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Everything posted by PamelaIsley

  1. Sorry for no new posts for a while. My interest has kind of waned. It's tough writing good backgrounds even when I'm super inspired. And to me, the backgrounds are the best part of new characters.
  2. In News of the World, the character Diamond has 45 PD and ED, and 30 of each is resistant protection. His skin is described as being made of a shiny silicon that is as indestructible as diamond.
  3. Your version is more efficient than mine.
  4. Combat is definitely faster. Aren't there far less actions per round per player for a start? I'm not sure why he thinks movement is more complicated. Maybe movement powers are overpowered?
  5. I didn't really like the Dark Champions villains that much. But I wasn't really saying that villains for this type of Rogue's Gallery didn't exist; I just think Hero 6E makes them into complicated builds. It just isn't that much fun to build them. Tatterdemalion and White Hare would be much easier to build with M&M.
  6. Alternatively, you could just use a Fantastic Four picture of Sue Storm and blot out the "4". The costume and look is very similar.
  7. White Hare Total: 300 STR 13, 12-, 2 ½ d6 DEX 18, 13- CON 13, 12- INT 18, 13- EGO 13, 12- PRE 18, 13-, 3 ½ d6 OCV 6 DCV 7 OMCV 3 DMCV 3 SPD 4 PD 4 / 13 ED 4 / 13 REC 9 END 50 BODY 10 STUN 30 Total Cost: 116 Skills & Talents +1 with all Agility Skills (6) CS: Gadget Attacks +2 (6) Acrobatics, 13- (3) Breakfall, 13- (3) Climbing, 13- (3) Computer Programming, 13- (3) Disguise, 13- (3) Electronics, 13- (3) High Society, 13- (3) Inventor, 13- (3) KS: Electronics, 12- (3) KS: English Literature, 11- (2) KS: Millennium City Underworld, 11- (2) CK: Millennium City, 11- (2) Lockpicking, 14- (5) Persuasion, 13- (3) Security Systems, 13- (3) Sleight of Hand, 13- (3) Stealth, 13- (3) Weaponsmith (Energy Weapons, Firearms), 14- (5) Wealthy (6) Combat Luck (9 PD / 9 ED) (18) Watch (Absolute Time Sense (3 Active Points), OIF -½); (2) Striking Appearance +1 (+1d6); (3) Total Cost: 96 Powers Goggles (Sight Group Flash Defense (6 Active Points), OIF -½); (4) Rabbit Boots (Leaping +100m (104m forwad, 52m up) (50 Active Points), OAF -1, 12 Charges -¼); (22) Cloaking Vest (Invisibility to Sight Group, 0 End +½ (30 Active Points), OAF -1); (15) Rabbit Gadget Jacket Multipower (60 Active Points, OIF -½); (40) 1. Umbrella Blast (Blast 8d6 (40 Active Points), OAF -1, 12 Charges -¼); 2f 2. Umbrella Bullets (RKA 2d6, Armor Piercing +¼ (37 Active Points), OAF -1, 12 Charges -¼, Beam -¼); 1f 3. Glue Bomb (Entangle 6d6, 6 PD / 6 ED (60 Active Points), OAF -1, 8 Charges -½, Range Based on STR -¼); 2f 4. Flash Bomb (Sight Group Flash 8d6, AoE (8M Radius) +½ (60 Active Points), OAF -1, 8 Charges -½, Range based on STR -¼); 2f Total Cost: 88 Matching Complications Hunted (Darkwing or other crimefighter, Infrequent, Mo Pow, Limited Area, Harshly Punish); (10) Psychological Complication (Unstable and Erratic, Common, Strong); (15) Psychological Complication (Must Commit Themed Crimes, Common, Strong); (15) Social Complication (Secret Identity: Charlotte Dodge, Frequent, Major); (15) Unluck (1d6); (5) Total: 60 points Background: Bored, bored, bored. For almost her entire life, Charlotte Dodge was bored. She was bored growing up as the spoiled daughter of wealthy parents. She was bored during college, even though she amused herself playing lots of nasty pranks on her sorority sisters and social circle. And she was bored after she graduated, helping her mother with charity work and being a sought after heiress. When her parents both passed away unexpectedly, Charlotte expected to have more fun. But she found even spending lots of money on parties, traveling, and debauchery didn’t thrill her. What did excite the young woman, though, was watching the exploits of superheroes, particularly when they fought supervillains. And the more she watched the highlights on the news, the more obsessed she became. Charlotte became resentful that she didn’t have