Jump to content

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


Enforcer84

Recommended Posts

Runaway

 

   Val     Char   Cost    Roll           Notes

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

    23      DEX      26      14-

    25      CON     15      14-

    13      INT        3       12-             PER Roll 12-

    11      EGO       1       11-

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

 

     8       OCV      25     

     8       DCV      25     

     3       OMCV   0      

     4       DMCV   3      

   7+3     SPD      50                        Phases:  2, 4, 6, 7, 9, 11, 12/2, 3, 4, 5, 6, 8, 9, 10, 11, 12

 

  8+26    PD          6                         Total:  8/34 PD (0/6 rPD)

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

    12      REC       8

    50      END       6

    12      BODY    2

    35      STUN    8       Total Characteristic Cost:  194

 

Movement:        Running:  12m/24m

                            Flight:  0m/50m/0m/100m

                            Leaping:  4m/8m

                            Swimming:  4m/8m

 

Cost   Powers                                                                                   END

50       Hyper-Running :  Multipower, 62-point reserve,  (62 Active Points); all slots Only In Contact With A Surface (-¼)           

2f        1)  Overdrive Running:  Flight 25m, Megascale (1" = 1 km; +¼) (31 Active Points); Only In Contact With A Surface (-¼) 3

2f        2)  Super-Running:  Flight 25m, No Turn Mode (+¼) (31 Active Points); Only In Contact With A Surface (-¼)    3

                                                                                                                   

75       Speedster Tricks:  Multipower, 75-point reserve                   

1f        1)  Afterimages:  +8 with any single attack (16 Active Points); Activation Roll (-¾), Costs Endurance (-½), Does Not Apply Against Attackers With Physical Targeting Sense (-¼)      2

3f        2)  Battering Ram:  (Total: 48 Active Cost, 30 Real Cost) Hand-To-Hand Attack +6d6 (30 Active Points); Only With Move-Throughs/Move-Bys (-1), Hand-To-Hand Attack (-½) (Real Cost: 12) plus +6 with Grab-by, Move-by, Move-Through (Real Cost: 18)                                                                                                  3

4f        3)  Dizzying Spin:  Drain DEX 4d6 (40 Active Points)          4

2f        4)  I'll Take Those!:  Telekinesis (20 STR), Area Of Effect (1m Radius; +½), Selective Target (+¼) (52 Active Points); Only To Disarm/Grab Objects (-1), No Range (-½)                               5

1f        5)  Let's Wrap This Up:  Entangle 4d6, 4 PD/4 ED (40 Active Points); Defense Depends On Material Used (-½), Extra Time (Full Phase, -½), No Range (-½), OIF (appropriate material of opportunity) (-½), Cannot Form Barriers (-¼)    4

2f        6)  Moving Attack:  Hand-To-Hand Attack +5d6, Area Of Effect (1m Line; +½) (37 Active Points); Linked To Running Or Other Movement Power (-½), Hand-To-Hand Attack (-½)             4

4f        7)  Some Disassembly Required:  Dispel Technological Objects 16d6,  (+¼) (60 Active Points); No Range (-½)   6

                                                                                                                   

           Legacy Speedster                                                                        

8         1)  Fast Healer:  Regeneration (4 BODY per Week)             0

7         2)  I ain't afraid of you!:  +15 PRE (15 Active Points); Only to defend against presence attacks (-1)       

10       3)  Impact Resistance:  +20 PD (20 Active Points); Only Protects Against Damage From Move-Through/Move-Bys (-1)  

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

15       5)  Speed To Spare:  +3 SPD (30 Active Points); Costs Endurance (-½), Increased Endurance Cost (x2 END; -½) 6

6         6)  Swift Sight:  Sight Group: Megascale (1" = 1 km; +¼); Only To See Path Ahead While Moving With Mega-Scale (-½) for up to 25 Active Points (6 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)        

 

           Speedster Martial Arts

           Maneuver        OCV   DCV    Notes

16       +4 HTH Damage Class(es)

5         Flying Dodge   --        +4      Dodge All Attacks, Abort; FMove

5         Flying Grab       -2        -1      Grab Two Limbs, 45 STR for holding on; FMove

5         Passing Disarm -1        -1      Disarm, 45 STR to Disarm roll; FMove

5         Passing Strike  +1       +0      7d6 +v/5; FMove

5         Passing Throw +0       +0      7d6 +v/5; Target Falls; FMove

5         Rapid Punch    +1       -2      11d6 Strike

 

           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))

 

           Talents

3         At one with the Clock:  Absolute Time Sense

3         Calculates like...well, Lightning.:  Lightning Calculator

3         Doesn't Get Lost:  Bump Of Direction

12       Missed Me!:  Combat Luck (6 PD/6 ED)

8         Speedster Studiousness:  Speed Reading: x1000

 

           Skills

16       +2 with HTH Combat

6         +3 with "Super Running"

3         Breakfall 14-

5         Cramming

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

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

3         Paramedics 12-

19       Power:  Speedster Tricks 20-

3         Scholar

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

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

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

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

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

1         6)  KS: Video Games (2 Active Points) 11-

3         Stealth 14-

3         Streetwise 12- (15-)

2         Systems Operation (Communications Systems) 12-

3         Teamwork 14-

 

Total Powers & Skill Cost:  434

Total Cost:  627

 

400+     Matching Complications

5         DNPC:  Dr Preston Sanderson (Father), Julius Sanderson (Grandfather)  8- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs)

0         Hunted:  Dr Alchemy (Foe of her grandfather) 8- (As Pow; Harshly Punish; Extra)

15       Hunted:  Utopian Istitute 11- (Mo Pow; NCI; Watching)

20       Psychological Limitation:  Code of the Hero (Common; Total)

10       Psychological Limitation:  Crush on Wyldfire (Common; Moderate)

10       Social Limitation:  Minor: Age 15 (Occasionally; Major)

15       Social Limitation:  Secret Identity (Frequently; Major)

227     Experience Points

(52 points unspent)

 

Total Complications Points:  627

 

Background/History:  Cassie is the daughter of one of the board members of the Utopian Institute. Her grandfather was "Golden Age" speedster, The Outrunner. Dr. Ferguson didn't enter the costumed game himself as his speed abilities were much less impressive than his father's. He did however, gain the ability to read inhumanly fast and calculate complex formulae in his head at a computer like quickness. These attributes lead him to a life of academia. He married and found (not at all to his surprise) that his baby girl displayed superhuman speed at a young age.

 

Cassie had also inherited her father's mental enhancements. She has used her quick thinking to affect feats her grandfather never thought of using her superhuman speed. She has also gained a certain level of enhanced strength, endurance, and healing her predecessors lacked. Realizing that he couldn't stop her from becoming a superhero, Cassie's father asked the Solution to take her in.

 

Personality/Motivation:  A bubbly, rambunctious, and kind hearted young woman, Cassie is learning from her older team mates a lot about responsibility. She is still very young and impressionable, but has some very good role models to look up to. She has a crush on Wyldefire of the Lords of Justice.

 

Quote:  "Nice try but you'll have to be quicker than that!"

 

Powers/Tactics:  Runaway is a speedster with decent combat ability. Cassie has some skill as a hand to hand fighter, acts very quickly, can push herself to several actions per turn and has a lot of options to use in combat. Of course, she usually just rams into her opponents.

 

Campaign Use:  Spunky Teen Age Heroine for life lessons and immanent peril.

 

Appearance:  Cassie is a pretty  teenager with a runner's physique. She wears a white costume with blue lightning bolts on the right size, a blue "R" over her heart, red opaque goggles, and blue boots. Her hair is blonde and she wears a ponytail that pokes out from the back of her cowl.

Link to comment
Share on other sites

  • Replies 183
  • Created
  • Last Reply

Top Posters In This Topic

Hollister Arms: Hoplite Battlesuit

(All Abilities OIF)

 

STR +10

DEX +5

CON +10

OCV: +1

DCV: +1

SPD +1

 

Hoplite Class Armor: +11 PD +8 ED

Life Support: Full Environmental Protection (Heat, Cold, Radiation, Low and High Pressure)

Life Support: Self Contained Breathing (1 hour Charge)

 

 

Standard Package:

Hollister JT-75 "Jupitor" Blaster Carbine: 10d6 Blast, 4 clips, 16 charges each (OAF)

Link to comment
Share on other sites

Hollister Arms is going to be my American version of the vernable Dane Co. 

Now if only I knew some Europeans who might be able to give me a good name for a Norwegian Security company to handle Europe's Low cost Powered Armor needs.

 

I'll probably repost the armor with more options later

 

I'm at work and don't have (much) access to HD. 

Link to comment
Share on other sites

Conquest

 

Val   Char   Cost    Roll     Notes

  70    STR       -2      23-       Lift 409.6tons; 14d6

  30    DEX      -4      15-       OCV:  10/DCV:  10

  35    CON      -2      16-

  35    INT       25      16-       PER Roll 16-

  30    EGO      20      15-       ECV:  12 - 9

  40    PRE        5       17-       PRE Attack:  8d6

 

  10    OCV       0      

  10    DCV       0      

  12    OMCV  27     

   9     DMCV  18     

   7     SPD      30                  Phases:  2, 4, 6, 7, 9, 11, 12

 

2+28  PD          0                   Total:  2/30 PD (0/28 rPD)

2+28  ED          0                   Total:  2/30 ED (0/28 rED)

  20    REC       0

120   END       0

  25    BODY    0

120   STUN    0       Total Characteristic Cost:  117

 

Movement:     Running:  12m/24m

                         Flight:  85m/170m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

96       Gadget Pool:  Variable Power Pool (Gadget Pool), 60 base + 90 control cost,  (105 Active Points); all slots IIF (-¼)            

40       Mobility:  Multipower, 50-point reserve,  (50 Active Points); all slots Only In Alternate Identity (-¼)   

4f        1)  Closing Speed:  Flight 40m, Reduced Endurance (½ END; +¼) (50 Active Points); Only In Alternate Identity (-¼)        2

4f        2)  Combat Mode:  Flight 30m, No Turn Mode (+¼), Combat Acceleration/Deceleration (+¼) (45 Active Points); Only In Alternate Identity (-¼)                                                               4

3f        3)  Cruising Speed:  Flight 15m, MegaScale (1m = 1,000 km; +1 ¾) (41 Active Points); Only In Alternate Identity (-¼)        4

60       Telepathic Prowess:  Multipower, 60-point reserve              

6f        1)  Coersion:  Mind Control 9d6 (Human class of minds), Telepathic (+¼) (56 Active Points)   6

6f        2)  Domination:  Mind Control 12d6 (Human class of minds) (60 Active Points)          6

6f        3)  Mental Switchboard:  Mind Link , Human class of minds, Any Willing Target, No LOS Needed, Number of Minds (x64), Unlimited range in this dimension (60 Active Points) 0

6f        4)  Mind Probe:  Telepathy 12d6 (Human class of minds) (60 Active Points)                6

6f        5)  Mind. Blown:  Mental Blast 6d6 (Human class of minds) (60 Active Points)           6

100     Weapons Systems:  Multipower, 125-point reserve,  (125 Active Points); all slots Only In Alternate Identity (-¼)

6f        1)  Encephallo Bomb:  (Total: 77 Active Cost, 62 Real Cost) Mental Blast 4d6 (Human class of minds) (40 Active Points); Only In Alternate Identity (-¼) (Real Cost: 32) plus Mental Group Flash 10d6, Area Of Effect (8m Radius Explosion; +¼) (37 Active Points); Only In Alternate Identity (-¼) (Real Cost: 30)  8

10f      2)  Impact Pulse Wave:  Blast 12d6, Area Of Effect (12m Radius; +¾), Selective (+¼) (120 Active Points); Only In Alternate Identity (-¼)                                                                               12

10f      3)  Impact Pulse:  Blast 20d6, Reduced Endurance (½ END; +¼) (125 Active Points); Only In Alternate Identity (-¼)         5

7f        4)  Magno Bolas:  Entangle 5d6, 6 PD/6 ED, Takes No Damage From Attacks All Attacks (+½) (82 Active Points); Only In Alternate Identity (-¼)                                                               8

10f      5)  Overcharged Blast:  Blast 16d6, Armor Piercing (+¼), Reduced Endurance (½ END; +¼) (120 Active Points); Only In Alternate Identity (-¼)                                                               5

7f        6)  Particle Beam:  Killing Attack - Ranged 6d6 (90 Active Points); Only In Alternate Identity (-¼)        9

10f      7)  Zero Point Blast:  Blast 16d6, Line Of Sight (+½) (120 Active Points); Only In Alternate Identity (-¼)              12

           Conquest Armor, all slots Only In Alternate Identity (-¼)   

16       1)  BioEnergy Conversion:  +100 END (20 Active Points); Only In Alternate Identity (-¼)       

67       2)  Crystalline Infused Alloy Armor:  Resistant Protection (28 PD/28 ED) (84 Active Points); Only In Alternate Identity (-¼)                                                                                                  0

15       3)  Environmental Systems:  Life Support  (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (19 Active Points); Only In Alternate Identity (-¼)                                  0

50       4)  Exoskeleton:  +62 STR (62 Active Points); Only In Alternate Identity (-¼)             6

20       5)  Impressive Armor:  +25 PRE (25 Active Points); Only In Alternate Identity (-¼)    

40       6)  Life Support Secondary Systems:  +100 STUN (50 Active Points); Only In Alternate Identity (-¼)    

12       7)  Life Support Secondary Systems:  +15 BODY (15 Active Points); Only In Alternate Identity (-¼)     

13       8)  Life Support Secondary Systems:  +16 REC (16 Active Points); Only In Alternate Identity (-¼)         

22       9)  Life Support Secondary Systems:  +27 CON (27 Active Points); Only In Alternate Identity (-¼)        

10       10) Life Support Units:  Life Support  (Eating: Character only has to eat once per week; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (12 Active Points); Only In Alternate Identity (-¼)         0

32       11) Protected Senses:  Hearing Group Flash Defense (10 points), Mental Group, Radio Group, Sight Group (40 Active Points); Only In Alternate Identity (-¼)                                  0

16       12) Telempathic Relays:  +2 SPD (20 Active Points); Only In Alternate Identity (-¼)

35       13) Telempathic Relays:  +22 DEX (44 Active Points); Only In Alternate Identity (-¼)              

28       14) Telempathic Relays:  +7 DCV (35 Active Points); Only In Alternate Identity (-¼)

28       15) Telempathic Relays:  +7 OCV (35 Active Points); Only In Alternate Identity (-¼)

84       16) Telepathic Enhancement:  Aid  Telepathic Prowess Multipower 5d6 (standard effect: 15 points), Reduced Endurance (0 END; +½), Expanded Effect (x5 Characteristics or Powers simultaneously) (All Powers in Telepathic Prowess MP; +2) (105 Active Points); Only In Alternate Identity (-¼)            0

           Mentalism                                                                                     

20       1)  Iron Will:  Mental Defense (20 points total)                     0

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

16       3)  Social Telepathy:  +6 with all Interaction Skills (24 Active Points); Costs Endurance (-½)   2

 

           Perks

75       Army of Thugs:  Follower

10       Entrepeneur:  Money:  Wealthy

6         Street Cred:  Positive Reputation:  Mastervillain (A large group) 14-, +2/+2d6

30       The Villa:  Base outside of San Diego

3         Well-Connected

37       Contacts:  Underworld, Scientific, and Mentalist communities

 

           Talents

3         Keen Sense of Timing:  Absolute Time Sense

3         Maths:  Lightning Calculator

4         Prettyboy:  +2/+2d6 Striking Appearance (vs. women)

5         Razor Sharp Memory:  Eidetic Memory

6         Voracious Reader:  Speed Reading (x100)

 

           Skills

8         +1 with Ranged Combat

20       +2 with All Attacks

30       +5 with all Mental Powers

3         Bureaucratics 17-

3         Charm 17-

3         Computer Programming 16-

3         Cryptography 16-

3         Deduction 16-

3         Electronics 16-

3         High Society 17-

3         Interrogation 17-

3         Inventor 16-

3         Linguist

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

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

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

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

3         Mechanics 16-

3         Oratory 17-

3         PS: Play Chess 16-

3         Paramedics 16-

3         Scholar

2         1)  KS: Military History (3 Active Points) 16-

2         2)  KS: Psionic Etiquette (3 Active Points) 16-

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

2         4)  KS: The Psionic World (3 Active Points) 16-

3         Scientist

2         1)  Science Skill:  Biology 16- (3 Active Points)

2         2)  Science Skill:  Chemistry 16- (3 Active Points)

2         3)  Science Skill:  Mathematics 16- (3 Active Points)

2         4)  Science Skill:  Physics 16- (3 Active Points)

2         5)  Science Skill:  Psionic Engineering 16- (3 Active Points)

2         6)  Science Skill:  Psychology 16- (3 Active Points)

3         Security Systems 16-

3         Systems Operation 16-

3         Tactics 16-

6         Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons) 16-

 

Total Powers & Skill Cost:  1283

Total Cost:  1400

 

400+ Matching Complications

15       Hunted:  Hyperion Institute Frequently (Mo Pow; NCI; Watching)

15       Hunted:  West Coast Superteams Frequently (As Pow; Harshly Punish)

10       Psychological Complication:  Disdain for Manual Labor (Common; Moderate)

20       Psychological Complication:  Driven to Win/Conquer (Common; Total)

15       Social Complication:  Secret Identity Frequently, Major

1000   Experience Points

 

Total Complications Points:  1400

 

Background/History:  Rory Dean Jessop was better than his station in life, he just knew it. When his psionic powers developed in his early teens he took over his family and began his plans for world conquest. As he got older he "outgrew" his parents and siblings and - after setting up the life insuance go only to the children - had them all killed in an accident.

 

Taking his modest trust fund and mental powers to the city, he changed his identity to something more fitting and moved to the west coast, no one conquered the world from Alabama. The rechristianed Anders Harker studied technology and psionics at the most prestigeous universities on the west coast, even interning at the Hyperion Institute, where he made many friends - and one important enemy.

 

Fleeing from the Institute, he resettled in San Diego and began his conquest of the world - creating his powered armor and testing it on a few robberies to buy munitions and hire mercenaries.

 

Personality/Motivation:  Conquest is driven by his namesake. He lives for victory and goes at it with ruthless efficiency. His other primary trait is his disdain for manual labor - it's one of the reasons he's so physically unimpressive out of his armor, he refuses to exercise. But he likes the feeling of crushing people under his superhuman heel.

 

Quote:

 

Powers/Tactics:  A potent suite of telepathic abilities backed by state of the art powered armor and a budding organization behind him.

 

Campaign Use:

 

Appearance:  Anders Harker is an attractive, but slight man. He has short blonde hair and keen blue eyes. He rarely leaves his armor - prefering its might to his weakness; but when he does, he wears expensive, extravegantly tailored  suits.

 

The Conquest armor is glossy black with red and gold accents and a dark red cape.

 

Link to comment
Share on other sites

The Candy Striper

 

Val   Char   Cost    Roll     Notes

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

  30    DEX      40      15-       OCV:  10/DCV:  11

  20    CON     10      13-

  20    INT       10      13-       PER Roll 13-/17-

  13    EGO       3       12-       ECV:  3 - 5

  20    PRE       10      13-       PRE Attack:  4d6

 

  10    OCV      35     

  11    DCV      40     

   3     OMCV   0      

   5     DMCV   6      

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

 

   8     PD          6                   Total:  8 PD (0 rPD)

   8     ED          6                   Total:  8 ED (0 rED)

  10    REC       6

  40    END       4

  12    BODY    2

  40    STUN   10      Total Characteristic Cost:  235

 

Movement:     Running:  13m/26m

                         Leaping:  5m/10m

                         Swimming:  5m/10m

 

Cost   Powers                                                                                   END

67       Candy-Shaped Weapons:  Multipower, 100-point reserve,  (100 Active Points); OIF (multiple OAFs; -½)             

1f        1)  Candy Cane:  Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-½)               2

1f        2)  Candy Corn Caltrops:  Killing Attack - Ranged 1d6, Automatically Targets Hit Location 18 (+0), Area Of Effect (1m Radius; +¼), Uncontrolled (removable by spending a Full Phase to sweep them aside; +½), Continuous (+1) (41 Active Points); OAF (-1), 2 Recoverable Charges (-1), Activation Roll (-½), No Knockback (-¼), Only Affects Characters Moving On The Ground (-¼), DEX Roll Cancels Effect (-¼), Limited Range (10"; -¼)                [2 rc]

2f        3)  Chocolate-Covered Cherry Bombs:  Energy Blast 8d6, Explosion (+½) (60 Active Points); OAF (-1), 8 Charges (-½), Range Based On Strength (-¼)                                              [8]

1f        4)  Cookie Shuriken:  Killing Attack - Ranged 1d6, Autofire (3 shots; +¼) (19 Active Points); OAF (-1), 8 Charges (-½), Range Based On Strength (-¼)                                              [8]

2f        5)  Licorice Whips:  Entangle 5d6, 4 PD/4 ED, Entangle And Character Both Take Damage (+¼) (56 Active Points); OAF (-1), 8 Charges (-½), Range Based On Strength (-¼), Cannot Form Barriers (-¼)             [8]

2f        6)  Peppermint Ice Cream Cone of Smiting:  Hand-To-Hand Attack +10d6 (50 Active Points); OAF (-1), Hand-To-Hand Attack (-½)                                                                                   5

           Notes:  Unlike her Candy Canes which are just clubs. The Ice Cream Cone of Smiting is a mace with a cold aura generated about it (and peppermint candy scent). The HA should be considered a Cold Attack

2f        7)  Sweet Roll Scented Knockout Gas Pellet Projector:  Energy Blast 6d6, Area Of Effect (1m Radius; +¼), No Normal Defense (+1) (67 Active Points); OAF (-1), 8 Charges (-½), Limited Range (30"; -¼)   [8]

3f        8)  Taffy Grenades:  Entangle 5d6, 5 PD/5 ED, Explosion (lose 1d6 and 1 DEF per 1"; +½), Sticky (+½) (100 Active Points); OAF (-1), 4 Charges (-1), Range Based On Strength (-¼)  [4]

           Gravity Well Boots                                                                      

13       1)  Moon Leaping:  Leaping 20m (Accurate, x4 Noncombat) (20 Active Points); OIF (-½)          2

8         2)  Omni-Directional Walking:  Clinging (20 STR) (12 Active Points); OIF (-½)          0

           Sexy Nurse Hat and Domino Mask                                           

5         1)  Auditory Enhancers:  +4 PER with Hearing Group (8 Active Points); OIF (-½)       0

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

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

8         4)  Telescopic Lenses:  +8 versus Range Modifier for Sight Group (12 Active Points); OIF (-½)               0

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

           Sexy Villainess Costume                                                             

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) 

           Sexy Nurse Style

           Maneuver        OCV   DCV    Notes

3         Bed Ridden (Throw)  +0      +1 3d6 +v/5, Target Falls

4         Bonk! (Punch/Low Kick)    +2 +0            5d6 Strike

5         Candy Swings for the Bleachers! (Uppercut/Axe Kick)     +1            -2             7d6 Strike

3         Huggs! (Grapple)        -1      -1  Grab Two Limbs, 25 STR for holding on

3         Hugs, Kisses, and a GERMAN SUPLEX!             +0            +2            5d6 Strike; Target Falls; Must Follow Grab

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

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

1         Weapon Element:  Clubs

1         Weapon Element:  Whips

 

           Perks

10       Heiress:  Money:  Wealthy

9         Contact:  The Candy Man (Weapon Designer) (Contact has very useful Skills or resources, Very Good relationship with Contact) 14-

5         Contact:  The Calender Girls (Eleven other rather begnin costumed criminals who release annual calenders for charity) (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 11-

20       The Candy Store:  Base

 

           Talents

4         Er...She's Bendy:  Double Jointed

6         Eye-Candy:  +2/+2d6 Striking Appearance (vs. all characters)

3         Hell on High Heels:  Environmental Movement (no penalties on High Heels)

6         Sexy Dodge!:  Combat Luck (3 PD/3 ED)

 

           Skills

20       +2 with All Combat

3         Acrobatics 15-

3         Breakfall 15-

3         Charm 13-

3         Climbing 15-

3         Contortionist 15-

10       Defense Maneuver I-IV

3         Forensic Medicine 13-

3         Forgery 13-

3         Lockpicking 15-

3         Paramedics 13-

3         SS:  Biology 13-

2         SS:  Medicine 11-

3         Scholar

2         1)  KS: Confectionary Industry (3 Active Points) 13-

1         2)  KS: High Society (2 Active Points) 11-

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

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

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

3         Security Systems 13-

3         Shadowing 13-

3         Sleight Of Hand 15-

3         Stealth 15-

3         Systems Operation 13-

7         WF:  Common Melee Weapons, Javelins and Thrown Spears, Off Hand, Staffs, Thrown Knives, Axes, and Darts, Thrown Rocks, Whips

 

Total Powers & Skill Cost:  314

Total Cost:  549

 

400+ Matching Complications

10       Hunted:  Diamond Diva Infrequently (As Pow; Harshly Punish)

10       Hunted:  Nighthunter (Vigilante with no sense of humor) 8- (As Pow; Harshly Punish)

10       Hunted:  Biomancer 8- (Mo Pow; NCI; Watching)

20       Psychological Limitation:  Code vs Killing/Hypocratic Oath Remnants (Common; Total)

15       Psychological Limitation:  Soft hearted; protective of innocents (Common; Strong)

10       Social Limitation:  Secret Identity (Occasionally; Major)

                Notes:  Her identity is only of moderate concern for her. Her money is basically in untouchable overseas markets and her only living relatives are in Europe.

