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Jackalynn

 

Val   Char    Cost    Roll     Notes

  65    STR      30      22-      Lift 204.8tons; 13d6 [6]

  20    DEX     20      13-

  25    CON     15      14-

  18    INT        8       13-      PER Roll 14-

  20    EGO     10      13-

  25    PRE      15      14-      PRE Attack:  5d6

 

   7     OCV     20     

   7     DCV     20     

   7     OMCV 12     

   7     DMCV 12     

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

 

  25    PD        13                  Total:  25 PD (10 rPD)

  25    ED        13                  Total:  25 ED (10 rED)

  14    REC     10

  60    END      8

  15    BODY   5

  60    STUN   20      Total Characteristic Cost:  261

 

Movement:    Running:  12m/24m

                         Flight:  40m/160m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

50      Mental Powers:  Multipower, 50-point reserve                         

5f       1)  Domination:  Mind Control 9d6 (Human and Additional Class of Minds: Animal classes of minds) (50 Active Points)       5

5f       2)  Hallucinations:  Mental Illusions 9d6 (Human and Additional Class of Minds: Animal classes of minds) (50 Active Points) 5

5f       3)  Mind Probe:  Telepathy 9d6 (Human and Additional Class of Minds: Animal classes of minds) (50 Active Points)             5

4f       4)  Psychic Bolt:  Mental Blast 4d6 (Human and Additional Class of Minds: Animal classes of minds) (45 Active Points)        4

5f       5)  Psychokinesis:  Telekinesis (25 STR), Fine Manipulation (49 Active Points)              5

2f       6)  Telekinetic Enhancement:  +25 STR (25 Active Points)   2

90      Mentalism Power Pool:  Variable Power Pool (Mentalism Pool), 50 base + 50 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (100 Active Points); Limited Special Effect Mentalism (-¼)     

           Archworlder Physiology                                                              

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

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

20      3)  Physiology:  Life Support  (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Immunity: All terrestrial diseases; Longevity: 800 Years; 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

8         4)  Telekinetic Atmosphere:  Life Support  (Self-Contained Breathing) (10 Active Points); Nonpersistent (-¼)            0

50      5)  Telekinetic Flight:  Flight 40m, Position Shift, x4 Noncombat      5

20      6)  Toughness Field:  +10 ED, Hardened (+¼), Impenetrable (+¼), Resistant (+½) (20 Active Points)        

20      7)  Toughness Field:  +10 PD, Hardened (+¼), Impenetrable (+¼), Resistant (+½) (20 Active Points)        

           Mentalism                                                                                      

20      1)  Mental Bastion:  Mental Defense (20 points total)             0

45      2)  Telepathic Comm-Link:  Mind Link , Human and Additional Class of Minds: Animal classes of minds, Any Willing Target, No LOS Needed, Number of Minds (x8)                                  0

50      3)  Telepathic Seek:  Mind Scan 8d6 (Human class of minds), +5 OMCV         5

 

           Brick Tricks

           Maneuver         OCV    DCV    Notes

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

4         Big Push            +0      +0      80 STR to Shove

4         Break Free        +0      +0      80 STR vs. Grabs

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

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

5         Legbreaker        -1       -2      Grab One Limb; HKA 5 ½d6 , Disable

4         Punch                +2      +0      15d6 Strike

4         Toughness         +2      +2      Block, Abort

3         Wrestler’s Throw        +2      +1 13d6 Strike; You Fall, Target Falls

 

           Perks

7         Contacts and Favors:  Custom Perk

 

           Talents

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

15      Combat Precognitive:  Combat Sense 13-

20      Telepathic Translator:  Universal Translator 13-

 

           Skills

3         +1 with Firearms

20      +2 with All Attacks

16      +2 with HTH Combat

3         Charm 14-

3         Gambling 13-

3         High Society 14-

3         Interrogation 14-

3         Linguist

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

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

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

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

3         Lockpicking 13-

3         PS: Lieutenant 12-

2         PS: Thug/Agent 11-

3         Paramedics 13-

3         Persuasion 14-

23      Power:  Mentalism 23-

3         Scholar

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

1         2)  KS: Category Seven (2 Active Points) 11-

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

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

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

3         Scientist

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

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

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

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

3         Security Systems 13-

3         Shadowing 13-

3         Stealth 13-

3         Tactics 13-

5         Teamwork 14-

3         WF:  Small Arms, Blades, Clubs

 

Total Powers & Skill Cost:  634

Total Cost:  895

 

400+ Matching Complications

15      Hunted:   Arch Sovereign Infrequently (Mo Pow; NCI; Mildly Punish)

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

10      Psychological Complication:  Hedonistic (Common; Moderate)

15      Psychological Complication:  Overconfident (Common; Strong)

15      Physical Complication:  Presence of Titanium (Alloy or Pure) Causes Mental Powers to become unstable. Requiring a 12- roll to activate.  (Infrequently; Greatly Impairing)

495    Experience Points

 

Total Complications Points:  895

 

Background/History:  Jackalynn is from Archworld, a space colony of an alternate Earth that gave rise to a race of super humans. In the alternate Earth victorian era scientists developed space travel thanks to extra terrestrial contact. The major world powers colonized the stars. Archworld was a French colony and the children born their developed superhuman physical and mental powers allowing them to conquer other colonies.

 

At the height of their power their Soverain and his lead scientists attempted to create a vast Star-Gate allowing them to conquer more of the galaxy. The gate failed, and the Soverain's heir and a vanguard of soldiers, nobility, and scientists were lost to the universe.

 

In fact, they had been shunted to our reality and arrived to an Earth very different from their own. The Heir claimed himself Soverain and attempted a conquest of the "Homeworld" but this failed and the survivors were scattered.

 

Jacqueline Royer was one of the more potent of the nobles present and a favorite of the young Heir. The feeling was not mutual. She saw the signs and bolted. Having spent some time on this excting though backward Earth (they don't even have intersteller colonies!) she's settled into a partnership with a group of exciting privateers and mercenaries called the Dogs of War.

 

Personality/Motivation:  Jackalynn is her "secret identity," this says much about Jacqueline's personality. She is a romantic hedonist who knows just how potent she is. She enjoys the camraderie of the Dogs and feels like a rebellious school girl - out playing the villain instead of being a dutiful noblewoman and serving her king.

 

Far from bloodthirsty, she does however, expect to be treated respectfully and if violence is initiated against her she doesn't really play around.

 

One thing that distresses her and her "boss" Guerre is the place of ridicule France seems to be in here.

 

Quote:

 

Powers/Tactics:  As an Archworlder, Jackalynn knows she's powerful compared to most heroes. She enjoys the physical aspects of combat more than being a mentalist. Even if it would behoove her to strike from range mentally.

 

Campaign Use:

 

Appearance:  Jackalynn is tall and shapely, with blue eyes, long black hair and a confident almost playful air about her. She seems to get tremendous enjoyment out of life. Her costume is generally maroon and black with a long sleeved top that manages to bear both her midrif and a sizeable amount of cleavage. She wears armored shoulders, black leather gloves and boots, and a long maroon cape. Her belt is gold.

 

Artist:Rhardo

post-198-0-14608600-1455239934_thumb.jpg

Jackalynn.hdc

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Lightning Rider

 

Val   Char    Cost    Roll     Notes

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

  25    DEX     30      14-

  18    CON      8       13-

  10    INT        0       11-      PER Roll 11-

  10    EGO      0       11-

  23    PRE      13      14-      PRE Attack:  4 ½d6

 

   9     OCV     30     

   9     DCV     30     

   3     OMCV  0      

   3     DMCV  0      

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

 

8+12 PD          6                   Total:  8/20 PD (0/12 rPD)

12+8 ED        10                  Total:  12/20 ED (0/8 rED)

   8     REC       4

  60    END      8

  10    BODY   0

  50    STUN   15      Total Characteristic Cost:  199

 

Movement:    Running:  12m/24m

                         Flight:  75m/150m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

52      Living Lightning:  Multipower, 52-point reserve                       

2f       1)  Lightning Punch:  Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-¼)              2

5f       2)  Lightning Rush II:  Killing Attack - Ranged 2d6, Area Of Effect (10 2m Areas; Trail; +1), Fixed Shape (-¼) (52 Active Points)                                                                                           5

5f       3)  Lightning Rush:  Sight Group Flash 6d6, Area Of Effect (10 2m Areas; Trail; +1), Fixed Shape (-¼) (52 Active Points)     5

           Helmet, all slots OIF (-½)                                                            

7         1)  Helmet Comm-Link:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)          0

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

7         3)  Helmet:  Sight Group Flash Defense (10 points) (10 Active Points); OIF (-½)            0

           Speedster                                                                                        

15      1)  Durability:  Energy Damage Reduction, Resistant, 25%   0

15      2)  Durability:  Physical Damage Reduction, Resistant, 25% 0

30      3)  Durability:  Resistant Protection (12 PD/8 ED)                 0

64      4)  Hyper Running:  Flight 75m, Position Shift (80 Active Points); Only In Contact With A Surface (-¼)    8

17      5)  Lightning Immunity:  Damage Negation (-5 DCs Energy) (25 Active Points); Only Works Against Electricity (-½)              0

           Skills

15      +5 with Move By, Disarm By, and Grab By

3         Bugging 11-

3         Combat Driving 14-

3         Computer Programming 11-

3         Concealment 11-

3         Electronics 11-

3         Linguist

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

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

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

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

3         Mechanics 11-

3         Scholar

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

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

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

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

3         Scientist

1         1)  SS:  Automotive Engineering 11- (2 Active Points)

2         2)  SS:  Electrical Engineering 11- (3 Active Points)

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

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

3         Security Systems 11-

3         Shadowing 11-

3         Systems Operation 11-

 

Total Powers & Skill Cost:  291

Total Cost:  490

 

400+ Matching Complications

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

10      Psychological Complication:  Competitive (Common; Moderate)

10      Psychological Complication:  Greedy (Common; Moderate)

10      Psychological Complication:  Obsessed with Cars (Common; Moderate)

15      Social Complication:  Secret Identity Frequently, Major

10      Vulnerability:  2 x STUN Magnetic Attacks (Uncommon)

90      Experience Points

 

Total Complications Points:  490

 

Background/History:  Heinrich loves cars. Since he was a child all he wanted to do was build and race fast cars. He started stealing them when he was a teenager but managed to keep his joyrides from derailing his dreams of joining the Formula 1 world, first as a mechanic and then, one day as a driver.

 

Working on various crews he'd managed to alienate many people with his mercenary nature and competitveness, but his skills were always sought after. During one of his "unscheduled sabbaticals," he was working on some new fuel injection systems and computerized wheel stability when his workshop suffered a power surge during a storm. Heinrich's cost-cuttng measures had left him surprisingly unprotected from electricity. The resulting engulfment of energy set of his latent powers and Heinrich escaped the destruction instictively.