superpowers. Then one day it occurred to her that she could have powers of a sort, if she put her mind to it. Charlotte dedicated herself to learning about gadgets, electronics, computers, and other things that could help her build devices to mimic superpowers. She found new purpose. Dressing up as a mix of a Lewis Carroll character and a stage magician, Charlotte debuted her gadgets when she ostensibly tried to steal a collection of first edition children’s books on display at the New York City Library. Her real purpose was to cause as much mayhem as possible to attract a superhero. And she did. The costumed avenger Darkwing thwarted her scheme, but Charlotte Dodge had never had more fun. And her gadgets took even the crimefighter by surprise, allowing her to escape. Calling herself White Hare (or sometimes Spellbunny or March Rabbit or any of a variety of bizarre nicknames), Charlotte now considers herself a supervillain. While her capers can seem whimsical, many have caused quite a bit of destruction or death. She has yet to actually succeed (usually, she thinks, because of some ill-timed bad luck), but she shows no signs of slowing down. Personality: Charlotte Dodge is no longer quite sane. Her extreme boredom and her spoiled life caused her to never fully mature emotionally. And the thrill of being a costumed villain has only exacerbated her negative character traits. She enjoys matching herself against superheroes, planning elaborate themed crimes, and devising new strange gadgets to unleash upon unsuspecting victims. She enjoys these things so much, that she really can’t stop, even if she sometimes thinks that what she is doing is wrong. White Hare doesn’t care if her schemes hurt innocents or other people because she hardly thinks about other people at all. All she thinks about is how to steal as many faberge eggs as possible, break up an Easter Parade, or kill a Lewis Carroll detractor in as public and ridiculous way as possible. Her schemes seem random, but White Hare actually only plans crimes built around what she considers an appropriate theme. It isn’t always clear what her overarching theme is (and it can shift), but it usually involves rabbits, literature (particularly children's literature), or stage magic in some way. Powers: White Hare is a skilled thief, above average athlete, and self-made gadgeteer. All of the weapons and tools she uses to commit crimes are designed and made by her (usually even her hirelings use weapons she has created). Her favorite gadgets are a trick umbrella that shoots bullets or energy beams, bombs that glue people to the floor, or a vest that allows her to turn herself invisible. She also has created a pair of boots that allow her to leap great distances (just like a rabbit, she says). She is quite wealthy and could conceivably find ways to make an unlimited variety of gadgets as she gains more experience as a villain. Appearance: Charlotte Dodge is a very attractive, fit young woman in her 20s with reddish blonde hair, light skin, and bright blue eyes. As White Hare, she has worn a variety of costumes, ranging from a mix of rabbit and stage magician elements, to Alice in Wonderland dresses, to just a revealing bunny leotard. Her most common outfit is a white leotard and vest with a blue jacket, white boots, white bunny ears and tail, a big pink bowtie, and white makeup just on her face. Notes: A slightly different take on the Marvel villain White Rabbit (enough that I changed her name, although I'm happy to admit this is a very derivative idea). Creating crazy Batman-like villains isn't that much fun in this system because of how complicated even relatively simple gadgets are to make, so I tried to spice her up some by making her more of an adaptation of the Gadgeteer archetype in the Champions book. white hare.hdc
  8. Yes. Can you guess his inspiration? Well, at least for the name. My character is a Russian scientist with a superspeed suit who is the enemy of Accelerate and a thief. He's all statted up, but I haven't done his full bio yet.
