spears

 

           Perks

6         Contacts (6 points' worth)

1         Animal Companions:  Follower (0 Active Points)

11       Contacts: 11 points' worth, representing famous or influential people the character knows through his family and exposure to Society

5         Computer Access:  Computer Link: UI Computers

5         Perks:  Fringe Benefit:  International Driver's License, Membership: Member of the Solution, Passport

8         Has Returned to Civilization:  Money:  Wealthy

10       Solution Station:  Base Contribution

10       Solutions In Motion:  Vehicle Contribution

10       Utopian Access:  Access: Utopian Institute (Hidden (-5 to Skill Rolls))

 

           Talents

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

12       Bullet-Proof Nudity:  Combat Luck (6 PD/6 ED)

20       Gifted Linguist:  Universal Translator 18- (25 Active Points); Learnable Earth Languages Only (see text; -¼)

20       Who's a beautiful rhinocerous? You are!:  Animal Friendship

2         Wilderness Swiftness:  Environmental Movement (no penalties on thick underbrush)

 

           Skills

20       +2 with All Combat

8         +2 with all Interaction Skills

5         Acrobatics 15-

3         Breakfall 14-

3         Bureaucratics 14-

3         Charm 14-

11       Climbing 18-

3         Contortionist 14-

3         Conversation 14-

3         High Society 14-

3         Interrogation 14-

3         Jack of All Trades

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

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

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

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

3         Linguist

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

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

2         3)  Language:  Arabic (Modern) (completely fluent) (3 Active Points)

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

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

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

1         7)  Language:  Greek (Koine) (fluent conversation) (2 Active Points)

3         Lockpicking 14-

2         Navigation (Land) 13-

3         Persuasion 14-

3         Riding 14-

3         Scholar

1         1)  KS: Big Game Animals (2 Active Points) 11-

1         2)  KS: Flora And Fauna (2 Active Points) 11-

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

2         4)  KS: Lost/Hidden Civilizations (3 Active Points) 13-

1         5)  KS: Mountains of the World (2 Active Points) 11-

2         6)  KS: The Financial World (3 Active Points) 13-

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

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

3         Security Systems 13-

3         Shadowing 13-

3         Sleight Of Hand 14-

5         Stealth 15-

3         Streetwise 14-

7         Survival 15-

7         TF:  Common Motorized Ground Vehicles, Riding Animals, Carts & Carriages, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles

3         Teamwork 14-

5         Tracking 14-

3         Trading 14-

3         Traveler

1         1)  AK: African Mediteranian (2 Active Points) 11-

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

1         3)  AK: Lost World (2 Active Points) 11-

1         4)  AK: New South Wales (2 Active Points) 11-

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

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

1         7)  CK: Paris (2 Active Points) 11-

1         8)  CK: Sydney (2 Active Points) 11-

1         9)  CuK: Egyptian (2 Active Points) 11-

1         10)  CuK: Nigerian (2 Active Points) 11-

7         WF:  Common Melee Weapons, Common Missile Weapons, Small Arms, Off Hand

 

Total Powers & Skill Cost:  547

Total Cost:  790

 

400+     Matching Complications

10       Hunted:  Imowen the Huntress 8- (As Pow; Harshly Punish)

15       Hunted:  Lord Kellan Highwater 11- (As Pow; NCI; Limited Geographical Area: Lost Lands; Harshly Punish)

                Notes:  A rival from her past, though she doens't know the extent of his desire to possess her.

15       Psychological Limitation:  Overconfident (Very Common; Moderate)

15       Psychological Limitation:  Protective of Wildlife (Common; Strong)

10       Psychological Limitation:  Sensual: loves new experiences and challenges of the phsysical being (Common; Moderate)

10       Social Limitation:  Fish out of Water...and time. - 2 with Interaction skills in the Modern Era (Frequently; Minor)

390     Experience Points

 

Total Complications Points:  790

 

Background/History:  Ms Savage is the daughter of "Lady Donna" Allingham, a turn of the century British adventurer and explorer whose life and subsequent disappearance in 1927 has lead to a highly fictionalized legend. Lady Donna was seen as a feisty sidekick/damsel in distress for much of the accomplishments of her paramour Lord Shelton Savage, who was something of a "Great White Hunter" or "Jungle King."

 

When she disappeared on their adventures to a "Lost Kingdom," he returned to London and enjoyed his celebrity until the outbreak of World War I when he served his country. He spent the Second World War as a reporter and moved to the states. In the early 50's he wrote his memoires and Lady Donna finally got her due.

 

It turns out that when they found the Lost World, Lady Donna was courted by one of the natives. Lord Savage was something of a philanderer and Donna finally got fed up. The noble chief of the Lost World’s strongest tribe was everything that Savage wasn’t as far as marriage material went so she stayed with him and raised her family.

 

Decades later, oldest daughter Constance decided to return to her mother's homeland only to find she was woefully unprepared for the modern day. She found her mother's sister had married and passed away but managed to find her grandson, a member of the Utopia Institute’s London offices. He quickly realized his bizarre great-aunt would be a marvelous resource for the organization. Taking the moniker Ms. Savage as a nod to her mother's past, she joined the Solution.

 

Personality/Motivation:  From another culture and another time, Constance has had some issues adjusting. She's got a rather sensual outlook on life and kind of ovecompensates in some ways. She sees herself as a witty femme fatale but some might find her an oversexed bimbo - to their peril.

 

Connie gets along quite well with her fellow heroes of the Solution though she wishes they were more active in battleing the forces of evil - she wants to match wits with super criminals and subsequently enjoys outings with Sunrise and Runaway more than the "Stump Speech Tours" she feels the team spends too much time on. She also serves as something of a foil to the "stuffy" Ultra Woman.