149     Experience Points

(1 points unspent)

 

Total Complications Points:  549

 

Background/History:  26 years ago, a wealthy scion of a confectionary family and his new bride found to their horror that they could not have children. Neither took it well. James Waterson IV took steps to ensure that his beloved Adelle would have the child she so desperately wanted. He used a portion of his fortune and his surprising street smarts to track down a doctor of "flexible" morality.

 

Dr Helix, was surprised that his cover had been blown and almost killed the young man before ever hearing his story. But James Waterson was very persuasive. The master geneticist was not an unfeeling man of stone; the story and pleas somehow moved him. He agreed to treat Adelle Waterson and ensure that a child of this couple would be born. He did warn that there might be side effects.

 

When Melinda Waterson was eleven she told her father she would be a doctor. He was delighted. Sure, she didn't want to be in the sweets industry, but his brother's children were both quite capable and being groomed to keep the business in the family. Melinda grew up bright and strong. She was a beautiful young woman and entered into medical school when she was 19. She was never as happy as she was that first year.

 

Then her mother died in a car accident. Then her father, despondent over his wife's death, disappeared. Melinda's world was crumbling. She found strength in her family, and spent a summer in London with her father's brother and her cousins. She would have stayed with them, studying medicine in the UK if she hadn't been engaged to be married to a fellow med student. When she started her second year of med school, she had recovered the fire in her eyes and the joy in her voice. This was not to last either, sadly.

 

Melinda's fiancée, Adam,  had been cheating on her. In more ways than one. Not only was he unfaithful, he siphoned money from her inheritance, plagiarized her work, and in general used her. What's worse, his other girlfriend humiliated her spreading lies and even on one occasion physically beating her.

 

Melinda disappeared for a while. She used some of her money and traveled, trying to forget, and perhaps to find her missing father. She was gone a long time. About two years ago, a new costumed criminal appeared. Calling herself the Candy Striper, she appeared at the home of Dr. Adam Hall during his New Year's party. She robbed the guests, punched his fiancée, Amber Weis, and left him hanging from the ceiling, tangled in licorice. No one else was harmed. She stole $50 from his wallet, gave out chocolate kisses to the guests and left.

 

Since then The Candy Striper has made he headlines on a few occasions. Her crimes are generally high profile, grand events and always involve candy or sweets in some way. She also makes appearances giving candy and sweets, often with toys or money, to low income families, orphanages, etc. Her criminal record is long but she's not really high on the list of criminals to be captured. A certain humorless vigilante seeks to capture her (not kill, she's never been even implicated in a murder).

 

Personality/Motivation:  Happy, go-lucky, comically insane; these describes the Candy Striper pretty well. But there's a glint in her eye, something that makes people who have encountered her on more than one occasion to think there's more going on there than she lets on. Candy Striper will not take a life, even if she thinks they deserve it. She also loves children and family and she helps the poor when she can, either through legitimate charity work in her "Secret" identity, or with the proceeds of her criminal ventures.

She has no qualms about fighting though and sees it as great sport, like her criminal career. She also enjoys robbing criminals and then giving their money away.

 

Quote:  "Aw, Nighthunter, you know you're sweet on me."

 

Powers/Tactics:  Candy has superhuman reflexes and an oddly effective fighting style that appears alternately comical or traditional at her whim. She often makes sound effects when she fights. Her arsenal of Candy themed Weaponry has been altered/refined over the two years she's been active. Right now she has two restraining weapons (Licorice Whips and Taffy Grenades), two melee weapons (Candy Canes, Ice Cream Cone of Smiting), Throwing blades (Cookies) Caltrops (Candy Corn) and explosive cherry bombs. She also seems to have large amounts of actual candy on hand when she acts to hand out else where.

This candy is high quality, but bears no brand name.

 

Campaign Use:  Candy is someone who came to mind when I was reading Gadgets and Gear. She's a cross between DC's Harley Quin and Foxbat...but not. She can be just as crazy as she acts. But in truth, in my campaign she found her father. He found evidence that her mother was murdered. Her superhuman abilities were the side effects of the circumstances surrounding her birth. It is possible that Dr Helix might have had plans for her if he hadn't been killed in the 1990's

 

Her father makes the candy she hands out. He uses recipes he's developed on his own so that his family business is not implicated.

 

Appearance:  When her powers activated in her early twenties, Melinda was transformed into a petite, yet shapely beauty. She has flawless skin, on the fair side. Her eyes are beautiful green and her hair is (naturally) a hot pink, not unlike candy. She wears a sexy "Candy Striper" uniform that is armored and revealing at the same time. It is made of a special material overlay that basically is sheer in spots to make her 'Va Va Voom'.

The costume itself is pink and white.

 

 

 

Link to comment
Share on other sites

Doomtrain

 

   Val     Char   Cost    Roll           Notes

20+65   STR      10      13- / 26-    Lift 400.0kg/3.3ktons; 4d6/17d6 [2/8]

11+11   DEX       2       11- / 13-

15+30   CON      5       12- / 18-

    13      INT        3       12-             PER Roll 12-

    11      EGO       1       11-

    15      PRE        5       12-             PRE Attack:  3d6

 

   6+4     OCV      15     

   4+4     DCV       5      

     3       OMCV   0      

     4       DMCV   3      

   3+1     SPD      10                        Phases:  4, 8, 12/3, 6, 9, 12

 

10+25   PD          8                         Total:  10/35 PD (0/25 rPD)

10+25   ED          8                         Total:  10/35 ED (0/25 rED)

    10      REC       6

    30      END       2

15+10   BODY    5

30+70   STUN    5       Total Characteristic Cost:  93

 

Movement:        Running:  33m/132m

                            Leaping:  30m/60m

                            Swimming:  4m/8m

                            Tunneling:  6m/12m

 

Cost   Powers                                                                                   END

75       Boom Gun:  (Total: 165 Active Cost, 75 Real Cost) Killing Attack - Ranged 4d6, +1 Increased STUN Multiplier (+¼), Armor Piercing (+¼), Area Of Effect (2m Radius; +¼) (135 Active Points); OIF (-½), Extra Time (Extra Phase, Only to Activate, -½), Concentration (½ DCV; -¼), 64 Charges (+½) (Real Cost: 60) plus Hearing Group Flash 8d6, Area Of Effect (16m Radius Explosion; +¼) (30 Active Points); OIF (-½), Linked (RailGun; -½) (Real Cost: 15)          3

24       Mobility:  Multipower, 36-point reserve,  (36 Active Points); all slots OIF (-½)           

1f        1)  Great Leaps:  Leaping +26m (30m forward, 15m upward) (Accurate) (18 Active Points); OIF (-½)       2

2f        2)  Locomotion:  Running +20m (33m total), x4 Noncombat, Usable as Swimming (+¼) (31 Active Points); OIF (-½)            3

2f        3)  The Tunnel:  Tunneling 6m through 15 PD material (36 Active Points); OIF (-½)    4

           Communications and Sensors, all slots OIF (-½)                    

6         1)  +5 versus Range Modifier for Sight Group (9 Active Points); OIF (-½)     0

8         2)  High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½)               0

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

3         4)  Nightvision (5 Active Points); OIF (-½)                            0

11       5)  Radar (Radio Group), Increased Arc Of Perception (240 Degrees) (17 Active Points); OIF (-½)           0

           Doomtrain Powered Armor, all slots OIF (-½)                         

7         1)  Combat Computer:  +1 SPD (10 Active Points); OIF (-½)           

15       2)  Combat Computer:  +11 DEX (22 Active Points); OIF (-½)        

13       3)  Combat Computer:  +4 DCV (20 Active Points); OIF (-½)          

13       4)  Combat Computer:  +4 OCV (20 Active Points); OIF (-½)          

13       5)  Immovable Object:  Knockback Resistance -20m (20 Active Points); OIF (-½)        0

20       6)  Impact Dispersal:  Energy Damage Reduction, Resistant, 50% (30 Active Points); OIF (-½)                0

20       7)  Impact Dispersal:  Physical Damage Reduction, Resistant, 50% (30 Active Points); OIF (-½)             0

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

43       9)  Massive Mechanical Muscles:  +65 STR (65 Active Points); OIF (-½)      6

20       10) Really Bad Ass:  +30 CON (30 Active Points); OIF (-½) 

7         11) Seemingly Invulnerable:  +10 BODY (10 Active Points); OIF (-½)          

23       12) Seemingly Invulnerable:  +70 STUN (35 Active Points); OIF (-½)           

50       13) Resistant Protection (25 PD/25 ED) (75 Active Points); OIF (-½)               0

1         Running +1m (33m total)                                                            1

 

           Marine Corps Martial Arts Program

           Maneuver        OCV   DCV    Notes

4         Block                 +2       +2      Block, Abort

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

4         Disarm               -1       +1      Disarm; 30 STR  / 95 STR to Disarm

4         Escape              +0       +0      35 STR  / 100 STR vs. Grabs

4         Eye Gouge        -1        -1      Flash 4d6

3         Hold                   -1        -1      Grab Two Limbs, 30 STR  / 95 STR for holding on

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

4         Knifehand         -2       +0      HKA 2d6 / HKA 6d6 +1

4         Punch/Knee Strike     +0      +2 6d6 / 19d6 Strike

3         Throw               +0       +1      4d6 / 17d6 +v/10, Target Falls

1         Weapon Element:  Clubs

1         Weapon Element:  Knives

1         Weapon Element:  Polearms (Bayonet)

 

           Perks

4         Nest Egg:  Money:  Well Off

9         Contact:  the ARMORY (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-

 

           Skills

20       +2 with All Attacks

3         Combat Driving 11- (13-)

3         Concealment 12-

3         Demolitions 12-

2         KS: American Football 11-

2         KS: The Military/Mercenary/Terrorist World 11-

2         KS: US Marines History And Customs 11-

3         Mechanics 12-

3         Navigation 12-

2         PS: Mercenary Soldier 11-

3         Security Systems 12-

3         Streetwise 12-

3         Tactics 12-

3         WF:  Small Arms, Knives

 

Total Powers & Skill Cost:  502

Total Cost:  595

 

400+     Matching Complications

10       Hunted:  ARMORY Infrequently (Mo Pow; PC has a Public ID or is otherwise very easy to find; Watching)

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

5         Negative Reputation:  Disgraced Public Figure, Infrequently

10       Psychological Complication:  Greedy (Common; Moderate)

15       Psychological Complication:  Overconfident (Very Common; Moderate)

15       Social Complication:  Secret Identity Frequently, Major

5         Unluck: 1d6

195     Experience Points

 

Total Complications Points:  595

 

Background/History:  Zeke Eto'o's father was an athlete who came to America to play basketball in college, married a nice French Polynesian girl and settled down. He had three fine sons and his youngest, Zeke was a physical juggernaut. A football start in highschool and college he was a lock for the pros when he was caught in a point shaving scandal - the only thing that stops your career. Disgraced publically and disowned by his family Eiran joined the marines and came close to making a name for himself when again his greed got the best of him and he was caught, this time in illegal street fights, and was discharged.

 

No family and no money made him a bit desperate, he continued to fight and made something of a name for himself. But his career was plateauing and he knew he needed something more. He fell into crime and became a rent a thug and mercenary. As a merc he fought all over Africa and Eastern Europe, did a few tours in South America and finally found stability and a home of sorts at the ARMORY.

 

Though work as security was nice, mostly legal, and profitable, Zeke found out he could earn even more if he volunteered for testing, retreval, anything to get a few extra bucks. While on a retreval mission his unit fround a prototype suit of powered armor in the base of a deceased mastercriminal. While the design itself seemed primitive the technolgy was not. The Master Technician of Zeke's Franchise asked the big man to test pilot the suit, once they figured out how to activate it, that was.

 

The next few weeks were like a dream come true. The armor, which Zeke had named Doomtrain due to its steam/rail engine asthetics was exceptionally powerful and the ARMORY was pleased with the tests and data they gleaned from it - it would be exceptionally difficult and prohibitively expensive to mass produce, but the designs could be adjusted. Zeke was rewarded for his work with the armor by being allowed to wear it. If he served the ARMORY as an enforcer/defense specialist for five years the suit would be his.

 

Doomtrain's tenure is up but the still does work for the ARMORY on occasion.

 

Personality/Motivation:  Greed defines Zeke's life. His desire for fine clothes, fast cars, beautiful girls, and money drives him to cut corners, cheat, and break laws. He's very mercenary and follows the money.

 

He's not an idiot though and has become more discipined as he's gained experience and begun saving for the future.

 

He sees supervillainy as a game and enjoys competing against heroes and even other villains. He doesn't like to hurt innocents though. He also has tried to send money back ot his family but they return the letters unopened.

 

Quote:

 

Powers/Tactics:  The Boom Gun is his last resort, it's conspicuous and deadly. He prefers to keep the "Sport" going by only using his might. He has no trouble destroying property or taking things and anyone who tries to seriously hurt him he'll match eye for eye; but he doesn't shoot into crowds of onlookers or topple buildings on toddlers.

 

Campaign Use:

 

Appearance:  Tripple E is two meeters tall, with brown hair and eyes, shaves his head, wears a beard and has a very dark complexion. He tends to dress in expensive, tailored suits and smoke cigars when he can. He loves jewelry and has a lot.

 

The Doomtrain armor is massive, dark gray, and glossy black metallic armor with brass colored trim. The face plate has a grill not unlike an old steam engine and the barrel chest looks something like a high tech boiler. The shoulder pieces have large "smoke stacks" and other similar asthetics. The Boom Gun is mounted on h is back; he has to unlock it and then bring it over his right shoulder. Though it has a stock and handgrip, the fireing mechanism is in his armor controls and he can fire it with both hands free.

Link to comment
Share on other sites

Warpath (WIP)

 

   Val     Char   Cost    Roll           Notes

15+25  STR       5       12- / 17-   Lift 200.0kg/6400.0kg; 3d6/8d6 [1/3]

13+10  DEX      6       12- / 14-

15+15  CON      5       12- / 15-

20+10  INT      10      13- / 15-   PER Roll 13-/15-

24+5   EGO     14      14- / 15-

20+15  PRE      10      13- / 16-   PRE Attack:  4d6/7d6

 

   5+4    OCV     10     

   5+2    DCV     10     

   8+2    OMCV 15     

   8+4    DMCV 15     

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

 

6+20   PD          4                         Total:  6/26 PD (0/20 rPD)

6+20   ED         4                         Total:  6/26 ED (0/20 rED)

     6       REC      2

    30      END      2

    15      BODY   5

    30      STUN    5       Total Characteristic Cost:  132

 

Movement:       Running:  12m/24m

                            Flight:  31m/62m

                            Leaping:  4m/8m

                            Swimming:  4m/8m

                            Teleportation:  25m/50m

 

Cost   Powers                                                                                   END

50      Attack Modes:  Multipower, 75-point reserve,  (75 Active Points); all slots OIF (-½) 

3f       1)  Brainburning:  Killing Attack - Ranged 1d6, Alternate Combat Value (uses OMCV against DMCV; +¼), Attack Versus Alternate Defense (Mental Defense; +1), Does BODY (+1) (49 Active Points); OIF (-½)          5

4f       2)  Mind Lance:  Mental Blast 7d6 (Human class of minds) (70 Active Points); OIF (-½), Perceivable (-¼)         7

3f       3)  Psi-Blade:  Mental Blast 6d6, Alternate Combat Value (uses OCV against DCV; +0) (60 Active Points); No Range (-½), OIF (-½)                                                                                               6

4f       4)  Psionic Needler:  Mental Blast 3d6, Alternate Combat Value (uses OCV against DCV; +0), Autofire (3 shots; +1 ¼) (67 Active Points); OIF (-½), Range Based On Strength (-¼)   7

30      Powered Armor Mobility:  Multipower, 45-point reserve,  (45 Active Points); all slots OIF (-½)             

3f       1)  Aportation:  Teleportation 25m, No Relative Velocity, Position Shift, x2 Increased Mass (45 Active Points); OIF (-½)                                                                                                       4

3f       2)  Telekinetic Flight Relay:  Flight 31m, Position Shift, No Turn Mode (+¼) (45 Active Points); OIF (-½)          4

45      Telepathic Mastery:  Multipower, 45-point reserve              

2f       1)  Group Mental Link II:  Mind Link , Specific Group of Minds, Number of Minds (x8) (25 Active Points)        0

2f       2)  Mental Shadow:  Darkness to Mental Group 6m radius, Personal Immunity (+¼) (22 Active Points)              2

4f       3)  Neural Blindness:  Sight Group Flash 6d6, Attack Versus Alternate Defense (Mental Defense; +0), Alternate Combat Value (uses OMCV against DMCV; +¼) (37 Active Points)         4

4f       4)  Telepathy:  Telepathy 8d6 (Human class of minds) (40 Active Points)  4

2f       5)  Unclear Thoughts:  Change Environment (create field of "telepathic static") (-2 to INT and Intellect Rolls), Personal Immunity (+¼), Area Of Effect (16m Radius; +¾) (16 Active Points)          2

1f       6)  Weak Mental Impairment:  Change Environment (mentally impair target) (-2 to Breakout Rolls) (6 Active Points)     1

3f       7)  Weak Mental Paralysis:  Entangle 2d6, 2 PD/2 ED, Alternate Combat Value (uses OMCV against DMCV; +¼), Works Against EGO, Not STR (+¼), Takes No Damage From Physical Attacks (see 6E1 p217; +¾) (45 Active Points); Mental Defense Adds To EGO (-½)                                                                     4

50      Warpath Telepathic Enhancement:  Variable Power Pool (Telepathic Enhancement), 30 base + 30 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (75 Active Points); Only to Improve Telepathic Master Multipower (-¾), OIF (-½)                                                          

           Notes:  END Cost for the Enhancement is payed by the END Reserve

           Augmented Senses, all slots OIF (-½)                                      

7         1)  Enhanced Mind Scanning:  Mind Scan 0d6 (Human class of minds), +5 OMCV (10 Active Points); OIF (-½)             1

5         2)  Group Mental Eye:  Mental Awareness, Usable Nearby (+1) (10 Active Points); Costs Endurance (-½), OIF (-½)         1

1         3)  Thoughtography:  Cosmetic Transform 1d6 (imprint mental image onto paper, further imprinting) (3 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 ¼), Limited Target (blank paper or the like; -1), Concentration (0 DCV; -½), No Range (-½), OIF (-½)                                                                                       1

           Natural Senses                                                                             

10      1)  Aura Vision:  Detect Aura 13-/15- (Sight Group)           0

27      2)  Detect Minds:  Detect Minds 13-/15- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense, Targeting                                                                                      0

40      3)  Mental Scanning:  Mind Scan 8d6 (Human class of minds)     4

40      4)  Remote Viewing:  Clairsentience (Sight Group), x16 Range (3,200m)     4

           Powered Armor, all slots OIF (-½)                                            

57      1)  "Telepathic EMP":  Suppress Mental/Psionic Powers 2d6, Reduced Endurance (½ END; +¼), Mental/Psionic (+½), Area Of Effect (8m Radius; +½), Expanded Effect (All Powers simultaneously) (+3 ½) (115 Active Points); Costs Endurance (to maintain; -½), OIF (-½)                                                             5

10      2)  Augmented Personae:  +15 PRE (15 Active Points); OIF (-½)  

7         3)  Cyberpathic Combat Computer:  +2 DCV (10 Active Points); OIF (-½) 

4         4)  Cyberpathic Combat Computer:  +2 OMCV (6 Active Points); OIF (-½)               

8         5)  Cyberpathic Combat Computer:  +4 DMCV (12 Active Points); OIF (-½)             

13      6)  Cyberpathic Combat Computer:  +4 OCV (20 Active Points); OIF (-½) 

10      7)  Damage Dispersal:  +15 CON (15 Active Points); OIF (-½)      

7         8)  Encephalo Helmet:  +10 INT (10 Active Points); OIF (-½)        

3         9)  Encephalo Helmet:  +5 EGO (5 Active Points); OIF (-½)           

17      10) Light Exoskeleton:  +25 STR (25 Active Points); OIF (-½)       2

32      11) Mana Class Psionic Energy Reserves:  Endurance Reserve  (150 END, 20 REC) Reserve:  (52 Active Points); OIF (-½); REC:  (14 Active Points); Personal REC (-½), OIF (-½)      0

70      12) Psionic-Weave Polymer Light Armor:  Resistant Protection (20 PD/20 ED/10 Mental Defense/10 Power Defense/10 Flash Defense:  Mental Group) (Impermeable) (105 Active Points); OIF (-½)       0

13      13) Telepathic Cyber Relays:  +10 DEX (20 Active Points); OIF (-½)          

13      14) Telepathic Cyber Relays:  +2 SPD (20 Active Points); OIF (-½)             

           Psionic Defenses                                                                          

15      1)  Mental Toughness:  Mental Damage Reduction, 25% 0

10      2)  Mind Shield:  Mental Defense (20 points total)             0

           Sensors/Communications, all slots OIF (-½)                          

7         1)  Archimedes:  Follower: Computer (10 Active Points); OIF (-½)               

13      2)  Communications Suite:  High Range Radio Perception (Radio Group), +4 to PER Roll, Rapid:  x10 (19 Active Points); OIF (-½)                                                                                                  0

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

10      4)  Radar Suite:  Radar (Radio Group) (15 Active Points); OIF (-½)             0

2         5)  Range Finder:  Absolute Range Sense (3 Active Points); OIF (-½)          

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

           Perks

7         Ill-Gotten Gains:  Money:  Wealthy

30      Lair:  Base

 

           Talents

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

6         Absorbs Knowledge:  Speed Reading (x100)

5         Retains Absorbed Knowledge:  Eidetic Memory

 

           Skills

8         +1 with HTH Combat

12      +2 with all Mental Powers

3         Analyze:  Technology 13- (15-)

3         Bureaucratics 13- (16-)

3         Charm 13- (16-)

3         Computer Programming 13- (15-)

5         Cramming

3         Cryptography 13- (15-)

3         Electronics 13- (15-)

3         High Society 13- (16-)

3         Interrogation 13- (16-)

3         Inventor 13- (15-)

3         Language:  French (completely fluent)

3         Scholar

2         1)  KS: Classical Music (3 Active Points) 13- (15-)

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

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

2         4)  KS: The Metahuman World (3 Active Points) 13- (15-)

2         5)  KS: The Psionic World (3 Active Points) 13- (15-)

2         6)  KS: The Scientific World (3 Active Points) 13- (15-)

3         Scientist

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

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

2         3)  SS:  Mathematics 13- (15-) (3 Active Points)

2         4)  SS:  Physics 13- (15-) (3 Active Points)

4         5)  SS:  Psionic Engineering 15- (17-) (5 Active Points)

3         6)  SS:  Psionics 14- (16-) (4 Active Points)

3         Security Systems 13- (15-)

3         Systems Operation 13- (15-)

1         WF:  Blades

 

Total Powers & Skill Cost:  813

Total Cost:  945

 

400+     Matching Complications

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

10      Hunted:  Hyperion Institute Infrequently (Mo Pow; NCI; Watching)

10      Psychological Complication:  Hedonist (Common; Moderate)

15      Psychological Complication:  Messiah Complex (Common; Strong)

15      Social Complication:  Secret Identity Frequently, Major

10      Vulnerability:  1 ½ x STUN Sonics (Common)

5         Unluck: 1d6

545    Experience Points

 

Total Complications Points:  945

 

Background/History:

 

Personality/Motivation:  In his ideal world, Warpath is worshiped by the mundanes of the world while his fellow psionics serve as his upper and lower nobility. He is often attended by barely (if at all) clad starlets and pop stars who feed him grapes. When they aren't attending his other desires. But a man really has to have his grapes.