  9. I changed that sentence to make it more clear he is a hero.
  10. Accelerate Total: 400 STR 10, 11-, 2d6 DEX 23, 14- CON 13, 12- INT 13, 12- EGO 13, 12- PRE 18, 13-, 3 ½ d6 OCV 8 DCV 8 / 16 OMCV 3 DMCV 3 SPD 8 PD 10 15 (5r) ED 10 15 (5r) REC 12 END 60 BODY 10 STUN 30 Total Cost: 190 Skills & Talents PS: Speed Tricks, 12- (5) Acrobatics, 14- (3) Computer Programming, 12- (3) Contortionist, 14- (3) Deduction, 12- (3) Electronics, 12- (3) KS: Superhuman World, 11- (2) PS: Software Engineer, 11- (2) SS: Electrical Engineering, 11- (2) Security Systems, 12- (3) Speed Reading x 1000 (8) Lightning Reflexes (+20 Dex to Act First) (20) Total Cost: 57 Powers Speedster Running (Flight 45m, Megascale (1m = 1km) +1 (90 Active Points), Only in Contact with a surface -¼, Unified -¼); (60) Padded Costume (Resistant Protection 5 PD / 5 ED (15 Active Points), OIF -½); (10) Mask (Sight Group Flash Defense (5 Active Points), OIF -½); (3) Dodging Bullets (+8 DCV (40 Active Points), Costs End -½, Unified -¼); (23) Impact Resistance (+20 PD (20 Active Points), Only Works Against Move By Attacks -1, Unified -¼); (9) Speedster Attack Multipower (50 Active Points, All Slots Unified -¼); (40) 1. Compressed Air Punch (Blast 6d6 (30 Active Points), Limited Range (20m) -¼); 2f 2. Dizzying Spin (Drain DEX 5d6 (50 Active Points), No Range -½); 3f 3. Rapid Fire Punch (HTH +9d6 (45 Active Points), HTH -¼); 3f Total Cost: 153 Matching Complications Hunted (DEMON, Infrequent, MoPow, NCI, Harshly Punish); (20) Hunted (Yellowflash or other speedster, Infrequent, As Pow, Harshly Punish); (10) Psychological Complication (Code v. Killing, Common, Total); (20) Psychological Complication (Impatient Showoff, Common, Moderate); (10) Social Complication (Secret Identity: Curt Swift, Frequent, Major); (15) Total: 75 points Background: Curt Swift has no idea how he gained superpowers. Growing up in the suburbs of New York, no one ever really noticed anything that special about the boy. Sure, he was a fast reader and super energetic, but he wasn’t particularly athletic and he was only an average student. He graduated from college and took a job as a software engineer on Long Island. He seemed destined for an unremarkable life until a fateful day when DEMON launched a major attack on his office building. Rather than panic, Curt decided to try to warn his coworkers and get as many people out as he could. He suddenly found that he was moving super fast from floor to floor. In fact, he was zipping around at breakneck speeds. His efforts that day astounded him (and saved more than a few lives). Later Curt began to test the limits of these new abilities. Over the next few weeks, his speed increased more and more, until he was definitely moving at superhuman velocities. He was familiar enough with superhero achievements to know that his powers were those of a speedster. Once he had felt he had practiced enough, Curt didn’t hesitate to don a costume and become Accelerate. Accelerate has become something of a small phenomenon in the New York area. He has fought with DEMON, the evil speedster bandit Yellowflash, and several other prominent New York supervillains. He also patrols the streets of the city, challenging street crime and more mundane wrongdoing. He is quite eager to become more, and would definitely jump at the opportunity to join a true superteam to take the next step as a hero. Personality: Curt Swift is an intelligent, energetic personality, who always radiates an aura of impatience. He is absolutely thrilled at his new powers, even if he doesn’t understand where they came from (he has tested negative as a mutant). He enjoys showing off when fighting criminals or just for the TV cameras that show up at some of his larger encounters. Swift is an avid reader and his powers have made him an incredible speed reader, meaning he can consume entire novels or technical manuals in what seems like no time at all. Accelerate would never kill in his pursuit of justice, but he is capable of holding a grudge. He would like nothing better than to bring down DEMON and Yellowflash in any way possible short of lethal violence. Powers: Accelerate is a classic speedster. He has high dexterity (particularly for the purposes of going first in combat) and speed, and is capable of extreme velocities when running. He can dodge to the point of avoiding bullets. In combat, he relies