 

Gaining super powers was the worst thing that ever happened to him. Maybe that's a bit harsh but when you can outrun the cars you love it kind of makes that dream hollow. He took his powers and gained revenge on a few groups who'd fired him and then set up his identity as a mercenary villain.

 

Personality/Motivation:  Lightning Rider has two speeds, fast and faster. He lives life recklessly and spends his ill gotten gains on cars, women, and alcohol. He is a hard driving, blue collar supervillain. He works well with his fellow Dogs of War and finds his involvement with a French master villain amusing.

 

Quote:

 

Powers/Tactics:  Run fast, Smash idiot with lightning fists. Occasionally he leads foes on a chase, lets them close in and then activates his lightning trail. But they only fall for that once or twice.

 

Campaign Use:

 

Appearance:  Blond german with a lean build and sharp features. He wears a black uniform with golden lightning bolts and a visored helmet.

 

Artist: KnowKname

post-198-0-52849500-1455240216_thumb.png

Lightning Rider.hdc

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Recap on the American Resolution: 

 

The American Resolution
 
A team of patriotic costumed champions founded in 1937 as world tensions began to escalate and nationalism was at fever pitches. The Resolution was the brainchild of a government and military officials to study the rapidly emerging superhumans as well as gathering many under the banner of the United States. 
 
As time has gone by the organization has remained, spawning hundreds of flag-suit heroes over the decades and exponentially increasing the US's knowledge on various superhuman phenomena. 
 
The research arm is officially known as Project Achilles, and informally as Bureau 13. The active arm has been known as the Resolutionary Army by the public for decades, though they are officially The American Resolution and many chafe under the former.
 
 
The American Resolution is a controversial group of heroes - one of the largest collections of Government Sponsored heroes in the world, not even China publicly boasts such a large number, they have been ridiculed for being "filled with Blonde Bimbos," pandering to women and minorities, a dangerous purveyor of gun culture or superhuman idolatry. For the most part the members keep their politics hidden, with the exception of the out-spoken Battlestar who has no problem telling people what she thinks. 
 
There are those within the government who think they're an expensive "Trophy Team" other who see them as jackbooted thugs, foreign concerns about them being an elite American strike force bubble up constantly in the UN. But for all that, they've been guarding the US for the better part of 75 years now.
 
Current Members Include:
All-Star 
American-Avenger
American Champion
American Maide
American Eagle
American Power
American Spirit
American Titan
Americana
Americle
Battle Star
Captain Rock
Challenger
Chief Justice
Citizen 13
Freedom Eagle
Freedom
Freedom's Edge
Ingenuity
US Infantry
 
Past Members Include:
American Mom
Lady Liberty II
 
(As I post write ups I'll adjust this post and add links to them)

 

 

 

I can't believe you missed Maiden America.

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Agent Helix

 

Val   Char    Cost    Roll     Notes

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

  25    DEX     30      14-

  20    CON     10      13-

  15    INT        5       12-      PER Roll 14-

  13    EGO      3       12-

  20    PRE      10      13-      PRE Attack:  4d6

 

  10    OCV     25     

   9     DCV     20     

   3     OMCV  0      

   4     DMCV  3      

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

 

12+10             PD     10       Total:  12/22 PD (0/10 rPD)

12+10             ED     10       Total:  12/22 ED (0/10 rED)

  15    REC     11

  60    END      8

  15    BODY   5

  60    STUN   20      Total Characteristic Cost:  225

 

Movement:    Running:  22m/44m

                         Leaping:  24m/48m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

27      Big Pistols:  Killing Attack - Ranged 2d6, +2 Increased STUN Multiplier (+½) (45 Active Points); OAF (Personal Focus; -1), 2 clips of 12 Charges (-0)                                                          [12]

           Notes:  (x2 number of items)

 

           Gear                                                                                                

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

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

3         3)  Sight Amplification:  Nightvision (5 Active Points); OIF (-½)        0

 

           Gun-Fighter                                                                                   

15      1)  Acrobat:  Leaping +20m (24m forward, 12m upward) (Accurate) 1

10      2)  Can Take A Blow:  Energy Damage Reduction, 25%        0

10      3)  Can Take A Blow:  Physical Damage Reduction, 25%      0

4         4)  Good Eye:  +2 to offset Range Penalties with Firearms      

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

7         6)  Rapid Fire:  Autofire (3 shots; +¼) for up to 60 Active Points of Any non Auto-fire RKA up to 60 points, All shots must be fired at the same target (+0) (15 Active Points); OIF (Any Non-Autofire firearm of Oppportunity; -½), Requires A Roll (Dex Roll; -½)                                                                                       1

10      7)  Sprinter:  Running +10m (22m total)                                  1

10      8)  Two-Guns, Two-Blades, Too Bad:  Two-Weapon Fighting           

 

           Nanotech                                                                                        

10      1)  Just a Scratch (Nano-Heals):  Regeneration (1 BODY per 20 Minutes)       0

21      2)  Nano-Dermal Armor:  Resistant Protection (7 PD/7 ED) (Impermeable)     0

3         3)  NanoAmplification:  Ultrasonic Perception (Hearing Group)         0

7         4)  Neural Combat Computer:  +2 DCV (10 Active Points); IIF (-¼), Can be shut off with Cyberpathy (-¼)              

7         5)  Neural Combat Computer:  +2 OCV (10 Active Points); IIF (-¼), Can be shut off with Cyberpathy (-¼)              

 

           Krav Maga

           Maneuver         OCV    DCV    Notes

8         +2 HTH Damage Class(es)

4         Block                 +2      +2      Block, Abort

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

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

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

4         Escape               +0      +0      50 STR vs. Grabs

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

5         Kick                   -2       +1      11d6 Strike

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

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

1         Weapon Element:  Blades

1         Weapon Element:  Clubs

 

           Perks

2         Deep Cover

5         Money:  Well Off

 

           Talents

6         Altertness, Dodging and Luck Set:  Combat Luck (3 PD/3 ED)

6         Cinematic Spy Sexy:  +2/+2d6 Striking Appearance (vs. all characters)

3         Nano-Clock:  Absolute Time Sense

5         Never Forgets a Face:  Eidetic Memory

3         Rudimentary GPS:  Bump Of Direction

4         Voraceous Reader:  Speed Reading (x10)

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

 

           Skills

20      +2 with All Attacks

3         Acrobatics 14-

3         Acting 13-

3         Breakfall 14-

3         Bribery 13-

3         Bugging 12-

3         Bureaucratics 13-

3         Charm 13-

3         Climbing 14-

3         Combat Driving 14-

3         Concealment 12-

3         Cryptography 12-

3         Defense Maneuver I

3         Disguise 12-

3         High Society 13-

3         Linguist

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

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

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

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

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

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

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

2         PS: Chef 11-

3         Persuasion 13-

3         Scholar

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

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

4         3)  KS: The Espionage World (5 Active Points) 14-

2         4)  KS: The Military/Mercenary/Terrorist World (3 Active Points) 12-

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

3         Security Systems 12-

3         Shadowing 12-

3         Sleight Of Hand 14-

3         Streetwise 13-

10      TF:  Common Motorized Ground Vehicles, Jetskis, SCUBA, Skiing (snow), Skiing (water), Small Motorized Boats, Small Planes, Snowboarding, Surfing, Two-Wheeled Motorized Ground Vehicles

3         Tactics 12-

3         Teamwork 14-

3         Tracking 12-

6         WF:  Common Melee Weapons, Small Arms, Vehicle Weapons (group)

 

Total Powers & Skill Cost:  375

Total Cost:  600

 

400+ Matching Complications

20      Hunted:  Mother Earth Frequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)

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

10      Psychological Complication:  Enjoys the "Game"  (Common; Moderate)

15      Psychological Complication:  Protective of the Innocent (Common; Strong)

15      Social Complication:  Secret Identity Frequently, Major

200    Experience Points

 

Total Complications Points:  600

 

Background/History:  Though almost unrecognizable as her former self, Fiona Cook was once a member of the British Government's MI-5 Security Service. Cook became famous for unfortunate circumstances, levelling charges of sexual harrassement at her director that caught national attention. Cook was relieved of her position, the director stepped down rather than face investigation, and she became a political football for the worst six months of her life.

 

Disillusioned with her government, she was approached by agents of a high-tech crime fighting/espionage organization. Though Mother Earth has been around for centuries - believed to have been formed shortly after the signing of the Magna Carta, the organization had gone through it's own uphevals and name changes. Reinvented as a high tech police force for the world Mother Earth's agents include operatives like Fiona and sponsoring more traditional hero teams through their holdings.

 

Given nano-technological enhancements and gadgets, she put her enhanced abilities and training to good use as Agent Helix.

 

Personality/Motivation:  Fiona (though her most often used cover is Diana Hunter) is a champion of the underdog, despises bullies, and is a huge fan of spy movies. Though the foes she deals with are as often costumed criminals of great power as they are international James Bond-Style villains, she goes about her business with flair and zeal.

 

 

 

Quote:  Of course, I'm dressed like I want it, luv. This look says, 'I want to kick your ass.'"

 

Powers/Tactics:  Enhanced human martial artist and two-gun fighter. Agent Helix has no difficulty pulling the trigger, but she is accutely aware of the image of someone blowing people away with seeming indiscriminance. She enjoys fisticuffs and saves the guns for trick shots, intimidation, and last resort put downs.

 

She's a skilled espionage agent, linguist, and athlete. The bulk of her abilities are nano-tech implants, accounting for her enhanced healing, physical attributes, hearing, and toughness. In addition she has two guns keyed to her bioenergy and a visor/comlink.

 

To make her weaker - reduce her stats a bit. She's not overpowering even at 600 points (ie lots of fluff) to make her tougher give her gun fu martial arts. 

 

Campaign Use:

 

Appearance:  Lovely woman in her early thirties with an exageratied figure and sharp features. She wears her hair short (but will sport wigs when in disguise) and a variety of outfits that accentuate her looks but give her movement.