 

In the real world, he's working on carving out a criminal empire, working as an extremely expensive criminal security specialist, interrogator, enforcer, and information broker.

 

He is rightfully proud of his armor, though he did steal several of the designs and cosmetic flair from others, he tends to ignore these facts when he's patting himself on the back.

 

While he won't admit to being afraid of the Hyperion Institute, he avoids them like the plague and operates in a way that doesn't bring undue attention his way.

 

Quote:

 

Powers/Tactics:  A powered armor villain, Warpath acts in many ways stereotypically. His telepathic abilities give him a leg up against many foes and give him even greater flexibility against other mentalists.

 

He uses his Powered Armor Arsenal usually as he prefers nonlethal methods of dealing with interlopers. But he does occasionally like to let fly with a punch and is certainly not above silencing a particularly obnoxious foe or serious threat permanently

 

Campaign Use:

 

Appearance:  Dr Green is a handsome, scholarly man in his early thirties who has striking features and a commanding presence. He dresses well and is a popular guest on various superbeing talk shows as an expert on psionics.

 

When acting as Warpath, he wears a suit of black and gold powered armor with purple-white lights pulsing here and there. The suit gives him an even greater presence while disguising his voice and face to such a degree that his relative fame hasn't caused him troubles.

Link to comment
Share on other sites

  • 3 weeks later...

Now for the GCG's Resident Thor Knockoff, Citadel. It took me quite some time to find an architecture Deity. 

 

 

Citadel

 

Val   Char   Cost    Roll     Notes

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

  17    DEX      14      12-

  40    CON     30      17-

  20    INT       10      13-       PER Roll 15-

  17    EGO       7       12-

  30    PRE       20      15-       PRE Attack:  6d6

 

  10    OCV      35     

   6     DCV      15     

   6     OMCV   9      

   6     DMCV   9      

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

 

  30    PD         28                  Total:  30 PD (30 rPD)

  30    ED         28                  Total:  30 ED (30 rED)

  20    REC      16

  80    END      12

  25    BODY   15

  80    STUN   30      Total Characteristic Cost:  358

 

Movement:     Running:  18m/72m

                         Flight:  40m/160m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

                         Tunneling:  20m/40m

 

Cost   Powers                                                                                   END

175     Ascended Architect:  Variable Power Pool (Magic Pool), 75 base + 100 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (175 Active Points)                                                 

0         1) To CODE!:  Major Transform 2d6 (Poor Construction to Exceptional Construction, Time and Misuse), Damage Over Time, Lock out (cannot be applied multiple times) (4 damage increments, damage occurs every three Segments, can be negated by Doing Stun to Citadel; +1 ¾) (55 Active Points); Concentration (0 DCV; -½), Costs END To Maintain (Full END Cost; -½) Real Cost: 27                                                                                                       5

50       DemiGod Mobility:  Multipower, 50-point reserve                

5f        1)  Create Tunnel:  Tunneling 20m through 10 PD material, Fill In (50 Active Points)  5

5f        2)  Wings of the Valkyr:  Flight 40m, Position Shift, x4 Noncombat (50 Active Points)                5

50       Jernslegge:  Multipower, 75-point reserve,  (75 Active Points); all slots Restrainable (-½)       

5f        1)  Hurled Sledgehammer:  Blast 15d6 (75 Active Points); Restrainable (-½)                7

1f        2)  Smashy Smashy:  Hand-To-Hand Attack +5d6 (25 Active Points); Restrainable (-½), Hand-To-Hand Attack (-¼)          2

2f        3)  Summoned Battlements:  Barrier 8 PD/8 ED, 8 BODY (up to 12m long, 4m tall, and 1m thick), Opaque Sight Group (60 Active Points); OIF (appropriate materials of opportunity; -½), No Range (-½), Defense Depends On Materials Used (-½), Restrainable (-½), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; always causes considerable damage to the environment; -0)         6

           Notes:  Cost was not including 1m thick, it is 60 active points and 24 real.

           Demigod Physiology                                                                   

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

15       2)  Super Tough Form:  Power Defense (15 points)              0

30       3)  Super Tough Skin:  (Total: 30 Active Cost, 30 Real Cost) Resistant (+½) (15 Active Points) applied to PD (Real Cost: 15) plus Resistant (+½) (15 Active Points) applied to ED (Real Cost: 15)      0

18       4)  Super-Physiology:  Life Support  (Extended Breathing: 1 END per 20 Minutes; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)  0

30       5)  Toughness:  (Total: 30 Active Cost, 30 Real Cost) Energy Damage Reduction, Resistant, 25% (Real Cost: 15) plus Physical Damage Reduction, Resistant, 25% (Real Cost: 15)              0

           Godlike Senses                                                                             

14       1)  Beauraucracy Sense:  Detect Building Code Violations 15-/13- (no Sense Group), Discriminatory, Analyze     0

5         2)  Darkvision:  Nightvision                                                     0

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

20       4)  Sense Structual Stability:  Detect Can find faults in building Stability 16-/14- (no Sense Group), Discriminatory, Analyze, Partially Penetrative: Can detect through Building Materials            0

           The Costume, all slots Only In Alternate Identity (-¼)         

9         1)  Work Boots of Swiftness:  Running +6m (18m total), x4 Noncombat (11 Active Points); Only In Alternate Identity (-¼) 1

8         2)  Sight Group Flash Defense (10 points) (10 Active Points); Only In Alternate Identity (-¼)  0

           Perks

7         Contractor Extrordinaire:  Money:  Wealthy

3         Blue Collar Hero:  Positive Reputation:  Hero of the Common Man (A large group) 14-, +1/+1d6

 

           Talents

2         Builder's Grace:  Environmental Movement (no penalties on Construction/Building Sites)

3         Good Looking Man:  +1/+1d6 Striking Appearance (vs. all characters)

3         Time for a Break:  Absolute Time Sense

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

 

           Skills

10       +1 with All Attacks

3         Bureaucratics 15-

3         Charm 15-

3         Demolitions 13-

3         Electronics 13-

3         Inventor 13-

3         Jack of All Trades

11       1)  PS: Architect (12 Active Points) 22-

11       2)  PS: Carpenter (12 Active Points) 22-

6         3)  PS: Contractor (7 Active Points) 16-

3         Linguist

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

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

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

3         Mechanics 13-

3         Paramedics 13-

21       Power:  God of Architecture (VPP) 22-

3         Scholar

11       1)  KS: Architectural History (12 Active Points) 22-

11       2)  KS: Architectural Theory (12 Active Points) 22-

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

2         4)  KS: Norse Mythology (3 Active Points) 13-

11       5)  KS: The Architectual World (12 Active Points) 22-

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

3         Scientist

7         1)  SS:  Civil Engineering 18- (8 Active Points)

7         2)  SS:  Industrial Engineering 18- (8 Active Points)

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

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

3         Security Systems 13-

3         Streetwise 15-

3         Systems Operation 13-

7         WF:  Common Melee Weapons, Common Missile Weapons, Boomerangs and Throwing Clubs, Chain & Rope Weapons, Thrown Chain & Rope Weapons

13       Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 18-

 

Total Powers & Skill Cost:  667

Total Cost:  1025

 

400+     Matching Complications

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

20       Psychological Complication:  Defender of the Mortal Realms (Common; Total)

10       Psychological Complication:  Lecherous (Common; Moderate)

15       Psychological Complication:  Prideful (Very Common; Moderate)

15       Social Complication:  Secret Identity Frequently, Major

625     Experience Points

 

Total Complications Points:  1025

 

Background/History:  Viktor was born in Alaska to mystified parents that their big bouncing baby boy would one day grasp the heritage of not one but two of Earth's great mythic pantheons. His great grandparents immegrated from europe and asia respectively and their paths intertwined early and later in the family's patchwork history. Vik grew up large and gregarious and smart. He loved building more than anything graduating from blocks to legos to tree houses and finally all the way to the University of Texas at Austin. He studied architecture as well as dabbling in civil and industrial design and then took a trip to his great Grandmother's land of Norway.

 

A two week vacation became a "lost year" of travel around the Scandinavian countries and northern Europe. In a bar in Minsk he met a large, amiable scandinavian fellow who bought him a few drinks and arm wrestled for a meal before nodding and telling Viktor he had the blood of Asgard in him. Drunk and having a great time Vik agreed and lamented he'd never see the shining realm. The big man clapped him on the shoulder and laughed and when Vik could see again he was there...New Asgard.

 

The Fates delighted in the handsome mortal's company and questions, helping him unlock a portion of his mighty bloodline - one of the lesser Aesir. They also dropped the bomb that Asgard wasn't his only divine home. After a few months of slumming it with his new friend Magni and his stodgy brother Modi, (and occasional meetings with thier gorgeous sister) Viktor was given permission to use Bifrost to travel to his Great Grandfather's ancesstor's homeland and he found himself surrounded by men and women with multiple arms, faces, legs...he was eventually pointed to his Patron Ancestor...the God of Architecture himself, Vishwakarma.

 

His legacy unlocked the young demi-god returned to Earth Realm to defend it from those who would despoil or conquer it. Also, he could have a good scrap or two and see some really sweet buildings.

 

Personality/Motivation:  Kind-hearted if a little full of himself and with an eye for the ladies, Viktor is having the time of his life. He has returned to Austin because Alaska has very few excuses for super battles, and he likes the vibe there from his college days.

 

 

 

Quote:

 

Powers/Tactics:  Citadel primarily acts as a brick, his VPP is potent but mostly for non combat effects - repairing or improving buildings and the like after battles.

 

Campaign Use:

 

Appearance:  Built like an idealized construction worker Viktor is thickly muscled with a feral shock of black hair he wears in a ponytail and a neatly trimmed beard. As Citadel he let's his hair down and his godly mein out - he technically looks the same but no one would guess the surprisingly hunky architect and the God of Builders is the same guy.

 

Citadel wears a stylized construction themed costume, a thick leather apron, what appears to be a chain mail shirt, denim trousers, work boots, pauldrons that resemble medival seige towers, and an orange cape. He wears an odd viking style half helmet with decrative horns and an ajdustable welder's eye plate. Lastly he wears black leather gloves. The Jernslegge is a massive sledgehammer with a darkwood shaft.

Link to comment
Share on other sites

Rio

 

Val   Char   Cost    Roll     Notes

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

  15    DEX      10      12-

  35    CON     25      16-

  13    INT        3       12-       PER Roll 16-

  12    EGO       2       11-

  18    PRE        8       13-       PRE Attack:  3 ½d6

 

   9     OCV      30     

   9     DCV      30     

   3     OMCV   0      

   5     DMCV   6      

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

 

15+20             PD     13          Total:  15/35 PD (0/20 rPD)

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

  25    REC      21

  70    END      10

  17    BODY    7

  70    STUN   25      Total Characteristic Cost:  283

 

Movement:     Running:  37m/74m

                         Leaping:  44m/88m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

25       Mobility:  Multipower, 25-point reserve                                  

2f        1)  Jumps High:  Superleap +40m (44m forward, 22m upward) (Accurate) (25 Active Points)     2

2f        2)  Strong Langs:  Running +25m (37m total) (25 Active Points)      2

           Her Name is Rio and She Dances Through Gunfire               

12       1)  Environmentally Secure. :  Life Support  (Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Low Pressure/Vacuum)        0

11       2)  Fast Healing:  Regeneration (1 BODY per 6 Hours), Can Heal Limbs        0

10       3)  Hyperesiliant Physiology:  Power Defense (10 points)  0

4         4)  Not one to push around:  Knockback Resistance -4m    0

54       5)  Tough As Old Leather:  Resistant Protection (20 PD/10 ED/5 Flash Defense:  Sight Group) 0

           Keen Senses                                                                                 

12       1)  Acute Senses:  +4 PER with All Sense Groups                  0

10       2)  Hyper Olfactory:  Discriminatory Sense with Smell/Taste Group               0

3         3)  Strong Ears:  Ultrasonic Perception (Hearing Group)     0

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

10       5)  Tracking Scent:  Tracking with Smell/Taste Group         0

 

           Wrestling

           Maneuver        OCV   DCV    Notes

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

4         Escape              +0       +0      85 STR vs. Grabs

3         Hold                   -1        -1      Grab Two Limbs, 80 STR for holding on

4         Reversal            +2       +2      Block, Abort

3         Slam                   +0       +1      14d6 +v/5, Target Falls

3         Take Down       +2       +1      14d6 Strike; You Fall, Target Falls

 

           Perks

2         Intrepid Reporter:  Fringe Benefit:  Passport, Press Pass

3         Savings:  Money:  Well Off

3         Team Perks:  Fringe Benefit:  Membership: Gulf Coast Guardians

3         Well-Connected

11       1)  Family Reunion:  Contact:  Small Army of Superhumanly Strong Women; her family (Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 11-

1         2)  My Friends:  Contact:  The Atomic Rangers (2 Active Points) 11-

2         3)  My Man on the Inside:  Contact:  Austin City Police Commissioner (Contact has useful Skills or resources) (3 Active Points) 11-

1         4)  The Traitor to the Cause:  Contact:  Iron Crusade Scientist 8-

 

           Talents

10       Combat Quickness:  Lightning Reflexes: +5 DEX to act first with All Actions (+10 DEX to act first with All Actions)

12       Texas Belle:  +4/+4d6 Striking Appearance (vs. all characters)

 

           Skills

3         Bureaucratics 13-

3         Charm 13-

3         Climbing 12-

3         Conversation 13-

3         High Society 13-

3         Interrogation 13-

3         Jack of All Trades

2         1)  PS: Beauty Queen (3 Active Points) 13-

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

2         3)  PS: Rodeo Rider (3 Active Points) 12-

2         4)  PS: Trick Rider (3 Active Points) 12-

3         Language:  Spanish (completely fluent)

3         Paramedic 12-

3         Persuasion 13-

3         Riding 12-

3         Scholar

1         1)  KS: Beauty Pagents (2 Active Points) 11-

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

1         3)  KS: Lore (Old West) (2 Active Points) 11-

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

3         Streetwise 13-

3         Teamwork 12-

3         Traveler

1         1)  AK: Southwest United States (2 Active Points) 11-

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

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

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

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

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

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

 

Total Powers & Skill Cost:  292

Total Cost:  575

 

400+     Matching Complications

15       Distinctive Features:  7 Foot Bikini Model Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses

10       Hunted: Blackstone:  8- (Occasionally), As Powerful, Harshly Punish

15       Psychological Limitation:  Helpful, altruistic Common, Strong

15       Psychological Limitation:  Tries to be as normal as possible (Very Common; Moderate)

10       Reputation:  Popular Texas Heroine, Frequently (11-)

10       Watched:  Tabloids 14- (Very Frequently), As Powerful, Watching

175     Experience Points

 

Total Complications Points:  575

 

Background/History:  Tabitha Colt as born in Dallas, Texas to the handsome son of an oil baron and a lovely Georgia peach. Like her mother, she was raised to be a proud southern belle, and for her mom, this meant entering beauty pagents. Tabitha entered into young miss pagents from the time she was six. She won Ms Teen Texas when she was fifteen. Things were tense between mother and daughter; Tabitha found the pagentry fake and invasive but she wasn't going to upset her mother.

 

However, by her sixteenth birthday, she was six and a half feet tall and could toss a car a city block. Still lovely, but far too tall and phyiscal for pagents, her mother regretfully stopped taking her. Tabitha took the unusual condition in stride, however and joined the rodeo riding horses and bulls until her size made that unweildy.

 

She attended school in Austin and studied media relations and journalsim. After college, Tabitha became a reporter for a local Dallas news corporation, but found their habit of sending her to beaches or events where she was to dress in bathing suits and other undignified outfits to be upsetting.  To keep her mother happy she avoided using her powers publicly, but her physical stature made her the target of unwanted attention which she usually managed to discourage subtly enough not to draw metahuman conclusion. (though there were rumors)

 

Fate finally intervened as she was the only reporter near by when a fight broke out between local hero Lone Star Gunner and agents of the Iron Crusade.  Lone Star Gunner had found a Crusade safe house and gone ahead with a recklessly aggressive plan of attack, figureing he could take the scientists and technicians he'd been trailing. The Iron Crusade security forces were indeed scattered or taken down with early prejudice but a few of the Knights Templar, the Crusade's Metahuman forces had been stationed to beef up security when their intelligence pointed to him being on their trail.

 

The fight spilled out into the street and innocents were endangered. A few more local heroes joined the chaos either trying to end the fight or protect civilians. Tabitha could only stand by so long. When the inhumanly strong Siegebreaker casually tossed a pickup at civilians to cover his escape, Tabitha leapt into action and deflected it - into a building. The damaged building began to crumble and she raced to hold it up, providing support while those inside escaped.

 

The video of the battle made her a household name and much to her mother's dismay, Tabitha decided to embrace heroism rather than shy away any longer.

 

Personality/Motivation:  Tabitha Colt is a fun loving gal in the mold of Marvel Comic's She-Hulk. She takes very little seriously and has fun with her life. She understands her responsibility to help others and never shirks from her duties.

 

She doesn't know her mother has powers as well - though she's still kind of intimidated by her. Tabitha is unaware of her legacy of might. Many of the women in her family exhibit superhuman strength and toughness over the years. Though most have hidden from the spotlight.

 

Quote:  "Oh, you didn't just rob that bank, Meltdown. That's My bank. I am NOT going to have my overdraft fees go up so you can vacation in Aruba!"

 

Powers/Tactics:  A brick with wrestling skill, Rio is strong and fast of feet.

 

Campaign Use:  Colorful and rather outlandish superheroine.

 

Appearance:  Eyes: Blue, Hair: Dark Brown

 

Tabitha Colt is a beautiful young woman of hispanic descent. She has dark hair and complexion, she has inheirited her mother's blue eyes. She is seven feet tall and weighs over four hundred and fifty pounds.  Her "costume" consists of specially strengthened "cowgirl" gear, cutoff shorts, sports bra, plaid shirt tied at the midriff, and a leather vest. She wears combat boots (brown) and generally wears a cowboy hat as well.

 

She has a slight accent but she often mimics her mother's southern drawl the cameras.

Link to comment
Share on other sites

The Guardians: The Greatest Heroes that Never Existed.

 

During the late 70's through the early 90's the Guardians were considered one of the top superhero Teams in the US. Popular with the citizens as well as the authorities, quotable, potent, and professional. 

 

We think.

 

There was an extra-dimensional mad-man who called himself the Archlord, he tried on multiple occasions to add Earth and her connected realms to his conquest portfolio on several occasions. A physical juggernaut with vast magical powers he was always turned back by the barest of margins. Often by the Guardians. 

 

The tipping point came when he came to Earth - not with a plan of conquest, but one of vengeance - the Archlord wanted to rid himself of the more troublesome heroes who had stymied him. The attack was initially a success, several of the Guardians, past and present were captured and to be sacrificed when a few trainees managed to summon help and free their mentors. 

 

To this day no one knows exactly what happened. The Archlord's final act of vengeance was to "erase the meddling heroes from history!" 

This ritual succeeded to a point - but he was once again forced back to one of his conquered realms and has yet to return. 

 

The Guardians were indeed erased from history, no print, recorded media, nor even eye witness, close friend, or companion can summon a name or exact memory of any of the heroes who had proudly called themselves the Guardians. But that name and what it meant remained. People around the world felt a keen sense of loss for their heroes and a memorial park was created in New York in their honor. 

 

The monument bears a plaque:

 

We cannot remember your names

We will never forget your sacrifice

There will always be Guardians

 

Guardian Park now serves as an unofficial memorial for heroes who give their lives for the people of Earth. It has statues and plaques, as well as a multi-media Hero Museum. For some reason, even villains native to Earth or the connected Realms treat the part respectfully. 

 

There is one man, he believes he was their steward of sorts who remembered the location of their secret base and was able to access funds to help out any team that wishes to use the name. To that end, "Guardians" is the most oft used super team name in America - usually paired with the locale. 

 

The Guardians of New York

The Gulf Coast Guardians

The Guardians of Chicago

The Motor City Guardians

The Golden Gate Guardians 

 

To name a few. 

 

 

 

GM's Note: This is my nod to the original Champions Characters - they were renamed the Champions for the Comic Book but my early campaigns had them as Avengers like figures who operated alongside my campaigns. Since I decided to split off from the (Un)official Champions Universe from pre-5th Ed, I decided to keep them only as inspiration.  

 

Marksman, Flare, Goliath, Gargoyle, Rose, Airacobra, Dove...the guys often given dedications in the front of Champions books :)

 

Their final fate was to follow Archlord into his realm and form the basis of a resistance. 

Link to comment
Share on other sites

The Legion of Justice

 

They've got the name, they've got the fame. If the Guardians are the most beloved unknown heroes in the world, the "Lords of Justice" are the most well known and least liked heroes.

 

Formed in 1999 by a group of exceptionally powerful heroes who used their combined might to defeat the cosmic alien menace of Pharok the Colossus, the Legion of Justice works very well with law enforcement and has a magnificent PR/Marketing wing. They are also the TOP Men, Pros from Dover. These guys are among the biggest and baddest on the planet - and they know it. 

 

There's a bit of darkness behind the image and the team suffers from strained internal and external relations, but they are the big guns; when the chips are down and the Legion shows up to save the day, they're welcome. 

 

It's any other time...

 

The Original Legion of Justice consisted of:

 

  • Superion - The Prototype Paragon. Not since the departure of Captain Atlas has the world seen such a complete package of the Paragon power set (Strength, Invulnerability, Flight, etc.) The team's smug leader and lead lethario, Superion plays the part extremely well - hiding his narcissism and lecherousness from the public eye and a darker secret from the rest of the metahuman world.
  • Lockdown - Brilliant detective, martial artist, and master of Security and Imprisonment. Backs these up with gadgets and an almost inhuman drive to succeed. Ultimate control freak. 
  • Freya the Warrior - Norse Goddess of Love and War, beautiful, deadly, sefl-assured to the point of recklessness and fears nothing. Managed to pull herself out of the arrogance inherant to the team and leads the "insurrection." Against her less ethical fellows.
  • Titan - The technological wonder of the world (if you don't count Empress), the Titan powered armor is the work of Dr. Galileo Arnuldson. 
  • Gabriel - Artificial Angel, Gabriel was the creation of a highly advanced Alien race known mostly for their legacy of technology scattered around the universe. Dubbed the Progenitors by modern races their technology is the realization of Clarke's law and artifacts, settlements, and weapons are occasionally found. Gabriel is one of their "Living Weapons" a defender of Earth's Solar System who was activated by Pharok's Arrival. - He left the team in 2007 to return to the stars. 
  • Wildfire - Legacy Speedster and the team's first voice of reason, was tragically slain by his brother, the villain Speed Demon.

 

The Roster has changed a bit over the years, past members have included Microwoman, the Golden Amazon, Endiku, Inana, Vessel, Thrud, and Archon. 

 

currently the team consists of: 

 

  • Superion
  • Lockdown
  • Freya
  • Magus - Dr. Arnuldson ditched the Titan armor and became a strict gadgeteer for a while before fashioning himself a Techno Wizard. Does like to claim he's the living embodiment of Clarke's Law.
  • Wyldefire - Ineritor of Wildfire Mantle. Speedster and again, voice of conscience.
  • Man o' War - Supersoldier sent to reign in the team's arrogance, fighting an uphill battle, seen as a "narc" for the Department of Metahuman Affairs.
  • Glamour - Powerful, Self-Absorbed energy projector
  • Einjerjar - one time intern to Magus, he has been given the Titan armor and adapted it to fit his personality after losing a public charity bout for the name Titan.
  • Empyrean - God of Fire from another world. 
  • Helmsman - "King of the Seven Seas" and romance novelist, serial party boy.

