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nexus

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Everything posted by nexus

  1. For a Return of the Living Dead Zombie. Add alot more body only to Stave off Death/Destruction, remove the vulnerabiliy to head shots, add more intelligence and skills (they retain more of their original minds and must be nearly totally vaporized to be destroyed). Add a Vulnerability to Electricity x2 Body and a Transformation:10d6 Major human to zombie triggered when they do Body to a living human with a Gradual Effect of 10 minutes.
  2. As for as the Television Titans go (and I have practically no knoweldge of the comic book versions)... Robin and Raven are practically Iron Age already. They just need to be a little darker. Robin could have been Slade's flunky at one point but left due to some mistreatment. He now opposes him more out of spite and the urge to show him up than anything else. Raven could be more influenced by her demonic father, perhaps even feeding the souls of villains they fight to him, either to appease him or out of some twisted loyalty. She was intended to be his foothold in the motal world but has begun to grow attached to these frail beings and her commitment is wavering as her humanity asserts itself. If you want to be get really squicky, make the Father/Daughter relationship much closer than humans would consider appropriate... Cyborg could have been a promsing student with the possibility of a sports scholarship. He was savagely beaten and maimed in racially motivated attack just before graduation. But he was reconstructed by a third party, perhaps Slade. No sense in letting such good material go to waste. Unfortuantely, some of the previous persona was left and overode the cyborg half's programming making it go rogue. Alot of Cybrog's oringinal memories and personality are lost however, what remains is colder more robotic version of that person obessed with revenge on those that "killed' him. Beastboy was born a freak. His green skin and shape shifting abilities manifested from birth leading him to be abandoned by his fundamentalist parents. Left of his own, he instinctively insinuated himself with whatever animals he could find and grew up a feral loner, almost more animal than human. The Cyborg stumbled across him living with a "pack" of stray dogs and the sad creature stirred some emotion inside him. So he more or less took him as a "pet". Beastboy has grown more human over time but inside is still an animal and prone to violent fits and beastial motivations. He is also easily manipulated by his primal urges and needs, food, security, mates, etc. Which leaves Starfire, daughter of a warrior race come to Earth to prove herself. Her people are by nature uninhibited and passionate. They believe in living life to its fullest and expericing everything without holding back. Humans seems cold and reserved to her, always hiding their passion where as Starfire is exuberant about everything. Humans don't seem to undertand the sheer glory of crushing a poweful foe, or taking a new lover(s). These oddly fragile beings have treated her well, so she tries to draw them out of their shells. She's at least suceeded in luring the reclusive Robin into her bed. Beastboy as well, not like that was hard and its amusing to see them try and fight over her...as if they never heard of sharing.... Again, I know abosolutely nothing about the real Titans so if these are way off I apologize.
  3. Peter "Thorn" Knorr Val Char Cost Roll Notes 50 STR 40 19- Lift 25.6tons; 10d6 HTH damage 15 DEX 15 12- OCV: 5/DCV: 5 45 CON 70 18- 14 BODY 8 12- 20 INT 10 13- PER Roll 13- 10 EGO 0 11- ECV: 3 35 PRE 25 16- PRE Attack: 7d6 25 COM 8 14- 16 PD 6 Total: 21 PD (21 rPD) 16 ED 7 Total: 21 ED (21 rED) 5 SPD 25 Phases: 3, 5, 8, 10, 12 19 REC 0 90 END 0 59 STUN -3 Total Characteristics Cost: 211 Movement: Run: 6"/NC" Swim: 2"/NC" Cost Powers END Quantum Powers 25 Plant Mastery: Elemental Control, 50-point Powers 65 1) Summon Vines: Entangle 6d6, 6 DEF, Backlash (+1/2) (90 Active Points) 9 17 2) Animate Plants: Telekinesis (33 STR) (50 Active Points); Only Works On Limited Types Of Objects:Plants (Limited Group of Objects; -1/2) 5 Quantum Enhancements 25 1) Crushing Strength: Killing Attack - Hand-To-Hand 1 1/2d6 (plus STR) (vs. PD) 2 16 2) Durability: Damage Resistance (16 PD / 16 ED) 5 3) Regeneration: Healing 1 BODY (Can Heal Limbs) (15 Active Points); Extra Time (Regeneration-Only) (1 Turn (Post-Segment 12); -1 1/4), Self Only (-1/2) 1 8 4) Commanding Presence: +10 PRE (10 Active Points); Limited PowerOnly for issuing commands (Power loses about a fourth of its effectiveness; -1/4) (not added to totals) 43 5) Synergy: +3 Overall, Ranged (+1/2), Usable By Other (x8 Number of Targets +1) (75 Active Points); Requires A Skill:Teamwork Roll (-1/2), Limited Power:Only to coordinate group actions (Power loses about a fourth of its effectiveness; -1/4) Equipment 4 1) Endurance Charge: +10 END (5 Active Points); IIF (-1/4) (added to Primary Value) 9 2) Eufiber Uniform: Armor (5 PD / 5 ED) (15 Active Points); Limited Power:Only while holding endurance (Power loses about a third of its effectiveness; -1/2), IIF (-1/4) (added to Primary Value) 4 3) Malleable uniform: Transform 2d6: Instant Change (Cosmetic) (10 Active Points); Limited Target (Very Limited; -1), IIF (-1/4) 1 Martial Arts: Commando Training Maneuver OCV DCV Notes 3 1) Akido Throw +0 +1 STR +v/5, Target Falls 4 2) Boxing Cross +0 +2 STR +2d6 Strike 4 3) Choke Hold -2 +0 Grab One Limb; 2d6 NND 4 4) Escape +0 +0 +15 STR vs. Grabs 3 5) Hold -1 -1 Grab Two Limbs, +10 STR for holding on 4 6) Judo Disarm -1 +1 Disarm; +10 STR to Disarm roll 4 7) Kung Fu Block +2 +2 Block, Abort Perks 10 Money (Wealthy) 6 Reputation:Member of Team Tomorrow (A large group, 11-) +3/+3d6 21 Contact:Project Utopia (13-) (Contact has: extremely useful Skills or resources), Organization Contact (+2) (21 Active Points) Skills 7 Acrobatics 14- 7 Breakfall 14- 7 Climbing 14- 7 Combat Driving 14- 7 Combat Piloting 14- 5 Paramedics 14- 5 Stealth 13- 13 Teamwork 17- 7 Tactics 15- 15 Survival (Arctic/Subarctic, Desert, Marine Surface, Temperate/Subtropical, Tropical) 16- 5 High Society 17- 5 TF: Common Motorized Ground Vehicles, Helicopters, Parachuting, Advanced, Parachuting, Basic, Small Planes, Tracked Military Vehicles 8 WF: Common Melee Weapons, General Purpose/Heavy Machine Guns, Shoulder-Fired Weapons, Small Arms, Vehicle Weapons 20 +4 with Melee 15 +3 with HTH Combat Total Powers & Skills Cost: 418 Total Cost: 628 400+ Disadvantages 10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing 20 Hunted: Project Utopia, More Powerful, 11- (Frequently), Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find 15 Psychological Limitation: Post Traumatic Stress disorder, Common, Strong 15 Psychological Limitation: Protective of Innocents, Common, Strong 10 Psychological Limitation: Aggressive in combat, Common, Moderate 158 Team Tomorrow Bonus Total Disadvantage Points: 628