 

She also has a desire to protect the dwindling wildlife of the world, in part because many of the species are proud hunters and she relishes the opportunity to hunt them herself. So...she's not on PETA's mailing list.

 

Quote:  "I'll give you a five second head start."

 

Powers/Tactics:  Ms Savage has metahuman level physical attributes due to her upbringing in the lost world that included regular ingestion of alchemical potions and elixers as well as training with her tribe's finest hunters and warriors. In addition to her heightened characteristics she is highly resistant to pain, almost immune to temperature extremes, and has a much greater lifespan. Coupled with the Lost World's slightly slower time passage, her appearance is no where near her estimated 82 yeas of age.

 

An acrobatic hand to hand fighter who is well versed with using her fists, feet, and a couple of knives she carries with her for emergencies, Ms. Savage is a pulp heroine style throw back. She's also well aware of the effect her charms have on some and will gladly use them to her (non combat) advantage.

 

Campaign Use:  Ms. Savage could be considered the Solution's espionage specialist - she's their best tracker/skulker by far and on certain levels she is an expert at interpersional communication. Once she gets up to snuff on the finer points of society she'll be even better.

 

She's also likely to be interested in anyone with "animal" or "feral" powers and seek to possibly have a game of hunt. And she likes the company of handsome men. A lot.

 

Appearance:  In her day to day activities, Constance dresses with modest flair. She prefers business suits with skirts or print dresses. When at social functions she goes all out and dressest to the nines with a nod to her mother's era though a bit more scandelous on occason.

 

As Ms. Savage, she wears a white cat-suit style costume with white fur at the décolletage, as well as the tops of her boots and gloves. She carries he knives in sheaths at her black belt and her communications gear is a silvery armband worn on her left bicep. She wears a thin black domino mask.

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Silver Druid

  Val   Char     Cost    Roll      Notes

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

  18    DEX      16      13-       OCV:  6/DCV:  6

  20    CON     10      13-

  16    BODY    6      

  18    INT        8       13-       PER Roll 13-/15-

  25    EGO      15      14-       ECV:  8 - 8

  25    PRE       15      14-       PRE Attack:  5d6

   

 

8+15  PD          6                   Total:  8/23 PD (0/15 rPD)

8+15  ED          6                   Total:  8/23 ED (0/15 rED)

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

  11    REC       7

  40    END       4

  40    STUN   10      Total Characteristic Cost:  188

 

Movement:     Running:  13m/52m

                         Flight:  40m/80m

                         Leaping:  4m/8m

                         Swimming:  5m/20m

 

Cost    Powers                                                                                       END

90       Nature Magic:  Variable Power Pool (Magic Pool), 60 base + 90 control cost,  (105 Active Points); all slots Gestures (-¼), Incantations (-¼)    

                                                                                                                   

37       Staff of the Silver Druid:  Multipower, 75-point reserve,  (75 Active Points); all slots OAF (-1)            

2f        1)  Briar Wall:  Entangle 3d6, 3 PD/3 ED (Larger Wall (+2"):  +2, Stops A Given Sense Group Sight Group), Backlash (+½) (73 Active Points); Only To Form Barriers (-1), OAF (-1)                                         7

1f        2)  Leafy Shackles:  Entangle 5d6, 5 PD/5 ED (50 Active Points); Vulnerable (Very Common; bladed weapons; -1), Vulnerable (Very Common; fire; -1), OAF (-1), Requires Sufficient Plants (-½)                      5

3f        3)  Lightning Strike:  Killing Attack - Ranged 3d6, Indirect (Source Point is the same for every use, path is from Source Point to target; +¼) (56 Active Points); OAF (-1)                                                              6

1f        4)  Quarterstaff:  (Total: 36 Active Cost, 11 Real Cost) Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-½), Required Hands (-½), STR Minimum (-½) (Real Cost: 6) plus +2 with HTH Combat (16 Active Points); OAF (-1), Required Hands (-½), Only for OCV (-½) (Real Cost: 5)                                                2

1f        5)  Spell Of The Sudden Fog:  Change Environment (-4 to Sight Group PER Rolls), Reduced Endurance (0 END; +½), Uncontrolled (1d6+1 minutes, +1 minute per point by which the caster makes his Druidry roll; +½) (24 Active Points); OAF (-1)        0

3f        6)  Wind Blast:  Energy Blast 8d6, Double Knockback (+¾) (70 Active Points); OAF (-1)      7

                                                                                                                   

33       The Saffron Spheres:  Multipower, 33-point reserve                    

2f        1)  First Sphere:  Sight Group Flash 4d6, Area Of Effect (1m Radius; +¼) (25 Active Points)                2

3f        2)  Second Sphere:  EB 2d6, Area Of Effect (1m Radius; +¼), AVLD (Sight Group Flash Defense; +1 ½) (27 Active Points)              3

2f        3)  Third Sphere ("Witchlight"):  Sight Group Images, +/-4 to PER Rolls, Reduced Endurance (0 END; +½) (33 Active Points); Only To Create Light (-1)                                                                                        0

                                                                                                                   

45       Winds Of The Zephirim:  Multipower, 45-point reserve               

2f        1)  Shared Wind:  Flight 10m, Reduced Endurance (½ END; +¼), Usable Simultaneously (up to 8 people at once; +1) (22 Active Points)                                                                                                       1

2f        2)  Tireless Wind:  Flight 15m, Reduced Endurance (0 END; +½) (22 Active Points)               0

2f        3)  World-Spanning Wind:  Flight 15m, MegaScale (1" = 1 km; +¼), Reduced Endurance (½ END; +¼) (22 Active Points)  1

                                                                                                                   