The team functions well during a crisis, but they don't "hang out" much as the various "factions" are pretty terse and fights have broken out.

Essentially, the sides are Superion, Lockdown, Glamour, Magus, and (sort of) Helmsman on one end, with Einherjar, Frey, Empyrean, Wyldefire on the other and Man o' War on his own. 

Link to comment
Share on other sites

Superion

 

Val   Char   Cost    Roll     Notes

120  STR     110    33-      Lift 419.4ktons; 24d6 [7]

  20    DEX     20      13-

  50    CON     40      19-

  20    INT      10      13-      PER Roll 16-/21-

  20    EGO     10      13-

  50    PRE      40      19-      PRE Attack:  10d6

 

  11    OCV     40     

   9     DCV     30     

   3     OMCV  0      

   8     DMCV 15     

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

 

  45    PD        13                  Total:  45 PD (30 rPD)

  45    ED        13                  Total:  45 ED (30 rED)

  35    REC     31

150  END     26

  25    BODY  15

150  STUN   65      Total Characteristic Cost:  508

 

Movement:    Running:  36m/72m

                         Flight:  75m/150m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

131    Brick Tricks:  Multipower, 131-point reserve                         

1f       1)  Augmented Haymaker:  HA +6d6 (30 Active Points); Only When Using Haymaker To Punch (-1), Hand-To-Hand Attack (-½)                                                                                                       3

5f       2)  Breaking:  Dispel Technological Object 20d6,  (+¼) (75 Active Points); No Range (-½)      7

3f       3)  Flick Of Unconsciousness:  EB 6d6, NND (+1) (60 Active Points); No Range (-½), Requires A Brick Tricks Roll (11- roll; -½), Side Effects (if character fails roll, opponent takes character's full STR damage; -¼)               6

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

1f       5)  Stratospheric Punch:  MegaScale (1" = 1 km; +¼) for up to 60 Active Points of STR (15 Active Points); Increased Endurance Cost (x10 END; -4), Only Affects Knockback Distance (-½), Requires A Brick Tricks Roll (11- roll; -½)              10

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

4f       8)  Unstoppable Strength:  Tunneling 1m through 23 PD material (67 Active Points); Requires A Brick Tricks Roll (11- roll; -½), No Noncombat Movement (-¼)                                             7

                                                                                                                   

75      Mobility Powers:  Multipower, 75-point reserve                   

1f       1)  Super Speed Quick Change:  Cosmetic Transform 2d6 (Ordinary Cloths to Heroic Costume) (6 Active Points); Limited Target: Own Clothes ([slightly Limited]; -¼)                        1

7f       2)  Superior Flight:  Flight 55m, Position Shift, Reduced Endurance (½ END; +¼) (75 Active Points)  3

3f       3)  Superior Running:  Running +24m (36m total), Usable As Swimming (+¼) (30 Active Points)         3

3f       4)  Supersonic Flight:  Flight 20m, MegaScale (1" = 10 km; +½), Can Be Scaled Down 1" = 1km (+¼) (35 Active Points)                                                                                                       3

                                                                                                                   

60      Optic Pulse:  RKA 5d6 (75 Active Points); No Knockback (-¼)     7

                                                                                                                   

           Superior Physiology                                                                    

20      1)  Superior Being:  Power Defense (20 points)                   0

35      2)  Superior Musclulature Efficiencey:  Reduced Endurance (½ END; +¼) (35 Active Points) applied to STR   1

120    3)  Superior Toughness:  (Total: 120 Active Cost, 120 Real Cost) +30 PD, Hardened (+¼), Impenetrable (+¼), Resistant (+½) (60 Active Points) (Real Cost: 60) plus +30 ED, Hardened (+¼), Impenetrable (+¼), Resistant (+½) (60 Active Points) (Real Cost: 60)                                                                                      0

13      4)  Superior Will:  Mental Defense (16 points total) (16 Active Points); Half Defense vs Mind Control: Slightly (-¼)       0

40      5)  Total 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      6)  Invulnerability:  Damage Negation (-3 DCs Physical, -3 DCs Energy)    0

12      7)  Tougher than that:  Energy Damage Reduction, Resistant, 25% (15 Active Points); Not vs Magic (-¼)          0

12      8)  Tougher than that:  Physical Damage Reduction, Resistant, 25% (15 Active Points); Not vs Magic (-¼)       0

                                                                                                                   

           Superior Senses                                                                            

24      1)  Far Seeing:  +16 versus Range Modifier for Sight         0

20      2)  Microscopic Vision:  Microscopic ( x10,000) with Sight Group                0

12      3)  Parabolic Hearing:  +8 versus Range Modifier for Hearing      0

8         4)  Radio Hearing:  Radio Perception                                    0

9         5)  Senses Superior:  +3 PER with All Sense Groups           0

4         6)  Superior Balance:  Knockback Resistance -4m            0

3         7)  Superior Range Hearing:  Ultrasonic Perception (Hearing Group)           0

5         8)  Superior Vision (Low Light):  Ultraviolet Perception (Sight Group)         0

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

                                                                                                                   

           Legion of Justice Comm-Link, all slots IAF (-½)                   

7         1)  Advanced Radio Sensors:  +5 PER with Radio Group (10 Active Points); IAF (-½)              0

6         2)  Basic Communications :  High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As  Sight and Hearing As well as Radio (-½), IAF (-½)                                0

1         3)  GPS:  Detect Location 9- (Unusual Group) (2 Active Points); IAF (-½)   0

6         4)  Laser Scanner:  Detect Information from a Bar Code 9- (Radio Group), Discriminatory, Analyze (12 Active Points); Sense Affected As  Sight as well as Radio (-½), IAF (-½)              0

10      5)  Legion Database Link-Up:  Mind Link , Machine class of minds, Ada (LoJ AI), Any distance, No LOS Needed (20 Active Points); Sense Affected As  Sight, Hearing, and Radio Groups (rather than Mental) (-½), IAF (-½)        0

8         6)  Remote Security Camera Link-Up:  Clairsentience (Sight Group) (20 Active Points); Only Through Security Cameras (-½), Sense Affected As  Sight  As well as Radio (-½), IAF (-½) 2

                                                                                                                   

           Perks

30      Home Away from Home:  Superion's Sanctum

25      My People:  Followers: Legal team, PR Agent, Administrative Assistant, Chef

0         Legion of Justice Perks

10      1)  Base of Operations:  Vehicles & Bases

10      2)  Cashed In:  Money:  Wealthy

9         3)  Legion of Justice :  Fringe Benefit:  Membership: Legion of Justice, Passport, Security Clearance: Level 5

9         4)  Metahuman Icon:  Reputation:  Leader of Incredibly Famous Superteam (A large group) 14-, +3/+3d6

3         Well-Connected

11      1)   Fruits of my labor:  Contact:  Department of Metahuman Affairs (Contact has very useful Skills or resources), Organization Contact (x3) (12 Active Points) 11-

20      2)  Cultural Icon:  Contact:  True King of All Media: Media organizations nationwide (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11-

2         3)  Mall of Infamy:  Contact:  The Black Market (Contact has very useful Skills or resources, Contact limited by identity (Tyrannos)) (3 Active Points) 11-

7         4)  One of the Boys:  Contact:  Senator John Preston Walsh (D); California (Contact has extremely useful Skills or resources, Very Good relationship with Contact) (8 Active Points) 12-

 

           Talents

3         Superior Mathematics:  Lightning Calculator

5         Superior Memory:  Eidetic Memory

3         Superior Sense of Direction:  Bump Of Direction

3         Superior Sense of Ti-MING!:  Absolute Time Sense

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

7         Superior Speed:  Lightning Reflexes: +10 DEX to act first with All Actions (+10 DEX to act first with All Actions) (10 Active Points); Costs Endurance (-½)

4         Superior Speed:  Speed Reading (x10)

 

           Skills

24      +2 Overall

16      +2 with HTH Combat

6         +3 with Optic Pulse

3         Acting 19-

3         Bribery 19-

3         Bureaucratics 19-

3         Charm 19-

3         Criminology 13-

3         Cryptography 13-

3         Deduction 13-

3         High Society 19-

3         Interrogation 19-

3         Oratory 19-

2         PS: Journalist 11-

3         PS: Publisher 13-

3         Paramedics 13-

3         Persuasion 19-

3         Scholar

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

2         2)  KS: Legion of Justice Protocols and Security Codes (3 Active Points) 13-

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

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

1         5)  KS: Public Relations (2 Active Points) 11-

1         6)  KS: Superheroes and Super Teams (2 Active Points) 11-

3         Security Systems 13-

23      Strength Tricks 23-

3         Systems Operation 13-

 

Total Powers & Skill Cost:  1007

Total Cost:  1515

 

400+     Matching Complications

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

10      Hunted:  Empress 8- (Mo Pow; NCI; Watching)

10      Psychological Limitation:  Feeds off the Adulation and Adoration of the masses (Common; Moderate)

10      Psychological Limitation:  Womanizer (Common; Moderate)

20      Psychological Limitation:  Protective of his secrets (Common; Total)

20      Social Limitation:  Secret Identity: Jared Loeb; Investigative Reporter; Tyrannos, villain (Frequently; Severe)

1115  Experience Points

 

Total Complications Points:  1515

 

Background/History:  Superion is not exactly forthcoming with his origin. His variety of powers and occasional dropped references point to outer space. It is believed he might come from the same planet as Ultra Woman. However, they have never been seen together to compare notes – she finds him rather repulsive.

 

The truth is far less impressive. Jared Loeb was born to wealth. His parents died when he was very young and he was raised by his grandmother who doted and spoiled him, all the while turning her grandson's small inheritance to a mighty enterprise. When he turned 18, Jared inherited the money and stocks. He went to Cornell, studied journalism and was all set to start a media empire.

 

Then his incompetence kicked in. Where his grandmother had been a brilliant manager of the family fortune, Jared was mediocre, where she was shrewd, he was lax. Lazy, and not even a little prepared for management he went through much of the fortune by the time he was 24. Finally dawning on him that he would not have a fortune soon, he became desperate. Trying to figure a way to give himself everything he wanted, he came to the conclusion that if he was a famous superhero he'd have the fame and adulation he craved - and with a few endorsements and licensing deals he'd have the money.

 

He set about a plan to train himself into physical perfection; learning martial arts and weapons skills, becoming a larger than life warrior. This soon petered out as he realized it was hard work. Then he decided to get super powers. Making a deal with a "less than upfront" geneticist, he forked over the bulk of his remaining fortune and a promise to "help" the good Doctor, should he ever need it. The process was astounding, exceeding even Artifex’s expectations.

 

Dubbing himself Superion and donning a costume, Jared began helping people. The media attention was great, he soon founded a superhero team (since they got even MORE media coverage) and to this day has been the public figure head of the Legion of Justice.

 

Personality/Motivation:  To the public, Superion is a confident yet personable and approachable icon of the Super Hero set. To most of his fellow heroes he’s an obnoxious jerk with a wandering eye and a taste for attention.

 

The man himself is a bit more complex. First and foremost, Jared likes to be the center of attention. He loves the adulation and the hero worship. A close second is he loves the perks of being a superstar: money, the high-life, perks, and women – lots of women. Lastly he loves power. He didn’t know this until he had some but he enjoys being one of the most potent beings on the planet.

 

Despite this he gets no small joy from helping others. He could amass fortune and infamy as a villain easily, but he doesn't have the detachment from humanity. He’s no coward either and gladly enters into combat with the most powerful of foes.

 

He honestly didn’t know that Artifex was his benefactor. He thought it was some underworld crackpot. When the original Artifex was killed, he thought he could lose the Tyrannos identity and operate above board permanently. However, someone calling themselves Artifex knows of his origins and his crimes.

 

He hates acting as Tyrannos but like his predecessor, the new Artifex only asks Tyrannos to act as a fist of vengeance against other criminals – Jered has fought a few fellow heroes in this guise and took the opportunity to inflict a bit of payback on some of his rivals.

 

Jered is fanatical about his secrets, knowing the way the world runs he wields tremendous legal and media leverage to maintain his image. People are bought, sued, or intimidated into helping him keep up the charade. He has yet to go so far as to kill to protect his image but he might. The two people who know his secrets – Artifex and Lockdown scare him to death. (though he only suspects Lockdown knows, his suspicions are true)

 

Quote:  "This looks like a Superion Situation."

"Let's go, Legion!!"

 

Powers/Tactics:  A classic superman archetype. He is one of the five strongest beings on the Earth. The fact that he isn't #1 anymore galls him though. Most of the time, he completely outclasses his opponent and he treats them like the threats they are; which is to say casually. He has a forceful personality and will open with a Presence Attack, giving his opponents a chance to surrender. Then he likes to end combat as quickly and efficiently as possible.

 

He has not learned much about teamwork or tactics in his years with the LoJ.

 

Against foes his power-level he tries to take the battle away from heavily populated areas or he sends the other Lords to do damage control.

 

Campaign Use:  Superman, but a jerk. Superion and the other members of the Legion work best as rivals or annoying Deux ex Machina - guys who appear when you want your PC's to be angry :) They can also be the heavy hitters who keep the World-Beater's at bay while the PC's solve the Villain's plot.

 

In high level campaigns they are direct rivals they seem to have everything: fame, good-will, neat toys, limitless resources, and will interact with the heroes as antagonists when needed.

 

Of course he could also attempt to romance a PC or a DNPC.

 

Appearance:  Jared Leob is tall with a broad-shouldered, powerful physique. He has close cropped blond hair and blue eyes. As Jared Leob: magazine publisher and freelance world reporter, he dresses in tailored suits, preferring dark blue an black. He wears glasses.

 

As Superion he cuts a demi-god-like figure in a white and red sleeveless costume with a stylized "S" on the torso. His cape connects to his shoulders and he wears dark metal shoulder pads that bear the LJ logo. He wears no mask.

 

post-198-0-60465600-1403766378_thumb.jpg

 

Link to comment
Share on other sites

Lockdown

 

Val   Char   Cost    Roll     Notes

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

  30    DEX     40      15-

  20    CON     10      13-

  23    INT      13      14-      PER Roll 17-/22-

  20    EGO     10      13-

  25    PRE      15      14-      PRE Attack:  5d6

 

  11    OCV     40     

  11    DCV     40     

   5     OMCV  6      

   7     DMCV 12     

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

 

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

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

  10    REC      6

  40    END      4

  15    BODY   5

  40    STUN   10      Total Characteristic Cost:  291

 

Movement:    Running:  16m/32m

                         Leaping:  7m/22m/14m/44m

                         Swimming:  6m/12m

                         Swinging:  15m/30m

 

Cost   Powers                                                                                   END

96      Toys:  Variable Power Pool (Gadget Pool), 75 base + 75 control cost,  (113 Active Points); Can only change powers at Safehouse (-½); all slots IIF ((at least IIF); -¼)                                         

0         1) Manacles:  Entangle 3d6, 3 PD/3 ED, Entangle Damage: Entangle Takes no Damage From Attack (+½) (45 Active Points); OAF (-1) Real Cost: 22                                                             4

0         2) Pistol:  RKA  1d6+1 (20 Active Points); OAF (-1), 1 clips of 6 Charges (-¾) Real Cost: 7    [6]

0         3) Stunner:  Energy Blast  10d6 (50 Active Points); OAF (-1), 1 clips of 8 Charges (-½), Reduced by Range (-¼) Real Cost: 18                                                                                                    [8]

                                                                                                                   

30      Utility Belt:  Multipower, 45-point reserve,  (45 Active Points); all slots OIF (-½)      

1f       1)  Flexi-Sheild:  Missile Deflection (15 Active Points); OAF (-1), Will Not Work Against Heavy Missiles (-¼)    1

1f       2)  Line and Winch:  Superleap +15m (7m/7m forward, 3 ½m/11m upward) (8 Active Points); OAF (-1), Upward Movement Only (-1)                                                                                       1

1f       3)  Micro-Rebreather:  Life Support  (Expanded Breathing) (5 Active Points); OAF (-1)          0

1f       4)  Mini spotlight:  Change Environment () (0 Active Points); OAF (-1)       0

1f       5)  Radio Gear:  Mind Link , Specific Group of Minds, Number of Minds (x4) (20 Active Points); Only With Others Who Have Mind Link (-1), OIF (-½)                                                           0

1f       6)  Smoke pellets:  Darkness to Sight Group 2m radius (10 Active Points); OAF (-1), 8 Charges (-½), Limited Power: range based on strength (-¼)                                                                        [8]

1f       7)  Swingline:  Swinging 15m (8 Active Points); OAF (-1) 1

1f       8)  Throwing Blades :  RKA 1d6, Autofire (+½) (22 Active Points); OAF (-1), 16 Charges (-0)                [16]

                                                                                                                   

           Athletics                                                                                        

7         1)  Acrobatic :  Leaping +3m (7m/7m forward, 3 ½m/11m upward) (Accurate)        1

2         2)  Anti-Aging Treatments:  Life Support  (Longevity: 400 Years) 0

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

1         4)  Diver:  Life Support  (Extended Breathing: 1 END per Turn)    0

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

4         6)  Swift:  Running +4m (16m total)                                      1

                                                                                                                   

           Crimefighter                                                                                 

9         1)  Acute Senses:  +3 PER with all Sense Groups                 0

10      2)  I didn't get this far on skill alone:  Luck 2d6                 0

6         3)  Iron Will:  Mental Defense (6 points total)                     0

                                                                                                                   

           Gear                                                                                               

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

10      2)  Protected Senses:  (Total: 16 Active Cost, 10 Real Cost) Hearing Group Flash Defense (8 points) (8 Active Points); OIF (Cowl; -½) (Real Cost: 5) plus Hearing Group Flash Defense (8 points) (8 Active Points); OIF (Cowl; -½) (Real Cost: 5) 0

                                                                                                                   

           Legion of Justice Comm-Link, all slots OIF (-½)                   

7         1)  Advanced Radio Sensors:  +5 PER with Radio Group (10 Active Points); OIF (-½)              0

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

1         3)  GPS:  Detect Location 9- (Unusual Group) (2 Active Points); OIF (-½)   0

6         4)  Laser Scanner:  Detect Information from a Bar Code 9- (Radio Group), Discriminatory, Analyze (12 Active Points); Sense Affected As  Sight as well as Radio (-½), OIF (-½)              0

10      5)  Legion Database Link-Up:  Mind Link , Machine class of minds, Ada (LoJ AI), Any distance, No LOS Needed (20 Active Points); Sense Affected As  Sight, Hearing, and Radio Groups (rather than Mental) (-½), OIF (-½)        0

8         6)  Remote Security Camera Link-Up:  Clairsentience (Sight Group) (20 Active Points); Only Through Security Cameras (-½), Sense Affected As  Sight  As well as Radio (-½), IAF (-½) 2

 

           Aikido and Karate

           Maneuver        OCV   DCV    Notes

16      +4 HTH Damage Class(es)

4         Atemi Strike     -1       +1      4d6 NND

4         Block                +2      +2      Block, Abort

4         Disarm              -1       +1      Disarm; 50 STR to Disarm roll

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

4         Escape              +0      +0      55 STR vs. Grabs

3         Grappling Throw       +0      +2                10d6 Strike; Target Falls; Must Follow Grab

4         Joint Lock/Throw      +1      +0                Grab One Limb; 3d6 NND ; Target Falls

4         Knifehand Strike ("Chop")     -2            +0           HKA 4d6

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

4         Punch/Snap Kick      +0      +2                10d6 Strike

5         Side/Spin Kick -2       +1      12d6 Strike

5         Strike                +1      +3      8d6 Strike

1         Weapon Element:  Blades

1         Weapon Element:  Karate Weapons

1         Weapon Element:  Polearms and Spears

1         Weapon Element:  Staffs

 

           Perks

15      Billionaire:  Money:  Filthy Rich

30      Breakout:  Super Car

15      I own this place:  Access: The Sandbox (Hidden (-10 to Skill Rolls))

10      Keyhole:  Computer Link: Sandbox Mainfraime

                Notes:  Lockdown can enter this computer at any time and he can see any information on it.

9         Legion of Justice :  Fringe Benefit:  Membership: Legion of Justice, Passport, Security Clearance: Level 5

12      Master of Intimidation:  Reputation :  Most Feared Man on the Planet (A large group) 14-, +4/+4d6

40      The Big House:  Personal Base

5         Computer Link: DMA Database

6         Computer Link: USDOD Database

30      Contribution: Bastion of Justice

55      Legion of Lockdown:  Followers: Agents

                Notes:  These are highly placed agents, their existance is unknown to the other Legionnaires. This includes a small army of detectives who do much of his footwork and deduction

3         Well-Connected

4         1)  Ears at the Feds:  Contact:  Aubrey McKenzie; FBI Records Clerk (5 Active Points) 14-

2         2)  My Doctor:  Contact:  Madame Eckidna (Contact has extremely useful Skills or resources, Contact limited by identity:) (3 Active Points) 8-

1         3)  My Stool Pigeon:  Contact:  Stephen Duprey, Department of Homeland Security (Contact has been blackmailed by the character, Contact has very useful Skills or resources) 8-

8         4)  The Chief:  Contact:  Police Commissioner Anderson Wilkes, San Diego (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) (9 Active Points) 15-

5         5)  The Plant:  Contact:  Eric Fallow, Underworld Lieutenant (Contact has useful Skills or resources, Contact is slavishly loyal to character) (6 Active Points) 11-

5         6)  Contact:  Senator Davis McKay (D, New Mexico) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) (6 Active Points) 11-

 

           Talents

3         Doesn't Drop his guard:  Lightsleep

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

5         Iron Will:  Resistance (5 points)

 

           Skills

36      +3 Overall

3         Acrobatics 15-

3         Analyze:  Combat 14-

3         Breakfall 15-

3         Bugging 14-

3         Bureaucratics 14-

3         Climbing 15-

3         Combat Driving 15-

3         Combat Piloting 15-

3         Computer Programming 14-

3         Concealment 14-

3         Contortionist 15-

3         Conversation 14-

3         Criminology 14-

3         Cryptography 14-

3         Deduction 14-

3         Disguise 14-

3         Electronics 14-

3         Forensic Medicine 14-

6         Forgery (Art Objects, Commercial Goods, Documents) 14-

3         Gambling 14-

3         High Society 14-

3         Interrogation 14-

3         Inventor 14-

3         Linguist

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

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

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

1         4)  Language:  Old Norse (basic conversation)

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

3         Lockpicking 15-

3         Mechanics 14-

3         Mimicry 14-

3         Navigation 14-

3         Paramedics 14-

3         Persuasion 14-

3         Riding 15-

3         Scholar

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

2         2)  KS: Blue Collar Crime (3 Active Points) 14-

2         3)  KS: Criminal Law (3 Active Points) 14-

2         4)  KS: Criminal Psychology (3 Active Points) 14-

2         5)  KS: Evidence Dispersal (3 Active Points) 14-

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

2         7)  KS: Organized Crime (3 Active Points) 14-

2         8)  KS: Security and Containment Systems (3 Active Points) 14-

2         9)  KS: Street Gangs (3 Active Points) 14-

2         10)  KS: The Black Market (3 Active Points) 14-

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

2         12)  KS: The Underworld (3 Active Points) 14-

3         Scientist

2         1)  SS:  Ballistics 14- (3 Active Points)

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

2         3)  SS:  Forensic Sciences 14- (3 Active Points)

2         4)  SS:  Toxicology/Pharmacology 14- (3 Active Points)

3         Security Systems 14-

3         Shadowing 14-

3         Sleight Of Hand 15-

3         Stealth 15-

5         Streetwise 15-

3         Survival 14-

3         Systems Operation 14-

9         TF:  Common Motorized Ground Vehicles, Riding Animals, Combat Aircraft, Helicopters, Small Motorized Boats, Small Planes, Small Wind-Powered Boats, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles

3         Tactics 14-

3         Teamwork 15-

3         Tracking 14-

10      Two-Weapon Fighting (HTH)

8         WF:  Common Martial Arts Melee Weapons, Common Melee Weapons, Small Arms, Off Hand, Thrown Knives, Axes, and Darts

6         Weaponsmith (Chemical Weapons, Energy Weapons, Firearms, Muscle-Powered HTH, Muscle-Powered Ranged) 14-

 

Total Powers & Skill Cost:  828

Total Cost:  1119

 

400+     Matching Complications

10      Hunted:  Justice Department Undercover Agent Leslie Mahn 11- (As Pow; NCI; Watching)

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

10      Psychological Limitation:   Loves to Out think opponents Common, Moderate

15      Psychological Limitation:  Control Freak (Common; Strong)

10      Psychological Limitation:  Vengeful Uncommon, Strong

15      Social Limitation:  Secret Identity: Keith McClann Frequently, Major

719    Experience Points

(1 points unspent)

 

Total Complications Points:  1119

 

Background/History:  Keith McClain's father, George, was a Warden in New Mexico. Growing up Keith, a phenomenal natural athlete whom many thought would play professional football, baseball, or basketball; only wanted to follow his father into corrections. His family had been law enforcement for generations and Keith only wanted to keep the tradition alive. Warden McClain was legendary for his innovations and squeaky clean record. He was a consultant on the original "Impregnable Project" and his innovations were generally credited with creating a safe, yet humane, correction facility that was state of the art.