  4. Pratima "Splash" Bashem Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 HTH damage 37 DEX 81 16- OCV: 12/DCV: 12 20 CON 20 13- 10 BODY 0 11- 20 INT 10 13- PER Roll 13- 15 EGO 10 12- ECV: 5 30 PRE 20 15- PRE Attack: 6d6 20 COM 5 13- 4 PD 0 Total: 9 PD (5 rPD) 4 ED 0 Total: 9 ED (5 rED) 4 SPD 0 Phases: 3, 6, 9, 12 8 REC 0 40 END 0 29 STUN -1 Total Characteristics Cost: 155 Movement: Run: 6"/NC" Swim: 2"/NC" Cost Powers END Quantum Enhancments 20 1) Physical Prodigy: +3 Overall (30 Active Points); Only active, Physical Skills and actions (Power loses about a third of its effectiveness; -1/2) 13 2) Rapid Attack: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) 2 36 3) Soothe: Mind Control 8d6, Area Of Effect (4" Radius; +1) (80 Active Points); No Range (-1/2), Limited Power:Only to quell violence (Power loses about a third of its effectiveness; -1/2), Does Not Provide Mental Awareness (-1/4) 8 Quantum Powers 30 Water Form: Elemental Control:Water Form powers, 60-point Powers 38 Flow threw as water: Tunneling 6" through 18 DEF material (Fill In Hole) (76 Active Points); Limited Medium:Porous Materials only (Very Limited; -1) 8 24 2) Bodymorph to Water: Energy Damage Reduction, Resistant, 75% (60 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 6 24 3) Bodymorph to Water: Physical Damage Reduction, Resistant, 75% (60 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 6 150 Mastery of Weather and Water: VPP, 75 base + 75 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1) (169 Active Points); Limited Class Of Powers Available:Manipulation of water and weather (Slightly Limited; -1/4) Equipment 4 1) Malleable Uniform: Transform 2d6: Uniform to any other outfit (Cosmetic) (10 Active Points); Limited Target (Very Limited; -1), IIF (-1/4) 1 9 2) Eufiber Uniform: Armor (5 PD / 5 ED) (15 Active Points); Limited Power:Only while holding Endurance (Power loses about a third of its effectiveness; -1/2), IIF (-1/4) (added to Primary Value) 4 3) Eufiber Energy storage: +10 END (5 Active Points); IIF (-1/4) (added to Primary Value) Martial Arts: Kalapryit Maneuver OCV DCV Notes 5 Block +1 +3 Block, Abort 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Punch/Elbow Strike +0 +2 STR +2d6 Strike 5 Straight kick/Roundhouse -2 +1 STR +4d6 Strike Perks 10 Money (Wealthy) 27 Contact:Project Utopia (14-) (Contact has access to major institutions, Contact has: extremely useful Skills or resources), Organization Contact (+2) (27 Active Points) 6 Reputation:National Hero of India/Member of Team Tomorrow (A large group, 11-) +3/+3d6 Skills 3 Acrobatics 16- 3 Breakfall 16- 3 Bureaucratics 15- 3 Combat Driving 16- 3 Deduction 13- 3 Paramedics 13- 2 PS: Singing 11- 3 Stealth 16- 3 Conversation 15- 2 SS: Meteorology 11- 2 SS: Civil Engineering 11- 3 Trading 15- 3 Persuasion 15- 3 Language: English (Hindustani is native): Completely Fluent, w/Accent 10 +2 with HTH Combat Total Powers & Skills Cost: 462 Total Cost: 617 400+ Disadvantages 10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing 20 Hunted: Project Utopia, More Powerful, 11- (Frequently), Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find 15 Psychological Limitation: Highly Honorable, Common, Strong 10 Psychological Limitation: Beginning to grew suspect of Utopia's motives, Common, Moderate 15 Psychological Limitation: Code against killing, Common, Strong 147 Team Tomorrow Bonus Total Disadvantage Points: 617 Pratima erupted on her wedding day when the boat carrying her husband and entourage ran into a rock, spilling them into the Mari river. Pratima was the only survivor awaking days later to find she could control water in all forms. If not for her father, a retired doctor, the powerful Nova might never have left her native villager, but her contacted old friends and put his daughter in touch with Project Utopia. Pratima's innate sense of responsibility moved her to join the organization and put her new abilities to good use. She was soon installed on Team Tomorrow as "Splash" using her power to aid in such endeavors as rescue and flood control as well combating organized crime and criminal novas worldwide. Overall, Pratima enjoys her position and chance to help people. It suits her own sense of personal honor, but she has grown troubled. Rumors of Utopia's ethically challenged activities have not escape her and wonders of her powers are truly being put to good use. There is also the matter of her strong personal dislike for Ceastus Pax, but that has been somewhat alleviated since she was placed in command of Team Tomorrow Asia/Pacific and thus out of his jurisdiction. Powers:Pratima has complete control of water and water related phenomena such as the weather. She can summon storms, fogs, lightening or created seemingly infinite amounts of water at well, using it offensively in powerful jets, to propel herself threw the air or form barriers and containment. Her powers are practically unlimited regarding her elements limited only by her imagination and endurance. . Pratima is also extremely fast and trained in the art of Kalapryit, a martial art developed in Southern India but prefers to fight at range if at all possible. Pratima fights to subdue rather than kill and has thus never developed any lethal uses for her powers. Appearance:A very attractive woman of Indian descent, Pratima favors traditional clothing when off duty and keeps her long black hair in a simply ponytail or worn down. On duty she wears the Team Tomorrow uniform modified with a black jacket, dark top and an armband with the logo. Pratima's has a lovely, slightly husky voice particularly suited for singing. She has a fledgling film career, having appeared in a few Bollywood musicals since joining Team Tomorrow but is too dedicated to her duties to devote much time to it.