 

 

Agent Helix.hdc

post-198-0-81507900-1461210105_thumb.jpg

art by Bokuman

 

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Dominion

 

Val   Char    Cost    Roll     Notes

  60    STR       0       21-      Lift 102.4tons; 12d6

  18    DEX      0       13-

  31    CON      1       15-

  18    INT        8       13-      PER Roll 15-

  13    EGO      3       12-

  30    PRE       0       15-      PRE Attack:  6d6

 

   7     OCV      5      

   7     DCV      5      

   3     OMCV  0      

   3     DMCV  0      

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

 

5+20 PD          3                   Total:  5/25 PD (0/20 rPD)

5+20 ED         3                   Total:  5/25 ED (0/20 rED)

  30    REC       2

125  END      0

  12    BODY   2

  60    STUN    2       Total Characteristic Cost:  44

 

Movement:    Running:  12m/24m

                         Flight:  60m/120m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

40      Weapons Systems:  Multipower, 60-point reserve,  (60 Active Points); all slots OIF (Powered Armor; -½)  

4f       1)  Concussive Blast:  Blast 12d6 (60 Active Points); OIF (Powered Armor; -½)             6

4f       2)  Micro Missle Launcher:  Killing Attack - Ranged 2d6, Autofire (5 shots; +½), Reduced Endurance (½ END; +½) (60 Active Points); OIF (Powered Armor; -½)                                            2

4f       3)  Photon Bolt:  Blast 8d6, No Range Modifier (+½) (60 Active Points); OIF (Powered Armor; -½)            6

4f       4)  Photon Pulse:  Blast 8d6, Area Of Effect (18m Radius Explosion; +½) (60 Active Points); OIF (Powered Armor; -½)        6

4f       5)  Tangleweb Projector:  Entangle 6d6, 6 PD/6 ED (60 Active Points); OIF (Powered Armor; -½)              6

           Communications and Sensors, all slots OIF (Powered Armor; -½)     

2         1)  Amplified Hearing:  Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (Powered Armor; -½)             0

6         2)  Communications Suite:  High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Affected as Sight and Hearing Groups as well as Radio (-½), OIF (Powered Armor; -½)             0

6         3)  LIfe Support Monitor:  Detect: Health of Pilot A Class Of Things 12- (no Sense Group), Transmit (9 Active Points); OIF (Powered Armor; -½)                                                                  0

           Notes:  LIfe Support systems monitor Jack's health and report to his computer at the Workship

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

4         5)  Precise Sensors:  +2 PER with all Sense Groups (6 Active Points); OIF (Powered Armor; -½) 0

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

7         7)  Thermal Tracing:  Infrared Perception (Sight Group), Tracking (10 Active Points); OIF (Powered Armor; -½)     0

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

13      1)  Artificial Confidence and Presence:  +20 PRE (20 Active Points); OIF (Powered Armor; -½) 

10      2)  Combat Computer:  +3 DCV (15 Active Points); OIF (Powered Armor; -½)              

10      3)  Combat Computer:  +3 OCV (15 Active Points); OIF (Powered Armor; -½)              

13      4)  Impact Diffusion Layer:  +20 CON (20 Active Points); OIF (Powered Armor; -½)    

12      5)  Impact Dispersal :  +36 STUN (18 Active Points); OIF (Powered Armor; -½)           

40      6)  Jet Boots:  Flight 60m (60 Active Points); OIF (Powered Armor; -½)          6

16      7)  Power Supplies and Autodoc:  +24 REC (24 Active Points); OIF (Powered Armor; -½)          

14      8)  Power Supply:  +105 END (21 Active Points); OIF (Powered Armor; -½) 

60      9)  Powered Armor:  Resistant Protection (20 PD/20 ED/10 Mental Defense/10 Power Defense) (90 Active Points); OIF (Powered Armor; -½)                                                                  0

13      10) Reaction Enhancement:  +2 SPD (20 Active Points); OIF (Powered Armor; -½)      

11      11) Reaction Time Enhancement:  +8 DEX (16 Active Points); OIF (Powered Armor; -½)            

33      12) Servomotors:  +50 STR (50 Active Points); OIF (Powered Armor; -½)       5

19      13) Survival 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; Self-Contained Breathing) (29 Active Points); OIF (Powered Armor; -½)                         0

           Perks

10      Workshop:  Vehicles & Bases

1         Fringe Benefit:  Passport

15      Not in it for the Money:  Money:  Filthy Rich

4         Big Leaguer:  Positive Reputation:  Respected Merc Villain (A medium-sized group) 14-, +2/+2d6

 

           Talents

0         Computer Systems

3         1)  Absolute Range Sense

3         2)  Absolute Time Sense

3         3)  Bump Of Direction

5         4)  Eidetic Memory

3         5)  Lightning Calculator

4         6)  Speed Reading (x10)

 

           Skills

20      +2 with All Attacks

3         Acting 15-

3         Breakfall 13-

3         Charm 15-

3         Combat Piloting 13-

3         Computer Programming 13-

3         Conversation 15-

3         Cryptography 13-

3         Electronics 13-

3         High Society 15-

3         Interrogation 15-

3         Inventor 13-

3         Inventor 13-

3         Mechanics 13-

2         Navigation (Air) 13-

3         PS: Dom 13-

3         Paramedics 13-

3         Persuasion 15-

3         Scholar

2         1)  KS: BDSM (3 Active Points) 13-

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

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

3         Scientist

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

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

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

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

3         5)  SS:  Robotics 14- (4 Active Points)

3         Systems Operation 13-

3         Tactics 13-

3         Trading 15-

1         WF:  Whips

3         Weaponsmith 13-

 

Total Powers & Skill Cost:  516

Total Cost:  560

 

400+ Matching Complications

15      Hunted:  Authorities Infrequently (As Pow; NCI; Harshly Punish)

15      Psychological Complication:  Arrogant (Common; Strong)

10      Psychological Complication:  Lecherous (Common; Moderate)

15      Social Complication:  Secret Identity Frequently, Major

10      Vulnerability:  1 ½ x BODY Magnetic Attacks (Common)

10      Vulnerability:  1 ½ x STUN Magnetic Attacks (Common)

160    Experience Points

 

Total Complications Points:  560

 

Background/History:  Bored tech millionaire Jack Reynolds bought a military tech company for his 30th birthday. He'd made his fortune providing infrastructure technology for a number of start ups and federal agencies, computers, networks, and firewalls originally then branching out to construction and robotics as well. Jack's company, Straight Technologies, (named for the poker hand, really) grew so fast so quickly he sold it to investors for almost a billion dollars and then amused himself.

 

The second "career" as a defense contractor was way more fun. Jack's ruthless streak and his need to boss people around played well with the political forces surrounding the defense industry. Eventually, he grew so enamored with the technologies he was developing that he decided on a personal pet project. This led to his original "Super Suit" and a career of mercenary "Corporate superhero" that slid almost immediately to criminal.

 

Personality/Motivation:  Jack is an arrogant, self-absorbed, easily bored individual. Everything has always been easy for him (at least he sees it that way, he tends to avoid significant challenges) so the villain game has been a great distraction.

 

Jack is a very sexual guy, and he's heavily into BDSM and being a dom. He doesn't advertise this in his professional life, but amuses himself by dropping references as Dominion. He's not a predator, but he's also not monogamus by any means. He's upfront about his intentions and for a supervillain, extremely principled in his sexual dealings.

 

In most other aspects of his life, he's perfectly willing to be deceptive and downright villainous.

 

Quote:

 

Powers/Tactics:  Typical powered armor with an emphesis on strength and toughness. He enjoys pushing people around. His weapons sytems are used intelligently but he can be goaded into trading punches.

 

Campaign Use:  Could be a minor mastermind in the campaign. Given the right underlings and such. He'd probably use a small force of powered armor agents. He can work with teams, though he'll flirt with female members to a degree. He drops hints on attractive heroines too.

 

 

 

Appearance:  Jack Reynolds is taller and broader than average, has an attractive aristocratic face, and dresses with concervative flair. He's got CEO written all over him. His blond hair is kept short and styled like a clean cut preppy. He has blue eyes and is always clean-shaven. He wears expensive tailored suits.

 

The Dominion battle suit is dark gray with glowing purple curcuitry. Over that are black metallic gauntlets, boots, belt, helmet, pauldrons, and harness. The Helmet has a single glowing red slit for the eyes and a grill over the mouth.

 

Notes: The image is named Cyberdom. The BDSM thing was a natural. 

 

Dominion.hdc

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Art by Redg_Vincente

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Flame Wave

 

Val   Char    Cost    Roll     Notes

  13    STR       3       12-      Lift 151.6kg; 2 ½d6 [1]

  20    DEX     20      13-

  23    CON     13      14-

  10    INT        0       11-      PER Roll 11-

  10    EGO      0       11-

  18    PRE       8       13-      PRE Attack:  3 ½d6

 

   8     OCV     25     

   8     DCV     25     

   3     OMCV  0      

   3     DMCV  0      

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

 

14+8 PD        12                  Total:  14/22 PD (0/8 rPD)

16+8 ED        14                  Total:  16/24 ED (0/8 rED)

  20    REC     16

  80    END     12

  10    BODY   0

  50    STUN   15      Total Characteristic Cost:  193

 

Movement:    Running:  12m/24m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

60      Fiery Arsenal:  Multipower, 60-point reserve                            

6f       1)  Fire Beam:  RKA 3d6-1, Armor Piercing (+¼), Reduced Endurance (½ END; +¼) (60 Active Points)   2

6f       2)  Fire Blast:  Blast 12d6 (60 Active Points)                          6

6f       3)  Fireball:  Blast 8d6, Area Of Effect (18m Radius Explosion; +½) (60 Active Points) 6

4f       4)  Flamethrower Blast:  Blast 8d6, Area Of Effect (16m Cone; +½) (60 Active Points); No Range (-½)     6

6f       5)  Wall Of Fire:  RKA 2d6, Area Of Effect (50m Long, 4m Tall, 2m Wide Line; +1) (60 Active Points)    6

5f       6)  Mini-Fireballs:  Blast 8d6, Autofire (5 shots; +½) (60 Active Points); Range Based On STR (-¼)           6

           Flame Mastery                                                                               

5         1)  Detect Temperature:  Detect Temperature 11- (Unusual Group), Sense       0

24      2)  Elemental Toughness:  Resistant Protection (8 PD/8 ED) 0

30      3)  Enhanced Fire Immunity:  Resistant Protection (30 ED) (45 Active Points); Only Works Against Fire (-½)           0

           Notes:  (Purchase alongside Fire Immunity)

12      4)  Eyes Of Fire:  Sight Group Flash Defense (12 points)       0

40      5)  Fiery Flight:  Flight 40m                                                      4

4         6)  Fiery Warmth:  LS  (Safe in Intense Cold; Safe in Intense Heat)  0

40      7)  Fire Immunity:  Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Fire (-½)     0

5         8)  Thermal Vision:  IR Perception (Sight Group)                   0

           Talents

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

 

           Skills

16      +2 with Ranged Combat

3         Bureaucratics 13-

3         Charm 13-

3         Demolitions 11-

2         PS: Firefighter 11-

3         Paramedics 11-

2         SS:  Arson/Explosion Investigation 11-

3         Teamwork 13-

 

Total Powers & Skill Cost:  294

Total Cost:  487

 

400+ Matching Complications

20      Hunted:  Authorities Infrequently (As Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

10      Psychological Complication:  Carries a Torch for Dominion (Common; Moderate)

10      Psychological Complication:  Fiery Temper (Common; Moderate)

10      Psychological Complication:  Misses Comraderie of Fire Department (Common; Moderate)

15      Social Complication:  Public Identity Frequently, Major

10      Vulnerability:  1 ½ x STUN Cold Attacks (Common)

87      Experience Points

 

Total Complications Points:  487

 

Background/History:  Faye was a firefighter in Philadelphia who was caught in an explosion at a genetics lab while rescuing the scientists therein. Covered in scars and burns she found to her (and her fellow fire fighters' ) horror that their insurance had insisted she'd taken unnecessary risks and refused to fund her treatment.