 

Warden McClain was not without enemies however. Rumors of torture and "missing" inmates crept into his life on two occasions; although the subsequent investigations found no evidence of such things. One of the prison's inmates, a two bit punk who was the son of a major crime figure (an Iron Crusade big wig); had developed an obsession with the Warden and his family. The man constantly made references to Warden McClain's wife and children that, if the Warden had tortured or eliminated inmates, would have probably found him dead. However, the Warden merely kept security tight and improved the security of his home.

 

Then the inmate was scheduled for extradition to California for murder. The transfer went without a hitch from New Mexico but it vanished somewhere in route to California. The files on the inmate disappeared too and when an investigation was called for by the man's influential family, Warden McClain's fingerprints and errors were all over it. Rather than face scrutiny from the feds, Warden McClain was summarily dismissed and his career ruined.

 

Outraged, but unable to clear (or even defend himself) George McClain moved his family to New York and tried to set himself up as a security consultant. His company went belly up and he was found dead (apparent suicide) six months later. His wife and daughter were never seen again and are presumed dead. The case was closed with preternatural quickness. Keith, however, had stayed in New Mexico with relatives to finish high school.

 

He knew his father would never take his own life, let alone his wife and daughter; he vowed to get to the bottom of it. Why Keith was spared from the Crusade's wrath is unknown, but for whatever reason they merely created one of the most dogged crime fighters ever. Keith turned his athletic talents and keen intellect into a detective par excellence and a physical paragon. He began to fight crime as Lockdown when he was 21 and still attending college.

 

He started Warden Enterprises, a security consulting firm when he was 23 with money left by his parents' life insurance. WE oversaw the refurbishing of of the Meta-Max Super Prison (aka "The Sandbox") in the late 1990's. Lockdown is a founding member of the Legion of Justice; he has served as the team's tactical leader and "mystery man" ever since. He is widely considered the "World's Greatest Detective" by the media (though there are several in the profession who take offense to that).

 

Lockdown's first case was clear his father's name, it took him seven years; the evidence was collected slowly and methodically. Those responsible found themselves behind bars, often nursing serious physical wounds to go along with long prison sentences. He presented enough evidence of corruption and incompetence in the New Mexico State Corrections Office that a purge was deemed necessary, but he never was able to crack the Iron Crusade's security. The New Mexico cell was destroyed but as a whole, the organization came away relatively clean.

 

Personality/Motivation:  Lockdown is Batman without the rosy outlook and firm grip on his sanity. He's starting to crack and his arrogance and paranoia are slowly merging into an acute megalomania. He has, over the last 15 years developed a near army of moles, contacts, agents, and loyalists in every facet of security, law enforcement, and corrections in the United States. He has computer access to places many law enforcement officials aren't even aware of and The Sandbox might as well be his own personal playground.  He is obsessed with keeping the evil behind bars and the good in front of them. Trouble is he's getting less and less able to see the difference and more and more inclined to be the final authority on who belongs where.

 

The strongest sign of his breakdown is the fact that his efforts to find his missing mother and sister have all but trickled to a stop. He's put more effort into devising ways of counteracting "misguided" heroes who uncover some of his more ethically dark machinations. Especially those on his team.

 

Not only is he a physical marvel, genius intellect, and obsessively dedicated, Lockdown is a firm believer in doing whatever is necessary in his war on Crime. He is not a mindless killer - he sees that as counterproductive. He has no problem appropriating resources from his criminal foes and has developed a minor criminal identity so that he can more readily use the black market. This is how he's managed to receive his special treatments that keep him operating at legendary physical abilities and keep things like colds from stopping his mission.

 

Quote:  "This is where you fall down."

 

Powers/Tactics:  When he is reacting to criminals or threats, Lockdown fights defensively and seeks to understand his opponents' strengths and weaknesses, striking when and where it will be most effective. With the Legion he operates as a field general. He ignores Man O’ War’s orders but will adapt them to his plan when sound. Lockdown is NEVER ignored in combat.

 

When stalking a foe he brings gadgets to maximize his ability to capture them. He doesn't hunt foes down to kill them; always to capture them and incarcerate - so that they can provide intelligence for his war on crime. Criminals that escape from incarceration regularly are studied with each capture and this information is used to hold similarly powered criminals.

 

Genetic treatments have givenn Keith near superhuman agility and speed as well as peak toughnes and resistance to trauma and disease.

 

Campaign Use:  If Lockdown (who is supposed to be one of the top 10 martial artists in the campaign) is too tough for your campaign, then drop his DEX/SPD to 27/6, his gadget pool to 40 active points and his CSL's to a more manageable level for your campaign. If he's not tough enough, then up his Defenses to the 28-30 range, give him a few more DC's with martial arts, and increase his Gadget pool to 60 points.

 

His mother and sister could enter the campaign in many ways, don't be afraid to use them to bring him closer to the PC's some how.

 

Appearance:  Red hair and green eyes (check). Lean, powerful build (Check). Commanding presence(Check). Keith has it all. The Lockdown suit consists of an armored red body suit. His boots, gloves, Utility belt, and cowl are gold, metallic and or textile.His cowl is covers the upper part of his face leaving his nose, mouth, and chin exposed. The eye covers are red. His chest symbol is a golden padlock. See the art by Storn.

 

Like most of his fellow Legionnaires, Lockdown is going strong long after a normal man should be. This manifests itself in his looking a fair sight better than his forty seven years would indicate.

 

post-198-0-19293600-1403826869_thumb.jpg

Link to comment
Share on other sites

Frejya

 

   Val     Char   Cost    Roll           Notes

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

    30      DEX     40      15-

    30      CON     20      15-

    20      INT      10      13-            PER Roll 14-/19-

    20      EGO     10      13-

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

 

    13      OCV     50     

    10      DCV     35     

     7       OMCV 12     

     8       DMCV 15     

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

 

25+21  PD        11                        Total:  25/46 PD (12/33 rPD)

25+21  ED        11                        Total:  25/46 ED (12/33 rED)

    20      REC     16

   100    END     16

    20      BODY  10

   100    STUN   40      Total Characteristic Cost:  411

 

Movement:       Running:  30m/120m

                            Flight:  16m/32m

                            Leaping:  10m/20m

                            Swimming:  4m/8m

 

Cost   Powers                                                                                   END

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

                                                                                                                   

131    Fertility Goddess:  Variable Power Pool (Magic Pool), 75 base + 75 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (187 Active Points); Limited Special Effect Uncommon SFX (Love/Fertility Powers; -1)  

0         1) Blessings of Freya:  Minor Transform 3d6 (Infertile Subject to Fertile Subject, Time) (15 Active Points) Real Cost: 15                                                                                                       1

0         2) Control Fetus's Gender:  Cosmetic Transform 1d6 (fetus into fetus of other gender) (3 Active Points); Limited Target (fetus inside character; -2) Real Cost: 1                                            1

0         3) Curse of Freya:  Minor Transform 3d6 (Fertile Subject to Infertile Subject, Application of "Blessings of Freya") (15 Active Points) Real Cost: 15                                                                 1

0         4) Divine Motives:  Telepathy 15d6 (Human class of minds) (75 Active Points); Only to Determine Individual's Romantic Inclinations (-1), Empathy Single Emotion (-1), No Range (-½), Receive Only (-½) Real Cost: 19         7

0         5) Love Potion Number One:  Mind Control 15d6 (Human class of minds) (75 Active Points); Mandatory Effect EGO +20 (-½), Fall in love with Designated Target X (-½) Real Cost: 37   7

0         6) The Abundant Blessing of Freya:  Minor Transform 2d6 (Barren Soil to Fertile Soil, Time), Area Of Effect (1m Radius; +½), Two-Dimensional (-¼), MegaScale (1" = 1 km; +¼) (15 Active Points) Real Cost: 15               1

0         7) True Appearance Alteration:  Shape Shift  (Sight and Touch Groups, any humanoid form), Makeover, Reduced Endurance (0 END; +½) (34 Active Points); Only Changes The Face (-½) Real Cost: 23              0

                                                                                                                   

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

1f       1)  Cloud Walking:  Flight 16m, Reduced Endurance (½ END; +¼) (20 Active Points); OIF (-½)           1

3f       2)  Rainbow Bridge:  Extra-Dimensional Movement (Single Dimension (Asgard)), x16 Increased Weight (40 Active Points); OIF (-½)                                                                                               4

1f       3)  Sprint like the wind:  Running +16m (30m total), Reduced Endurance (½ END; +¼) (20 Active Points); OIF (-½)      1

                                                                                                                   

           Artifact: Brisings, all slots OIF (Brisings; Enchanted Waist Chain; -½)        

8         1)  +20 PRE (20 Active Points); Limited Power Power loses about half of its effectiveness (Men Only; -1), OIF (Brisings; Enchanted Waist Chain; -½)                                                     

34      2)  Voice Of Beauty:  Mind Control 8d6, Telepathic (+¼), Area Of Effect (1m Radius; +¼), Reduced Endurance (0 END; +½), Continuous (+1) (120 Active Points); Set Effect (stand quietly and listen to me talk; -1), Incantations (Requires Incantations throughout; -½), No Range (-½), OIF (Brisings; Enchanted Waist Chain; -½)             0

15      3)  What A Knockout!:  EB 6d6, STUN Only (+0), Invisible Power Effects (Inobvious to [one Sense Group]; +¼) (37 Active Points); No Range (-½), Only Works Against Targets Of Appropriate Sexual Orientation (-½), OIF (Brisings; Enchanted Waist Chain; -½)                                                                                   4

                                                                                                                   

           Artifacts: Gear                                                                             

45      1)  Armor of the Valkryie:  Resistant Protection (15 PD/15 ED), Hardened (+¼) (56 Active Points); IIF (-¼)       0

7         2)  Armor of the Valkyrie:  Life Support  (Self-Contained Breathing) (10 Active Points); OIF (-½)         0

45      3)  Cloak of Feathers:  Multiform: Supernatural Falcon (200 Character Points in the most expensive form) (Instant Change)                                                                                                       0

40      4)  Fenris' Tooth:  (Total: 89 Active Cost, 40 Real Cost) HKA 2d6+1 (4d6+1 w/STR), +1 Increased STUN Multiplier (Painful Rending; +¼), Affects Desolidified One Special Effect of Desolidification (Supernatural Desolids Only; +¼), Reduced Endurance (½ END; Ease of use; +¼), Penetrating (Powerful Rending; +½) (79 Active Points); OAF Unbreakable (Sword; -1), No Knockback (-¼) (Real Cost: 35) plus +2 with any single attack (4 Active Points); OAF Unbreakable (Sword; -1) (Real Cost: 2) plus +3 with any single attack (6 Active Points); OAF Unbreakable (Sword; -1) (Real Cost: 3)               3

                                                                                                                   

           Asgardian Physiology                                                                 

20      1)  Eyes of the Eagles:  Clairsentience (Sight Group)          2

3         2)  Heavier than she looks:  Knockback Resistance -3m   0

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

15      4)  Iron Will:  Mental Defense (35 points total)                   0

5         5)  Low Light Vision:  Ultraviolet Perception (Sight Group), Sense Affected As Sight (+0)        0

10      6)  Protections of Idunn:  Power Defense (20 points) (20 Active Points); Only Works Against Magic Attacks Rare attack (-1)                                                                                                       0

3         7)  Strong Leaper:  Leaping +6m (10m forward, 5m upward)        1

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

18      9)  Tough:  +12 PD, Resistant (+½) (18 Active Points)         

18      10) Tough:  +12 ED, Resistant (+½) (18 Active Points)       

                                                                                                                   

           Asgardian Powers                                                                        

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

                     Notes:  The Related Realms are the Lands of Legend

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

                                                                                                                   

           Goddes of Fertility                                                                       

7         1)  Asgardian Ultrasound:  Detect Health and Gender of a Fetus 17-/21- (Unusual Group)    0

2         2)  The Ultimate Contraceptive:  Life Support  (Immunity: Pregnancy) (3 Active Points); Nonpersistent (-¼)     0

                                                                                                                   

           Goddess of War                                                                           

14      1)  Fearless:  (Total: 40 Active Cost, 14 Real Cost) +20 Mental Defense (35 points total) (20 Active Points); Only To Resist Fear (-2) (Real Cost: 7) plus Power Defense (20 points) (20 Active Points); Only To Resist Fear (-2) (Real Cost: 7)    0

7         2)  Feet Don't Fail Me Now!:  Running +2m (30m total), x4 Noncombat    1

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

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

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

                                                                                                                   

           Lords of Justice Comm-Link, all slots OIF (-½)                     

7         1)  Advanced Radio Sensors:  +5 PER with Radio Group (10 Active Points); OIF (-½)              0

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

1         3)  GPS:  Detect Location 9- (Unusual Group) (2 Active Points); OIF (-½)   0

6         4)  Laser Scanner:  Detect Information from a Bar Code 9- (Radio Group), Discriminatory, Analyze (12 Active Points); Sense Affected As  Sight as well as Radio (-½), OIF (-½)              0

10      5)  Lords of Justice Database Link-Up:  Mind Link , Machine class of minds, Ada (LoJ AI), Any distance, No LOS Needed (20 Active Points); Sense Affected As  Sight, Hearing, and Radio Groups (rather than Mental) (-½), OIF (-½)           0

8         6)  Remote Security Camera Link-Up:  Clairsentience (Sight Group) (20 Active Points); Only Through Security Cameras (-½), Sense Affected As  Sight  As well as Radio (-½), IAF (-½) 2

 

           War Arts

           Maneuver        OCV   DCV    Notes

4         Bend Joint        -1       +1      2d6 NND

4         Block                +2      +2      Block, Abort

4         Break Bone      -2       +0      HKA 5d6 +1

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

4         Escape              +0      +0      75 STR vs. Grabs

3         Grab                  -1       -1      Grab Two Limbs, 70 STR for holding on

3         Jab/Testing Strike      +2      +1                12d6 Strike

3         Kick/Punch/Fierce Strike    +1                +0           14d6 Strike

3         Legsweep         +2       -1      13d6 Strike, Target Falls

3         Sacrifice Throw +2     +1      12d6 Strike; You Fall, Target Falls

1         Weapon Element:  Blades

1         Weapon Element:  Cestus

1         Weapon Element:  Clubs

0         Weapon Element:  Empty Hand

1         Weapon Element:  Polearms and Spears

1         Weapon Element:  Two-Handed Weapons

 

           Perks

10      Base of Operations:  Vehicles & Bases

25      Daughter of Asgard:  Member of New Asgardian Pantheon

                Notes:  Perk Includes: Contact with New Asgard (11-), Access to the Demi Plane, Base/Followers and Rank in Asgardian Society

9         Lords of Justice :  Fringe Benefit:  Membership: Lords of Justice, Passport, Security Clearance: Level 5

10      Money:  Wealthy

6         Reputation:  Member of Incredibly Famous Superteam (A large group) 14-, +2/+2d6

3         Well-Connected

5         1)  Devotee of Wisdom:  Contact:  Lodun; God of Knowledge (Contact has useful Skills or resources, Very Good relationship with Contact) (6 Active Points) 12-

2         2)  The Enemies of my Enemies are my friends:  Contact:  Magni (Contact has useful Skills or resources) (3 Active Points) 11-

3         3)  The Sorority:  Contact:  Loose Coalition of 'Love Goddesses'  (Contact has access to major institutions, Contact has useful Skills or resources) (4 Active Points) 11-

7         4)  The once and future Hero:  Contact: Atlas & the Earth Force (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) (8 Active Points) 12-

 

           Talents

29      Awareness:  Danger Sense (Immediate Vicinity, Out of Combat) 18-/22-

12      Blessings of Sif:  Combat Luck (6 PD/6 ED)

3         Immortals keep surprisingly good time:  Absolute Time Sense

5         Long on Memory:  Eidetic Memory

12      So Fair the Sun Takes Notice:  +4/+4d6 Striking Appearance (vs. all characters)

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

 

           Skills

20      Charismatic:  +5 with all Interaction Skills

20      Peerless Warrior:  +2 with All Combat

48      Seen and Done Everything:  +4 Overall

5         Acrobatics 16-

3         Analyze:  Combat 13-

3         Analyze:  Magic 13-

5         Animal Handler (Asgardian War-Boars, Birds, Equines, Felines) 16- (20-)

5         Breakfall 16-

3         Conversation 16- (20-)

10      Defense Maneuver I-IV

3         High Society 16- (20-)

3         Jack of All Trades

6         1)  PS: Midwife (7 Active Points) 16-

2         2)  PS: Model (3 Active Points) 16- (20-)

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

3         Linguist

4         1)  Language:  English (imitate dialects; Literacy) (6 Active Points)

2         2)  Language:  Gaelic (completely fluent; Literacy) (4 Active Points)

2         3)  Language:  German (idiomatic; Literacy) (5 Active Points)

0         4)  Language:  Olde Norse (Idiomatic, native accent; Native)

17      Magic Skill 20-

5         Navigation (Air, Dimensional, Land, Marine) 13-

3         Paramedic 13-

3         Riding 15-

3         Scholar

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

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

2         3)  KS: Asgardian Lore (3 Active Points) 13-

1         4)  KS: Erotic Lore and Sexual Positions (2 Active Points) 11-

2         5)  KS: Monster Lore (3 Active Points) 13-

1         6)  KS: Supernatural Creatures (2 Active Points) 11-

1         7)  KS: Wrestling (2 Active Points) 11-

3         Scientist

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

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

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

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

3         Shadowing 13-

5         Stealth 16-

3         Streetwise 16- (20-)

4         Survival (Arctic/Subarctic, Mountain) 13-

3         Tactics 13-

3         Teamwork 15-

3         Tracking 13-

3         Traveler

2         1)  AK: Asgardian Realms (3 Active Points) 13-

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

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

1         4)  CK: New York, NY (2 Active Points) 11-

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

13      Weapons Mistress:  Weapon Familiarity:  Common Melee Weapons, Common Missile Weapons, Siege Engines, Boomerangs and Throwing Clubs, Lances, Nets, Off Hand, Sling, Staffs, Thrown Sword

 

Total Powers & Skill Cost:  1220

Total Cost:  1631

 

400+     Matching Complications

15      Distinctive Features:  Divine Beauty Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses

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

15      Psychological Limitation:  Protector of the Meek (Common; Strong)

15      Psychological Limitation:  Wild and Willing Common, Strong

15      Social Limitation:  Public Identity: Freya the Warrior (Frequently; Major)

1231  Experience Points

(12 points unspent)

 

Total Complications Points:  1631

 

Background/History:  When Thor returned and Ragnarok was joined, things did not happen exactly as foretold. Many of the gods did perish in the battles with Loki and the Giants, but most of the younger gods, led by Vidar, Modi, and Magni survived. Frejya would have fallen in battle if not for Thor's beloved Sif taking a blow meant for her. The Goddess of War fell and Frejya's own rage carried her through the day.

 

The Goddess of Magic, Fertility, and Love added Warmaiden to her title that day. She accounted for her share of slain enemies and when the Gods of New Asgard returned to the Earth Realm on the "Night of Fire", she journeyed to Midgard and began her life there. Nearly immortal, and possessing of divine attributes, she had decided to leave the new generation of Gods to their business.

 

It was only after spending time in Midgard did she understand what had happened to Thor*. Freya decided to put her abilities to good use now that she had adopted Midgard as "her" realm. After observing the heroes and villains of the day she simply announced her presence during a battle between the European Union Superteam and the forces of the Tyrant.

 

The news of her "return" to Earth spread quickly (though many simply disregarded the "Mythological" aspects and treat her as a rather eccentric super heroine. She moved to America (where the action was) and eventually helped to form the Lords of Justice.

 

Personality/Motivation:  Frejya is a warrior and a wild woman at the same time. She's a lot more laid back than many of her fellow Lords and often flirts with handsome men just about anywhere. At the same time she is incredibly compassionate; having grown to care for the people of her adopted home. She is honorable to a fault and Empyrean's constant advances are starting to wear her down. She has had some interesting romantic liaisons with various heroes during her tenure on Earth, including a (in her opinion) disastrous tryst with Superion.

 

Quote:  "Fenris's Collar! you are a fearsome foe Firewing, but the Daughter of Njord fears no flaming bird!"

 

Powers/Tactics:  A straight up, weapons bearing, brick/martial artist. Freya is hard to hurt, hard to control and hard to overcome. She is fast, hits hard and usually is the most impressive warrior on the battlefield. This is not to say she can't be defeated, she has her psychological flaws, and the warriors of this day and age are far more powerful than those faced in the days of Ragnarok. In addition she still wears the Brisings and her feathered cloak that allows her to turn into a falcon. Her chariot; cats and war-boar all reside with her at the Lords Tower.

 

Campaign Use:  A Goddess of Fertility, Love, and Battle. Freya is sex, guns, and rock n' roll all rolled into one.

 

Appearance:  Freya is a Goddess and she wears a delicately designed "girdle" made of mithril and gold. A heart shaped ruby at it's center. This is enchanted and only enhances her supernatural beauty. She has flame red hair and emerald eyes, and fiar skin. Her hair is long, though she braids it for battle.

 

Her costume is blue and silver with a falcon theme to the armor and weapons.

 

She speaks with the "classic" marvel pseudo shakespearian accent, only because she gets a kick out of it, she can speak perfect english if she wants. Outside of her super-heroic career she wears trendy, revealing fashions.

 

post-198-0-05171500-1403827170_thumb.jpg

Link to comment
Share on other sites

Magus

 

   Val     Char   Cost    Roll           Notes

15+25  STR       5       12- / 17-   Lift 200.0kg/6400.0kg; 3d6/8d6 [½]

15+8   DEX     10      12- / 14-

15+20  CON      5       12- / 16-

    45      INT      35      18-            PER Roll 20-

    18      EGO      8       13-

    18      PRE       8       13-            PRE Attack:  3 ½d6

 

   5+2    OCV     10     

   5+2    DCV     10     

   5+2    OMCV  6      

   6+3    DMCV  9      

   4+1    SPD      20                        Phases:  3, 6, 9, 12/3, 5, 8, 10, 12

 

    30      PD          4                         Total:  30 PD (24 rPD)

    30      ED         4                         Total:  30 ED (24 rED)

10+10  REC      6

30+60  END      2

15+6   BODY   5

30+40  STUN    5       Total Characteristic Cost:  152

 

Movement:       Running:  12m/24m

                            Flight:  30m/60m

                            Leaping:  4m/8m

                            Swimming:  4m/8m

                            Teleportation:  0m/43m/0m/344m

 

Cost   Powers                                                                                   END

60      Mobility Units:  Multipower, 90-point reserve,  (90 Active Points); all slots OIF (Built into Costume; -½)           

3f       1)  AntiGravity Flight:  Flight 20m, Position Shift, No Turn Mode (+¼), Reduced Endurance (½ END; +¼), No Gravity Penalty (+½) (50 Active Points); OIF (Built into Costume; -½)       2

1f       2)  MegaGate:  Teleportation 8m, Area Of Effect (1m Radius; +¼), Usable By Other (+¼), Continuous (+1), Megascale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+¼) (30 Active Points); Gate (-½), OIF (Built into Costume; -½)              3

2f       3)  Sonic Flight:  Flight 10m, Reduced Endurance (½ END; +¼), MegaScale (1" = 10,000 km; +1 ¼), Can Be Scaled Down 1" = 1km (+¼) (27 Active Points); OIF (Built into Costume; -½)            1

2f       4)  Teleportation Gate:  Teleportation 15m, Area Of Effect (1m Radius; +¼), Usable By Other (+¼), Continuous (+1) (37 Active Points); Gate (-½), OIF (Built into Costume; -½)                 4

4f       5)  Teleportation:  Teleportation 20m, No Relative Velocity, Position Shift, x4 Increased Mass, x8 Noncombat (55 Active Points); OIF (Built into Costume; -½)                                    5

                                                                                                                   

53      Staff of Power:  Multipower, 80-point reserve,  (80 Active Points); all slots OIF (-½)

           Notes:  The staff can be taken in hand to hand combat but with a bit of concentration he can summon it back to his hand.