  5. Guiseppi "Sloppy Joe" Bennatti Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 HTH damage 10 DEX 0 11- OCV: 3/DCV: 3 30 CON 40 15- 10 BODY 0 11- 15 INT 5 12- PER Roll 12- 16 EGO 12 12- ECV: 5 10 PRE 0 11- PRE Attack: 2d6 0 COM -5 9- 4 PD 1 Total: 14 PD (10 rPD) 6 ED 0 Total: 16 ED (10 rED) 2 SPD 0 Phases: 6, 12 9 REC 0 60 END 0 33 STUN 0 Total Characteristics Cost: 58 Movement: Run: 6"/NC" Swim: 2"/NC" Cost Powers END Innate Form abilities 90 1) Acidic Juices: Killing Attack - Ranged 2d6 (vs. PD), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (90 Active Points) 21 2) Liquid Flowing body: Contortionist 20- 15 3) Semi Liquid body: Physical Damage Reduction, Resistant, 25% Quantum Powers 40 1) Containment Field: Force Field (10 PD / 10 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points) (added to Primary Value) Quantum Enhancments 46 1) Adaptability: Life Support (Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 200 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) 5 2) Regeneration: Healing 1 BODY (Can Heal Limbs) (15 Active Points); Extra Time (Regeneration-Only) (1 Turn (Post-Segment 12); -1 1/4), Self Only (-1/2) 1 7 3) Horrific Looks: +10 PRE (10 Active Points); Limited Power:Only to cause fear (Power loses about a third of its effectiveness; -1/2) (not added to totals) Perks 25 Follower:Sympathetic friends (x2, 100 Base, 100 Disad) 9 Contact:The Harvesters (11-) (Contact has: useful Skills or resources), Organization Contact (+2) (9 Active Points) 3 Anonymity Skills 1 Breakfall 8- 3 Bureaucratics 11- 5 Computer Programming 13- 1 Paramedics 8- 15 +3 with HTH Combat 5 Interrogation 12- 1 SS: Oncology 8- Total Powers & Skills Cost: 292 Total Cost: 350 200+ Disadvantages 20 Distinctive Features: Sack of blood and guts, Concealable, Extreme Reaction, Detectable By Commonly-Used Senses 20 Hunted: Project Utopia, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence 10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing 10 Physical Limitation: Most constantly replace Skeleton or lose much strength and mobility, Infrequently, Greatly Impairing 15 Physical Limitation: Dies Instantly if Force Field is shut off, Infrequently, Fully Impairing 15 Reputation: Insane Nova Monster, Frequently (11-), Extreme 20 Psychological Limitation: obsessed with finding a cure, Common, Total 10 Psychological Limitation: Bitter and cynical, Common, Moderate 10 Psychological Limitation: Passively suicidal, Common, Moderate 5 Unluck: +1d6 15 Psychological Limitation: Casual Killer, Common, Strong Total Disadvantage Points: 350 Eruption is usually a thing to be welcomed. It brings wealth, fame, superhuman powers and a body honed to perfection free of the frailties that plague baselines. But every rule has its exceptions. Guiseppe is at least three of them. Riddled with cancer, he lay on his death bed praying for release from the pain, either death or a cure. Eruption should have saved him from a terrible fate, but instead twisted him into something perhaps worse. His cancer cells reacted to the quantum surge from his MR Node and spread down his spinal column then threw out his body. Invigorated and mutated the cancer consumed his connective tissue, his muscles and bones, reducing his body to a sludge of internal organs. As a living worse case scenario, Guiseppe could not be allowed to live and was targeted for extermination by Utopia in their Bahrain facility. On the plane there, "Sloppy Joe" as his handlers dubbed him has his only stroke of luck. The pilot realized the truth behind the facility and freed his passengers. Since then, Joe as been on the run, hiding from and lashing out at the society that rejects him. All the while he seeks a cure and many forces inside and outside of the Teragen, have dangled it in front of him like a carrot on a stick to get him to do their bidding. And time and time again he has been betrayed once his usefulness was at an end. Powers:Joe's powers, if you want to use the term loosely are based on his twisted body. His cancer is now a ravenous acidic thing, feeding off what ever he touches. He can envelops foes and slowly consume them. His containment field is quite tough and resistant to attack, up to and including small arms and provides with near total immunity to environmental conditions. Appearance:Sloppy Joe lives up to his name. His bones and connective tissue have been completely eaten away by his run away cancer. Only a thin transparent Forcefield holds his free floating organs, blood and viscera together in a vaguely humanoid mass of tissue. His organs lay exposed for all to see floating around in a mush of digestive fluids strong enough to score steel but that he is strangely immune to. Worse yet, he leaks, leaving scorched squishy footprints in his wake. Joe can somewhat hide his monstrous form with long coats and such, but inevitably they are eaten away and his true appearance lies revealed. Notes:Sloppy Joe is a starting character example and ironically enough works out to 350 points. He would have been much more expensive if I had gone the Desolid route on his liquid body. I wrote him up as an example of where PCs would generally start in Aberrant as compared to the powerhouses in the previous characters. I hope people find some uses for this collection of monsters and lunatics. They could make an interesting supremacist group in a camapaign. Just scratch out "nova" and write metahuman, mutant or what have you. Sloppy Joe makes for a good Dark Champions antagonist looking to avenge himself on whatever caused his awful mutation.