           Athletics                                                                                         

6         1)  Jogger:  Running +1m (13m total), Improved Noncombat Movement (x4)         1

6         2)  Swimmer:  Swimming +1m (5m total) (Improved Noncombat Movement (x4))  1

                                                                                                                   

           Demeter's Transformation                                                              

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

5         2)  Immortal:  Life Support  (Longevity Immortal)                      0

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

4         4)  Regeneration:  Healing 1 BODY (10 Active Points); Extra Time (Regeneration-Only) (-1 ¼)             1

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

                                                                                                                   

           Personal Magics                                                                              

50       1)  Enchanted Robes and Armor Plates:  Resistant Protection (15 PD/15 ED/10 Mental Defense/10 Power Defense) (75 Active Points); OIF (-½)                                                                                                   0

2         2)  Hawk's Vision:  +2 PER with Normal Sight                            0

34       3)  Mana:  Endurance Reserve  (100 END, 20 REC) Reserve:  (39 Active Points); REC:  (14 Active Points); Personal REC (-½)         0

10       4)  Mystical Protections:  Power Defense (10 points)                   0

2         5)  Ring of Cold Resistance:  (Total: 2 Active Cost, 2 Real Cost) Life Support  (Safe in Intense Cold); IIF (-¼) (Real Cost: 2)              0

10       6)  Temple of the Mind:  Mental Defense (20 points total)           0

                                                                                                                   

           Solution Gear, all slots OIF (-½)                                                    

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); Sense Affected As Sight and Hearing Groups As Well As Radio Group (-½), OIF (-½)                                                    0

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

 

           Perks

5         Computer Access:  Computer Link: UI Computers

15       Grove Sanctuary:  Base (Sacturary/Grove)

5         Perks:  Fringe Benefit:  International Driver's License, Membership: Member of the Solution, Passport

10       Personal Wealth:  Money:  Wealthy

10       Solution Station:  Base Contribution

10       Solutions In Motion:  Vehicle Contribution

10       Utopian Access:  Access: Utopian Institute (Hidden (-5 to Skill Rolls))

3         Well-Connected

3         1)  A colleague:  Contact:  Nilrem (Contact has extremely useful Skills or resources) (4 Active Points) 8-

8         2)  Allies:  Contact:  Environmentalism Movement (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-

3         3)  I don't know why she Appears:  Contact:  Emissary of Demeter, Spirit Contact (+1) (4 Active Points) 11-

5         4)  I have friends...:  Contact:  Business World (Contact has access to major institutions, Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 8-

5         5)  I work well with them:  Contact:  EPA (Contact has access to major institutions, Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 8-

5         6)  The Boss:  Contact:  Demeter (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) (6 Active Points) 8-

14       7)  The Order:  Contact:  The Order of Nimue (Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (15 Active Points) 11-

 

           Talents

3         North is this way:  Bump Of Direction

20       Supreme Environmental Movement:  20pts worth of Environmental Movement. Natural World only (ie no Drunk Fighting, etc)

20       Warden of Fauna:  Animal Friendship

 

           Skills

24       +3 with Ranged Combat

3         Bribery 14-

3         Bureaucratics 14-

3         Charm 14-

3         Conversation 14-

3         High Society 14-

3         Interrogation 14-

3         Linguist

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

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

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

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

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

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

3         Oratory 14-

4         PS: CEO 13-

3         Persuasion 14-

17       Power:  Magic Skill 21-

3         Scholar

2         1)  KS: Arcane Knowledge (3 Active Points) 13-

1         2)  KS: Business Law (2 Active Points) 11-

2         3)  KS: Business Management (3 Active Points) 13-

1         4)  KS: Charitable Organizations (2 Active Points) 11-

2         5)  KS: Druidic Magic (3 Active Points) 13-

6         6)  KS: Finance (7 Active Points) 17-

2         7)  KS: Pharmaceutical Industry (3 Active Points) 13-

1         8)  KS: Stock Market (2 Active Points) 11-

1         9)  KS: The Environmental Protection Community (2 Active Points) 11-

1         10)  KS: The Utopia Insittute (2 Active Points) 11-

2         11)  KS: Theurgy (3 Active Points) 13-

3         Stealth 13-

3         Streetwise 14-

16       Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Underground, Urban) 13-

3         Tracking 13-

3         Trading 14-

1         Weapon Familiarity:  Quarterstaff

 

Total Powers & Skill Cost:  690

Total Cost:  878

 

400+    Disadvantages

15       Hunted:  Utopian Istitute 11- (Mo Pow; NCI; Watching)

10       Hunted:  Blight Master 8- (Occasionally), As Powerful, Harshly Punish

20       Psychological Limitation:  Code of the Hero Common, Total

15       Psychological Limitation:  Seeks Balance between Man and Nature (Very Common; Moderate)

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

478     Experience Points

(1 points unspent)

 

Total Disadvantage Points:  878

 

Background/History:  David Hall was a big name in big pharmaceutical. He was a hard-driving innovator and business was good to him. Rocketing up the ladder, he'd married his boss’s daughter and was on the fast track to take over as CEO when the old man stepped down. Never really concerned with how his company made its money, David cut costs and cut corners. Sure, he said all the right things when interviewed and his record was clean but it was all a lie; he spun a web of deceit and graft, paying handsomely to have his abuses hidden; he bribed officials and crushed enemies. He was on the golden path to hell to tell the truth and he didn’t care.

 

David's secrets extended to his personal life. He'd kept his high school sweetheart in a house in the country. They had two kids and he was postitioning himself for the day when he could divorce his wife and be with the woman he loved.