 

Faye got extremely sick. The department kept her on as long as they could and took up donations and funding to keep her afloat while she recovered. Things seemed to be heading towards a grizzly end for her when the chemical coctail she'd had blown into her completed it's catalyst and began healing her. With the burning and the fire being the strongest impetus, fire would be her rebirth.

 

When her miraculous recovery happened, Faye was left slightly altered, taller, curvier, her blonde hair now red, and her complexion flawles...oh yeah and broke. All the money raised for her hadn't even begun to cover her medical bills. So she sued the insurance compnay and lost - her fantastic recovery being used against her by the Insurers lawyers to a partuclarly industry friendly judge.

 

Destitute, angry, and now with great (until now hidden) powers, Faye turned her back on her life of service and went to crime.

 

Personality/Motivation:  Faye's anger hasn't cooled (and I've not run out of puns) and she's still mad at the world. As a supervillain she's been mostly in it for a mad at the world kind of revenge. She has a particular distaste for lawyers, judges, and insurance companies. But she holds no grudge against fire fighters. Perhaps their bureaucrats at the highest levels but not the rank and file. It had been all she'd ever wanted.

 

Shortly after beginning her career she encountered Dominion (then going by Cyberdom) and she fell kind of hard. She understands that he's a ladies man and has no intention of settling on one woman but she enjoys his company and has followed him into the BDSM world as a Sub. She's quite happy there. And when he calls upon her she'll drop whatever or whomever to be with him.

 

Quote:

 

Powers/Tactics:  A typical Flame Projector. She's quite tough and durable as well.

 

Campaign Use:

 

Appearance:  After her accident, Faye was transformed from a fit, trim, athlete into a voluptuous, curvy sex symbol. She's not complaining and suspects the transformation was subconscious. Her costume is a fetishized version of a superhero costume allowing her "assets" room to shine.

 

 

Flame Wave.hdc

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Artist: Berkheit

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Fury

 

Val   Char    Cost    Roll     Notes

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

  23    DEX     26      14-

  20    CON     10      13-

  20    INT       10      13-      PER Roll 13-

  20    EGO     10      13-

  20    PRE      10      13-      PRE Attack:  4d6

 

7+4  OCV     20     

   7     DCV     20     

   7     OMCV 12     

   8     DMCV 15     

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

 

  10    PD          8                   Total:  10 PD (0 rPD)

   8     ED         6                   Total:  8 ED (0 rED)

  13    REC       9

  40    END      4

  15    BODY   5

  40    STUN   10      Total Characteristic Cost:  230

 

Movement:    Running:  22m/44m

                         Flight:  6m/12m

                         Leaping:  24m/48m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

24      Light Staff:  Hand-To-Hand Attack +4d6, Affects Desolidified Any form of Desolidification (+½) (30 Active Points); Hand-To-Hand Attack (-¼)                                                                         3

24      Shadow Staff:  Hand-To-Hand Attack +4d6, Penetrating (+½) (30 Active Points); Hand-To-Hand Attack (-¼)           3

           Athletics                                                                                         

15      1)  Acrobat:  Leaping +20m (24m forward, 12m upward) (Accurate) 1

10      2)  Arrow Blocking:  +4 OCV (20 Active Points); Only to Block Ranged Attacks (-1)   

10      3)  Swift:  Running +10m (22m total)                                        1

           Mystic Warrior                                                                              

20      1)  Iron Skin:  Damage Negation (-2 DCs Physical, -2 DCs Energy)  0

3         2)  Move Without Trace:  Flight 6m (6 Active Points); Only along the ground (-½), Requires A Roll (Stealth roll; -½)               1

10      3)  Keen Balance and Climbing:  Clinging (normal STR)      0

 

           Arnis/Kali/Escrima

           Maneuver         OCV    DCV    Notes

8         +2 HTH Damage Class(es)

5         Axe Kick/Crescent Kick      -2 +1           11d6 Strike

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

4         De Cadena        +2      +2      Block, Abort

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

4         Nerve Strike      -1       +1      3d6 NND

4         Pattern Strike    +2      +2      9d6 Strike, Must Follow Block

4         Redonda/Punch +2      +0      9d6 Strike

4         Sinawali/Kick   +0      +2      9d6 Strike

5         Takeaway          +0      +0      Grab Weapon, 45 STR to take weapon away

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

4         Weapon Bind    +1      +0      Bind, 45 STR

1         Weapon Element:  Blades

1         Weapon Element:  Chain & Rope Weapons

0         Weapon Element:  Clubs

1         Weapon Element:  Empty Hand

1         Weapon Element:  Karate Weapons

 

           Skills

16      +2 with HTH Combat

10      Dodging Set:  Defense Maneuver I-IV

3         Acrobatics 14-

3         Breakfall 14-

3         Charm 13-

3         Climbing 14-

3         Concealment 13-

3         Contortionist 14-

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

3         Linguist

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

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

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

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

2         PS: Moro-moro Dancing 11-

2         PS: Soldier (Or Similar) 11-

5         Rapid Attack  (10 Active Points); HTH Multiple Attacks Only (-1)

3         Scholar

2         1)  KS: Arcane and Occult Lore (3 Active Points) 13-

1         2)  KS: Arnis (and/or Kali and/or Escrima) (2 Active Points) 11-

2         3)  KS: Filipino History and Culture (3 Active Points) 13-

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

3         Security Systems 13-

3         Shadowing 13-

3         Stealth 14-

2         Survival (2 points woth) 13-

3         Tactics 13-

3         Tracking 13-

5         Two-Weapon Fighting  (10 Active Points); Hand to Hand Only (-1)

5         WF:  Small Arms, Blades, Chain & Rope Weapons, Karate Weapons

 

Total Powers & Skill Cost:  273

Total Cost:  503

 

400+ Matching Complications

10      Distinctive Features:  Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

15      Hunted:  Authorities Infrequently (As Pow; NCI; Harshly Punish)

10      Hunted:  The Order of the Eclipse Infrequently (As Pow; Harshly Punish)

20      Psychological Complication:  Code of Honor (Common; Total)

10      Psychological Complication:  Competitive (Common; Moderate)

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

5         Unluck: 1d6

103    Experience Points

 

Total Complications Points:  503

 

Background/History:  Zeke is a modern day ninja. Trained in a secret temple on one of the pocket planes that are easily accessed from Earth, he was raised to be a tool if infiltration and assassination. Zeke is an honorable, but competitive man. His youth was spent honing his body and learning the mystical secrets of his adopted brethren. When he completed his training he made his way out into the world to earn his freedom.

 

Working with underworld agencies that have ties to his clan, he serves as a spy, enforcer, bodyguard, and assassin to those who can afford him. Once he has paid off his debt for trainiing he will abduct a replacement trainee and set up his own business.

 

He's been employed by Dominion for almost a year and a half now.

 

Personality/Motivation:  Honorable to the extreme, Zeke's order is a mysterious mystic hodge podge, a new age corporate ninja caste. He thinks it's weird but it was better than dying on the streets. He's very competitive and this fuels a rivalry with other infiltration specialists in general and something of a less intense rivalry with his fellow team mates. Hunter's Moon is always down for a contest and Havoc's natural abilites rival his own.

 

Gante is fun and good at cards. Dominion is a reasonably honorable boss for now.

 

Quote:

 

Powers/Tactics:  Stick Fighter. Some mystical mumbo jumbo as well. But it's mostly physical and he doesn't really play the inscrutable master.

 

Campaign Use:

 

Appearance:  Muscular, good-looking man in his late twenties. Wears white and black uniform that has some patchwork bits but looks modern and stylish overall.

 

Fury.hdc

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Artist: Rhardo

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Gante

 

Val   Char    Cost    Roll     Notes

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

  15    DEX     10      12-

  40    CON     30      17-

  10    INT        0       11-      PER Roll 11-

  10    EGO      0       11-

  30    PRE      20      15-      PRE Attack:  6d6

 

   6     OCV     15     

   6     DCV     15     

   3     OMCV  0      

   3     DMCV  0      

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

 

  35    PD        33                  Total:  35 PD (35 rPD)

  25    ED        23                  Total:  25 ED (25 rED)

  20    REC     16

  70    END     10

  20    BODY  10

  70    STUN   25      Total Characteristic Cost:  297

 

Movement:    Running:  12m/24m

                         Leaping:  44m/88m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

5         BIG:  Knockback Resistance -5m                                              0

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

15      Durable:  Energy Damage Reduction, Resistant, 25%            0

15      Durable:  Physical Damage Reduction, Resistant, 25%          0

13      Enhanced Physiology:  Life Support  (Extended Breathing: 1 END per 20 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)    0

12      Fast Healing:  Regeneration (2 BODY per 6 Hours)              0

12      Invulnerable:  Resistant (+½) (12 Active Points) applied to ED         

17      Invulnerable:  Resistant (+½) (17 Active Points) applied to PD         

20      Massive Leaps:  Leaping +40m (44m forward, 22m upward) 2

           Perks

3         Well-Connected

2         1)  Contact:  A good Lawyer (Contact has useful Skills or resources) (3 Active Points) 11-

8         2)  Contact:  Crime Family  (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-

8         3)  Contact:  Underground Fighting Organization, Organization Contact (x3) (9 Active Points) 12-

 

           Talents

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

 

           Skills

24      +3 with HTH Combat

3         Breakfall 12-

3         Bugging 11-

3         Concealment 11-

3         Lockpicking 12-

3         Mechanics 11-

3         Scholar

2         1)  KS: MMA and other Combat Sports (3 Active Points) 12-

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

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

3         Security Systems 11-

3         Shadowing 11-

3         Tactics 11-

 

Total Powers & Skill Cost:  204

Total Cost:  501

 

400+ Matching Complications

15      Social Complication:  Secret Identity Frequently, Major

15      Distinctive Features:  Hulking Brute (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

15      Hunted:  Authorities Infrequently (As Pow; NCI; Harshly Punish)

15      Psychological Complication:  Loyal to Dominion (Common; Strong)

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

101    Experience Points

 

Total Complications Points:  501

 

Background/History:  Gante doesn't talk about his past much, though he's alluded to the fact that he was normal once, his transformation was painful and it took him some time to restablish control over the "Beast inside."

 

He's been working as a security specialist for criminal organizations for the last few years and had crossed paths with Dominion on occasion in this capacity. The Criminal Mastermind was a good customer and decent to talk with. He treated Gante's input as valuable, often implementing suggestions the mercenary had made on previous terms of employ.