on lightning fast punches, a dizzying spin move, and the ability to create a compressed air blast at range. Mostly Accelerate likes to use his speed to confuse and misdirect his opponents. He is well aware that is power set would work even better as part of a balanced team. Appearance: Curt Swift is a tall, fit young man in his late 20s. He has brown hair and eyes and an infectious, if sometimes wry, smile. He always seems to be in motion, even if it’s just playing with his fingers or hair. As Accelerate, he wears a black bodysuit that turns white at the neck, along with a partial mask that exposes his hair and face. His goggles are yellow, and there are small lightning designs on his chest and near both feet. Notes: I am not that fond of speedsters. I've never really understood how to make their powers work in a PnP game (either this one or M&M). I used a lot of Champions Power and Champions suggestions for Accelerate. He is another hero intended as part of the New Sentinels that I've written up. I also created a nemesis for him, referenced in his Complications. Accelerate.hdc
  11. I see what you mean. A continuing effect mental power that uses charges is complicated. It looks like a modifier like (Continuing Charges, Dispersed by Wind or Rain) would actually be appropriate for the entire gun. Interestingly, continuing charges do not seem to be modeled by Hero Designer at all.
  12. Crimson Psyche Total: 500 STR 13, 12-, 2 ½ d6 DEX 13, 12- CON 13, 12- INT 23, 14- EGO 23, 14- PRE 18, 13-, 3 ½ d6 OCV 6 DCV 6 OMCV 12 DMCV 8 SPD 5 PD 5 13 (8r) ED 5 13 (8r) REC 10 END 70 BODY 10 STUN 50 Total Cost: 195 Skills & Talents Charm, 13- (3) Conversation, 13- (3) High Society, 13- (3) CK: Millennium City, 11- (2) KS: Superhuman World, 11- (2) KS: Celebrity and High Society, 12- (3) KS: Investigative Journalism, 12- (3) Persuasion, 13- (3) PS: Newspaper Columnist, 11- (2) Stealth, 12- (3) Lightning Reflexes (+6 DEX to act first only with Mental Powers); (2) Striking Appearance +1 / +1d6 (3) Total Cost: 32 Powers Telepathic Senses Multipower (90 point reserve, All Slots Unified Power -¼); (72) 1. Crimson Thoughts (Telepathy 10d6, Invisible Power Effects + ¼, 0 END +½ (87 Active Points)); 7f 2. Remote Viewing (Clairsentience (Sight Group), x16 Range (3,200m) (40 Active Points)); 3f Detect Minds (Detect 14- (Mental Group), Discriminatory, 360 Degrees, Sense, Targeting); (25) Armored Costume (Resistant Protection 8 PD / 8 ED (24 Active Points), OIF -½); (16) Mental Shield (Mental Defense 20 Points); (20) Mental Defense (Power Defense 20 Points, Only Works Against Mental Powers -½); (13) Crimson Psionics Multipower (100 point reserve, All Slots Unified -¼); (80) 1. Crimson Drain (Drain EGO and INT 2d6, Expanded Effect (2x characteristics simultaneously) +½, Cumulative +½, Constant +½, Delayed Rate of Return (5 per week) +2 ½ (100 Active Points); 8f 2. Telekinesis (40 STR, ½ END +¼ (75 Active Points)); 6f 3. Crimson Blast (Mental Blast 7d6, ½ END +¼ (87 Active Points)); 7f 4. Brainburning (RKA 2d6, ACV (OMCV v. DMCV) +¼, AVAD (Mental Defense) +1, Does BODY +1 (97 Active Points)); 8f 5. Neural Blindness (Sight Group Flash 10d6, AVAD (Mental Defense +0), ACV (OMCV v. DMCV) +¼, (62 Active Points)); 5f 6. Confront Your Fears (Mental Illusions 12d6, ½ END +¼ (75 Active Points), No Conscious Control (Only Shows Greatest Fear) -1); 3f Total Cost: 273 Matching Complications Distinctive Feature (Mutant, Not Concealable, Noticed, Uncommon Senses); (10) Psychological Complication (Erratic and Flighty, Common, Strong); (15) Psychological Complication (Greedy, Common, Moderate); (10) Psychological Complication (Overconfident, Common, Strong); (15) Rivalry (Professional, Diadem of the Sentinels, As Powerful, Harm, Rival Aware); (10) Social Complication (Secret Identity: Vanessa Ryan, Frequent, Major); (15) Total: 75 points Background: Few people have broken more stories on celebrity affairs or misdeeds than Vanessa Ryan. Working for Millennium City’s premier newspaper as one of their online columnists, Ryan seemingly has a knack for ferreting out damaging and secret information. That talent has allowed her a lucrative career and made her a popular (though feared) person at all the best parties and events in the rising Millennium City cultural scene. Ryan, though, doesn’t rely on sources or investigative work for her scoops. She is actually an