  6. Leonardo "Leviathan" de la Rocha Val Char Cost Roll Notes 75 STR 65 24- Lift 819.2tons; 15d6 HTH damage 20 DEX 30 13- OCV: 7/DCV: 7 40 CON 60 17- 16 BODY 12 12- 15 INT 5 12- PER Roll 12- 15 EGO 10 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 8 COM -1 11- 15 PD 0 Total: 25 PD (10 rPD) 15 ED 7 Total: 25 ED (10 rED) 4 SPD 10 Phases: 3, 6, 9, 12 23 REC 0 80 END 0 75 STUN 1 Total Characteristics Cost: 209 Movement: Run: 10"/NC" Swim: 22"/NC" Cost Powers END Innate form abilities 8 1) Big and Heavy: Knockback Resistance -4" 10 2) Long Reach: Stretching 2", Reduced Endurance (0 END; +1/2) (15 Active Points); No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 8 3) Fully Amphibious: Life Support (Expanded Breathing:Breath water, Safe in High Pressure, Safe in Intense Cold) 20 4) Improved Swimming: Swimming +20" (22" total) (added to Primary Value) 2 4 5) Hyper swimming: Swimming 3", Megascale (1" = 1 km; +1/4) (4 Active Points) (not added to totals) 1 8 6) Slithers rather than walks: Running +4" (added to Primary Value) 1 8 7) Slithers and coils around objects: Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4) Quantum Powers 8 1) Slick Skin: +4 with DCV (20 Active Points); Limited Power:Only vs Grabs/Entangles (Power loses about half of its effectiveness; -1), Limited Power:Doesn't work underwater (Power loses about a third of its effectiveness; -1/2) 33 2) Nemocysts: Energy Blast 4d6 (vs. PD), Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Damage Shield (+1/2), Offensive (+1/4), Continuous (+1) (75 Active Points); Limited Power:Doesn't work underwater (Power loses about a third of its effectiveness; -1/2), Limited Power:Requires flesh to flesh contact (Power loses about a fourth of its effectiveness; -1/4), Costs Endurance (Only Costs END to Activate; -1/4), Extra Time, Only to Activate Constant or Persistent Power (Extra Segment; -1/4) 30 3) Tough Skin: Armor (10 PD / 10 ED) (added to Primary Value) 22 4) Electro Magnetic Spatial Sense: Spatial Awareness Quantum Enhancements 20 1) Hyper Acute Smell: Targeting Sense (Smell/Taste Group) 10 2) Hyper acute smell: Tracking (Smell/Taste Group) 10 3) Hyper Acute Smell: Discriminatory Sense (Smell/Taste Group) 5 4) Regeneration: Healing 1 BODY (Can Heal Limbs) (15 Active Points); Extra Time (Regeneration-Only) (1 Turn (Post-Segment 12); -1 1/4), Self Only (-1/2) 1 55 5) Crushing Strength: Killing Attack - Hand-To-Hand 3 1/2d6 (plus STR) (vs. PD) 5 Martial Arts: MA NAME Maneuver OCV DCV Notes 3 Martial Grab -1 -1 Grab Two Limbs, +10 STR for holding on 5 Flying Grab -2 -1 Grab Two Limbs, +10 STR for holding on; FMove 4 Crush +0 +0 STR +4d6 Crush, Must Follow Grab Perks 5 Leader of the Radical Harvesters Skills 3 Acrobatics 13- 5 Contortionist 14- 2 KS: Catholicism 11- 4 AK: Vienna (INT-based) 13- 6 KS: Vienna Canals and underground (INT-based) 15- 2 Language: English (Italian is native): Fluent Conversation 3 Paramedics 12- 5 Stealth 14- 2 Survival (Marine) 12- 3 Streetwise 13- 20 +4 with HTH Combat Total Powers & Skills Cost: 331 Total Cost: 540 400+ Disadvantages 20 Distinctive Features: Huge reptilian monster, Not Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing 10 Physical Limitation: Huge, Frequently, Slightly Impairing 5 Physical Limitation: Blind, Infrequently, Slightly Impairing 20 Hunted: Project Utopia, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence 15 Psychological Limitation: Contemptuous of Religion, Common, Strong 5 Psychological Limitation: Sarcastic smart mouth, Uncommon, Moderate 55 Teragen Monster bonus Total Disadvantage Points: 540 When Novas came not everyone greeted them as saviours. Leonardo's mother was present when her son erupted into a reptilian monster. Despite the Pope's edict, she saw him as demon tainted and instead of getting him the help he needed, hid him away and subjected him to ever increasing corporal punishment and religious readings. Confused and terrified, Leonardo began to believe he was the demon his mother claimed and began to act the part. Eventually his mother could not control him. He filled his bedroom and openly defied her more and more. At her wit's end she sea fire to their home and vanished into the night. Leonardo survived by beating down his walls and diving into the Venice canals. He has lived there ever since. Since his escape, Leonardo has overcome the belief that he is demonic yet still acts the part of a monster. As a Harvester he belive inhumanity is the path of evolution and enjoys his role. He openly contemptuous of religion and scorns the Cult of Mal and The Apostle, making snide comments and playing jokes on the zealous Nova whenever possible. He does respect Scripture oddly enough and listens to him. Quote: "HAHAHA... aw' right, sorry, Apostle, but if you could just see the look on your face...." Powers:Leviathan is a brute, immensely strong and tough. Water is his natural environment and he moves threw with ease. Leonardo lacks eyes but "sees" via his skin which is sensitive to electromagnetic disturbances such as those around most objects and people. His incredibly acute sense of smell aids him as well, though reading and color are lost to him. Out of the water, he can coat his skin with a noxious slippery slime that makes it hard to hold onto him and stings who ever touches him. He often coats his fists with this substance before a fight to give his blows a little extra sting. In combat, Leonard hits fast and hard using a crushing martial style that capitalizes on his strength and surprising speed. Near the water, land based opponents are grabbed and dragged down to drown. Appearance:Leviathan is a huge legless reptilian monster. His body is a dull sea green/bluish color and rippling with muscles. Taint has twisted him into something entirely inhuman lacking much of a face at all. He doesn't have eyes instead sporting over sized nostrils and a gaping maw full of small sharpy teeth. Oddly enough, he has no trouble making himself understood when he speaks. His hands are webbed and tipped in small non functional claws and instead of legs he has a long muscular tail. He does not wear clothing but has no visible genitalia. Note:For something squicky to picture, one of the children in the Nursery is rumored to be the son of Leviathan and Bounty...