 

When Dominion asked that their relationship be more permanent and official Gante didn't need much persuasion.

 

Personality/Motivation:  Roan's past is unpleasant so he's distanced himself from it. He keeps his mind on the present and the future and is exceptionally loyal to Dominion and by extension the rest of the team. Havoc makes him sad in ways, but he pushes past this and tries to enjoy her company and be a good companion. Fury is a good friend and drinking/gambling buddy. He finds Hunter's Moon a little...much at times but respects her and tries to keep her "monster" comments from bothering him. He feels bad for Flame Wave's one way feelings for Dominion and is as supportive as he can be without meddling.

 

Roan refuses to kill under most circumstances and Dominion and the others respect that.

 

Quote:

 

Powers/Tactics:  Brick. Goes Smashy.

 

Campaign Use:

 

Appearance:  Gante is a hulking man with golden skin, glowing blue eyes and long black dreds.

 

 

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Havoc

 

Val   Char    Cost    Roll     Notes

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

  28    DEX     36      15-

  20    CON     10      13-

  15    INT        5       12-      PER Roll 14-

  10    EGO      0       11-

  20    PRE      10      13-      PRE Attack:  4d6

 

   8     OCV     25     

   8     DCV     25     

   3     OMCV  0      

   3     DMCV  0      

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

 

12+9 PD        10                  Total:  12/21 PD (0/9 rPD)

12+9 ED        10                  Total:  12/21 ED (0/9 rED)

  12    REC       8

  40    END      4

  12    BODY   2

  40    STUN   10      Total Characteristic Cost:  200

 

Movement:    Running:  22m/44m

                         Leaping:  24m/48m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

27      Big Pistols:  Killing Attack - Ranged 2d6, +2 Increased STUN Multiplier (+½) (45 Active Points); OAF (Personal Focus; -1), 2 clips of 12 Charges (-0)                                                          [12]

           Notes:  (x2 number of items)

           Gear                                                                                                

18      1)  Armored Costume:  Resistant Protection (9 PD/9 ED) (27 Active Points); OIF (-½)   0

16      2)  Invisibility Suit:  Invisibility to Sight Group  (20 Active Points); IIF (-¼)    2

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

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

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

7         6)  Psi-Shields:  Mental Defense (10 points total) (10 Active Points); OIF (-½) 0

6         7)  Rebreather:  Life Support  (Self-Contained Breathing) (10 Active Points); OIF (-½), 4 clips of 1 Continuing Charge lasting 5 Minutes (-¼)                                                                      [1 cc]

6         8)  Silhouette-Distorting Cape:  +3 DCV (15 Active Points); OAF (-1), Requires A Roll (11- roll; -½)        

           Gun-Fighter                                                                                   

15      1)  Acrobat:  Leaping +20m (24m forward, 12m upward) (Accurate) 1

10      2)  Can Take A Blow:  Energy Damage Reduction, 25%        0

10      3)  Can Take A Blow:  Physical Damage Reduction, 25%      0

4         4)  Good Eye:  +2 to offset Range Penalties with Firearms      

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

7         6)  Rapid Fire:  Autofire (3 shots; +¼) for up to 60 Active Points of Any non Auto-fire RKA up to 60 points, All shots must be fired at the same target (+0) (15 Active Points); OIF (Any Non-Autofire firearm of Oppportunity; -½), Requires A Roll (Dex Roll; -½)                                                                                       1

10      7)  Sprinter:  Running +10m (22m total)                                  1

10      8)  Two-Guns, Two-Blades, Too Bad:  Two-Weapon Fighting           

 

           Pentjak-Silat

           Maneuver         OCV    DCV    Notes

8         +2 HTH Damage Class(es)

4         Block                 +2      +2      Block, Abort

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

4         Disarm               -1       +1      Disarm; 35 STR to Disarm

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

4         Escape               +0      +0      40 STR vs. Grabs

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

5         Kick                   -2       +1      9d6 Strike

4         Killing Strike    -2       +0      HKA 2d6 +1

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

4         Rahasia Strike   -1       +1      3d6 NND

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

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

1         Weapon Element:  Blades

1         Weapon Element:  Chain & Rope Weapons

1         Weapon Element:  Clubs

1         Weapon Element:  Fist-Loads

1         Weapon Element:  Karate Weapons

1         Weapon Element:  Pendjepit

1         Weapon Element:  Polearms

1         Weapon Element:  Staffs

1         Weapon Element:  Whips

 

           Talents

2         Off-Hand Defense

6         Combat Luck (3 PD/3 ED)

15      Combat Sense 12-

3         Lightsleep

24      Weapon Master:  +1d6 (all Ranged Killing Damage weapons)

 

           Skills

20      +2 with All Attacks

3         AK: Area Of Conflict 12-

3         Acrobatics 15-

3         Breakfall 15-

3         Bribery 13-

3         Bureaucratics 13-

3         Charm 13-

3         Climbing 15-

3         Combat Driving 15-

3         Combat Piloting 15-

3         Concealment 12-

3         Demolitions 12-

3         Disguise 12-

3         Fast Draw:  Small Arms 15-

3         Forgery 12-

1         Language (basic conversation)

3         Mechanics 12-

3         Mimicry 12-

3         Scholar

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

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

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

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

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

2         6)  KS: The Truth And Its History (3 Active Points) 12-

2         PS: Dancing 11-

3         Shadowing 12-

3         Stealth 15-

3         Survival 12-

3         Tactics 12-

3         Tracking 12-

7         WF:  Common Martial Arts Melee Weapons, Common Melee Weapons, Small Arms, Whips

 

Total Powers & Skill Cost:  385

Total Cost:  585

 

400+ Matching Complications

15      Hunted:  Authorities Infrequently (As Pow; NCI; Harshly Punish)

15      Hunted:  "The Truth" Frequently (As Pow; Harshly Punish)

15      Psychological Complication:  Nihilist (Common; Strong)

15      Psychological Complication:  Disdains "The Truth" (Common; Strong)

15      Social Complication:  Secret Identity Frequently, Major

185    Experience Points

 

Total Complications Points:  585

 

Background/History:  Never find out the truth about your heroes.

 

Aida was raised as a weapon in a world of superhumans. The Truth is an organization based on a secular fundamentalism, spanning the globe in this modern times it originated in the middle east in the 1970's for enlightened athiests or agnostics or anyone who wasn't as invested in religion as the region was rapidly growing. Initially seeking to lobby for individual rights and education, they were forced underground as tensions grew.

 

As happens in comicbook universes, this group started with such promise and righteousness and fell to ideology and greed. The leadership found that passionate believers made great foot soldiers and willingly gave up comfort, worldly possessions, and freedom for promises of a better future and reassurances that they were right. Overly simplified perhaps but hey, we have scientology here.

 

Aida was born in 1990 and her parents had been members of the Truth and when their daughter showed keen mental and physical prowess, she was sent to be specially trianed. Aida was a believer in the cause, she wanted to see a world where educated and enlightened libertines (definition 2) were guiding the world towards universal freedom and an end of suffering.

 

By the time she was twenty-one, Aida under the alias of Veritas was the Truth's most successful agent, targeting religious leaders and politicians who sought to control people like sheep and limit access to education and healthcare. Veritas was so loyal and successful that her superiors allowed their masks of benevolence to slip.

 

The first chink was the team leader that tried to seduce her. (he wasn't mad enough to try and force himself on her) His attempts at seduction stymied, he went to try and impress her with expensive gifts. Then threatening her family. Veritas's loyalty had been strong, but not blind. She didn't take kindly to her family being threatened. She took even less of a shine to the evidence she'd gathered on the Superior's "Rogue ways." Rogue was a hopeful term. The deeper she went into his background the more cracks she found in the Truth's foundation.

 

When she went to the top with her evidence, they tried to have her and her family killed. The managed to slay her family but she escaped. The Truth now sends assassins after her nigh constantly, praying she never finds their hidden safehuses.

 

Personality/Motivation:  Havoc went through an existensial crisis and came out of it a nihilist. She has plans for her former cause, but for now is fine working with the criminal elements of society and learning the truth from observation.

 

Though she is highly cynical, Aida craves something to belive in. There's a hole in her life and she's looking for something to fill it. But what ever it is will have to be ok with her vengeance and the fact that she's an effective killer who really doesn't mind that aspect of her life.

 

Quote:

 

Powers/Tactics:  Skilled figher and gunfighter.

 

Campaign Use:  Havoc can be used as a reclaimation project or as a boogey man-esque killer depending on what direction you want to go with. The Truth is something of an athiest terrorist organization, embracing technology and progress, but perferring to disseminate the truth themselves. Their followers are generally angry, low-impulse-control joiners who rabildy follow those who tell them they're great. They revile religions calling them all "The Lie" and tend to react violently towards believers.

 

She joined Dominion's group because the man is many things but he's surprisingly open and honest with his agents.

 

Appearance:  Aida is lithe and graceful, she's impressive rather than beautiful with cold eyes and a stern demeanor. She wears her hair short.

 

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Art by Celtic Bolt

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Hunter's Moon

 

Val   Char    Cost    Roll     Notes

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

  20    DEX     20      13-

  20    CON     10      13-

  13    INT        3       12-      PER Roll 14-

  13    EGO      3       12-

  20    PRE      10      13-      PRE Attack:  4d6

 

   8     OCV     25     

   8     DCV     25     

   3     OMCV  0      

   3     DMCV  0      

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

 

15+12             PD     13       Total:  15/27 PD (0/12 rPD)

15+12             ED     13       Total:  15/27 ED (0/12 rED)

  15    REC     11

  40    END      4

  15    BODY   5

  40    STUN   10      Total Characteristic Cost:  207

 

Movement:    Running:  32m/64m

                         Leaping:  24m/48m

                         Swimming:  4m/8m

                         Swinging:  40m/80m

 

Cost   Powers                                                                                    END

30      Longbow of the Hunter's Moon:  Multipower, 60-point reserve,  (60 Active Points); all slots OAF (-1)        

2f       1)  Burning Moon Arrow:  Killing Attack - Ranged 1d6, Constant (+½), Penetrating (+½), Uncontrolled (+½) (37 Active Points); OAF (-1), Beam (-¼)                                                    4

2f       2)  Moonfire Arrow:  Killing Attack - Ranged 2d6-1, Armor Piercing (+¼), Affects Desolidified Any form of Desolidification (+½) (44 Active Points); OAF (-1), Beam (-¼)                        4

2f       3)  Moonflare:  Sight Group Flash 8d6 (40 Active Points); OAF (-1), Beam (-¼)            4

2f       4)  Moonless Night Arrow:  Darkness to Sight Group 8m radius (40 Active Points); OAF (-1)       4

2f       5)  Silver Bolos Arrow:  Entangle 4d6, 4 PD/4 ED, Entangle And Character Both Take Damage (+¼) (50 Active Points); OAF (-1), Beam (-¼)                                                                            5