 

Then his daughter became ill, then his son, and finally his beloved. David had no knowledge of this of course; unable to risk being found out for his polygamy – it would ruin his career, he spent so little time with them that he was unaffected. Once he found out they were suffering he abandoned everything to take care of them, putting his personal fortune aside getting the best medical care he could. His career, his sham of a marriage and his reputation were ruined but even worse, the illness had gone untreated too long and his family died.

 

Devistated, David sunk much of his remaining fortune into investigating their deaths. He'd seen enough of their medical records to be suspicious.

 

The truth was crueler than anything he had ever known. His family, the one chink in his armor; he had killed them. The local manager of his biochemical/pharmaceutical company had disposed of chemical waste in a local river. It was far away from the community and would only affect some of the "mountain people."

 

David's other home was in the area. It was a beautiful mansion hidden away from the pressures of the city - and directly downstream from the secret dump site. The pollutants his company dumped poisoned his family and left him a hollow shell of a man.

 

For weeks David tried to drink himself to death. He was tormented by nightmares of his family in anguish. He ended each night with his gun in his mouth trying to find the strength to pull the trigger. Then a second chance walked through the door. Demeter, the Goddess of Nature appeared before him and offered him a chance to put his past to right. Then she summoned to her side her daughter Persephone. The Queen of the Underworld had with her three souls who had recently been remanded to her care; David’s family. He agreed in a heartbeat – serve the Earth in life and when he passed he’d be taken to Olympia to be with his family. They told him to make them proud.

 

Dave awoke at his office. He called the feds and turned himself and his company in, receiving whistle-blower protection from prosecution (indeed they felt he’d suffered enough) he set the Pharmaceutical Industry on its ear for a few years. He was later hired by the Utopian Institute as a consultant and then a full time partner.

 

After a year, he arrived at work one day and found a book on his desk. It was black leather, bound with silver. The words, which were alien at first, soon burned into his mind. David left his office that day, not just as David Hall, but as the Silver Druid.

 

Personality/Motivation:  David, like Titaness and Granite, is a devotee to the Goddess Demeter. He's found some peace with his life but is a surprisingly reckless hero. In his eyes his life is something of a penance. He doesn't really hold it as sacredly as he once did. Selfishness kind of repulses him now. He's become something of a softy - unless you harm innocents.

 

As the Silver Druid, he is the more mysterious member of the Solution, he and Alex butt heads on the direction of the team and he finds some of the more money oriented schemes of the Institute distasteful. He has considered leaving the Solution in the capable hands of his fellow heroes and focusing the bulk of his efforts to keep the Utopian Institute on the level.

 

He has formed at least polite acquaintances with many of the mystical movers and shakers on the planet. The Silver Druid feels his roll is not so much a defender of nature from the corruption of man (though he is that) as he is a protector and steward of Nature and Civilization's balance.

 

Quote:  "Shields of Stone, Blades of Wind, hear my call - this battle we must win!"

"Look, John, this stuff is dangerous; do you want your kids to play around it? Then why is okay to let someone else’s kids do it?"

 

Powers/Tactics:  A typical mystic superhero. He has a magic VPP and controls the four elements and esoteric plant based spells.

 

Campaign Use:  A white wizard with a nature bent.  He is also an influential member of the Utopian Institute's Board of Directors and a skillful lobbyist and businessman.

 

Appearance:  David Hall is of average height and weight. He has brown hair streaked with silver, and brown eyes. These days he's something of a ruggedly handsome man with a rough-hewen build and still likes to sport the beard. When not acting the hero, he wears gray suits with white shirts, black ties, and a silver pin in the shape of a rose with wings.

 

The silver druid wears white robes covered by silver chain armor and gauntlets. His boots are black. The Staff of the Silver Druid appears to be made of silver inlaid with mother of pearl. It is 6 feet long, the middle three feet is rounded and has inlaid grooves for gripping, the ends are hexagonal and depict nature side by side with civilization.

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Sunrise

 

   Val     Char   Cost    Roll           Notes

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

    23      DEX     26      14-

    20      CON     10      13-

    18      INT        8       13-            PER Roll 13-

    13      EGO      3       12-

18+10  PRE       8       13- / 15-   PRE Attack:  3 ½d6/5 ½d6

 

     8       OCV     25     

     8       DCV     25     

     3       OMCV  0      

     5       DMCV  6      

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

 

8+12   PD          6                         Total:  8/20 PD (0/12 rPD)

8+12   ED         6                         Total:  8/20 ED (0/12 rED)

     7       REC      3

   100    END     16

    11      BODY   1

    30      STUN    5       Total Characteristic Cost:  184

 

Movement:       Running:  12m/24m

                            Flight:  15m/60m

                            Leaping:  5m/10m

                            Swimming:  4m/8m

 

Cost   Powers                                                                                   END

125    Fiery Arsenal:  Multipower, 125-point reserve                      

4f       1)  Dessication Effect:  Drain Water Powers 1d6, Continuous (+1),  (+2) (40 Active Points)     4

6f       2)  Dispelling The Darkness:  Dispel Darkness to Sight Group 20d6 (60 Active Points)             6

12f     3)  Fire Bolt:  RKA 4d6, Reduced Endurance (0 END; +½), Increased STUN Multiplier (+½) (120 Active Points)              0

5f       4)  Firestorm:  Killing Attack - Ranged 2d6, Area Of Effect (1m Radius; +¼), Personal Immunity (+¼), Continuous (+1) (75 Active Points); No Range (-½)                                                 7

3f       5)  Flamethrower Blast:  Energy Blast 7d6, Area Of Effect (1m Cone; +½) (52 Active Points); No Range (-½)  5

12f     6)  Heat Blast:  Energy Blast 10d6, Reduced Endurance (0 END; +½), No Normal Defense (LS:Vacuum, Fire Powers) (+1) (125 Active Points)                                                                              0