5f       1)  Force Barrage:  Energy Blast 10d6, Autofire (+½) (75 Active Points); OIF (-½)   7

5f       2)  Force Beam:  Energy Blast 15d6 (75 Active Points); OIF (-½)  7

5f       3)  Force Cage:  Entangle 5d6, 5 PD/5 ED, Backlash (+½) (75 Active Points); OIF (-½)           7

5f       4)  Force Manipulation:  Telekinesis (45 STR), Fine Manipulation (79 Active Points); OIF (-½)            8

1f       5)  Force Punch:  Hand-to-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-½), OIF (-½)           2

5f       6)  Force Wave:  Energy Blast 8d6, Area Effect: Any Area (+1) (80 Active Points); OIF (-½)  8

3f       7)  Wall of Force:  Force Wall 17 PD/13 ED, 0 BODY (up to 1m long, 1m tall, and ½m thick) (45 Active Points); OIF (-½)                                                                                                       4

                                                                                                                   

150    Toys & On the Spot Solutions:  VPP (Gadget Pool), 150 base + 75 control cost, all slots OAF (-1)         

                                                                                                                   

           Battlesuit: Demogogue Model Micromesh v3.0, all slots OIF (-½)

13      1)  Artificial Musculature:  +20 CON (20 Active Points); OIF (-½)               

21      2)  Artificial Musculature:  +25 STR, Reduced Endurance (½ END; +¼) (31 Active Points); OIF (-½) 1

8         3)  Bio-Mesh Converter:  +60 END (12 Active Points); OIF (-½)   

13      4)  Bio-Weave Structural Enhancement:  +40 STUN (20 Active Points); OIF (-½)    

4         5)  Bio-Weave Structural Enhancements:  +6 BODY (6 Active Points); OIF (-½)      

7         6)  Combat Computer:  +2 DCV (10 Active Points); OIF (-½)        

7         7)  Combat Computer:  +2 OCV (10 Active Points); OIF (-½)        

15      8)  Life Support Unit:  Life Support  (Eating Character only has to eat once per week; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; 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) (31 Active Points); Linked to Force Field (-½), OIF (-½)            0

7         9)  Nanite Recovery Units:  +10 REC (10 Active Points); OIF (-½)               

106    10) Omni-Defense Shields:  Force Field (24 PD/24 ED/15 Mental Defense/15 Power Defense) (Impermeable, Protect Carried Items), Hardened (+¼) (159 Active Points); OIF (-½)         0

4         11) Technopathic Combat Relays:  +2 OMCV (6 Active Points); OIF (-½) 

6         12) Technopathic Combat Relays:  +3 DMCV (9 Active Points); OIF (-½) 

7         13) Technopathic Interface:  +1 SPD (10 Active Points); OIF (-½)               

11      14) Technopathic Interface:  +8 DEX (16 Active Points); OIF (-½)              

                                                                                                                   

           Energy Absorbtion Shield, all slots IAF (Microcircuitry in Cloak; -½)           

19      1)  Conversion:  Absorption vs Energy attacks 6 BODY  (energy, Strength, Endurance), Can Absorb Maximum Of 80 Points' Worth Of Energy Damage (28 Active Points); IAF (Microcircuitry in Cloak; -½)       0

                             Notes:  ½ goes to Strength; ½ goes to Endurance

30      2)  Dispersal:  Energy Damage Reduction, Resistant, 75% (60 Active Points); Requires OCV vs OCV Roll: Seriously (-½), IAF (Microcircuitry in Cloak; -½)                                                   0

                                                                                                                   

           Holographic Display Implants, all slots IIF (-¼)                   

2         1)  GPS:  Detect Location 9- (Unusual Group); IIF (-¼)     0

7         2)  Laser Scanner:  Detect Information from a Bar Code 9- (Radio Group), Discriminatory, Analyze (12 Active Points); Sense Affected As  Sight as well as Radio (-½), IIF (-¼)                0

11      3)  Legion Database Link-Up:  Mind Link , Machine class of minds, Ada (LoJ AI), Any distance, No LOS Needed (20 Active Points); Sense Affected As  Sight, Hearing, and Radio Groups (rather than Mental) (-½), IIF (-¼)            0

12      4)  Magnefying Vision:  Microscopic ( x1,000) with Sight Group (15 Active Points); IIF (-¼)  0

8         5)  Peripheral Enhancement:  Increased Arc Of Perception (240-Degree) with All Senses (10 Active Points); IIF (-¼)       0

0         6)  Psionic Detection Models:  Mental Awareness; IIF (-¼)            0

12      7)  Radar Sensors:  Radar (Radio Group), Telescopic (+1):  +1 (16 Active Points); IIF (-¼)     0

8         8)  Remote Security Camera Link-Up:  Clairsentience (Sight Group) (20 Active Points); Only Through Security Cameras (-½), Sense Affected As  Sight  As well as Radio (-½), IAF (-½) 2

9         9)  Satellite Feed:  High Range Radio Perception (Radio Group), Concealed (-1 with High Range Radio Perception PER Rolls), Rapid (x10):  x10, Telescopic (+5):  +5 (17 Active Points); Sense Affected As Sight and Hearing [very common Sense] (-½), IIF (-¼)                                                                                               0

5         10) Sensory Enhancements:  +2 PER with All Sense Groups (6 Active Points); IIF (-¼)            0

4         11) Spectral Analysis :  Ultraviolet Perception (Sight Group), Sense Affected As Sight (+0) (5 Active Points); IIF (-¼)      0

12      12) Spectral Analysis Unit:  Detect Energy 9- (Radio Group), Discriminatory, Analyze, Telescopic (+6):  +6, Sense Affected As Sight (+0) (15 Active Points); IIF (-¼)                                    0

4         13) Spectral Analysis:  Infrared Perception (Sight Group), Sense Affected As Sight (+0) (5 Active Points); IIF (-¼)           0

2         14) Ultrasonic Hearing:  Ultrasonic Perception (Hearing Group), Sense Affected As Hearing Group (+0) (3 Active Points); IIF (-¼)                                                                                                  0

 

           Aikido

           Maneuver        OCV   DCV    Notes

16      +4 HTH Damage Class(es)

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

4         Escape              +0      +0      50 STR  / 75 STR vs. Grabs

4         Extend Ki         +0      +0      50 STR  / 75 STR to resist Shove; Block, Abort

3         Hold                  -1       -1      Grab Two Limbs, 45 STR  / 70 STR for holding on

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

4         Joint Lock/Throw      +1      +0                Grab One Limb; 3d6 NND ; Target Falls

5         Redirect            +1      +3      Block, Abort

5         Strike                +1      +3      7d6 / 12d6 Strike

3         Takedown       +1      +1      7d6 / 12d6 Strike; Target Falls

3         Throw               +0      +1      7d6 / 12d6 +v/5, Target Falls

1         Weapon Element:  Blades

1         Weapon Element:  Polearms and Spears

1         Weapon Element:  Staffs

 

           Perks

15      Base of Operations:  Contribution: Bastion of Justice

30      Ivory Tower:  Base: The Tower

15      Limitless Resources:  Money:  Filthy Rich

9         Legion of Justice :  Fringe Benefit:  Membership: Legion of Justice, Passport, Security Clearance: Level 5

6         Reputation:  Smartest Man in the World (A large group) 14-, +2/+2d6

3         Well-Connected

17      1)  Contact:  Department of Metahuman Affairs (Contact has access to major institutions, Contact has extremely useful Skills or resources), Organization Contact (x3) (18 Active Points) 11-

17      2)  Contact:  Federal Government (Contact has access to major institutions, Contact has extremely useful Skills or resources), Organization Contact (x3) (18 Active Points) 11-

11      3)  Contact:  Pentagon (Contact has extremely useful Skills or resources), Organization Contact (x3) (12 Active Points) 8-

4         4)  Contact:  Senator James Caldwell, R-California (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 8-

11      5)  Contact:  The Enclave (Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 12-

 

           Talents

3         Superbrain:  Absolute Range Sense

3         Superbrain:  Absolute Time Sense

3         Superbrain:  Bump Of Direction

5         Superbrain:  Eidetic Memory

3         Superbrain:  Lightning Calculator

6         Superbrain:  Speed Reading (x100)

20      Superbrain:  Universal Translator 18-

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

 

           Skills

48      +4 Overall

3         Breakfall 12- (14-)

3         Bureaucratics 13-

3         Computer Programming 18-

3         Contortionist 12- (14-)

5         Cramming

5         Cramming

5         Cramming

5         Cramming

3         Cryptography 18-

3         Deduction 18-

3         Electronics 18-

3         Forensic Medicine 18-

3         Inventor 18-

3         Linguist

3         1)  Language:  Arabic (Modern) (idiomatic) (4 Active Points)

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

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

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

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

2         6)  Language:  Old Norse (completely fluent) (3 Active Points)

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

3         Mechanics 18-

3         PS: Illusionist 12- (14-)

2         PS: Meditation 11-

3         Scholar

2         1)  KS: Akido (3 Active Points) 18-

2         2)  KS: Other Dimensions (3 Active Points) 18-

2         3)  KS: Stage Magic (3 Active Points) 18-

2         4)  KS: The Metahuman World (3 Active Points) 18-

2         5)  KS: The Scientific World (3 Active Points) 18-

2         6)  KS: Yoga (3 Active Points) 18-

3         Scientist

2         1)  SS:  Aeronautical Engineering 18- (3 Active Points)

2         2)  SS:  Aerospace Enginering 18- (3 Active Points)

2         3)  SS:  Astrophysics 18- (3 Active Points)

2         4)  SS:  Battlesuit Engineering and Design 18- (3 Active Points)

2         5)  SS:  Biochemistry 18- (3 Active Points)

2         6)  SS:  Biology 18- (3 Active Points)

2         7)  SS:  Chemical Engineering 18- (3 Active Points)

2         8)  SS:  Chemistry 18- (3 Active Points)

2         9)  SS:  Cybernetics 18- (3 Active Points)

2         10)  SS:  Exobiology 18- (3 Active Points)

2         11)  SS:  Genetics 18- (3 Active Points)

2         12)  SS:  Mathematics 18- (3 Active Points)

2         13)  SS:  Medicine 18- (3 Active Points)

2         14)  SS:  Nuclear Physics 18- (3 Active Points)

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

2         16)  SS:  Robotics 18- (3 Active Points)

2         17)  SS:  Solid State Physics 18- (3 Active Points)

2         18)  SS:  Sub-Atomic Physics 18- (3 Active Points)

2         19)  SS:  Teleportation Physics 18- (3 Active Points)

2         20)  SS:  Temporal Physics 18- (3 Active Points)

2         21)  SS:  Weapons System Engineering 18- (3 Active Points)

2         22)  SS:  Xenobiology 18- (3 Active Points)

3         Systems Operation 18-

3         Traveler

1         1)  AK: New York City (2 Active Points) 11-

1         2)  AK: Southeast Asia (2 Active Points) 11-

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

1         4)  AK: Washington DC (2 Active Points) 11-

 

Total Powers & Skill Cost:  1115

Total Cost:  1267

 

400+     Matching Complications

20      Hunted:  Rogues Gallery 8- (Occasionally) (As Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

10      Psychological Limitation:  Arrogant, vain about intellect (Common; Moderate)

20      Psychological Limitation:  Code of the Hero Common, Total

10      Psychological Limitation:  Seeks to foster intellectual society (Common; Moderate)

15      Social Limitation:  Public Identity: Galileo Arnuldson, the World's Smartest man Frequently (11-), Major

867    Experience Points

(3 points unspent)

 

Total Complications Points:  1267

 

Background/History:  When your parents name you Galileo you have a bit of a legacy to live up to. The child prodigy of child prodigies, Galileo Arnuldson was destined ot set the academic world on fire. Speaking at 18 months in two languages no less, he was home schooled until he was twelve and then began attending universities. His parents had high expectations of him but he had higher of himself. His first love is Astrophysics and he wanted to see the universe at a small age. As he grew up the idea of joining the ranks of Earth's costumed champions called to him. Not only were heroes awesome, famous, beloved, but he noticed they had the neatest toys.

 

Focusing his efforts on engineering, he developed a suit of powered armor and joined the hero game in the late 80's as Doc Titan - later just Titan. Titan was a founding member of the Legion of Justice and enjoyed matching wits with his fellow super-geniuses on either side of the Hero/Villain line. His greatest rival was Yuri Durkova, better known as the Tyrant. When the Tyrant was killed and his daughter took over Galileo found his one desire. He carries an unrequieted love for the lovely Empress but she kind of finds the older man kind of creepy.

 

During a battle with a rampaging technomagical golem, Titan had an epiphany and Galileo retired his suit of armor instead choosing to become the living embodiment of Clarke's law, (any sufficiently advanced technology is indistinguishable from magic) the creator...the Magus.

 

Personality/Motivation:  Dr Arnuldson is an odd bird; on the one hand he is a heroic ideal, he is loathe to take a life, can't bring himself to lie under any circumstance, and is by all accounts a kind and compassionate man, on the other hand, he (like many of his fellow Lords) has become exceedingly vain and self important. He tends to be condescending to anyone who isn't his intellectual equal (and there aren't many mind you) and he constantly feels put upon when asked for his expertise and or aid.

 

He enjoys being a superhero and celebrity, but also cherishes his privacy and time spend working on theory. He holds a facination with extraterrestrial intelligences and is a frequent visitor to the Enclave. He is also a fan of eastern meditative arts, studying Aikido and Yoga as well as having developed a flair for the dramatic and studied stage magic.

 

He likes to think himself above most of the petty problems of humanity. He is hopelessly intellectually in love/lust with Empress. He goes out of his way to mention her in public to give off the impression there's a relationship there. And he fawns over her when situations bring them into contact. He's aware of the fact that she finds him a little offputting and has enlisted Helmsman to help him woo her. (Actual results may vary)

 

Quote:  "Interesting, but Stupid."

 

Powers/Tactics:  Perhaps in an effort to present a more appealing personae to Irina, Galileo has left behind his Knight and embraced the Wizard. His new battle suits and technology has a very sleek, modern look but is in the guise of "wizardly" items - a staff, a cloak, he summons technology and has embraced a fantasy asthetic.

 

To this end, his old force guantlets have been converted into a mage's staff. His battle suit tech is now built into flowing robes and a cloak. His sensory gear is all holographic designs that appears before him as portals of light. He has eschewed gun-shaped weapons for wands and orbs of power.

 

In addition to his technomongery, he is a life-long devote to Aikido and Yoga and meditation, and has incorporated their training into his combat style. He's also gone so far as to share his knowledge with other members of the team.

 

Magus is one of the weaker fighters on the team - he's not going to stand up to as much physical punishment and despite his superbrain he's not particularly resistant to mental attacks - despite his better efforts. But he's got senses up the wazzu and a huge gadget pool. If prepared or given time, he can cause any team trouble.

 

Campaign Use:  A master gadgeteer for players to go with their troubles, only to find he has not the time nor patience for them.

 

Should any character be a super genius, Magus will seek them out and try to establish a good relationship - if the PC is female he might develop romantic feelings. He's kind of lonely - normal people tend to frustrate him. He likes to think himself above most common needs and desires but he's kind of lying to himself.

 

Appearance:  Galileo Arnuldson is a tall, lean, man with prematurely silver hair and blue eyes He has been recently sporting a pencil thin moustache. He often wears business suits or casual business attire.

 

Since becoming a self styled Techno-Mage, the Magus has altered his costume greatly. It's now a grand affair a brilliant red and purple bodysuit with a black head piece. He wears his spectrogoggles over this. Then he wears a billowing white cloak over this. The body suit and cloak are rife with glowing circuitry "Runes" and his staff is about 6'6'' and silver with a very sleek, technological feel.

 

 

post-198-0-79406900-1403827381_thumb.jpg

Link to comment
Share on other sites

Wyldefire

 

Val   Char   Cost    Roll     Notes

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

  36    DEX     52      16-

  25    CON     15      14-

  18    INT        8       13-      PER Roll 13-/24-

  13    EGO      3       12-

  18    PRE       8       13-      PRE Attack:  3 ½d6

 

  12    OCV     45     

  12    DCV     45     

   3     OMCV  0      

   5     DMCV  6      

  10    SPD      80                  Phases:  2, 3, 4, 5, 6, 8, 9, 10, 11, 12

 

20+6 PD        12                  Total:  20/26 PD (6/12 rPD)

20+6 ED        12                  Total:  20/26 ED (6/12 rED)

  20    REC     16

100  END     16

  13    BODY   3

  50    STUN   15      Total Characteristic Cost:  356

 

Movement:    Running:  32m/1024m

                         Flight:  30m/480m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

75      Hyper Speed:  Multipower, 75-point reserve                          

6f       1)  Running on any surface:  Flight 30m, Improved Noncombat Movement (x16), Position Shift, No Turn Mode (+¼), Reduced Endurance (½ END; +¼) (75 Active Points); Only In Contact With A Surface (-¼)   3

6f       2)  Superhumanly Fast:  Running +20m (32m total), Improved Noncombat Movement (x32), Reduced Endurance (½ END; +¼), Combat Acceleration/Deceleration (+¼) (60 Active Points)   2

                                                                                                                   

225    Speedster Tricks:  Variable Power Pool, 90 base + 90 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (225 Active Points)                           

0         1) FireTrail:  Killing Attack - Ranged 3d6, Area of Effect: Trail (+1) (90 Active Points) Real Cost: 90 9

0         2)  Multi Opponent Strike:  Energy Blast 8d6, Area Effect: Cone (+1) (80 Active Points) Real Cost: 80              8

0         3) Catch those Missiles!:  Missile Deflection, Ranged (+½) (22 Active Points) Real Cost: 22  2

0         4) Hyper punches:  Hand-To-Hand Attack +6d6, Reduced Endurance (½ END; +¼), Autofire (+¾) (60 Active Points); Hand-To-Hand Attack (-½) Real Cost: 40                                             2

0         5) Superspeed Tasks:  Minor Transform 4d6 (Unfinished Task to Finished task), Improved Target Group (+¼) (25 Active Points) Real Cost: 25                                                                              2

0         6) Vibration harmonics:  Desolidification  (affected by Dimensional, Vibrational Based Attacks) (40 Active Points) Real Cost: 40                                                                                                  4

0         7) Wyldefire Ball:  Energy Blast 12d6, Explosion (+½) (90 Active Points); No Range (-½), Increased Endurance Cost (2x END; -½) Real Cost: 45                                                                      18

           Notes:  Wyldefire surrounds himself in a nimbus of flame and charges his opponent.

                                                                                                                   

           Costume                                                                                        

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

9         2)  Armored Costume:  +6 PD, Resistant (+½) (9 Active Points)     

9         3)  Armored Costume:  +6 ED, Resistant (+½) (9 Active Points)     

                                                                                                                   

           Legion of Justice Comm-Link, all slots OIF (-½)                   

7         1)  Advanced Radio Sensors:  +5 PER with Radio Group (10 Active Points); OIF (-½)              0

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

2         3)  GPS:  Detect Location 9- (Unusual Group) (3 Active Points); OIF (-½)   0

6         4)  Laser Scanner:  Detect Information from a Bar Code 9- (Radio Group), Discriminatory, Analyze (12 Active Points); Sense Affected As  Sight as well as Radio (-½), OIF (-½)              0

10      5)  Legion Database Link-Up:  Mind Link , Machine class of minds, Ada (LoJ AI), Any distance, No LOS Needed (20 Active Points); Sense Affected As  Sight, Hearing, and Radio Groups (rather than Mental) (-½), OIF (-½)        0

8         6)  Remote Security Camera Link-Up:  Clairsentience (Sight Group) (20 Active Points); Only Through Security Cameras (-½), Sense Affected As  Sight  As well as Radio (-½), IAF (-½) 2

                                                                                                                   

           Speedster Powers                                                                         

6         1)  Accute Senses:  +6 PER with Normal Sight                     0

15      2)  Fire Resiliance:  Energy Damage Reduction, Resistant, 50% (30 Active Points); Only vs Fire/Heat (-1)        0

5         3)  Instant Change:  Cosmetic Transform 2d6 (6 Active Points); Limited Target: Own Clothes Slightly Limited (-¼)        1

 

           Speedster Martial Arts

           Maneuver        OCV   DCV    Notes

5         Flying Dodge    --       +4      Dodge All Attacks, Abort; FMove

5         Flying Grab      -2       -1      Grab Two Limbs, 40 STR for holding on; FMove

5         Flying Throw    -1       -2      Grab Two Limbs;  +v/5; Target Falls; FMove

5         Passing Disarm -1       -1      Disarm, 40 STR to Disarm roll; FMove

5         Passing Strike  +1      +0      6d6 +v/5; FMove

5         Passing Throw +0      +0      6d6 +v/5; Target Falls; FMove

5         Rapid Punch   +1       -2      10d6 Strike

 

           Perks

10      Base of Operations:  Vehicles & Bases

9         Legion of Justice :  Fringe Benefit:  Membership: Legion of Justice, Passport, Security Clearance: Level 5

10      Money:  Wealthy

6         Reputation:  Member of Incredibly Famous Superteam (A large group) 14-, +2/+2d6

3         Well-Connected

4         1)  She wants to be my girlfriend:  Contact:  Runaway (Contact has access to major institutions, Very Good relationship with Contact) (5 Active Points) 11-

14      2)  Third Generation Hero:  Contact :  Heroes of past Generations (Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (15 Active Points) 11-

14      3)  Contact:  Department of Metahuman Affairs (Contact has extremely useful Skills or resources), Organization Contact (x3) (15 Active Points) 11-

 

           Talents

3         Easy Orientation:  Bump Of Direction

3         Fast Mind:  Lightning Calculator

6         Fast Mind:  Speed Reading (x100)

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

12      Missed!:  Combat Luck (6 PD/6 ED)

 

           Skills

8         +1 with Hand to Hand Combat

40      +20 with Dive for Cover

9         +3 with "Running" Powers

3         Speed Tricks:  Power 16-

5         Breakfall 17-

3         Bureaucratics 13-

3         High Society 13-

3         Interrogation 13-

3         Navigation 13-

3         Paramedics 13-

3         Persuasion 13-

3         Scholar

1         1)  KS: Golden Age Super beings (2 Active Points) 11-

1         2)  KS: Heroic Community (2 Active Points) 11-

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

4         4)  KS: Speedsters  (5 Active Points) 15-

3         Streetwise 13-

3         Systems Operation 13-

 

Total Powers & Skill Cost:  632

Total Cost:  988

 

400+     Matching Complications

5         DNPC:   Evan Wylde (Rocketman) Grandfather 11-, Slightly Less Powerful than the PC, Useful noncombat position or skills

10      Dependent NPC:  Adrienne Wylde (Mother) 11- (Normal; Useful noncombat position or skills)

15      Hunted:  Wyldefire Rogues Gallery Infrequently (As Pow; NCI; Harshly Punish)

15      Psychological Limitation:  Hatred/Fear  of Speed Dermon (Common; Strong)

15      Psychological Limitation:  Trying to uphold the family name Common, Strong

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

588    Experience Points

 

Total Complications Points:  988

 

Background/History:  Jason Wylde is the grandson of WWII and "Golden Age" hero, Rocket Man. After he retired, Rocket Man (Evan Wylde) married and had two sons. Both inherited their father's super speed but the oldest son, Daniel also gained the ability to produce fire. He began a career as the hero Speed Demon but shortly into his career he inexplicably changed sides. Speed Demon killed or hospitalized the entire super team that he had joined. The younger son, Abe, had also gained other powers, Abe had impressive regenerative and recuperative powers, and he took the name Wildfire and battled his older brother for fifteen years, never able to catch him. Ten years ago, Daniel killed Abe in combat.