  7. Rene "Bounty" Manata Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 HTH damage 15 DEX 15 12- OCV: 5/DCV: 5 30 CON 40 15- 15 BODY 10 12- 25 INT 15 14- PER Roll 14- 18 EGO 16 13- ECV: 6 20 PRE 10 13- PRE Attack: 4d6 22 COM 6 13- 2 PD 0 Total: 2 PD (0 rPD) 6 ED 0 Total: 6 ED (0 rED) 2 SPD 0 Phases: 6, 12 8 REC 0 60 END 0 34 STUN -1 Total Characteristics Cost: 111 Movement: Run: 6"/NC" Swim: 2"/NC" Cost Powers END Quantum Powers 17 1) Biological Sensing: Detect:Life A Single Thing 16- (Discriminatory, Increased Arc of Perception: 360-Degree, Microscopic (x1), Sense) 25 Health and Fertility Powers: Elemental Control, 50-point Powers 45 1) Boost Fertility: Transform 4d6: Living thing into Living thing with increased fertility (Cures Infertility) (Minor), Reduced Endurance (Half END; +1/4), Improved Target Group (+1/2) (70 Active Points) 3 50 2) Life Acceleration: Change Environment:Increase planet growth and fertility 128" radius (Long-Lasting: 1 Day), Reduced Endurance (Half END; +1/4) (75 Active Points) 3 17 3) Boost Health: Succor:Constitution and Recovery 4d6 (max. Aided Points: 24), Variable Effect (Two Powers Simultaneously; +1/2), Area Of Effect (3" Radius; +1) (50 Active Points); Others Only (-1/2) 5 17 4) Accelerate healing: Healing 5d6 (max. Healed Points: 30) (50 Active Points); Others Only (-1/2) 5 35 5) Accelerate Gestation: Transform 8d6: Halves Gestation time per use (Cosmetic), Improved Target Group (+1/2) (60 Active Points) 6 Quantum Enhancements 36 1) Soothe: Mind Control 8d6, Area Of Effect (4" Radius; +1) (80 Active Points); No Range (-1/2), Limited Power:Only to quell violence (Power loses about a third of its effectiveness; -1/2), Does Not Provide Mental Awareness (-1/4) 8 Perks 9 Contact:The Teragen (13-) (Contact has: extremely useful Skills or resources, Very Good relationship with Contact) 20 Base:The Nursery (100 Base, 25 Disad) 70 Follower:Loyal Novas she's helped have children (x4, 300 Base, 100 Disad) Skills 9 Animal Handler (Birds, Bovines, Canines, Equines) 15- 1 Bureaucratics 8- 1 Combat Driving 8- 5 KS: Farming Techniques (INT-based) 16- 2 Language: English (Afrikaans is native): Fluent Conversation 2 Navigation (Land) 14- 6 PS: Farmer (INT-based) 17- 7 SS: Botany (INT-based) 18- 5 SS: Biology (INT-based) 16- 0 TF: Small Motorized Ground Vehicles Total Powers & Skills Cost: 379 Total Cost: 490 400+ Disadvantages 10 Distinctive Features: Lovely African woman completely covered with green growing plants, Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing 20 Psychological Limitation: Protective of the Nursery, Common, Total 15 Psychological Limitation: Despises Utopia, Common, Strong 15 Psychological Limitation: Code Against Killing, Common, Strong 20 Hunted: Project Proteus, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence Total Disadvantage Points: 490 Appearance:Bounty is a slender woman of African descent with short black hair and dark, innocent eyes. Since her Chrysalis she has been covered in a layer of living green plants that grow from her skin. Since this covering is fairly adequate and she rarely travels among baselines with their prudish beliefs, she usually goes naked. Bounty's voice is soft but strong and she has a very pleasant accent when speaking. It is particularly soothing to children. It didn't take long though, for her abilities to reveal the secret sterilization programs inside Utopia. In 2005, with Mal's Null Manifesto fresh in her mind, Bounty fled and sought out the Teragen. She soon underwent her first Chrysalis emerging with new and more potent abilities to become the woman most important for the survival of Novas as species. She established the most secretive of Terat enclaves. Called the Nursery, it is hidden in the jungles near her native Zaire. Terats that wish to have children come to her to have their fertility restored. By 2008, the Nursery houses over a dozen children of Nova parents, four of them Bounty's own. Bounty is a gentle loving creature for the most part. But when her charges are threatened she can become quite fierce. She favors a non violent approach to most problems but Utopia is the target for her only true spite. She feels hurt and betrayed by the organization and would do almost anything to see it exposed for what it truly is. The future does not look bright for the gentle Bounty and her charges. The Apostle will most likely betray them in his bid to gain Mal's favor and eliminate his rivals in the Teragen. Powers:Bounty controls fertility. She can cause plants to spontaneously grow to maturity is moments and make the land incredibly fertile. In animals she can increase their fecundity to a level where a successful conception is guaranteed, but can't cause pathogenesis in creatures not already capable of it. Bounty's presence naturally increases health and stimulates healthy growth and healing. She can focus this and speed healing to superhuman levels but can't cause spontaneous regeneration. Yet.
  8. Jeremiah Scripture Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 HTH damage 18 DEX 24 13- OCV: 6/DCV: 6 25 CON 30 14- 10 BODY 0 11- 40 INT 30 17- PER Roll 17- 25 EGO 30 14- ECV: 8 40 PRE 30 17- PRE Attack: 8d6 20 COM 5 13- 2 PD 0 Total: 2 PD (0 rPD) 5 ED 0 Total: 5 ED (0 rED) 4 SPD 12 Phases: 3, 6, 9, 12 7 REC 0 60 END 5 29 STUN 1 Total Characteristics Cost: 167 Movement: Run: 6"/NC" Swim: 2"/NC" Cost Powers END Quantum Powers 400 Mastery of Light and Air: VPP, 200 base + 200 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1) (450 Active Points); Limited Class Of Powers Available (Slightly Limited; -1/4) 0 1) Smite: Killing Attack - Ranged 3d6 (vs. ED), Does BODY (+1), Attack Versus Limited Defense: Hardened Defenses (+1 1/2) (157 Active Points) Real Cost: 157 16 15 Psychic Screen: Mental Defense (20 points total) 20 Sensory Shield: Flash Defense (20 points) (Sight Group) 33 Mastery of Beasts: Telepathy 8d6, Reduced Endurance (Half END; +1/4) (50 Active Points); Communication Only (-1/4), Does Not Provide Mental Awareness (-1/4) 2 25 Mastery of Tongues: Universal Translator 22- 117 The Voice of God's Authority: Mind Control 12d6 (Additional Class of Minds:Animals), Reduced Endurance (Half END; +1/4), Personal Immunity (+1/4), Area Of Effect (11" Radius; +1) (175 Active Points); Does Not Provide Mental Awareness (-1/4), Limited Power:Targets must be able to hear him (Power loses about a fourth of its effectiveness; -1/4) 8 15 Detecting the Truth: Detect A Class Of Things 17- (Discriminatory, Range) 33 Listening to the Voice of God: Spatial Awareness (Analyze, Discriminatory, Increased Arc of Perception: 360-Degree, Range, Telescopic (+8)) (50 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) 75 Mental Manipulation: Multipower, 75-point reserve 