extremely powerful mutant, psionic, and telepath. For her entire life, she has used her mental powers to get ahead, reading people’s minds to find out what they thought of her, mistakes they had made in the past, or nefarious deeds they are committing in the present. But Ryan isn’t just an unscrupulous journalist. Her semi-legitimate career doesn’t satisfy her lust for power or wealth. She is also the supervillain Crimson Psyche, a dedicated enemy of the Sentinels and frequent ally to other villains in that group’s rogues gallery. Crimson Psyche most often launches plots designed to steal lots of money or wealth at once. She has also tried to take control of The New York Times editorial board, blackmail the mayor into redirecting police away from underworld allies, and assassinate the governor of New York. Unless she is operating as part of a team, Psyche’s plots are dangerously unpredictable, and sometimes it is hard to understand how she stands to benefit from her success. Although Ryan lives in Millennium City, Crimson Psyche operates almost exclusively outside the city to protect her identity. She is most famously an adversary of the Sentinels’ Diadem, that group’s own telepath and mentalist. Diadem has always managed to thwart Psyche’s plots or efforts on behalf of villainous leagues, and has earned Ryan’s eternal hatred. Personality: Crimson Psyche is both cruel and unstable. While she is capable of being charming and persuasive, any setback or distraction can cause her to become unbalanced. She can alternate between being curiously bemused or enraged, and back again, extremely quickly, causing even many supervillains to disdain working with her. She is also greedy, and uses her powers and her position as a newspaper columnist for personal gain. Psyche has no qualms about killing or inflicting permanent harm on superheroes, other journalists, or just people she is jealous of. She loves using her power to read minds and relishes when she discovers embarrassing secrets or weaknesses. She also enjoys watching victims struggle to confront their nightmares. Powers: Crimson Psyche is a powerful psionicist and telepath, with a suite of abilities designed to either read or damage other people’s minds. She can see areas far away with her mind, detect the presence of others, and resist most mental attacks against her. Her Crimson Psionics multipower contains her most dangerous attacks, and lets her drain the intelligence and willpower of victims, cause lethal brain damage, telekinetically manipulate objects, or blind others. She can also force someone to confront their worst fears, which manifest as powerful mental illusions. Psyche disdains open combat and can often incapacitate opponents before a fight even begins. If confronted with a hero or group resistant to her abilities, she usually tries to flee. Appearance: Vanessa Ryan is an attractive brunette, with a pleasing figure and bright blue eyes. In her secret identity, she dresses in expensive suits and evening wear that show off her looks to the best effect. As Crimson Psyche, she wears a one piece, red costume that leaves her arms and legs bare. She accents it with a long red cape, thigh high red boots, and red gloves. Because she can cause her eyes to glow a bright red at will, Psyche does not normally wear a mask or hood with her costume, relying on this effect and a different hairstyle to protect her identity. Notes: This is my attempt at building a mentalist, mostly as a counter to Diadem and using suggestions in Champions Powers. I suspect she's overpowered in terms of what she can do if you can't block mental powers. Her background didn't quite come together, but I got tired of reworking it slightly. My writing style seems to be that I either write a great first draft and then just tweak it to make it better, or I end up with a mediocre character. Subsequent drafts don't seem to improve on the original writing. Crimson Psyche.hdc
  13. He and the other master villains are designed poorly. To me, it's just that simple. They aren't "realistic" enough for suspension of disbelief and they aren't usable in most contexts. Others can disagree and it's probably another discussion. I've been redoing the master villains I like (it isn't that many - Gravitar, Holocaust, and Invictus) and just ignoring the rest. Point bloat is just a major understatement for these designs.