12f     7)  Photonic Beam:  Energy Blast 16d6, Reduced Endurance (0 END; +½) (120 Active Points)             0

11f     8)  Sunburst:  (Total: 120 Active Cost, 110 Real Cost) Energy Blast 12d6, Explosion (+½) (90 Active Points) (Real Cost: 90) plus Sight Group Flash 4d6, Explosion (-1 DC/2"; +½) (30 Active Points); Linked (Energy Blast; -½) (Real Cost: 20)               12

12f     9)  Sunrise Special:  Sight Group Flash 10d6, Reduced Endurance (0 END; +½), Area Effect: Radius (+1) (125 Active Points)                                                                                                       0

5f       10) Wall Of Fire:  (Total: 59 Active Cost, 47 Real Cost) Force Wall 10 ED, 0 BODY (up to 1m long, 1m tall, and ½m thick), Transparent to [no types selected] (22 Active Points) (Real Cost: 22) plus Killing Attack - Ranged 1d6, Damage Shield (+½), Continuous (+1) (37 Active Points); No Knockback (-¼), Linked (Force Wall; -¼) (Real Cost: 25)        6

1f       11) Welding:  Major Transform 1d6 (two pieces of metal into one, heals back by being broken or separated by force), Reduced Endurance (½ END; +¼), Continuous (+1) (22 Active Points); No Range (-½), Requires A PS: Arc Welder Roll (11- roll; -½)                                                                                                       1

                                                                                                                   

15      Light/Heat Control:  Elemental Control                                 

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

45      2)  Glow of Protection:  Force Field (12 PD/12 ED), Hardened (+¼) (45 Active Points)            0

18      3)  Illumination:  Change Environment (-6 to Sight Group PER Rolls)         2

30      4)  Light Being:  Faster-Than-Light Travel (3 Light Years/day)     0

10      5)  Light Bending:  Invisibility to Hearing Group                1

13      6)  Wings of Light and Flame:  (Total: 30 Active Cost, 27 Real Cost) Flight 15m, x4 Noncombat (Real Cost: 20) plus +10 PRE (10 Active Points); Linked (Wings of Light and Flame; -½) (Real Cost: 7)   2

                                                                                                                   

           Fire/Light Powers                                                                         

5         1)  Absorb Fire:  Absorption 8 BODY  (energy, Energy to STUN/END) (8 Active Points); Limited Phenomena (Fire Only) (-½)                                                                                                       0

5         2)  Eyes of Fire:  Sight Group Flash Defense (5 points)      0

4         3)  Fiery Warmth:  Life Support  (Safe in Intense Cold; Safe in Intense Heat)            0

30      4)  Fire Immunity:  Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Limited Type Of Attack Rare attack (-1)                                                                          0

5         5)  Sense Temperature:  Detect Temperature 13- (Unusual Group), Sense   0

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

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

                                                                                                                   

           Solution Gear, all slots OIF (-½)                                                

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); Sense Affected As Sight and Hearing Groups As Well As Radio Group (-½), OIF (-½)                   0

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

 

           Aikido

           Maneuver        OCV   DCV    Notes

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

3         Hold                  -1       -1      Grab Two Limbs, 25 STR for holding on

5         Strike                +1      +3      3d6 Strike

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

4         Escape              +0      +0      30 STR vs. Grabs

 

           Perks

5         Computer Access:  Computer Link: UI Computers

5         Perks:  Fringe Benefit:  International Driver's License, Membership: Member of the Solution, Passport

5         Salary:  Money:  Well Off

10      Solution Station:  Base Contribution

10      Solutions In Motion:  Vehicle Contribution

3         Technically, I am dead:  Anonymity: False Identity

10      Utopian Access:  Access: Utopian Institute (Hidden (-5 to Skill Rolls))

 

           Skills

20      +2 with All Combat

6         +2 with Flight

16      +2 with Ranged Combat

3         Ballistics 13-

2         CK: Denver 11-

3         Criminology 13-

3         Deduction 13-

3         Forensic Medicine 13-

3         Paramedic 13-

17      Power:  Flame Powers 20-

3         Scholar

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

1         2)  KS: Charitable Organizations (2 Active Points) 11-

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

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

1         5)  KS: Supernatural Creatures: The Phoenix (2 Active Points) 11-

1         6)  KS: The Environmental Protection Community (2 Active Points) 11-

1         7)  KS: The Utopia Insittute (2 Active Points) 11-

1         8)  KS: Theology (2 Active Points) 11-

3         Security Systems 13-

3         Stealth 14-

3         Streetwise 13- (15-)

3         Tactics 13-

3         Tracking 13-

 

Total Powers & Skill Cost:  606

Total Cost:  789

 

400+     Matching Complications

15      Hunted:  Utopian Istitute 11- (Mo Pow; NCI; Watching)

15      Psychological Limitation:  Cocky and sure of himself (Common; Strong)

15      Psychological Limitation:  Feels he has a great "Destiny" (Uncommon; Total)

10      Psychological Limitation:  Seeks to understand his "rebirth" (Common; Moderate)

15      Social Limitation:  Secret Identiy: Michael Morning (Frequently; Major)

10      Vulnerability:  1 ½ x STUN Cold/Ice Based Attacks (Common)

389    Experience Points

(10 points unspent)

 

Total Complications Points:  789

 

Background/History:  Michael's meta powers over light, heat, and fire, erupted at the age of 12. He became a superhero on his 18th birthday. He was impressive in his super suit, fought with finesse and displayed great power. He was also killed by the Tyrant when he was 21. Eleven days after his funeral he arose like a phoenix to take flight again. Michael doesn't remember being dead. He does remember the Great Phoenix telling him he had work to do and the world needed him again.