 

Jason was born and quickly showed his mother and father (Abe and his wife, Carol) that he too had inherited the speed powers of Rocketman, like the second generation, he also showed a mutation , Jason was far stronger than a normal child his age and grew to have low level super human strength. He also had minor pyrokinetic powers like his uncle (Speed Demon).

 

Shortly after Abe's funeral, Carol told her son the truth, that he was Daniel's son, not Abe's. She and Daniel had had an affair before he had gone insane. She got pregnant and Abe married her anyway, raising Jason as his own son. Jason was shocked. He vowed that he would continue his father's battle against Speed Demon. Unbeknownst to the rest of the family, Jason wants Speed Demon dead, not brought to justice. He fears and hates his father in a manner that makes him very uncomfortable; so he doesn't admit this to anyone.

 

Shortly after taking the name Wyldefire, Jason joined the fledgling Lords of Justice. He often attempts to sidetrack the egos that run rampant through out the group and keep them on track. This is no easy task.

 

Personality/Motivation:  Jason is one of the more decent fellows on the team. He understands the dynamics of the group pretty well and tends to work with Einherjar, Freya, and Empyrean to counter the Cults of self displayed by Glorious, Superion, and Lockdown.

 

His family's legacy of heroism (and villainy) defines him early in his career. He had ready connections with two generations of heroes and a number of villains ready to take pot shots at him. But mostly he was driven to bring his biological father do justice. Their meetings have been intense with Jason tring to capture Speed Demon when with his allies all the while looking for a plausible opening to end the man's life.

 

This desire makes him feel guilty and unheroic so he tends to overcompensate in other ways - tirelessly working to help others, fearlessly defending the innocent or testing his abilities against mother nature. He has a good relationship with the Solution's Runaway, they have similar backgrounds but she's a bit young for him at the moment and he's somewhat afraid he might go crazy like his father.

 

Quote:  "Don't get caught in my Jetstream, man."

 

Powers/Tactics:  A speedster who can create a trail of flames in his wake, Wyldefire is more of a support fighter. He has developed a number of "Speed Tricks" in addition to his enhanced physical characteristics and superhuman speed.

 

Campaign Use:  A link to the past, Wyldefire could get involved in any adventure where Speed Demon shows his face. He also is one of the more approachable and agreeable Lords of Justice. He'd easily develop friendly rivalries with any speedsters - emphasis on friendly. He's a pretty good kid.

 

Appearance:  Jason Wylde is tall and has a sprinter's build. He has bright red hair, blue eyes, and rather tan complexion yet still has freckles. He dresses in casual clothes almost exclusively and if the situation calls for formal clothing he is noticeably uncomfortable. A life-long Green Bay Packers fan, he has a ton of Packer gear.

 

The Wyldefire costume is a white full bodysuit that covers him from head to toe. His boots, knee padsgauntlets, and headgear are all red. The eyes of his mask are red. He has a ring of fire around a white circle on his chest.

 

 

 

Link to comment
Share on other sites

Man o' War

 

Val   Char   Cost    Roll     Notes

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

  30    DEX     40      15-

  30    CON     20      15-

  15    INT        5       12-      PER Roll 12-/17-

  20    EGO     10      13-

  25    PRE      15      14-      PRE Attack:  5d6

 

  10    OCV     35     

  10    DCV     35     

   3     OMCV  0      

   7     DMCV 12     

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

 

20+12            PD     18         Total:  20/32 PD (0/12 rPD)

20+12            ED     18         Total:  20/32 ED (0/12 rED)

  15    REC     11

  60    END      8

  30    BODY  20

  60    STUN   20      Total Characteristic Cost:  337

 

Movement:    Running:  16m/32m

                         Leaping:  9m/18m

                         Swimming:  7m/14m

                         Swinging:  15m/30m

 

Cost   Powers                                                                                   END

67      CRU-517 Modular Assault Carbine:  Multipower, 90-point reserve, all slots 64 Charges (+½) (135 Active Points); all slots OAF (-1)                                                                                                    

4f       1)  Automatic Setting:  Energy Blast 12d6, Autofire (5 shots; +½) (90 Active Points); OAF (-1)              0

3f       2)  Mercy Setting:  Energy Blast 16d6 (80 Active Points); OAF (-1), Reduced Penetration (-¼)              0

3f       3)  Overkill Setting:  Killing Attack - Ranged 4d6, Penetrating (+½) (90 Active Points); Requires 3 Charges Per Use (-1), OAF (-1)                                                                                                       0

4f       4)  Standard Setting:  Energy Blast 12d6, Armor Piercing (+¼) (75 Active Points); OAF (-1)   0

                                                                                                                   

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

1f       1)  Deflection:  Missile Deflection, +2 OCV with Deflection (24 Active Points); OAF Durable (-1), Will Not Work Against Heavy Missiles (-¼)                                                                                2

1f       2)  Shield Bash!:  Hand-To-Hand Attack +4d6 (20 Active Points); OAF Durable (-1), Hand-To-Hand Attack (-½)           2

1f       3)  Shield:  (Total: 8 Active Cost, 4 Real Cost) +2 with any single attack (4 Active Points); OAF Durable (-1) (Real Cost: 2) plus +2 with any single attack (4 Active Points); OAF Durable (-1) (Real Cost: 2)              0

2f       4)  Shrug It Off:  Resistant Protection (12 PD/12 ED), Hardened (+¼) (45 Active Points); OAF Durable (-1), Requires A Roll (DEX; -½)                                                                                    0

                                                                                                                   

           Gear                                                                                               

7         1)  Micromail:  Resistant (+½) for up to 20 Active Points of PD and ED (10 Active Points); OIF (-½)   0

5         2)  Swingline Gun:  Swinging 15m (10 Active Points); OAF (-1), 4 clips of 16 Charges (+¼)    [16]

                                                                                                                   

           Physical Marvel                                                                           

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

14      2)  Metahuman Physiology:  Life Support  (Eating Any Protein; Extended Breathing 1 END per Minute; Immunity All terrestrial diseases and biowarfare agents; Longevity 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Low Pressure/Vacuum)                                                                      0

30      3)  Pain Resistance:  (Total: 30 Active Cost, 30 Real Cost) Physical Damage Reduction, Resistant, 25% (Real Cost: 15) plus Energy Damage Reduction, Resistant, 25% (Real Cost: 15)           0

8         4)  Prodigeous Leaper:  Superleap +5m (9m forward, 4 ½m upward) (Accurate)      1

2         5)  Rapid Healing:  Regeneration (1 BODY per Week)      0

2         6)  Strong Swimmer:  Swimming +3m (7m total)                 1

4         7)  Swift Footed:  Running +4m (16m total)                        1

                                                                                                                   

           Legion of Justice Comm-Link, all slots OIF (-½)                   

7         1)  Advanced Radio Sensors:  +5 PER with Radio Group (10 Active Points); OIF (-½)              0

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

2         3)  GPS:  Detect Location 9- (Unusual Group) (3 Active Points); OIF (-½)   0

6         4)  Laser Scanner:  Detect Information from a Bar Code 9- (Radio Group), Discriminatory, Analyze (12 Active Points); Sense Affected As  Sight as well as Radio (-½), OIF (-½)              0

10      5)  Legion Database Link-Up:  Mind Link , Machine class of minds, Ada (LoJ AI), Any distance, No LOS Needed (20 Active Points); Sense Affected As  Sight, Hearing, and Radio Groups (rather than Mental) (-½), OIF (-½)        0

8         6)  Remote Security Camera Link-Up:  Clairsentience (Sight Group) (20 Active Points); Only Through Security Cameras (-½), Sense Affected As  Sight  As well as Radio (-½), IAF (-½) 2

 

           Martial Arts: Combataka

           Maneuver        OCV   DCV    Notes

16      +4 HTH Damage Class(es)

4         Block                +2      +2      Block, Abort

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

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

4         Escape              +0      +0      65 STR vs. Grabs

3         Grapple             -1       -1      Grab Two Limbs, 60 STR for holding on

4         Nerve Strike     -1       +1      4d6 NND

4         Punch/Elbow/Snap Kick    +0                +2           12d6 Strike

5         Side Kick/Axe Kick/Crescent Kick        -2            +1           14d6 Strike

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

1         Weapon Element:  Blades

1         Weapon Element:  Clubs

1         Weapon Element:  Off Hand

1         Weapon Element:  Shield

1         Weapon Element:  Staffs

           Martial Arts: Gun-Fu

           Maneuver        OCV   DCV    Notes

3         Defensive Shot -1       +2      Strike

5         Offensive Ranged Disarm +1                -1            Disarm, +2 DC to Disarm

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

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

1         Weapon Element:  Assault Rifles/LMGs

1         Weapon Element:  Handguns

1         Weapon Element:  Rifles

 

           Perks

10      Base of Operations:  Vehicles & Bases

5         Federal Agent:  Fringe Benefit:  Concealed Weapon Permit (where appropriate), Federal/National Police Powers

3         Field Agent:  Fringe Benefit:  Membership: DMA Liasion to Legion of Justice

6         It's that Guy!:  Reputation:  Member of Incredibly Famous Superteam (A large group) 14-, +2/+2d6

9         Legion of Justice :  Fringe Benefit:  Membership: Legion of Justice, Passport, Security Clearance: Level 5

5         Network Login:  Computer Link: DMA Database

10      Profit Sharing:  Money:  Wealthy

3         Well-Connected

20      1)  Benefactors:  Contact:  Crucible Industries (Contact has access to major institutions, Contact has extremely useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11-

4         2)  Ever Tell You About the Time I Saved the President?:  Contact:  White House (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact limited by identity) (5 Active Points) 11-

4         3)  My Idol:  Contact:  Stars & Stripes (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity, Good relationship with Contact) (5 Active Points) 11-

20      4)  The Bosses:  Contact:  Department of Metahuman Affairs (Contact has extremely useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 12-

 

           Talents

6         All-American Heartthrob:  +2/+2d6 Striking Appearance (vs. all characters)

3         Cat Napper...no I don't steal them:  Lightsleep

15      Combat Maven:  Combat Sense 12-

5         Hard to Crack:  Resistance: 3 points

1         Perfect Symmetry:  Ambidexterity (-2 Off Hand penalty)

 

           Skills

4         +2 OCV with Carbine

20      +2 with All Combat

36      +3 with Overall Level

3         Acrobatics 15-

3         Breakfall 15-

3         Bureaucratics 14-

3         Climbing 15-

3         Combat Driving 15-

3         Combat Piloting 15-

3         Contortionist 15-

3         Conversation 14-

3         Criminology 12-

3         Cryptography 12-

5         Defense Maneuver I-II

3         Fast Draw 15-

3         High Society 14-

3         Linguist

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

1         2)  Language:  Hebrew (Israeli) (basic conversation)

1         3)  Language:  Old Norse (basic conversation)

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

3         Mechanics 12-

3         Navigation 12-

3         Oratory 14-

2         PS: Ranger 11-

3         Paramedic 12-

3         Persuasion 14-

3         PS: DMA Liasion 12-

3         Scholar

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

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

1         3)  KS: Department of Metahuman Affairs (2 Active Points) 11-

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

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

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

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

3         Shadowing 12-

3         Stealth 15-

3         Streetwise 14-

3         Survival 12-

3         Systems Operation 12-

9         Tactics 15-

3         Teamwork 15-

3         Tracking 12-

23      Transport Familiarity:  Common Motorized Ground Vehicles, Riding Animals, Combat Aircraft, Hanggliding, Helicopters, Jetskis, Parachuting, Advanced, Parachuting, Basic, SCUBA, Skiing (snow), Skiing (water), Small Military Ships, Small Motorized Boats, Small Planes, Small Rowed Boats, Small Wind-Powered Boats, Snowmobiles, Surfing, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles, Windsurfing

14      WF:  Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Emplaced Weapons, Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Vehicle Weapons

 

Total Powers & Skill Cost:  642

Total Cost:  979

 

400+     Matching Complications

15      Hunted:  Anti American Forces 11- (As Pow; Harshly Punish)

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

15      Psychological Limitation:  Patriotic Hero, "My country, Right or you'd beter have Proof." Common, Strong

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

15      Social Limitation:  Subject to orders (Frequently; Major)

579    Experience Points

(3 points unspent)

 

Total Complications Points:  979

 

Background/History:  John Randall Hurst was born to be a soldier. His family had served for generations and he'd been raised to be a proud defender of America. He joined the Army at eighteen and he'd joined the Rangers at 21. Seeing time in Europe, he came home sounded and shell-shocked and found that despite platitudes to the contrary, the US wasn't as friendly a place to veterans as he'd hoped. He didn't want to join the family business and didn't know what to do besides fighting. He was recruited for a work study/experimental medication project conducted by Crucible Industries and jumped at the chance.

 

Crucible Industries has made its fortune as the major player in the "Super Soldier" game. Started in the 1970's, the corporation was originally a think-tank given the task to create the perfect soldier. They have had various levels of success over the years, coming up with weapons for Minute Men Project, and it was CI that developed the method for transporting and storing the Meta-Seed from the Second Invasion Fallout.

 

CI has constantly attempted to create a cost effective super soldier and the various projects over the last 30 plus years have mostly been "singular achievements" in which an individual test subject is given great abilities but they are unable to reproduce or mass produce the results. Man o' War is one of these. John was the only one of seventy five test subjects for CI's Operation Bellerophone to show any effect. John’s transformation was astounding. Already a fit man, he was transformed into a physical marvel, healing his leg wounds and giving him physically perfect attributes, as well as a high resistance to disease.

 

Since he was the only success, he was given the opportunity to become a "suit" under the jurisdiction of the Department of Metahuman Affairs. He took the job and Man O' War was created. John was trained in an eclectic martial arts style by its creator William Johnson, a former costumed vigilante who had joined the DMA as an instructor.

 

Receiving a super tough shield, special Assault Carbine, an armored costume, and the name Man o' War, John has adopted the use of "American" before hand, in case no one knows what country he favors. Under the jurisdiction of DMA, he operated solo for about six months but when the Legion of Justice needed government assistance, he was assigned as a temporary liaison. The job went well, and he meshed (surprisingly) well with the egos of the group.

 

He requested, and was made a permanent liaison to the team. John fancies himself the field leader and won't hesitate to bark out orders to his teammates. It really bothers him that they generally ignore him, but he doesn't raise too much of a stink about it after both Lockdown and Freya slapped the piss out of him on separate occasions. He has studied the team dynamic and feels competent in his next attempts at leadership.

 

Personality/Motivation:  John is a good soldier –mostly; he follows his orders as long as they don't violate his ideals. Never afraid to make his opinion known, John was always something of a headache for his superiors. Things haven’t changed too much now that he’s a costumed crime fighter.

 

An unabashed lover of his country, Man O’War would never do anything that was "un-American" or damage his country's ideals or image. He enjoys playing with the big boys and although he yearns to lead the team (or any team; he's beginning to think he should petition for a team of his own) he keeps his feelings to himself and tries to learn what he can from Lockdown and the others.

 

John has adapted to his team’s idiosyncrasies, and can occasionally play them off one another. He no longer trusts Lockdown as much as he did and has begun a secret file and private training regimen should he have to do something about one of the most dangerous men in the world.

 

Quote:  "Give me your poor, your tired, your hungry, but don't give me your lip!"

"I don't do Red-State/Blue-State. However, I'll give you a Black and Blue State."

"I'm the American Ninja, dammit! Who authorized that?"

 

Powers/Tactics:  A Captain America clone with acrobatic fighting style, invulnerable shield and heightened characteristics. Even on a team with as much firepower as the LoJ, he is a frontline fighter and wouldn't be anywhere else.

 

Campaign Use:  Not quite the "government toady" some of assume super-soldiers are, Man O' War is still kind of pushy and tends to grandstand and use any American reference he can remember.

 

He is a good combatant and a fair tactician. He would probably make a pretty good leader if he ever gets the chance.

 

Appearance:  Man o' War is tall, powerfully built and perfectly symetrical. He is handsome, with light brown hair and blue eyes . He has a strict, no - nonsense approach to dress. Very conservative. Though he's in his mid thirties he barely looks old enough to drink. An annoyance that has been mollified by the regular attention he gets from women.

 

The Man o' War uniform is reinforced space-aged material. Its patriotic; white with a black belt, several black leather pouches and a silver star buckle. He wears a white domino mask. His gloves, boots and shoulder designs are red. His trunks are blue. he also has a blue star on his chest. His shield is badge shaped, silver, and adorned by a golden eagle.

Link to comment
Share on other sites

Glamour

 

   Val     Char   Cost    Roll           Notes

25+20  STR      15      14- / 18-   Lift 800.0kg/12.8tons; 5d6/9d6 [2/4]

    23      DEX     26      14-

    25      CON     15      14-

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

    16      EGO      6       12-

    20      PRE      10      13-            PRE Attack:  4d6

 

     8       OCV     25     

     8       DCV     25     

     3       OMCV  0      

     5       DMCV  6      

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

 

10+11  PD          8                         Total:  10/21 PD (0/11 rPD)

15+11  ED        13                        Total:  15/26 ED (0/11 rED)

    10      REC      6

    60      END      8

    11      BODY   1

    40      STUN   10      Total Characteristic Cost:  212

 

Movement:       Running:  12m/24m

                            Flight:  43m/86m

                            Leaping:  4m/8m

                            Swimming:  4m/8m

                            Teleportation:  1m/2m

 

Cost   Powers                                                                                   END

100    Photonic Manipulation:  Multipower, 125-point reserve,  (125 Active Points); all slots Unified Power (Photokinesis/Light Projection Powers; -¼)                                                                

7f       1)  Beacon in the Shadows:  Dispel Darkness Based Powers 10d6, Darkness/Shadow Powers (+2) (90 Active Points); Unified Power (Photokinesis/Light Projection Powers; -¼)               9

8f       2)  Dazzle Burst:  Sight Group Flash 10d6, Area Effect: Radius (+1) (100 Active Points); Unified Power (Photokinesis/Light Projection Powers; -¼)                                                            10

4f       3)  Holograms:  Sight Group Images, +/-6 to PER Rolls, Area Of Effect (32m Radius; +1) (56 Active Points); Unified Power (Photokinesis/Light Projection Powers; -¼)                           6

4f       4)  Infrared Blast:  (Total: 60 Active Cost, 43 Real Cost) Blast 8d6 (40 Active Points); Unified Power (Photokinesis/Light Projection Powers; -¼) (Real Cost: 32) plus Infrared Perception Group Flash 4d6 (20 Active Points); Linked (Blast; -½), Unified Power (Photokinesis/Light Projection Powers; -¼) (Real Cost: 11) 6

4f       5)  Laser:  RKA 4d6 (60 Active Points); Beam (-¼), Unified Power (Photokinesis/Light Projection Powers; -¼)  6

5f       6)  Photokinetic Waldos:  Telekinesis (30 STR), Affects Porous, Fine Manipulation (65 Active Points); Unified Power (Photokinesis/Light Projection Powers; -¼)                           6

10f     7)  Photon Burst:  Energy Blast 20d6, Reduced Endurance (½ END; +¼) (125 Active Points); Unified Power (Photokinesis/Light Projection Powers; -¼)                                                              5

7f       8)  Photon Pulse:  Energy Blast 12d6, Armor Piercing (+½) (90 Active Points); Unified Power (Photokinesis/Light Projection Powers; -¼)                                                                                  9

4f       9)  Photonic Wall:  Barrier 14 PD/10 ED, 8 BODY (up to 12m long, 4m tall, and 1m thick), Non-Anchored (72 Active Points); Costs Endurance (to maintain; -½), Limited Range (100m; -¼), Unified Power (Photokinesis/Light Projection Powers; -¼)                                                                                                       7

6f       10) Prisim Cage:  Entangle 8d6, 8 PD/8 ED, Entangle Damage: Entangle Takes Damage (+0) (80 Active Points); Unified Power (Photokinesis/Light Projection Powers; -¼)                           8

7f       11) Pulse Bolts:  Blast 12d6, Autofire (5 shots; +½) (90 Active Points); Unified Power (Photokinesis/Light Projection Powers; -¼)                                                                                                       9

                                                                                                                   

17      Photon Burst:  Sight Group Flash 6d6 (30 Active Points); Linked (Photon Burst; -½), Unified Power (Photokinesis/Light Projection Powers; -¼)                                                              3

                                                                                                                   

48      Lightspeed Travel:  Multipower, 60-point reserve,  (60 Active Points); all slots Unified Power (Photokinesis/Light Projection Powers; -¼)                                                                                   

1f       1)  Atmospheric Lightspeed Travel:  Teleportation 1m, MegaScale (1m = 30,000 km; +2 ¼) (3 Active Points); Unified Power (Photokinesis/Light Projection Powers; -¼)                           1

5f       2)  Slow Lightspeed Travel:  Flight 43m, Position Shift, No Turn Mode (+¼) (60 Active Points); Unified Power (Photokinesis/Light Projection Powers; -¼)                           6

1f       3)  Space Lightspeed Travel:  FTL Travel (1 LY/year) (10 Active Points); Unified Power (Photokinesis/Light Projection Powers; -¼)                                                                                                  0

                                                                                                                   

           Photokinesis, all slots Unified Power (Photokinesis/Light Projection Powers; -¼)       

24      1)  Bend Light:  Invisibility to Sight Group , No Fringe (30 Active Points); Unified Power (Photokinesis/Light Projection Powers; -¼)                                                                                                  3

47      2)  Body of Light:  (Total: 75 Active Cost, 47 Real Cost) Desolidification  (affected by light or darkness attacks) (40 Active Points); Only Through Non-Opaque Objects (-¼), Unified Power (Photokinesis/Light Projection Powers; -¼) (Real Cost: 27) plus LS  (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; 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 only has to sleep 8 hours per week) (35 Active Points); Linked (Desolidification; -½), Unified Power (Photokinesis/Light Projection Powers; -¼) (Real Cost: 20) 4

10      3)  Create Light:  Sight Group Images, +4 to PER Roll (22 Active Points); Only To Create Light (-1), Unified Power (Photokinesis/Light Projection Powers; -¼)                           2

14      4)  Photonic Aura:  Sight Group Flash 2d6, Area Of Effect (1m Radius; +¼), Personal Immunity (+¼), Constant (+½), Reduced Endurance (0 END; +½) (25 Active Points); No Range (-½), Unified Power (Photokinesis/Light Projection Powers; -¼)    0

                                                                                                                   

           Photokinetic Powers, all slots Unified Power (Photokinesis/Light Projection Powers; -¼)         

4         1)  Enhanced Light:  Nightvision (5 Active Points); Unified Power (Photokinesis/Light Projection Powers; -¼)   0

13      2)  Eyes Of Light:  Sight Group Flash Defense (20 points) (20 Active Points); Only Versus Flashes Based On Light (-¼), Unified Power (Photokinesis/Light Projection Powers; -¼)               0

5         3)  Far Sighted:  +4 versus Range Modifier for Sight (6 Active Points); Unified Power (Photokinesis/Light Projection Powers; -¼)                                                                                                       0

4         4)  Instant Change:  Cosmetic Transform 2d6 (6 Active Points); Limited Target: Own Clothes Slightly Limited (-¼), Unified Power (Photokinesis/Light Projection Powers; -¼)               1

34      5)  Light Absorbtion:  Energy Damage Reduction, Resistant, 75% (60 Active Points); Limited Power: Light Based Only (-½), Unified Power (Photokinesis/Light Projection Powers; -¼) 0

3         6)  Light Dispersal:  Knockback Resistance  -6m (6 Active Points); Limited Power: ONLY VS LIGHT BASED ATTACKS (-½), Unified Power (Photokinesis/Light Projection Powers; -¼) 0