3f       6)  Silver Burst Arrow:  Blast 8d6, Area Of Effect (18m Radius Explosion; +½) (60 Active Points); OAF (-1)            6

2f       7)  Silver Lightning Arrow:  Blast 6d6, Attack Versus Alternate Defense (defense is insulated rED covering entire body; All Or Nothing; +½) (45 Active Points); OAF (-1), Beam (-¼)         4

3f       8)  Silver Net Arrow:  Entangle 4d6, 4 PD/4 ED, Area Of Effect (1m Radius; +¼), Entangle And Character Both Take Damage (+¼) (60 Active Points); OAF (-1)                                            6

2f       9)  Silver Seeking Arrow:  Killing Attack - Ranged 2d6, Indirect (Source Point is the Character, path can change with every use; +½) (45 Active Points); OAF (-1), Beam (-¼)                         4

1f       10) Silver Swingline Grapnell Arrow:  Swinging 40m (20 Active Points); OAF (-1)        2

2f       11) Silvermoon Arrow:  Killing Attack - Ranged 2d6+1, Armor Piercing (+¼) (44 Active Points); OAF (-1), Beam (-¼)          4

7         Silver Combat Knife:  Killing Attack - Hand-To-Hand 1d6 (2 ½d6 w/STR) (15 Active Points); OAF (-1)    1

           Supernatural Huntress                                                                  

29      1)  Mana Pool:  Endurance Reserve  (75 END, 15 REC) (29 Active Points)     0

5         2)  All the Colors of the Rainbow:  Ultraviolet Perception (Sight Group)           0

53      3)  Avatar of the Hunter's Moon:  Resistant Protection (12 PD/12 ED/10 Mental Defense/10 Power Defense) (66 Active Points); Doesn't work against Cold Iron (-¼)                                         0

15      4)  Bouncy:  Leaping +20m (24m forward, 12m upward) (Accurate) 1

13      5)  Fast Healing:  Regeneration (2 BODY per Day), Can Heal Limbs               0

20      6)  Fleet:  Running +20m (32m total)                                       2

10      7)  Keen Scent:  Analyze with Smell/Taste Group                   0

10      8)  Keen Scent:  Discriminatory with Smell/Taste Group       0

10      9)  Keen Scent:  Range with Smell/Taste Group                      0

20      10) Keen Scent:  Targeting with Smell/Taste Group                0

10      11) Keen Scent:  Tracking with Smell/Taste Group                 0

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

5         13) Low-Light Vision:  Nightvision                                           0

9         14) Supernatural Being:  Life Support  (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Longevity: 400 Years; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week)      0

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

 

           Archery

           Maneuver         OCV    DCV    Notes

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

3         Defensive Shot -1       +2      Strike

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

5         Far Shot             +1       -1      Strike

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

4         Ranged Disarm +0      +0      Disarm, 40 STR

0         Weapon Element:  Bows

           Brawler

           Maneuver         OCV    DCV    Notes

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

4         Disarm               -1       +1      Disarm; 35 STR to Disarm

4         Eye Gouge        -1       -1      Flash 4d6

4         Kidney Blow     -2       +0      HKA 2d6 +1

4         Low Blow         -1       +1      2d6 NND

4         Punch/Backhand +0     +2      7d6 Strike

4         Put The Boot In +0       -1      9d6 Strike, Prone

3         Tackle                +0       -1      5d6 +v/10 Strike; You Fall, Target Falls; FMove

 

           Talents

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

3         Alertness:  Lightsleep

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

 

           Skills

10      +1 with All Attacks

10      +5 OCV with Bows

3         Climbing 13-

3         Concealment 12-

3         Deduction 12-

3         Interrogation 13-

3         Linguist

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

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

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

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

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

3         Lockpicking 13-

3         Navigation 12-

2         PS: Bowyer 11-

3         Riding 13-

3         Scholar

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

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

1         3)  KS: Lunar Mythology (2 Active Points) 11-

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

1         5)  KS: The Justice System (2 Active Points) 11-

1         6)  KS: Therianthrope Lore and Legends (2 Active Points) 11-

3         Shadowing 12-

3         Stealth 13-

5         Streetwise 14-

3         Survival (6 points' worth) 12-

3         Tactics 12-

7         Tracking 14-

3         Traveler

1         1)  AK: Western Europe (2 Active Points) 11-

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

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

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

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

3         WF:  Common Melee Weapons, Bows

 

Total Powers & Skill Cost:  443

Total Cost:  650

 

400+ Matching Complications

5         Distinctive Features:  Supernatural Mein (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)

15      Hunted:  Authorities Infrequently (As Pow; NCI; Harshly Punish)

10      Hunted:  Monsters of Note Infrequently (As Pow; Harshly Punish)

10      Psychological Complication:  Hedonist (Common; Moderate)

10      Psychological Complication:  Lives for the Hunt (Common; Moderate)

15      Social Complication:  Secret Identity Frequently, Major

5         Unluck: 1d6

5         Vulnerability:  1 ½ x STUN Cold Iron Attacks (Uncommon)

250    Experience Points

 

Total Complications Points:  650

 

Background/History:  When the Wild Pack, a group of werewolves based in the Black Forest, harrassed her small town, a young woman who'd been working with her grandmother to become a witch vowed to hunt them down. As luck would have it, the spirit of a vengeful young woman (perhaps the inspiration to Red Riding Hood) granted Emma the power to do just that. For a few decades she travelled Europe following therianthropic monsters and ending their destruction.

And then, she kind of got bored. I mean the combat was exciting, don't get me wrong, but the mission was repetitive. And she didn't want to be hunting all the time. Her spirit guardian apparently felt the same for she no longer urged Emma to hunt the were-creatures of the world. (Or perhaps Emma stopped listening) She began putting her talents to use in living a life of luxury and persuit of pleasures.

In the mid 90's she began a legitimate costumed criminal career as Hunter's moon. For the last 26 years she's been bedeviling european heroes and villains alike and occasionally earning early release hunting dangerous monsters.

 

Personality/Motivation:  Everything Emma does she does for fun. She quickly tired of the "Vengeance over shapechangers!" gig and went towards crime which is more fun and profitable. She'll hunt monsters if paid well or there's a great need, she does have a compulsion to do so.

Beyond that, she's using her enhanced lifespan to have a great amount of fun. She's highly resistant to damage and the consequences of her actions.

 

Quote:

 

Powers/Tactics:  Minor variation on the Trick Arrow Archer, Hunter's Moon is a magic user who focuses her magic through the bow as trick arrows. Additionally she's skilled with fisticuffs and hunting. She's also a fair sight tougher than she has the right to be.

 

Campaign Use:  Villain, Archery Rival, could aid heroes against monsters, however. She's in league with Dominon because it's fun. He's good looking and they've been lovers on and off. She's not a very good sub but she'll give it a whack when she's feeling kinky.

 

Appearance:  Emma is tall and fit and has a "wild child" allure to her. Her brown hair is thick, wavy, and falls past her shoulder. She dresses fairly standard for today's youth (though she's in her mid sixties) and manages to keep up to date with trends and fashions.

 

As Hunter's Moon, she wears a revealing red and black costume with her matching bow and dagger. The bow is her focus for her magic.

Hunter's Moon.hdc

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Created by OneCoyote

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Havoc

 

Val   Char    Cost    Roll     Notes

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

  28    DEX     36      15-

  20    CON     10      13-

  15    INT        5       12-      PER Roll 14-

  10    EGO      0       11-

  20    PRE      10      13-      PRE Attack:  4d6

 

   8     OCV     25     

   8     DCV     25     

   3     OMCV  0      

   3     DMCV  0      

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

 

12+9 PD        10                  Total:  12/21 PD (0/9 rPD)

12+9 ED        10                  Total:  12/21 ED (0/9 rED)

  12    REC       8

  40    END      4

  12    BODY   2

  40    STUN   10      Total Characteristic Cost:  200

 

Movement:    Running:  22m/44m

                         Leaping:  24m/48m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

27      Big Pistols:  Killing Attack - Ranged 2d6, +2 Increased STUN Multiplier (+½) (45 Active Points); OAF (Personal Focus; -1), 2 clips of 12 Charges (-0)                                                          [12]

           Notes:  (x2 number of items)

           Gear                                                                                                

18      1)  Armored Costume:  Resistant Protection (9 PD/9 ED) (27 Active Points); OIF (-½)   0

16      2)  Invisibility Suit:  Invisibility to Sight Group  (20 Active Points); IIF (-¼)    2

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

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

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

7         6)  Psi-Shields:  Mental Defense (10 points total) (10 Active Points); OIF (-½) 0

6         7)  Rebreather:  Life Support  (Self-Contained Breathing) (10 Active Points); OIF (-½), 4 clips of 1 Continuing Charge lasting 5 Minutes (-¼)                                                                      [1 cc]

6         8)  Silhouette-Distorting Cape:  +3 DCV (15 Active Points); OAF (-1), Requires A Roll (11- roll; -½)        

           Gun-Fighter                                                                                   

15      1)  Acrobat:  Leaping +20m (24m forward, 12m upward) (Accurate) 1

10      2)  Can Take A Blow:  Energy Damage Reduction, 25%        0

10      3)  Can Take A Blow:  Physical Damage Reduction, 25%      0

4         4)  Good Eye:  +2 to offset Range Penalties with Firearms      

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

7         6)  Rapid Fire:  Autofire (3 shots; +¼) for up to 60 Active Points of Any non Auto-fire RKA up to 60 points, All shots must be fired at the same target (+0) (15 Active Points); OIF (Any Non-Autofire firearm of Oppportunity; -½), Requires A Roll (Dex Roll; -½)                                                                                       1

10      7)  Sprinter:  Running +10m (22m total)                                  1

10      8)  Two-Guns, Two-Blades, Too Bad:  Two-Weapon Fighting           

 

           Pentjak-Silat

           Maneuver         OCV    DCV    Notes

8         +2 HTH Damage Class(es)

4         Block                 +2      +2      Block, Abort

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

4         Disarm               -1       +1      Disarm; 35 STR to Disarm

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

4         Escape               +0      +0      40 STR vs. Grabs

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

5         Kick                   -2       +1      9d6 Strike

4         Killing Strike    -2       +0      HKA 2d6 +1

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

4         Rahasia Strike   -1       +1      3d6 NND

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

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

1         Weapon Element:  Blades

1         Weapon Element:  Chain & Rope Weapons

1         Weapon Element:  Clubs

1         Weapon Element:  Fist-Loads

1         Weapon Element:  Karate Weapons

1         Weapon Element:  Pendjepit

1         Weapon Element:  Polearms

1         Weapon Element:  Staffs

1         Weapon Element:  Whips

 

           Talents

2         Off-Hand Defense

6         Combat Luck (3 PD/3 ED)

15      Combat Sense 12-

3         Lightsleep

24      Weapon Master:  +1d6 (all Ranged Killing Damage weapons)

 

           Skills

20      +2 with All Attacks

3         AK: Area Of Conflict 12-

3         Acrobatics 15-

3         Breakfall 15-

3         Bribery 13-

3         Bureaucratics 13-

3         Charm 13-

3         Climbing 15-

3         Combat Driving 15-

3         Combat Piloting 15-

3         Concealment 12-

3         Demolitions 12-

3         Disguise 12-

3         Fast Draw:  Small Arms 15-

3         Forgery 12-

1         Language (basic conversation)

3         Mechanics 12-

3         Mimicry 12-

3         Scholar

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

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

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

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

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

2         6)  KS: The Truth And Its History (3 Active Points) 12-

2         PS: Dancing 11-

3         Shadowing 12-

3         Stealth 15-

3         Survival 12-

3         Tactics 12-

3         Tracking 12-

7         WF:  Common Martial Arts Melee Weapons, Common Melee Weapons, Small Arms, Whips

 

Total Powers & Skill Cost:  385

Total Cost:  585

 

400+ Matching Complications

15      Hunted:  Authorities Infrequently (As Pow; NCI; Harshly Punish)

15      Hunted:  "The Truth" Frequently (As Pow; Harshly Punish)

15      Psychological Complication:  Nihilist (Common; Strong)

15      Psychological Complication:  Disdains "The Truth" (Common; Strong)

15      Social Complication:  Secret Identity Frequently, Major

185    Experience Points

 

Total Complications Points:  585

 

Background/History:  Never find out the truth about your heroes.