 

Michael doesn't know why he was brought back from the dead, why the Great Phoenix chose him. He's left most of his old friends and family behind because explaining away death is too painful. He looks different enough now that he simply tells the media that he took the original Sunrise name and costume in tribute to the fallen hero. Since joining the Solution they have used their pull with fringe "agencies" and given Michael a new identity.

 

Personality/Motivation:  Michael is a hero; he feels he is destined for some great conflict, that there had to be a reason for his rebirth. To that end he is the most "active" crime fighter of the team, he understands the other motivations and supports them but he is looking for his destiny.

 

Michael rarely speaks to his parents as its too hard for them to accept his return after seeing him dead. He is uncomfortable with his old life and tries to avoid talking about it.  Michael also tries to find information on the Great Phoenix though he has not had any luck so far.

 

While friendly with his team mates he is considered something of an aloof fellow. Not a joiner. He's very uncomfortable with the idea of coming back from the dead and whatever implications that has on his metaphysical well being. He tries to be pragmatic about it but it does get to him sometimes.

 

Quote:  "Feel the Clensing Light of the Sun."

 

Powers/Tactics:  A standard blaster; he flies and has a variety of light/heat/fire based attacks. Michael is a naturalized meta. This has not changed; however, those who see auras find his to be ...odd.

 

In combat he likes to make a presence attack - give his opponents a chance to surrender. Then he uses his powers in increasing levels of potency once he's established his target's ability to shrug them off. He doesn't use lethal force if he can at all help it.

 

Campaign Use:  Well, he's literally a born again. He keeps this secret from even the other members of the team (there are a few in the UI who know but they keep his secret). He might be encountered seeking information on the Great Phoenix or seeking his "destiny".

 

Michael was not very religious before; now he's studying theology and various mythologies intensely, trying to find more information on the Great Phoenix. To date he's been rather stymied by his research. None of the mythology surrounding the Phoenix in any culture matches what he encountered.

 

Appearance:  Michael Morning (no, really, that's his name) is tall and rather skinny. He has red hair that is streaked with gold. His eyes are amber colored and he has a perfect bronze tan. His costume is a skintight yellow body suit with red flared gloves, boots and a white circle surounded by red flames on his chest. Oddly enough, he no longer is surrounded by a sheath of flame, but when he flies great "wings" of light, lined with fire appear from his back.

 

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Ultra Woman

 

   Val     Char   Cost    Roll           Notes

   100    STR      40      29-            Lift 26.2ktons; 20d6 [8]

    20      DEX     20      13-

    40      CON     30      17-

    20      INT      10      13-            PER Roll 16-

    25      EGO     15      14-

30+40  PRE      20      15- / 23-   PRE Attack:  6d6/14d6

 

     7       OCV     20     

     7       DCV     20     

     8       OMCV 15     

     8       DMCV 15     

   4+3    SPD      20                        Phases:  3, 6, 9, 12/2, 4, 6, 7, 9, 11, 12

 

20+20  PD          8                         Total:  20/40 PD (10/30 rPD)

20+20  ED         8                         Total:  20/40 ED (10/30 rED)

    24      REC     20

    80      END     12

    20      BODY  10

    80      STUN   30      Total Characteristic Cost:  313

 

Movement:       Running:  12m/24m

                            Flight:  32m/64m

                            Leaping:  4m/8m

                            Swimming:  4m/8m

 

Cost   Powers                                                                                   END

180    Augmented Brick Tricks/TK Tricks:  Multipower, 180-point reserve             

1f       1)  Armful:  Telekinesis (10 STR), Affects Porous, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; when character picks up appropriate substances; +¼), Reduced Endurance (0 END; +½) (44 Active Points); Only Works On Difficult-To-Grasp Substances (see Ultimate Brick) (-1), Instant (-½), No Range (-½), Requires A Brick Tricks Roll (11- roll; -½)                                                            0

18f     2)  Force Vision:  Energy Blast  16d6, No Range Modifier (+½), Double Knockback (+¾) (180 Active Points)   18

3f       3)  Ring the Bell:  EB 12d6, Indirect (Source Point is the same for every use, path is from Source Point to target; +¼) (75 Active Points); Extra Time (Full Phase, -½), Restrainable (-½), Only Affects Targets On The Ground (-¼), Only Does Knockdown, Not Knockback (-0), Side Effects (may cause considerable damage to the environment; -0)         7

4f       4)  Shockwave:  EB 12d6, Hole In The Middle (1 hex in center; fixed size; +¼), Explosion (+½) (105 Active Points); No Range (-½), Extra Time (Full Phase, -½), Restrainable (-½), Only Affects Targets On The Ground (-¼), Only Does Knockdown, Not Knockback (-0), Side Effects (may cause considerable damage to the environment; -0)         10

12f     5)  Speed of Thought Physical Assault:  Energy Blast 12d6, Autofire (5 shots; +½), Reduced Endurance (½ END; +½) (120 Active Points)                                                                              4

                                                                Notes:  Superspeed Punches!