  14. That's only if you think that a villain's primary purpose is to present a tactical combat challenge to an entire superhero team. I'm not as focused on tactical combat. What's more important to me is that the over all world make sense.
  15. Well, there is a pretty good resolution. You just slash the villain power levels. I started the thread to kind of think through whether there was any justification beyond having fun tactical combats that the average villain should be more powerful than what we are told is an average hero in Champions Universe. For many reasons (demographic and just my own idea of how superhero stories generally develop), I think villains should be much less powerful than how they are presented in the CU published material.
  16. The Batman and Superman animated universe (and the broader Diniverse I guess) are my favorite comic setting nowadays, but the difference between them and Champions is that it is heavily implied that there basically are no superheroes before Batman and Superman (in fact, doesn't Mrs. Kent make this very point to Clark when discussing his Superman identity in the pilot for S:TAS?). So they work great if you want your PCs to be among the first (or the first) heroes in the world. That kind of a setting certainly simplifies the universe building. To me, though, if I'm going to use Hero System rules, I'm going to use the CU (or at least a modified CU). I would probably use M&M 2E if I were going to use another setting (including a TAS setting).
  17. Well, they can't do much worse than VIPER . . . .
  18. First off, I got a copy of the Batman Roleplay Game (heavily used) when I was in middle school and that was my introduction to roleplaying (I am sure it was published years before and out of print when I got it; I never even knew there was a broader DC game until much later since I never saw it). The book has had a profound influence on my hobbies. Second off, I just don't think I agree with you. The idea that villains pop up in onesies and twosies and are dealt with by the already extant heroes doesn't make a lot of demographic sense either. I think a GM needs to understand what the world population of superhumans is (6,000 according to CU, if using that as a guide), divide them up between heroes and villains (3:2, according to CU again), and then figure out what makes the most sense in terms of relative power levels. The last is where I think CU breaks down and requires GM modifications. Third off, I am going to replace VIPER with COBRA in My Champions Universe.
  19. But that doesn't mean that Gotham needs fewer police officers.
  20. I think villains do sometimes work against each other. But I don't think it happens often enough or would be effective enough to truly affect the demographic balance.
  21. The destruction and collateral damage of a villain on villain fight wouldn't be worth the idea that villains partially cancel themselves out. Heroes would still have to respond to contain the threat. This is actually referenced several times in the published villain books (VIPER fighting EUROSTAR, Gravitar fighting EUROSTAR, etc.).
  22. If the books aren't providing the viable context for a setting, then I'm not sure why they include as many micro-details about the world as they do. But, at any rate, I don't really want to derail the thread by debating the books. I wouldn't set my power levels anywhere near at what you propose, but you have some great thoughts on a viable setting.