 

Aida was raised as a weapon in a world of superhumans. The Truth is an organization based on a secular fundamentalism, spanning the globe in this modern times it originated in the middle east in the 1970's for enlightened athiests or agnostics or anyone who wasn't as invested in religion as the region was rapidly growing. Initially seeking to lobby for individual rights and education, they were forced underground as tensions grew.

 

As happens in comicbook universes, this group started with such promise and righteousness and fell to ideology and greed. The leadership found that passionate believers made great foot soldiers and willingly gave up comfort, worldly possessions, and freedom for promises of a better future and reassurances that they were right. Overly simplified perhaps but hey, we have scientology here.

 

Aida was born in 1990 and her parents had been members of the Truth and when their daughter showed keen mental and physical prowess, she was sent to be specially trianed. Aida was a believer in the cause, she wanted to see a world where educated and enlightened libertines (definition 2) were guiding the world towards universal freedom and an end of suffering.

 

By the time she was twenty-one, Aida under the alias of Veritas was the Truth's most successful agent, targeting religious leaders and politicians who sought to control people like sheep and limit access to education and healthcare. Veritas was so loyal and successful that her superiors allowed their masks of benevolence to slip.

 

The first chink was the team leader that tried to seduce her. (he wasn't mad enough to try and force himself on her) His attempts at seduction stymied, he went to try and impress her with expensive gifts. Then threatening her family. Veritas's loyalty had been strong, but not blind. She didn't take kindly to her family being threatened. She took even less of a shine to the evidence she'd gathered on the Superior's "Rogue ways." Rogue was a hopeful term. The deeper she went into his background the more cracks she found in the Truth's foundation.

 

When she went to the top with her evidence, they tried to have her and her family killed. The managed to slay her family but she escaped. The Truth now sends assassins after her nigh constantly, praying she never finds their hidden safehuses.

 

Personality/Motivation:  Havoc went through an existensial crisis and came out of it a nihilist. She has plans for her former cause, but for now is fine working with the criminal elements of society and learning the truth from observation.

 

Though she is highly cynical, Aida craves something to belive in. There's a hole in her life and she's looking for something to fill it. But what ever it is will have to be ok with her vengeance and the fact that she's an effective killer who really doesn't mind that aspect of her life.

 

Quote:

 

Powers/Tactics:  Skilled figher and gunfighter.

 

Campaign Use:  Havoc can be used as a reclaimation project or as a boogey man-esque killer depending on what direction you want to go with. The Truth is something of an athiest terrorist organization, embracing technology and progress, but perferring to disseminate the truth themselves. Their followers are generally angry, low-impulse-control joiners who rabildy follow those who tell them they're great. They revile religions calling them all "The Lie" and tend to react violently towards believers.

 

She joined Dominion's group because the man is many things but he's surprisingly open and honest with his agents.

 

Appearance:  Aida is lithe and graceful, she's impressive rather than beautiful with cold eyes and a stern demeanor. She wears her hair short.

Cry Havoc !

 

Because your brother had a hotter girlfriend !

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Just one Note about Ameracle

 

Why does his Dizzying Spin attack do Drain BODY ? It should become then a "Lethal Spin ", wouldn't it ? 

 

just my 2cents

 

Opale, happily not dizzy

 

That would be because i can't use a drop down menu it appears, that should be DEX. 

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Solar Woman

 

Val   Char    Cost    Roll     Notes

100  STR      50      29-      Lift 26.2ktons; 20d6 [10]

  25    DEX     30      14-

  25    CON     15      14-

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

  10    EGO      0       11-

  45    PRE      15      18-      PRE Attack:  9d6

 

   8     OCV     25     

   8     DCV     25     

   3     OMCV  0      

   4     DMCV  3      

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

 

  25    PD        23                  Total:  25 PD (25 rPD)

  25    ED        23                  Total:  25 ED (25 rED)

  15    REC     11

  60    END      8

  15    BODY   5

  60    STUN   20      Total Characteristic Cost:  286

 

Movement:    Running:  12m/24m

                         Flight:  35m/70m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

40      Hyper-Mobility:  Multipower, 40-point reserve                         

4f       1)  Celestial Flight:  Faster-Than-Light Travel (22 Light Years/day) (36 Active Points) 0

4f       2)  Solar Flight:  Flight 35m, Position Shift (40 Active Points)          4

30      Solar Energy Reserves:  Endurance Reserve  (100 END, 15 REC) Reserve:  (35 Active Points); REC:  (10 Active Points); Limited Recovery (Only in direct sun/starlight; -1)                 0

 

90      Solar Vision:  Multipower, 90-point reserve                              

6f       1)  Plasma Vision:  Blast 12d6, Area Of Effect (18m Radius Explosion; +½) (90 Active Points); Can Be Deflected (-¼), Reduced By Range (-¼)                                                              9

3f       2)  Solar Strength:  +40 STR (40 Active Points); Power Only Works in Daylight (-¼)    4

8f       3)  Sunfire Vision:  (Total: 90 Active Cost, 80 Real Cost) Blast 12d6 (Real Cost: 60) plus Sight Group Flash 6d6 (30 Active Points); Linked (Sunfire Blas; -½) (Real Cost: 20)                  9

          

           Brick Tricks                                                                                   

22      1)  Bearhug:  Blast 6d6, Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); All Or Nothing; +1) (60 Active Points); Must Follow Grab (-½), No Range (-½), Requires A Roll (Brick Tricks roll; -½), Side Effects (if character fails roll, opponent takes character's full STR damage; -¼)            6

24      2)  Insta-Barrier:  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), 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.

8         3)  Intimidation:  +20 PRE (20 Active Points); Only To Make Fear/Intimidation Based PRE Attacks (-1), Extra Time (Full Phase, -½)                                                                                      

9         4)  Rapid Haymaker:  Hand-To-Hand Attack +4d6 (20 Active Points); Extra Time (Full Phase, -½), Side Effects, Side Effect occurs automatically whenever Power is used (-5 DCV; -½), Hand-To-Hand Attack (-¼)               2

 

           Hyper-Physiology                                                                         

25      1)  Invulnerability:  Impenetrable (+¼), Hardened (+¼), Resistant (+½) (25 Active Points) applied to ED  

25      2)  Invulnerability:  Impenetrable (+¼), Hardened (+¼), Resistant (+½) (25 Active Points) applied to PD  

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

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

37      5)  True Super-Physiology:  Life Support  (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: 400 Years; 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

 

           Hyper-Senses                                                                                 

5         1)  Super-Sensitive Eyes:  Nightvision                                      0

10      2)  Super-Sensitive Touch:  (Total: 10 Active Cost, 10 Real Cost) Discriminatory with Normal Touch (Real Cost: 5) plus Analyze with Normal Touch (Real Cost: 5)                             0

4         3)  Super-Strong Ears:  +2 PER with Hearing Group              0

6         4)  Super-Strong Eyes:  +3 PER with Sight Group                  0

12      5)  Super-Strong Eyes:  +8 versus Range Modifier for Sight Group   0

 

           Perks

5         Contacts of Favors:  Custom Perk

 

           Talents

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

 

           Skills

24      +3 with HTH Combat

2         AK: The Solar System 11-

3         Breakfall 14-

3         Charm 18-

3         Conversation 18-

3         Deduction 12-

3         Demolitions 12-

2         KS: The Superhuman World 11-

3         PS: Freelance Journalist 12-

13      Power:  Brick Tricks 17-

3         SS:  Astronomy 12-

3         SS:  Heliology 12-

3         Streetwise 18-

3         Tactics 12-

 

Total Powers & Skill Cost:  529

Total Cost:  815

 

400+ Matching Complications

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

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

10      Psychological Complication:  Competitive (Common; Moderate)

10      Psychological Complication:  Inappropriate Sense of Humor (Common; Moderate)

15      Social Complication:  Secret Identity Frequently, Major

5         Unluck: 1d6

415    Experience Points

 

Total Complications Points:  815

 

Background/History:  Rita Bancroft is the child of a terran human and an extra terrestrial explorer. Her mother met the alien hero when he spent a brief stint as a member of the super team the Emergency Responders out of San Diego. Rita's mother was an EMT who happened to meet the team on occasion.

 

Rita inherited her father's solar based powers but the origin of her superhuman strength is a mystery. She had a fairly normal childhood, her powers emerging shortly after puberty. Solar Woman has been active since 2008.

 

 

Personality/Motivation:  Rita is a freelance journalist, blogger, vlogger with a very easygoing demeanor sprinkled with raunchy humor. She has quite a following. This allows her to vent her frustrations she tries to contain when she's acting as a superheroine where the jokes are said under her breath.

 

She's very competitive and her status as one of the more powerful supers on the planet is something very dear to her. This leads her to prefer operating as Solar Woman during the day.

 

Quote:

 

Powers/Tactics:  Powerful superhuman physique and durability. In addition to this she absorbs solar energy for flight, increased strength, and modulated "Solar Vision."

 

Campaign Use:

 

Appearance:  Tall, powerfully built, and tends to dress conservatively in her civilian identity. Solar Woman's costume is a tight, ratther revealing white and gold body suit with gold bracers, black and red cape, and black boots. She looks kind of like a 70's porn parody of a superhero.

 

Her afro is a side effect of her powers.