7u 1) The Babel Effect: Transform 5d6: Target into Target with Disadvantage:Does speak or comprehend language (Major) (75 Active Points) 7 7u 2) Mind Blasting: Ego Attack 7d6 (70 Active Points) 7 7u 3) Scramble Autonomic Nervous System: Killing Attack - Ranged 1d6 (vs. ED), Does BODY (+1), Continuous (+1), Attack Versus Limited Defense: Mental Defense (+1 1/2) (67 Active Points) 7 5u 4) Shut Down Senses: Flash 5d6 (Sight Group), Reduced Endurance (Half END; +1/4), Attack Versus Limited Defense: Mental Defense (+3/4) (50 Active Points) 2 Quantum Enhancements 17 1) Physical Prodigy: +3 Overall (30 Active Points); Limited Power:Only for Physical skills and PSes (Power loses about a third of its effectiveness; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) 3 3 2) Hyper enhanced Hearing: Ultrasonic Perception 8 3) Hyper enhanced Hearing: Radio Perception 5 4) Full EM scan: Ultraviolet Perception 10 5) Electro Magnetic Vision: N-Ray Perception 5 6) Ultra Peripheral Vision: Increased Arc Of Perception (240-Degree) (Sight Group) 5 7) Full Em Scan: Infrared Perception 5 8) Perfect Guest: Detect:The right manners and social graces for any occasion A Class Of Things 17- 28 9) Natural Empath: Telepathy 10d6, Reduced Endurance (Half END; +1/4) (62 Active Points); Receive Only (-1/2), Empathy (All Emotions; -1/2), Does Not Provide Mental Awareness (-1/4) 2 2 10) Human Nature: Detect:Inner or concealed motivations A Class Of Things 17-, Sense Affected As Another Sense:Hearing group (+0) (5 Active Points); Extra Time (1 Minute; -1 1/2) 12 11) Mega Perception: Enhanced Perception (+4 to PER Rolls for All Sense Groups) 40 12) Soothe: Mind Control 9d6, Area Of Effect (5" Radius; +1) (90 Active Points); No Range (-1/2), Limited Power:Only to quell violence (Power loses about a third of its effectiveness; -1/2), Does Not Provide Mental Awareness (-1/4) 9 7 13) Awe Inspiring/Face of Terror: +10 PRE, Limited Power:Only to cause fear/awe (Power loses less than a fourth of its effectiveness; +0) (10 Active Points); Costs Endurance (Costs END Every Phase; -1/2) (not added to totals) 1 Perks 10 Money (Wealthy) 30 Custom Perk:Large web of contacts and favors 3 Anonymity 3 Well-Connected 41 1) Contact:The Teragen (17-) (Contact has access to major institutions, Contact has: extremely useful Skills or resources, Very Good relationship with Contact), Organization Contact (+2) (42 Active Points) Skills 1 Acrobatics 8- 1 Breakfall 8- 1 Combat Driving 8- 3 Deduction 17- 11 Survival (Arctic/Subarctic, Desert, Marine Surface, Temperate/Subtropical, Tropical) 18- 3 KS: Art 12- 5 KS: Philosophy (INT-based) 19- 6 KS: Teras (INT-based) 20- 5 Tactics 18- 5 Disguise 18- 9 Interrogation 20- 3 Persuasion 17- 3 Conversation 17- 3 Bribery 17- 3 High Society 17- Total Powers & Skills Cost: 1055 Total Cost: 1222 400+ Disadvantages 10 Distinctive Features: Hairless, glowing haloed albino with blank white eyes, Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing 15 Hunted: The Directive, As Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence 15 Psychological Limitation: In love with Divis Mal, Common, Strong 15 Psychological Limitation: Believes in Teras and Nova Spirituality, Uncommon, Total 15 Psychological Limitation: Non Violent, tries diplomacy first , Common, Strong 742 Teragen Pantheon Bonus Total Disadvantage Points: 1222 Appearance: Jeremiah Scripture cannot be mistaken for human, though he is strangely beautiful. He is constantly sheathed in white light and has a faint halo when he uses his more spiritual powers and dresses in the simple robes of a travelling monk or holy man. His eyes are pure white and glow faintly particularly when he is looking for truths or thinking deeply. He is of modest height but seems far larger in person and would be intimidating if it wasn't the air of peace that surrounds him. Scripture is an albino but does not suffer for it. He has a powerful, melodic voice that always carries strongly though he never seems to raise it. Those who respect him say when the Galatea lit up the Heaven, Scripture erupted during a state of calm contemplation. But the truth of it and his life long relationship with Divis Mal is unknown. Rumors abound in the Teragen, however. Some say he knew Mal before his Eruption, others claim Scripture is just playing the Apostle John to Mal's Jesus. A few think he is setting Mal up as something greater than he is. Scripture claims to follow Mal because he speaks with unparalleled clarity and vision. Scripture advocates a totally religious view of Novas. He sees them as the latest avatars of God. Angels with souls. He is unbending in this stance and this has put him at odds with some of the more logical members of the Teragen, such as The Mathematician. Only recently has he begun to take an active role in the Teragen and these inter group conflicts have blinded him and other leaders to dangerous intrigues simmering within the organization. Threw it all though, Scripture is peaceful. He listens to all points of view and is often the mediator in inter group conflicts. Powers:Scripture has complete control over light and air, both literally and metaphysically. He can create, destroy and manipulate them in any way he sees fit, at will, and can effect target KMs away with relative ease. He can also manipulate the human mind in power ways, directly shutting down the brain's language or sensory centers or turning off autonomic functions such as breathing and heartbeat, though he is reluctant to do so. On a more spiritual level, Scripture can hear and project the "Voice of God" and command any living thing in ear shot to do his bidding. By listening to this "voice" he can become aware of anything and everything around him and detect hidden truths.
  9. Lets say my character has an Energy Blast (Fire). He must absorp fire to use this energy blast either threw being hit with a fire attack or absorping actual flame (Absorption and Transfer). The EB starts at 0 Active Points and is only as powerful as the amount of flame he absorps. And each use reduces the amount of available power propotionate to how potent the EB is. Ex:The character absorps 10 dice of EB and fires 8d attack. He has 2d "left" until he "refuels" What limitation value would you assign to the Eb?
  10. I will say this. I do think Hero is universal. It does most genres well, some passably. But of course, a system created for a specific genre is going to emulate it better than a generic system. Unless that specific system is very poorly designed. But Hero, IMO, does acutally work better than a number of specific systems I have tried.
  11. I prefer rules and how to from my gaming system. I can come up with material myself. I come to Hero for rules to work what I create in play.