  23. My feeling is that if they published a book of superheroes (which I would love to see by the way, despite what I'm about to write), the point inflation problem would continue. They would build them the way they built the Sentinels and Justice Squad in News of the World, and the way the villains are built in the 6E books: with lots and lots of points. This would contradict the CU book telling us that average heroes are 300 and 400 point builds. Again, the GM would be left to wonder, where are these average heroes? In fairness to the villain builds, nothing ever tells us what an average villain is supposed to be. We simply know that there are 3 of them for every 2 heroes. We also know that a high percentage of the villains in published materials are much more powerful than a low or standard powered hero. This presents, to me at least, a major demographic problem. And it also presents a major storyline problem too because I think it's a huge divergence from how superheroes are usually presented within their own worlds. I just can't imagine Scorpion cleaning Spiderman's clock during a one on one fight. Or Mad Hatter taking down Batman. Or Toy Man defeating Superman. Etc., etc. There are exceptions, of course. It just gives me pause to imagine Superhero X wading through traps and henchmen to confront Villain One, and then saying, "Oh, I'm going to need two or three friends to take this guy down." And as @Lawnmower Boy points out above, if you need 2-4 heroes to take down every villain, then how on Earth are you handling the fact that there are 50% more villains than heroes in the world? My solution is to de-power the villains, create suitable villains that make the world consistent and reasonable, and make sure that normal people with weapons are still a major threat to superhumans in general.
  24. I don't know that would be worth many points. She's already getting a lot of complication points for being out of step with the modern world and with normal superhero standards.
  25. Anaea Total: 400 STR 50, 19-, 10d6 DEX 18, 13- CON 23, 14- INT 13, 12- EGO 13, 12- PRE 18, 13-, 3 ½ d6 OCV 8 DCV 8 OMCV 3 DMCV 3 SPD 5 PD 10 25 (15r) ED 8 20 (12r) REC 9 END 60 BODY 15 STUN 50 Total Cost: 210 Skills & Talents CS: Kingslayer Sword +3 (9) +2 with all Agility Skills (12) Fast Draw (Swords), 13- (3) Interrogation, 13- (3) KS: Ancient European History, 12- (3) KS: Greco-Roman Mythology, 11- (2) Riding, 13- (3) Stealth, 13- (3) Tactics, 12- (3) Language (English, Completely Fluent, Latin Native); (3) Language (Ancient Greek, Completely Fluent); (3) Weapons Familiarity (Common Melee, Common Missile); (4) Striking Appearance +1 (+1d6); (3) Total Cost: 54 Powers Tough Skin (Resistant Protection 15 PD / 12 ED (42 Active Points), Unified (Fast Healing) -¼); (34) Fast Healing (Regeneration 1 Body Per Turn (16 Active Points), Unified (Tough Skin) -¼); (13) Life Support (Immortal); (5) Super Strength (½ End on STR +¼ (12 Active Points)); (12) Super Athletic Multipower (20 point reserve, Unified -¼); (16) 1. Fast Running (Running +15m (27m total), x4 Noncombat (20 Active Points)); 2f 2. Super Swimming (Swimming +15m (19m total) (8 Active Points)); 1f 3. Super Jumping (Leaping +20m (24m forward, 12m upward) (10 Active Points)); 1f The Kingslayer Sword (Multipower, 56 point reserve, All Slots OAF -1); (28) 1. The Sword (HKA 3d6 (6d6+1 w/STR), ½ END +¼ (56 Active Points)); 3f 2. Swordblast (Blast 6d6, ½ END +¼ (37 Active Points)); 2f 3. Shining Sword (Sight Group Flash 10d6 (50 Active Points)); 2f Total Cost: 119 Matching Complications Distinctive Features (Mystic Aura, Not Concealable, Uncommon Senses); (10) Enraged (Suffering BODY Damage (Common), go 8-, recover 11-); (15) Negative Reputation (Doesn’t Take Prisoners, Frequently); (10) Psychological Complication (Unfamiliar With Modern Society, Common, Moderate); (10) Psychological Complication (Honorable, Common, Total); (20) Vulnerability (Shadow Magic, 1 ½ x STUN, 1 ½ x BODY, Uncommon); (10) Total: 75 points Background: The Roman Republic had collapsed. Pompey and the Senate fled to Greece and Caesarian troops were closing in on the Eternal City. For the Populares faction, it was a time of rejoicing, but to those who were loyal to the old traditions of the Republic, it was a time of fear. One young girl, the daughter of a senator proscribed for death, fled to the temple of Jupiter, and begged the god for the means to stop the coming dictatorship. As troops surrounded the temple, a light appeared in front of her. As she approached it, she could see a sword. She reached out