 

Rita's stature makes a secret Identity difficult. So she's embraced the dual identity by being a big fan of Solar Woman and often dressing like her with a slightly off costume for halloween. She speaks highly of her alter ego and has dropped hints in such a fawning way that her behavior has made her seem kind of "creepy." This has thrown off a few of those who've made the connection.

 

 

Solar Woman.hdc

 

Warning: Costume Borders on NSFW 

 

 

post-198-0-24924800-1462002533_thumb.jpg

 

 

Creator: High-Heeled Jill

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Fathom

 

Val   Char    Cost    Roll     Notes

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

  20    DEX     20      13-

  25    CON     15      14-

  13    INT        3       12-      PER Roll 12-

  10    EGO      0       11-

  20    PRE      10      13-      PRE Attack:  4d6

 

   6     OCV     15     

   6     DCV     15     

   3     OMCV  0      

   3     DMCV  0      

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

 

20+8 PD          8                   Total:  20/28 PD (10/18 rPD)

15+8 ED         3                   Total:  15/23 ED (10/18 rED)

  10    REC       6

  60    END      8

  10    BODY   0

  44    STUN   12      Total Characteristic Cost:  195

 

Movement:    Running:  24m/96m

                         Leaping:  30m/60m

                         Swimming:  64m/128m

 

Cost   Powers                                                                                    END

30      Mobility:  Multipower, 30-point reserve                                     

2f       1)  Muscular Legs:  Leaping +26m (30m forward, 15m upward) (Accurate) (18 Active Points)     2

2f       2)  Swift:  Running +12m (24m total), x4 Noncombat, Reduced Endurance (½ END; +¼) (24 Active Points)              1

3f       3)  Undersea Swiftness:  Swimming +60m (64m total) (30 Active Points)        3

           Aquatic Physiology                                                                       

15      1)  Toughness:  +10 ED, Resistant (+½) (15 Active Points)    

15      2)  Toughness:  +10 PD, Resistant (+½) (15 Active Points)     

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

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

8         5)  Aquatic Lifeform:  Life Support  (Expanded Breathing: Breath Water as well as Air; Safe in High Pressure; Safe in Intense Cold)                                                                                             0

5         6)  Undersea Sight:  Infrared Perception (Sight Group)          0

5         7)  Undersea Sight:  Nightvision                                               0

           Gear                                                                                                

14      1)  Armored Suit:  Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (-½), Requires A Roll (13- roll; -¼)      0

21      2)  Trident:  (Total: 54 Active Cost, 21 Real Cost) Killing Attack - Hand-To-Hand 2d6 (4 ½d6 w/STR), Range Based On STR (+¼), Reduced Endurance (0 END; +½) (52 Active Points); OAF (-1), Side Effects (-1 OCV), Side Effect occurs automatically whenever Power is used (-½), Reduced Penetration (-¼) (Real Cost: 19) plus  (2 Active Points) (Real Cost: 2)          0

           Perks

3         Well-Connected

5         1)  Contact:  Australian Institute of Marine Science, Organization Contact (x3) (6 Active Points) 11-

1         2)  Favor: Australian Prime Minister (2 Active Points)

1         3)  Favor: Canadian Prime Minister (2 Active Points)

1         4)  Favor: Minor Australian Villain (1 Active Points)

1         5)  Favor: World Class Soprano (1 Active Points)

 

           Talents

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

 

           Skills

24      +3 with HTH Combat

2         Animal Handler (Aquatic Animals) 13-

3         Breakfall 13-

3         Bureaucratics 13-

3         Charm 13-

2         Navigation (Marine) 12-

3         Paramedics 12-

3         Persuasion 13-

3         Riding 13-

2         SS:  Marine Biology 11-

2         SS:  Oceanography 11-

5         TF:  Jetskis, Small Motorized Boats, Small Wind-Powered Boats, Surfing, Swimming Beasts, Windsurfing

5         Tactics 13-

3         Teamwork 13-

 

Total Powers & Skill Cost:  230

Total Cost:  425

 

400+ Matching Complications

15      Psychological Complication:  Patriot (Common; Strong)

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

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

15      Social Complication:  Secret Identity Frequently, Major

10      Vulnerability:  1 ½ x STUN Fire Attacks (Common)

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

25      Experience Points

 

Total Complications Points:  425

 

Background/History:  Alycia's powers are a happy mystery to her. She wasn't born with them nor does she recall some traumatic trigger. She was an australian girl who loved the oceans and eventually they returned that love, granting her the ability to survive in their depths and fight to defend them. Once her powers had surfaced, she was attending her freshman year of uni and the gradual strengthening of her powers cemented her studies and she serves as a freelance superheroine and deep sea investigator.

 

 

 

Personality/Motivation:  Fathom prefers the sea to the land in many ways, but she has to admit she misses human interaction if she's away too long. She's confident and very proud of her Aussie roots - occasionally to eye-rolling levels according to her friends.

 

She gets along with most of the superheroic community but doesn't really follow it. She's not officially a member of a team (yet) and has at least one decidedly unfriendly rivalry with a UK heroine known as Mermaid.

 

Quote:

 

Powers/Tactics:  Brick. She's got a pointy stick too.

 

Campaign Use:  Aussie heroine.

 

Appearance:  Not tall, but well-muscled, well-tanned, and shapely. Alycia has flowing red hair, eyes like neon blue signs that she disguises with special contacts in her civilian ID.As Fathom she sports a blue-green set of high tech scale mail and a silvery metal trident. Her armor leaves her legs mostly bare and her and gauntlets are blue and leave her fingers and toes uncovered. 

 

Fathom.hdc

post-198-0-70458200-1462054123_thumb.jpg

Created by D-Wald, Art by Satapatis

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  • 2 weeks later...

Quanta

 

Val   Char    Cost    Roll     Notes

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

  20    DEX     20      13-

  20    CON     10      13-

  23    INT       13      14-      PER Roll 14-

  13    EGO      3       12-

  20    PRE      10      13-      PRE Attack:  4d6

 

7+2  OCV     20     

   7     DCV     20     

   3     OMCV  0      

   5     DMCV  6      

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

 

  16    PD          8                   Total:  16 PD (6 rPD)

  20    ED        12                  Total:  20 ED (6 rED)

  16    REC     12

40+60           END    4

  11    BODY   1

  40    STUN   10      Total Characteristic Cost:  199

 

Movement:    Running:  12m/24m

                         Flight:  60m/120m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

80      Quantum Energy Control:  Multipower, 100-point reserve,  (100 Active Points); all slots Unified Power (-¼)            

8f       1)  Energy Shields:  Barrier 12 PD/12 ED/10 Mental Defense/10 Power Defense, 10 BODY (up to 5m long, 2m tall, and ½m thick), Dismissable, Non-Anchored (99 Active Points); Unified Power (-¼)     10

8f       2)  Quantum Arsenal:  Blast 10d6, Variable Advantage (+½ Advantages; +1) (100 Active Points); Unified Power (-¼) 10

8f       3)  Quantum Bolt:  Blast 16d6, Reduced Endurance (½ END; +¼) (100 Active Points); Unified Power (-¼)                4

 

           Monitor and Control Devices, all slots OIF (-½)                       

8         1)  Com Unit:  High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½)             0

7         2)  Control Nodees:  +2 OCV (10 Active Points); OIF (-½)    

5         3)  Health Monitor:  Detect Biological Welfare of Wearer 12- (Unusual Group) (8 Active Points); OIF (-½)               0

8         4)  Quantum Field Modulation:  +60 END (12 Active Points); OIF (-½)      

     

           Quantum Energy Control, all slots Unified Power (-¼)            

24      1)  Quantum Defense Matrix:  Energy Damage Reduction, Resistant, 50% (30 Active Points); Unified Power (-¼)    0

11      2)  Quantum Defense Matrix:  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); Costs Endurance (-½), Unified Power (-¼)                                                                                   2

48      3)  Quantum Flight:  Flight 60m (60 Active Points); Unified Power (-¼)          6

14      4)  Residual Toughness:  Resistant Protection (6 PD/6 ED) (18 Active Points); Unified Power (-¼)              0

 

           Skills

8         +1 with Ranged Combat

4         +2 with Flight

3         Computer Programming 14-

3         Demolitions 14-

3         Mechanics 14-

3         Paramedics 14-

3         Scholar

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

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

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

3         Scientist

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

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

2         3)  SS:  Quantam Mechanics 14- (3 Active Points)

2         4)  Science Skill:  Biophysics 14- (3 Active Points)

2         5)  Science Skill:  Computer Science 14- (3 Active Points)

3         Systems Operation 14-

 

Total Powers & Skill Cost:  276

Total Cost:  475

 

400+ Matching Complications

20      Hunted:  Corporate Rivals Frequently (As Pow; NCI; Harshly Punish)

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

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

10      Psychological Complication:  Stubborn (Common; Moderate)

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

75      Experience Points

 

Total Complications Points:  475

 

Background/History:  Karen Constantine waited nervously as the machine whirred into action. Her physics research lab was about to present to their investors the world's first stable, energy-efficient device that could trap and store anti-matter particles. It would be the first step on the road to an energy revolution and a huge boon to her company that just 3 years earlier had most of their research stolen.

As the safety sensors came online however, they detected what should be the impossible; a huge, nearby buildup of highly charged particles. With the machine shut down, the investors long gone, Karen settled in for a long night's work of troubleshooting. Could the machine already have built up a critical mass of particles, even before being activated? An interesting thought, but not as worrying as the truth. She soon found out the source of the intensely unstable, powerful energy signal... herself.

This is the beginning of Quanta (link: http://rhineville.deviantart.com/art/Karen-Constantine-AKA-Quanta-superhero-contest-326382198)

 

Personality/Motivation:  Karen is a nerd who gained superpowers. Now she's a nerd with a cause. She's suspected the troubles with her project were caused by outside sources...and given that their data was stolen and the project sabotaged once before she's not really crazy.

Life as a superhero is awesome, but it's living in the public eye and that can be hard on someone. Especially someone with a let's-face-it-non-traditional superhuman physique. However she has the power and the will to do good and that's what she's doing.

She's also striving to refine her technology. Taping the monitors and control aids to her skin is less than cool but the energy output makes a full body suit uncomfortably warm. So she's trying to go wireless. Or at least make each pieces independant.

 

Quote:

 

Powers/Tactics:  Karen's powers are vast but so far less than under control. With her gear she's a considerably better combatant. Without it, she tires easier and can't control or direct the massive energies as well. But she is getting better.

 

Campaign Use:

 

Appearance:  Karen is 5'5'' and about 180lbs she has blue eyes, long brown hair and a robust physique. Her costume is a blue bodysuit with a light blue hex pattern and glowing lines. Her monitor and control devices are attached to her belt, chest, arms, and legs.

 

 

Quanta.hdc

post-198-0-96079600-1463035569_thumb.jpg

Art by Rhineville

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