8         7)  Penetrating Infrared Scan:  Fully Penetrative with Normal Sight (10 Active Points); Unified Power (Photokinesis/Light Projection Powers; -¼), Cannot see through force-fields or anything that generates its own heat (-0)    0

11      8)  Photokinetic Enhancement:  +20 STR (20 Active Points); Linked (Photonic Armor Field; -½), Unified Power (Photokinesis/Light Projection Powers; -¼)                           2

22      9)  Photonic Armor Field:  Resistant Protection (11 PD/11 ED) (33 Active Points); Only In Alternate Identity (-¼), Unified Power (Photokinesis/Light Projection Powers; -¼)                           0

4         10) Thermal Vision:  Infrared Perception (Sight Group) (5 Active Points); Unified Power (Photokinesis/Light Projection Powers; -¼)                                                                                                  0

32      11) Translight Speed:  Faster-Than-Light Travel (4 Light Years/hour) (40 Active Points); Unified Power (Photokinesis/Light Projection Powers; -¼)                                                              0

                                                                                                                   

           Legion of Justice Comm-Link, all slots IAF (-½)                   

7         1)  Advanced Radio Sensors:  +5 PER with Radio Group (10 Active Points); IAF (-½)              0

6         2)  Basic Communications :  High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As  Sight and Hearing As well as Radio (-½), IAF (-½)                                0

2         3)  GPS:  Detect Location 9- (Unusual Group) (3 Active Points); IAF (-½)   0

6         4)  Laser Scanner:  Detect Information from a Bar Code 9- (Radio Group), Discriminatory, Analyze (12 Active Points); Sense Affected As  Sight as well as Radio (-½), IAF (-½)              0

10      5)  Legion Database Link-Up:  Mind Link , Machine class of minds, Ada (LoJ AI), Any distance, No LOS Needed (20 Active Points); Sense Affected As  Sight, Hearing, and Radio Groups (rather than Mental) (-½), IAF (-½)           0

8         6)  Remote Security Camera Link-Up:  Clairsentience (Sight Group) (20 Active Points); Only Through Security Cameras (-½), Sense Affected As  Sight  As well as Radio (-½), IAF (-½) 2

 

           Training and Experience

           Maneuver        OCV   DCV    Notes

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

4         Block                +2      +2      Block, Abort

4         Disarm              -1       +1      Disarm; 35 STR  / 55 STR to Disarm

5         Far Shot           +1       -1      Strike

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

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

4         Strike                +0      +2      7d6 / 11d6 Strike

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

 

           Perks

4         Attention Whore:  Contact:  Various Media Connections (Contact has useful Skills or resources, Good relationship with Contact) 11-

0         Legion of Justice Perks

10      1)  Base of Operations:  Vehicles & Bases

9         2)  Legion of Justice :  Fringe Benefit:  Membership: Legion of Justice, Passport, Security Clearance: Level 5

10      3)  Money:  Wealthy

4         4)  Reputation: Member of Incredibly Famous Superteam (A large group) , 11-, +2/+2d6

 

           Talents

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

3         Rangefinding:  Absolute Range Sense

 

           Skills

16      +2 with Ranged Combat

24      +3 with Multipower

3         Bureaucratics 13-

3         Charm 13-

5         Computer Programming 14-

3         Electronics 13-

3         High Society 13-

4         KS: The Celebrity World 14-

2         KS: The Metahuman World 11-

2         Navigation (Air) 13-

3         Oratory 13-

3         Paramedics 13-

3         Persuasion 13-

3         Scientist

3         1)  Science: Computer Science 13- (4 Active Points)

3         2)  Science: Mathematics 13- (4 Active Points)

3         3)  Science: Nuclear Physics 13- (4 Active Points)

2         4)  Science: Physics 12- (3 Active Points)

3         Systems Operation 13-

3         Teamwork 14-

 

Total Powers & Skill Cost:  688

Total Cost:  900

 

400+     Matching Complications

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

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

10      Hunted:  Tabloids 11- (As Pow; NCI; Watching)

15      Psychological Limitation:  Flamboyant; Publicity Hound (Common; Strong)

15      Psychological Limitation:  In awe of Superion, Lockdown, and Freya (Common; Strong)

15      Social Limitation:  Secret Identity (Tracy Adams) (Frequently; Major)

500    Experience Points

 

Total Complications Points:  900

 

Background/History:  A mousy, plain research assistant at Orion Labs, Tracy Adams was conducting teleportation experiments with Dr. Garrett Powell. Dr. Powell's research was funded by a private party; Orion Labs had been paid handsomely to allow him to use their facilities in San Diego. Tracy was infatuated with the doctor and this allowed her to overlook the discrepancies in his reports rather than bringing them to the attention of Orion.

 

The device had near successes with small inanimate objects; though the only living matter sent through, a lab rat named Spike, had merely disintegrated. One evening, Tracy was finishing up typing the days notes, when she heard voices in the lab. A man in a business suit was talking with Dr Powell and they were both getting louder and obviously agitated with each other. In an attempt to hide and eavesdrop, she tripped over a power cable that had been used as a replacement for the one they burned out earlier. Falling into the Matter Transmitter, she briefly disappeared in a flash of bright light.

 

Dr Powell and the man in the suit, who was an agent of the criminal technology the ARMORY, immediately fled the scene so as not to be connected with Tracy's disappearance. Tracy reappeared a moment later a changed woman; gone was the short, plain nobody and in her place was a tall, gorgeous, super powered femme fatale.

 

Tracy flew off into the night and Orion Labs closed their doors for good, unable to get insurance to cover the mess that her incident had caused.

She made her debut as Glorious Star a few days later. Then, after joining the Lords of Justice, she was told by their merchandizing firm that perhaps a shorter name, like Glamour would be a better fit for the team.

 

Personality/Motivation:  Tracy Adams was a mousey, quiet young woman with dreams of meeting mister right and making a name for herself in Physics. The transformation changed her some, magnifying her desires for fame. The physical transformation ended any need she had to be a wall flower. Glamour is in the hero biz to stroke her own ego - she's not callous or selfish enough to be a villain - but she's no role model either.

 

She enjoys the adulation, the fame, the jealousy of other women and the lustful gazes of men. While she does good deeds, its generally in order to further her own ego and celebrity, but she doesn't quit when the going gets tough either. She was honored when Superion asked her to join the Lords of Justice three years ago and she maintains her awe of the "Big Three."

 

Quote:  "Well, boys, its been fun but I think its time you "Saw the Light.""            

"They're all my best side"

 

Powers/Tactics:  Rather Standard light based energy Projector. She's capable of solid energy projection and quite potent but hasn't really developed flexibility. She has honed her powers and trianing with them to be a very potent ranged fighter, while her enhanced physiology and training make her an above average melee combatant as well, a fact she keeps to herself as she's often considered one of the weak links of the team.

 

She's learned a trick of using her photokinesis to enhance her strength when "armored up."

 

Campaign Use:  Just a vampy superheroine for your characters to be repulsed by or what have you. If she's too far above the competition, lower her multipower to 75 pts. If she's not tough enough, jump it to 150 pts and adjust the abilities accorningly.

 

Appearance:  Golden haired, golden skinned, golden girl. Tracy has amber eyes that she hides with green contacts in her normal identity. When not fighting crime she dresses in revealing or flattering clothes that show off her curves and toned muscles. She is tall and tan, her costume is (not surprisingly) gold and rather revealing. She'd be the most sought after superheroine around if she wasn't on the same team as a goddess of love.

 

post-198-0-84852700-1403828920_thumb.jpg

Link to comment
Share on other sites

Einherjar

 

   Val     Char   Cost    Roll           Notes

15+45  STR       5       12- / 21-   Lift 200.0kg/102.4tons; 3d6/12d6 [1/5]

13+10  DEX      6       12- / 14-

15+25  CON      5       12- / 17-

    20      INT      10      13-            PER Roll 16-

    15      EGO      5       12-

    23      PRE       3       14-            PRE Attack:  4 ½d6

 

   5+5    OCV     10     

   5+5    DCV     10     

     3       OMCV  0      

   5+4    DMCV  6      

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

 

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

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

10+15  REC      6

30+150            END    2

12+10  BODY   2

30+50  STUN    5       Total Characteristic Cost:  95

 

Movement:       Running:  13m/26m

                            Flight:  40m/640m

                            Leaping:  5m/10m

                            Swimming:  5m/10m

                            Teleportation:  25m/6400m

 

Cost   Powers                                                                                   END

100    Arsenal:  Multipower, 125-point reserve,  (125 Active Points); all slots Only In Alternate Identity (-¼)

9f       1)  AR-GR1 Arngreiper Concussor Beam:  Blast 15d6, Double Knockback (+½) (112 Active Points); Only In Alternate Identity (-¼)                                                                                                11

6f       2)  B175T 'Bifrost' Vari-Beam Projector:  Blast 15d6 (75 Active Points); Only In Alternate Identity (-¼)            7

3f       3)  Gauntlet Laser:  RKA 2d6, Armor Piercing (+¼) (37 Active Points); Only In Alternate Identity (-¼)                4

10f     4)  Mjolnir Class Electro-Blaster:  Blast 16d6, Area Of Effect (1m Radius; +¼), Reduced Endurance (½ END; +¼) (120 Active Points); Only In Alternate Identity (-¼)                                 5

9f       5)  Shoulder Mounted Blasters:  Blast 18d6, Autofire (2 shots; +¼) (112 Active Points); Only In Alternate Identity (-¼) 11

10f     6)  Shoulder-Mounted Micro Missile Launcher:  Blast 12d6, Area Of Effect (22m Radius Explosion; +½) (120 Active Points); Only In Alternate Identity (-¼), 60 Charges (+½)           [60]

2f       7)  Yggridsil Series Holo-Generator :  Sight and Hearing Groups Images, -3 to PER Rolls, Area Of Effect (4m Radius; +¼) (30 Active Points); Only In Alternate Identity (-¼)                    3

3f       8)  Energy Sword:  Killing Attack - Ranged 2d6, Armor Piercing (+¼) (37 Active Points); Only In Alternate Identity (-¼)                                                                                                       4

                                                                                                                   

60      Sleipnir Mobility Systems:  Multipower, 75-point reserve,  (75 Active Points); all slots Only In Alternate Identity (-¼)    

6f       1)  Boot Jets:  Flight 40m, Position Shift, x16 Noncombat, Usable as swimming (+¼) (75 Active Points); Only In Alternate Identity (-¼)                                                                                7

6f       2)  Rainbow Bridge:  Teleportation 25m, No Relative Velocity, Safe Aquatic Teleport, x256 Noncombat (75 Active Points); Only In Alternate Identity (-¼)                                                7

                                                                                                                   

           Einherjar Combat Exoskeleton, all slots Only In Alternate Identity (-¼)     

8         1)  Armored Confidence:  +10 PRE (10 Active Points); Only In Alternate Identity (-¼)           

8         2)  Augmented Physiology:  +10 BODY (10 Active Points); Only In Alternate Identity (-¼)   

20      3)  Augmented Physiology:  +50 STUN (25 Active Points); Only In Alternate Identity (-¼)    

16      4)  Augmented Reaction:  +10 DEX (20 Active Points); Only In Alternate Identity (-¼)          

36      5)  Carbon-Fiber Musculature:  +45 STR (45 Active Points); Only In Alternate Identity (-¼)                4

20      6)  HUGINN Combat Computer:  +5 DCV (25 Active Points); Only In Alternate Identity (-¼)               

20      7)  HUGINN Combat Computer:  +5 OCV (25 Active Points); Only In Alternate Identity (-¼)               

17      8)  Impact Dispersal Layer:  +25 CON (25 Active Points); Does Not Apply To CON Rolls (-¼), Only In Alternate Identity (-¼)     

12      9)  Parasite Class BioFusion Converter:  +15 REC (15 Active Points); Only In Alternate Identity (-¼)              

24      10) Parasite Class BioFusion Converter:  +150 END (30 Active Points); Only In Alternate Identity (-¼)           

10      11) Psionic Combat Circuits:  +4 DMCV (12 Active Points); Only In Alternate Identity (-¼)

17      12) Reaction Augmentation System:  +3 SPD (30 Active Points); Costs Endurance (-½), Only In Alternate Identity (-¼)  3

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

                                                                                                                   

           Einherjar Heavy Combat Chasis, all slots Only In Alternate Identity (-¼)  

18      1)  Energy Shields:  Absorption 15 BODY  (energy, END), Absorption As A Defense (Normal; +½) (22 Active Points); Only In Alternate Identity (-¼)                                                              0

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

13      3)  Fingertip Toolkit:  +4 with all Technology Skills  (16 Active Points); Only In Alternate Identity (-¼)             

2         4)  Food Concentrate Capsules:  LS  (Eating: Character does not eat) (3 Active Points); Only In Alternate Identity (-¼), 1 Continuing Fuel Charge lasting 1 Week (-0)                  [1 cc]

10      5)  Idunn Exotic Defense System:  Power Defense (12 points) (12 Active Points); Only In Alternate Identity (-¼)               0

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

8         7)  NBC-Proof Sealed System:  LS  (Immunity All terrestrial poisons; Immunity: All terrestrial diseases) (10 Active Points); Only In Alternate Identity (-¼)                                                         0

12      8)  Odin Series Cyberpathic Defenses:  Mental Defense (15 points total) (15 Active Points); Only In Alternate Identity (-¼)                                                                                                       0

75      9)  Uru Class Heavy Composite Armor:  Resistant Protection (25 PD/25 ED) (Impermeable), Hardened (+¼) (94 Active Points); Only In Alternate Identity (-¼)                                                0

                                                                                                                   

           Muninn Class Sensor Suite, all slots Only In Alternate Identity (-¼)             

13      1)  Closed Communications System:  Mind Link , Human class of minds, Specific Group of Minds, No LOS Needed, Number of Minds (x8) (35 Active Points); Only With Others Who Have Mind Link (-1), Affected As Radio And Hearing Groups, Not Mental Group (-½), Only In Alternate Identity (-¼)                          0

7         2)  Communications Suite:  HRRP (Radio Group) (12 Active Points); Sense Affected As Sight And Hearing Group As Well As Radio Group (-½), Only In Alternate Identity (-¼)              0

4         3)  Nightsight:  Nightvision (5 Active Points); Only In Alternate Identity (-¼)            0

7         4)  Parabolic Hearing System:  +6 versus Range Modifier for Hearing Group (9 Active Points); Only In Alternate Identity (-¼)                                                                                                       0

8         5)  Powered Armor Polarized Lenses:  Sight Group Flash Defense (10 points) (10 Active Points); Only In Alternate Identity (-¼)                                                                                                       0

11      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 (-½), Only In Alternate Identity (-¼)            0

7         7)  Sensory Augmentation Systems:  +3 PER with all Sense Groups (9 Active Points); Only In Alternate Identity (-¼)       0

12      8)  Sight Magnification System:  Microscopic ( x1,000) with Hearing Group (15 Active Points); Only In Alternate Identity (-¼)                                                                                                       0

7         9)  Telescopic Lenses:  +6 versus Range Modifier for Sight Group (9 Active Points); Only In Alternate Identity (-¼)         0

4         10) Thermalvision, Heat Trace-Tracking:  Tracking with IR Perception (5 Active Points); Only In Alternate Identity (-¼)                                                                                                       0

7         11) Thermalvision, High-Powered:  Penetrative with Sight Group (stopped by walls or like objects 1m or thicker, force-fields, or anything that would block the ability to sense heat) (15 Active Points); Limited Power (can only see what would be seen with Infrered Perception; -1), Only In Alternate Identity (-¼)    0

4         12) Thermalvison:  IR Perception (Sight Group) (5 Active Points); Only In Alternate Identity (-¼)        0

2         13) Ultrasonic Hearing:  Ultrasonic Perception (Hearing Group) (3 Active Points); Only In Alternate Identity (-¼)           0

 

           Akido

           Maneuver        OCV   DCV    Notes

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

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

4         Escape              +0      +0      30 STR  / 75 STR vs. Grabs

4         Extend Ki         +0      +0      30 STR  / 75 STR to resist Shove; Block, Abort

3         Grappling Throw       +0      +2                5d6 / 14d6 Strike; Target Falls; Must Follow Grab

3         Hold                  -1       -1      Grab Two Limbs, 25 STR  / 70 STR for holding on

5         Joint Break       -1       -2      Grab One Limb; HKA 2d6 +1 / HKA 5d6 +1 , Disable

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

5         Redirect            +1      +3      Block, Abort

5         Strike                +1      +3      3d6 / 12d6 Strike

5         Takeaway       +0      +0      Grab Weapon, 25 STR  / 70 STR to take weapon away

3         Takedown       +1      +1      3d6 / 12d6 Strike; Target Falls

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

1         Weapon Element:  Blades

1         Weapon Element:  Polearms

1         Weapon Element:  Staffs

 

           Perks

15      Base of Operations:  Contribution: Bastion of Justice (Extra points for labs)

8         Done Alright For Myself:  Money:  Wealthy

9         Legion of Justice :  Fringe Benefit:  Membership: Legion of Justice, Passport, Security Clearance: Level 5

6         Reputation:  Member of Popular/Powerful Superteam (A large group) 14-, +2/+2d6

3         Well-Connected

11      1)  Contact:  Department of Metahuman Affairs (Contact has extremely useful Skills or resources, Contact limited by identity), Organization Contact (x3) (12 Active Points) 11-

4         2)  Contact:  Northguard (Canadian Superteam) (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 11-

5         3)  Contact:  Tomorrow Legion (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) (6 Active Points) 11-

1         4)  Favor: Titan (1 Active Points)

 

           Talents

0         Onboard Computer, all slots OIF (-½)

2         1)  CPU Clock:  Absolute Time Sense (3 Active Points); OIF (-½)

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

4         3)  Combat Computer:  Lightning Reflexes: +6 DEX to act first with All Actions (+6 DEX to act first with All Actions) (6 Active Points); OIF (-½)

2         4)  Depth Finder:  Absolute Range Sense (3 Active Points); OIF (-½)

2         5)  Memory:  Eidetic Memory (5 Active Points); Only Information taken in through Armor's Sensors (-½), OIF (-½)

5         6)  Print Scanners:  Speed Reading (x1,000) (8 Active Points); OIF (-½)

3         7)  Eidetic Memory (5 Active Points); OIF (-½)

 

           Skills

10      +2 with Arsenal

3         Breakfall 12- (14-)

3         Climbing 12- (14-)

3         Combat Driving 12- (14-)

3         Combat Piloting 12- (14-)

3         Computer Programming 13-

3         Deduction 13-

3         Electronics 13-

3         High Society 14-

3         Inventor 13-

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

3         Language:  Japanese (completely fluent)

1         Language:  Old Norse (basic conversation)

3         Mechanics 13-

3         Scholar

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

2         2)  KS: Current Events (3 Active Points) 13-

1         3)  KS: Powered Armor Design (2 Active Points) 11-

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

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

2         6)  KS: Trivia (3 Active Points) 13-

3         Scientist

2         1)  Science Skill:  Aeronotics 13- (3 Active Points)

2         2)  Science Skill:  Biophysics 13- (3 Active Points)

2         3)  Science Skill:  Exobiology 13- (3 Active Points)

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

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

2         6)  Science Skill:  Nuclear Physics 13- (3 Active Points)

2         7)  Science Skill:  Physics 13- (3 Active Points)

2         8)  Science Skill:  Power Systems 13- (3 Active Points)

2         9)  Science Skill:  Weapon Systems 13- (3 Active Points)

3         Security Systems 13-

3         Systems Operation 13-

6         TF:  Common Motorized Ground Vehicles, Mecha, Combat Aircraft, Helicopters, Small Planes, Two-Wheeled Motorized Ground Vehicles

3         Teamwork 12- (14-)

9         WF:  Beam Weapons, Common Melee Weapons, Energy Weapons, Staffs, Vehicle Weapons (group)

3         Weaponsmith (Energy Weapons, Missiles & Rockets) 13-

 

Total Powers & Skill Cost:  930

Total Cost:  1025

 

400+     Matching Complications

5         Dependent NPC:  Dr. Karen White (Sister) 8- (Normal; Useful Noncombat Position or Skills)

15      Hunted:  LoJ Rogues Gallery 11- (As Pow; Harshly Punish)

10      Psychological Limitation:  Fascinated by Technology (Common; Moderate)

20      Psychological Limitation:  Code of the Hero (Common; Total)

10      Psychological Limitation:  Smitten with Titan (Common; Moderate)

15      Social Limitation:  Secret Identity (Frequently; Major)

625    Experience Points

(15 points unspent)

 

Total Complications Points:  1025

 

Background/History:  Charles White had the dream internship. He was the technical assistant to the Legion of Justice! He had won a scholarship to be mentored by Dr Galileo Arnuldson, aka Dr. Titan. Charles served at his post for three years happily repairing and upgrading the armor with Dr Arnuldson until the good doctor decided he'd "outgrown" it.

 

Rather than let the powerful armor gather dust in a warehouse or trophy case he gave it to his assistant. Charles took the name Titan and began working on his own designs for the suit. He has been with the team for five years now as a superhero he intends to stick around a while.

 

Recently, a new hero with a suit of powered armor appeared, calling himself Titan. The Legion of Justice actually sued this new hero causing something of a PR disaster. The good-natured Charles challenged the new-comer to a charity bout, the winner would keep the Titan name and the loser would find a new one. Charles lost, the challenger produced a modular weapon (i.e. Gadget pool setting) that managed to interfere with his power supply.

 

Taking the loss more graciously than Superion or Magus would have liked; Charles found himself in the doghouse since for bringing "shame" to the team. Charles decided to find a new name. Freya offered the title Einherjar; Charles liked it and adopted the name and theme.

 

Though his mentor and some of the others are still a little upset at him, Charles doesn't care really; because he found out something during the battle. The pilot of the other armor was a woman. Charles has made it his private mission to find out why she hides behind a man's appearance.

 

Personality/Motivation:  Charles is living out a childhood fantasy. He's pretty sure that he would have developed his own armor if given a chance. However, he's just as sure that his wouldn't stack up to the Einherjar class one he wears now.

 

Having been around the team since he was a college senior he's settled in quite well to the comings and goings and despite (or pehaps even because of) their reputation for bing egocentric and difficult to deal with the team has been remarkably stable. Charles thinks he's had something to do with that. He's over his awe of the others (in most regards anyway) and isn't afriad to offer his opinions and expertise. He has cultivated a close relationship with Wyldefire, Helmsman, and even reached out to Man O 'War and Glamour as the "also rans" but the latter two have their own agendas. Frejya is much easier to get along with and she has noticed and appreciates his efforts. Empyrean is as "regular' a guy as the big guns get and he hangs with the youngsters quite a bit.

 

He is keenly interested in this new "Titan" and studies her activities. He has noticed a rather unhealthy preoccupation with Conquest on her part and is trying to find a way to help. Although he has never met her, or even seen her outside of her armor, he has become quite smitten with the idea of her.

 

Quote:  "I'm pretty sure those guns won't do much good, but go ahead and fire. Get it out of your system early."

 

Powers/Tactics:  Aside from standard Laundry List of weapons provide by his armor, Charles is (like his mentor) an Aikido devotee. He helped Magus develop his teaching methods. He enjoys using the armor's enhanced characteristics to go toe to toe with opponents when he can.

 

The Einherjar armor's original microfusion power supply was recently upgraded to Dr. Arnuldson's "biofusion" power supply - the armor operates as a living extension of Charles's on body the end result is a marked increase in his overall physical fitness and a suit of armor that is keyed to his genetic structure...making it almost worthless to someone if they stole it.

 

Campaign Use:  Einherjar will show up if Titan and/or Conquest are involved as he investigates his mystery woman. He's also among the nicer Lords of Justice and a far more accessible scientist than Galileo Arnuldson. In fact on many other teams he'd be the go to science guy.

 

Appearance:  Charles is an average looking man. Average height, a little heavier in weight and build, but unless he's naked you wouldn't notice. His athleticism aside, he is as unusual as a topless dancer in Vegas. Outside of the armor he wears blue jeans and tee shirts, often with a white lab coat over them.

 

Since taking the name Einherjar, Charles has started to remodel the armor's appearance. He went with black on gold and glowing red highlights. He wears the Lords' Symbol on his chest near his right shoulder.

 

post-198-0-32965000-1403829160_thumb.jpg

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...