  12. Jennifer "Slider" Landers Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 HTH damage 31 DEX 63 15- OCV: 10/DCV: 10 35 CON 50 16- 13 BODY 6 12- 25 INT 15 14- PER Roll 14- 25 EGO 30 14- ECV: 8 25 PRE 15 14- PRE Attack: 5d6 25 COM 8 14- 3 PD 0 Total: 23 PD (23 rPD) 7 ED 0 Total: 27 ED (27 rED) 5 SPD 9 Phases: 3, 5, 8, 10, 12 10 REC 0 70 END 0 39 STUN 0 Total Characteristics Cost: 201 Movement: Run: 6"/NC" Swim: 2"/NC" Cost Powers END Quantum Powers 30 1) Spatial Warp Viewing 1: Clairsentience (Sight Group; Additional Sense Group: Hearing Group) 3 37 2) Long Distance Spatial Warp Viewing: Clairsentience (Sight Group; Additional Sense Group: Hearing Group), Megascale (1" = 1 km; +1/4) (37 Active Points) 4 45 3) Bend Space: Flight 15", Usable Underwater (+1/4), Invisible Power Effects (Hearing Group; +1/4) (45 Active Points) 4 150 Spatial Manipulation: VPP, 75 base + 75 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1) (169 Active Points); Limited Class Of Powers Available (Slightly Limited; -1/4) 0 1) Twist Space: Missile Deflection (Any Ranged Attack; Missile Reflection, Reflect At Any Target), Ranged (Adjacent Hex; +1/2) (75 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 60 7 0 2) Spatial Distortion Field: Force Field (15 PD / 15 ED) (Protect Carried Items), Hardened (+1/4) (50 Active Points) (added to Primary Value) Real Cost: 50 5 0 3) Spatial Manipulation: Stretching 6", Does Not Cross Intervening Space (+1/4), Costs END Only To Activate (+1/4) (45 Active Points) Real Cost: 45 4 0 4) Translocation: Teleportation 20" (x16 Increased Mass), Safe Blind Teleport (+1/4) (75 Active Points) Real Cost: 75 7 0 5) Warp Space: Teleportation 9" (x8 Increased Mass), Safe Blind Teleport (+1/4), Megascale (1" = 1000 km; +1) (74 Active Points) Real Cost: 74 7 Quantum Enhancments 12 1) Cat Footed: +3 with stealth based skills (15 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 1 16 2) Accuracy: +3 with All Combat (24 Active Points); Costs Endurance (Costs END Every Phase; -1/2) 2 5 3) Perfect Balance: Gliding 6" (6 Active Points); Ground Gliding (-1/4) 5 4) Regeneration: Healing 1 BODY (Can Heal Limbs) (15 Active Points); Extra Time (Regeneration-Only) (1 Turn (Post-Segment 12); -1 1/4), Self Only (-1/2) 1 6 5) Hardbody: Damage Resistance (3 PD / 7 ED), Hardened (+1/4) (6 Active Points) 18 6) Blind Fighting: Combat Sense 17- 18 7) Multitasking: +4 Overall (40 Active Points); Only to offset penalties for Multi Tasking (Power loses about half of its effectiveness; -1), Cost Endurance (Only Costs END to Activate; -1/4) 4 4 8) Speed Reading: Speed Reading: x10 5 9) Ultra Peripheral Vision: Increased Arc Of Perception (240-Degree) (Sight Group) 11 10) First Impression: +5 with Pre skills (25 Active Points); Only to make a first impression (Power loses about half of its effectiveness; -1), Costs Endurance (Only Costs END to Activate; -1/4) 2 36 11) Soothe: Mind Control 8d6, Area Of Effect (4" Radius; +1) (80 Active Points); Only to soothe and calm (Power loses about a third of its effectiveness; -1/2), No Range (-1/2), Does Not Provide Mental Awareness (-1/4) 8 48 12) Almost Live: Naked Modifier:Mega Scale on Soothe power, Megascale (1" = 100000 km; +1 1/2) (60 Active Points); Targets must be able to perceive her in some fashion (Power loses about a fourth of its effectiveness; -1/4) Equipment:Eufiber 4 1) Eufiber Endurance Reserve: +10 END (5 Active Points); IIF (-1/4) (added to Primary Value) 9 2) Eufiber Costume: Armor (5 PD / 5 ED) (15 Active Points); Only while it holds endurance (Power loses about a third of its effectiveness; -1/2), IIF (-1/4) (added to Primary Value) 4 3) Malleable Costume: Transform 2d6: Costume into any other suit of clothes (Cosmetic) (10 Active Points); Limited Target (Very Limited; -1), IIF (-1/4) 1 Martial Arts: MA NAME Maneuver OCV DCV Notes 5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove 3 Martial Throw +0 +1 STR +v/5, Target Falls 4 Martial Disarm -1 +1 Disarm; +10 STR to Disarm roll Perks 10 Money (Wealthy) 27 Contact:Utopia (13-) (Contact has access to major institutions, Contact has: extremely useful Skills or resources, Good relationship with Contact), Organization Contact (+2) (27 Active Points) 12 Reputation:Extremely well loved member of Team Tomorrow "The world's sweetheart" (A large group, 14-) +4/+4d6 4 Contact:Andy "Iron Skin" Vance (12-) (Good relationship with Contact) 3 Contact:Andre "Bender" Corbin (12-) Talents 3 Bump Of Direction:Internal Compass Skills 1 Combat Driving 8- 7 Stealth 17- 5 Sleight Of Hand 16- 5 Deduction 15- 5 PS: Opnet Programmer (INT-based) 16- 3 PS: Visual Computer Artist (INT-based) 14- 3 Trading 14- 5 Bureaucratics 15- 9 Computer Programming 17- 7 Security Systems 16- 5 Lockpicking 16- 3 Language: French (English is native): Completely Fluent, w/Accent 3 Language: Hindustani: Completely Fluent, w/Accent 3 Language: Spanish: Completely Fluent, w/Accent 3 Paramedics 14- 3 SS: Spatial Physics (INT-based) 14- 4 Survival (Temperate/Subtropical, Temperate/Subtropical Forests, Temperate/Subtropical Plains) 15- 10 +2 with HTH Combat 5 Oratory 15- 7 High Society 16- 4 KS: Intrusion Countermeasures (INT-based) 15- Total Powers & Skills Cost: 635 Total Cost: 835 400+ Disadvantages 10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing 30 Hunted: Project Proteus, More Powerful, 11- (Frequently), Harshly Punish, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find 15 Psychological Limitation: Devoted to the Utopian ideal, Common, Strong 15 Psychological Limitation: Free Spirit and outspoken, Common, Strong 10 Psychological Limitation: Reluctant to use lethal force, Common, Moderate 10 Psychological Limitation: Hatred of corruption, Common, Moderate 345 Team Tomorrow Bonus Total Disadvantage Points: 835 Jennifer never really lived an "ordinary" life, though to hear her tell it, she was just another face in the crowd. Straight-A student, Homecoming Queen, civil and environmental activist — Jennifer was working to make the world a better place well before her eruption. Of course, like every other nova, her life changed forever the day she erupted. For Jennifer, the crisis was an attempt by a digi-terrorist to destroy the website she'd done for a local branch of Greenpeace. (Local to her, of course.) As a site designer trying to out-think a prepared hacker in real time, Jennifer herself says she was outclassed. She tried to imagine herself in several places at once, throwing up firewalls in an attempt to block access. Space is an illusion in the OpNet, Jennifer once told me, and that proved to be her triumph. Though she couldn't out-program the hacker, she just popped into his room, then popped him to the nearest police station, before either of them knew what happened. Given her history of activism and devotion to the greater good, Jen was almost destined to become a member of Team Tomorrow. The young American was