and took it and found herself transformed into a formidable warrior. She easily fought her way through the legionnaires ransacking the city and made her way to the Republic’s forces. For the next year, the strange warrior-woman called Anaea was a terror to Caesar’s forces. But despite her efforts, Pompey’s Republican armies were losing. The night before the Battle of Pharsalus, Anaea again saw the light and followed it outside the camp. As she approached it, a voice spoke to her. “This Republic is doomed. The age of heroes is over. But it will come again. Step into the light.” Anaea did as she was told and was suddenly bombarded with mysterious energy that made her cry out. When she awoke she found herself in a strange land of metal buildings and advanced paved roads. People were screaming and running toward her. Although she understood them perfectly, she could tell they were not speaking Latin or Greek. But she knew that there was danger. The threat was something that Anaea might have called a Chimaera. It was, in fact, an extradimensional being summoned by DEMON and bound to an initiate. Anaea leapt into the fight, and defeated the monster. She was quickly thanked by bystanders and later questioned by members of the Sentinels. She fled, and spent several weeks trying to make sense of her situation. Since her first appearance, Anaea has pieced together enough of the situation to believe that whatever deity granted her powers had pushed her into the future to defend another Republic on the brink of collapsing. She has decided that her destiny is to save the United States from would-be tyrants (supervillains) and to protect its people. Personality: Anaea remembers almost nothing her past before the Roman Civil War. Her memories have been replaced by a strong sense of purpose. She considers herself a champion of the Roman Republic and its values. Now that she is in the future, she has transferred her loyalties to the American republic. She equates supervillains with Caesar and believes that it is her duty to destroy them, along with other instruments of evil (including villainous organizations like DEMON, and even corrupt politicians). Her approach to dealing with these groups is quite harsh, and she has no qualms about permanently ending a threat. This has caused serious concern among the superheroes she has encountered. Anaea has a strong sense of honor. She dislikes deceitful people and reacts poorly to any lie (even small ones). She can be awkward in social interactions, and she is almost completely ignorant of large parts of the modern world and society. However, her attractive appearance and her unapologetic heroism and loyalty to the republic have made her more than a few fans among the public. Rep. David Sutherland (the former superhero Invictus,, who harbors a villainous agenda) is obsessed with finding out who Anaea is and exploiting her. He cannot openly hunt her for fear of revealing his own connection to Ancient Rome, but he would do almost anything to corrupt her into his service, or to destroy her after learning all he can about her powers and origin. Powers: Anaea possesses great strength, durability, and athletic ability. She is incredibly agile, skilled at ancient combat techniques, and quickly heals all wounds. She wields a sword she calls the Kingslayer, which is incredibly deadly, can fire magical blasts, and emits a blinding white light. She has some combat training, and is comfortable switching between sword fighting and simple hand to hand combat. For some reason, she gives off a mystical aura at all times that is perceivable by those attuned to it, and she is vulnerable to shadow powers. Appearance: Whatever imbued Anaea with her powers also changed her from a thin, unathletic Roman teenager into that of a tall, incredibly beautiful woman. She has long red hair, blue eyes, distracting curves, and a light Mediterranean complexion. She does not have any kind of a secret identity, so she most often appears in her “costume,” which consists of skimpy armor that doesn’t affect her agility or movement in combat. She sometimes wears cloaks or heavy coats to hide the Kingslayer sword, but she is usually shameless about her anachronistic appearance. Notes: I am continuing to create certain archetypes for the purpose of possibly replacing the entire Sentinels roster (or most of them). This is, of course, very similar to a Wonder Woman-type character. It's not a super complicated build, blending mostly brick powers with the sword. Anaea.hdc
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