1f       6)  Stronger Than A Locomotive:  +40 STR (40 Active Points); Only To Stop Moving Objects (-2), No Figured Characteristics (-½)                                                                                                  4

2f       7)  Thunderclap:  Hearing Group Flash 8d6, Hole In The Middle (1 hex in center; the one hex the character is standing in when he uses the power; +¼), Does Knockback (+¼), Explosion (-1 DC/3"; +½) (48 Active Points); No Range (-½), Extra Time (Full Phase, -½), Restrainable (-½)                                                   5

6f       8)  Where's That Waterpipe?:  Dispel Fire Powers 12d6,  (+2) (108 Active Points); OIF (pressurized watersource of opportunity; -½), Limited Range (10"; -¼)                                                  11

                                                                                                                   

75      Flight:  Multipower, 75-point reserve                                      

4f       1)  Combat Flight:  Flight 16m, Position Shift, Reduced Endurance (½ END; +¼), combat acceleration/deceleration (+¼), Usable As Running (+¼), Usable As Swimming (+¼) (42 Active Points)    2

2f       2)  Come On Along For The Ride:  Flight 12m, Recipients Must Remain Within 10" Of Character (+0), Usable Simultaneously (up to 4 people at once; +¾) (21 Active Points)                   2

4f       3)  Sonic Flight:  Flight 16m, Reduced Endurance (½ END; +¼), MegaScale (1" = 100 km; +¾), Can Be Scaled Down 1" = 1km (+¼) (36 Active Points)                                                             1

                                                                                                                   

72      Vast Stores of Energy:  Endurance Reserve  (250 END, 20 REC) Reserve:  (77 Active Points); REC:  (14 Active Points); Personal REC (-½)                                                                                      0

                                                                                                                   

           Augmented Characteristics                                                       

10      1)  Augmented Quickness:  Lightning Reflexes: +10 DEX to act first with All Actions (+10 DEX to act first with All Actions)         

25      2)  Augmented Reaction Time:  +3 SPD, Power Can Draw END from Character or END Reserve (+¼) (37 Active Points); Costs Endurance (-½)                                                                           4

75      3)  Augmented Strength:  +50 STR, Reduced Endurance (½ END; +¼), Power Can Draw END from Character or END Reserve (+¼) (75 Active Points)                                                             3

                                                                                                                   

           Nigh Invulnerability                                                                    

7         1)  Defensive Ego:  +10 EGO (10 Active Points); Only To Resist Mental Powers (-½)               

30      2)  Group Shields:  Mental Defense (30 points total), Power Can Draw END from Character or END Reserve (+¼), Usable Simultaneously (up to 8 people at once; +1) (45 Active Points); Costs Endurance (-½)            4

10      3)  Mental Bastion:  Power Defense (20 points) (20 Active Points); Only Works Against Rare attack (attacks versus, or involving, mental/psionic powers; -1)                                                       0

15      4)  Personal Atmosphere:  Life Support  (Eating: Character only has to eat once per week; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (22 Active Points); Costs Endurance (-½)                                                                                                       2

48      5)  Personal Defense Field:  Resistant Protection (20 PD/20 ED) (60 Active Points); Nonpersistent (-¼)              0

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

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

10      8)  Strong Will:  +10 Mental Defense (30 points total)      0

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

15      10) Toughness:  +10 ED, Resistant (+½) (15 Active Points)

15      11) Toughness:  +10 PD, Resistant (+½) (15 Active Points)

10      12) Warding Fields:  Power Defense (10 points)                 0

                                                                                                                   

           Psychic Presence Aura                                                                

27      1)  Awe:  +40 PRE (40 Active Points); Costs Endurance (-½)          4

18      2)  Inspire:  Aid  PRE 4d6 (standard effect: 12 points), Area Of Effect (1m Radius; +¼), Selective (+¼) (36 Active Points); Extra Time (Full Phase, -½), Concentration (½ DCV; -¼), Incantations (voice range; -¼)   4

                                                                                                                   

           Psychic Super Senses!                                                                 

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

25      2)  Linguistic Savant:  Universal Translator 18-                   

5         3)  Psychic Sensitive:  Mental Awareness                             0

8         4)  Telekinetic Touch:  Range with Touch Group (10 Active Points); Nonpersistent (-¼)          0

                                                                                                                   

           Solution Gear, all slots OIF (-½)                                                

16      1)  Broadcast Tracking:  Detect Source Of Radio Transmissions A Large Class Of Things 9- (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (24 Active Points); OIF (-½)     0

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

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

           Perks

5         Computer Access:  Computer Link: UI Computers

5         Perks:  Fringe Benefit:  International Driver's License, Membership: Member of the Solution, Passport

10      Salary:  Money:  Wealthy

10      Solution Station:  Base Contribution

10      Solutions In Motion:  Vehicle Contribution

10      Utopian Access:  Access: Utopian Institute (Hidden (-5 to Skill Rolls))

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

3         Well-Connected

2         1)  Contact:  Frontline (Good relationship with Contact) (3 Active Points) 11-

2         2)  Contact:  Lords of Justice (Good relationship with Contact) (3 Active Points) 11-

8         3)  Contact:  Project Herald (Good relationship with Contact), Organization Contact (x3) (9 Active Points) 11-

2         4)  Contact:  TerraGuard, Organization Contact (x3) (3 Active Points) 8-

 

           Skills

30      +3 with All Combat

3         Bureaucratics 15- (23-)

3         Charm 15- (23-)

3         Conversation 15- (23-)

3         Demolitions 13-

3         High Society 15- (23-)

3         Linguist

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

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

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

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

1         5)  Language:  Greek (Koine) (fluent conversation) (2 Active Points)

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

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

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

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

3         Oratory 15- (23-)

3         PS: Spokeswoman 15- (23-)

3         Paramedics 13-

3         Persuasion 15- (23-)

23      Power:  TK Brick Tricks 23-

3         Scholar

1         1)  KS: Charitable Organizations (2 Active Points) 11-

2         2)  KS: Environmental Charities (3 Active Points) 13-

1         3)  KS: Environmental Issues (2 Active Points) 11-

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

1         5)  KS: The Utopia Insittute (2 Active Points) 11-

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

3         Scientist

2         1)  SS:  Biology 13- (3 Active Points)

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

2         3)  SS:  Environmental Engineering 13- (3 Active Points)

2         4)  SS:  Geology 13- (3 Active Points)

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

3         Teamwork 13-

 

Total Powers & Skill Cost:  1003

Total Cost:  1316

 

400+     Matching Complications

15      Hunted:  Lloyd Parmenter, Genius 8- (As Pow; NCI; Harshly Punish)

15      Hunted:  Utopian Istitute 11- (Mo Pow; NCI; Watching)

10      Psychological Limitation:  Enjoys media/social attention (Common; Moderate)

15      Psychological Limitation:  Wants to save humanity from itself (Common; Strong)

15      Social Limitation:  Secret Identity (Frequently; Major)

10      Vulnerability:  1 ½ x Effect Magic Based Attacks (Common)

10      Vulnerability:  1 ½ x STUN Magic Based Attacks (Common)

916    Experience Points

 

Total Complications Points:  1316

 

Background/History:  Adora Armstrong is not from this planet. She is an Exile – a genetic offshoot of the Vacyrean [Va-CHEER-ian] race. Adora was a prodigy who, as a child of only seven cycles, asked for and was granted leave to explore the universe. Adora hyper jumped to the Sol system. (The Exiles had received radio and laser transmissions from Earth before)

 

Unfortunately, she emerged in the tail of a comet and her ship was damaged, she managed to make it to Earth’s atmosphere but wasn't able to land safely. Surviving the crash but wounded she was found by a geologist and his wife. The couple took the young girl to their home, nursed her back to health and then adopted her and raised her as their own.

 

The young extra-terrestrial found this acceptable and began to study Earth. As Adora grew and attended the local school, she found to her dismay that Earth was plagued by many of the same threats that had nearly destroyed her home world, Khara. Studying the local biological and environmental sciences, she set out to bring the ecological cures to Earth that she had seen in her own world. She met a similarly minded young man early on in her college days and they became fast friends. 

 

Alexander Williamson was a disillusioned child from a well-to-do background. Whne Adora told him of her superpowers, he revealed his own metahuman abilities that set him apart from mortal men.

 

Alex and Adora were headed down a slippery slope to eco-terrorism when they were contacted by the fledgling Utopian Institute. A maverick think tank with intentions on saving the world from itself, they hired on as scientific help. When their powers became known to the board, the idea of a socially and environmentally conscious super team was concocted. Dubbed the Solution and Adora became Ultra Woman. She is the team spokeswoman, Alex is their (nominal) leader, and they do their best to promote environmental as well as social harmony.

 

Personality/Motivation:  Adora knows what happens to worlds that are abused by its inhabitants. She wants her adoptive world to avoid having to lose its native peoples in order to save it. Realizing that she has a responsibility to use her powers to help those in need, she still disdains the typical fight of the week life of a super team. Therefore, the Solution is far more proactive than many of the other teams. They use the impressive resources of the Utopian Institute to help change environmental policies, and in radical cases terra-form the earth itself (as in the 2002 cleansing of Los Angeles). Adora is still idealistic enough and humble enough to try to work with the rest of humanity. Some of the other members of the Solution are becoming less and less tolerant of "the masses".

 

She despises the Eco-Terrorists as she feels that they set the environmental movement backwards faster than it can go forwards. She has noticed Alex’s tendency towards radical solutions; but rationalizes and ignores them while he doesn’t act on them. Part of her knows that it’s probably not just talk, but she is loathe to turn on her friend. As long as he keeps control and works within the law, she’s fine. If she were to ever find evidence of illicit activities on his part, she’d be crushed.

 

Ultra Woman, despite her age, can come across like a disapproving school teacher. She's prone to lecturing during combat, or when she has the team alone. Conversely, she adores being in the spotlight and loves the attention of others. She's just very, very good at hiding this. Her distress over her costume is largely for show. She has not had many true romantic relationships save for a brief fling with Alexander when they were in college. She's a bit lonely, but her aloofness puts off many otherwise interested suitors.

 

Quote:  "You must see that your actions affect more than your pocketbooks!"

 

Powers/Tactics:  Ultra Woman has three distinct sets of powers; (though they are all linked to her vast psionic potential) first, she has developed the standard Telekinetic based Strength and durability that she shares with the majority of her people; these abilities allowed them to rebuild Khara from the charred environmental disaster it had become. This includes Strength, Toughness, Mobility, and Reaction. 

 

Secondly, she has developed a powerful Personality Aura. She can summon amazing presence allowing her to mesmerize audiences, persuade difficult clients or argumentative rivals, become a living terror or Goddess to those surrounding her, or to shore up her own emotional strength. She can also bolster the personalities of others, inspiring them to ignore fear or imposing opposition.

 

Finally, like most of her clan back home, Adora's psychic defenses and willpower is very impressive, far beyond even most of the other Exiles.

 

Campaign Use:  Environmental Conscience. A popular heroine who gives of her time and fame to help the planet and its people.

 

Appearance:  Ultra Woman wears a form fitting and rather revealing white costume consisting of a French cut one piece suit with long sleeves a rather daring “U” shaped décolletage. (This is mirrored on the back) She wears thigh high blue boots and a matching belt. The belt has a gold buckle. Over this she wears a red cape attached to her shoulders with gold pins and a gold cord between them. She complains about her cheesecake image periodically but has never changed the costume. She wears gold bracers on her wrists, the one on her right arm holds her communications equipment.

 

Adora herself is a tall, lovely woman. Her blond hair is the color of gold and she wears it long. She has blue eyes and an athletic, bombshell build. When not acting as Ultra Woman, or in a purely spokeswoman fashion, she tends towards tailored suits with knee length skirts. Often white with blue or red blouses. On the rare occasions she is relaxing, she goes with jeans and tee shirts. She has a weakness for cute and her current trend is My Little Pony inspired clothing.

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