an immediate media sensation. Her charming persona, girl next door beauty and forthright, caring attitude immediately won the hearts of the world. :Slider (named because of her ability to "slide" object with her spatial manipulation) was a favored member of Team Tomorrow and Utopia's greatest spokeswoman. Unfortunately, Jennifer intelligence and inquisitive nature brought about her downfall. After looking into several inconsistencies and rumours, she began to stumble across the rot at the heart of Utopia, the secretive Project Proteus. As was her nature, she spoke out, calling in friends (such as Andre Corbrin) and other Novas that have begun to suspect the truth. Clearly she had to be silenced. In 2008, Slider was found murdered in her Calcutta apartment, the victim of a brutal assault. No murderers was ever caught suspects were many, from the Teragen to her Corbin himself. The truth would not be revealed for many years, but a great deal of suspicion fell on Utopia itself, furthering blackening its reputation and perhaps adding more fuel to the growing fires of discontent against the organization. Its also Jennifer warning that leads Andre into his unlikely position as leader of the Aberrants (Former Utopian Nova that suspect the truth). Quote: "No, you look, Andre. Novas are one in a million, may six or eight thousand world wide. They're systematically killing us off and they're getting us to do it so it doesn't look like they're anything up. All for N! or for publicity or whatever screen they want to throw up against us!" Powers:Jennifer's power are based on spatial manipulation. She can bend space as she sees fit allowing to perform many amazing feats. She can shift her and other positions, manipulation objects by "sliding" them about, or deflect attacks. She open portals to view distant locations and transport large amounts of material instantly. This made her invaluable in disaster relief and combat scenarios alike. Jennifer's personal enhancements include a increase to her natural charisma. Her dexterity and stamina are superhuman as well and unlike many social novas her supernatural abilities work just as well over the media. Appearance:Jennifer Landers is a fresh faced, attractive young woman. She's naturally redheaded and has a light dusting of freckles. Overall she looks younger than she really is, perhaps in her mid teens, despite being very beautiful. She dresses casually in t-shirts and jeans for the most part when off duty and wears the standard Team Tomorrow bodysuit when working with the team though the logo is on her chest rather than shoulder. Thanks to the people at T2M.com for the background information.
  13. Gvuthbjorg "Ragnarockette" Danielsdottir Val Char Cost Roll Notes 65 STR 55 22- Lift 204.8tons; 13d6 HTH damage 31 DEX 63 15- OCV: 10/DCV: 10 40 CON 60 17- 14 BODY 8 12- 20 INT 10 13- PER Roll 13- 18 EGO 16 13- ECV: 6 20 PRE 10 13- PRE Attack: 4d6 20 COM 5 13- 12 PD -1 Total: 32 PD (20 rPD) 8 ED 0 Total: 28 ED (20 rED) 6 SPD 19 Phases: 2, 4, 6, 8, 10, 12 21 REC 0 80 END 0 67 STUN 0 Total Characteristics Cost: 245 Movement: Run: 6"/NC" Swim: 2"/NC" Cost Powers END 75 Skin Tight Telekinetic Force Field: Armor (20 PD / 20 ED), Hardened (+1/4) (75 Active Points) (added to Primary Value) 15 Nearly Indestructible: Physical Damage Reduction, Resistant, 25% 30 Nearly Indestructible: Energy Damage Reduction, Resistant, 50% 37 Telekinesis: Elemental Control, 74-point Powers 38 1) Psychokinesis: Telekinesis (50 STR) (75 Active Points) 7 39 2) Psychokinetic Flight: Flight 28" (Improved Noncombat Movement (x4)), Usable Underwater (+1/4) (76 Active Points) 8 38 3) Wide Area Psychokinesis: Telekinesis (25 STR), Area Of Effect (4" Radius; +1) (75 Active Points) 7 38 4) Psychokinetic Barrier: Force Wall (15 PD / 15 ED) (75 Active Points) 7 Quantum Enhancements 49 Irresistible Force: Naked Modifier:Double Knockback on Strength, Double Knockback (2x KB; +3/4) (49 Active Points) 5 65 Crushing Strength: Killing Attack - Hand-To-Hand 4 d6 +1 (plus STR) (vs. PD) 6 46 Adaptability: Life Support (Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 200 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) Perks 10 Money (Wealthy) 18 Contact:Queer Nova Alliance (13-) (Contact has: useful Skills or resources, Good relationship with Contact), Organization Contact (+2) (18 Active Points) Skills 5 Acrobatics 16- 3 Breakfall 15- 5 Interrogation 14- 3 Language: English (Icelandic is native): Completely Fluent, w/Accent 2 Language: Dutch: Fluent Conversation 5 Streetwise 14- 3 Seduction 13- 1 Survival (Arctic/Subarctic) 8- 4 PS: Rock Singer (PRE-based) 14- 3 PS: Dancer (DEX-based) 15- 15 +3 with HTH Combat Total Powers & Skills Cost: 547 Total Cost: 792 400+ Disadvantages 10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing 25 Hunted: Project Utopia, More Powerful, 14- (Very Frequently), Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find 5 Distinctive Features: Large blonde and "butch" woman, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses 15 Psychological Limitation: Protective of friends, Common, Strong 10 Psychological Limitation: Outspoken and politically active, Common, Moderate 5 Social Limitation: Openly bisexual, Occasionally (8-), Minor Total Disadvantage Points: 792 Gvuthbjorg Danielsdottir (Gug or Guggie to her friends) was one of the earliest and most promising recruits from Team Tomorrow. She has not been very forthcoming about the circumstances of her Eruption which is usually for the normally forthcoming Icelandic woman. She has been with the team practically since the beginning rising from a trainee to a valued front line combatant very quickly. With her combination of near invulnerability, strength and natural charisma, Ragnarockette is one of the more famous and iconic members of Team Tomorrow in 2008. Guggie is very outspoken in her political beliefs and extremely open about her sexuality and personal life. This has put her at odds with certain members of both Project Utopia (namely the slightly homophobic Ceastus Pax) and the Church of the Archangel Michael. She's joined the notorious Queer Nova Alliance (a support/political action group for Gay/lesbian/bi/trangendered Novas) along with Ana Texeria (another member of Team Tomorrow and Gvuthbjorg's one time lover). Ragnarockette participated, under orders, in the disastrous attack on the famous Nova nightclub "The Amp Room" in late 2010. The end result of the ill advised raid was near total destruction of Ibiza Spain and a collective blackening of Utopia's reputation and the relations between Novas and baselines world. Gug was kidnapped along with Count Raol Orzaiz by a psychotic Elite wanna be named "The Angel of Bones. He hoped to kill the two publicly as is introduction into the Elite world, but an unknown team of Novas saved interrupted his plans. The ordeal forged a surprising bond between the Utopia and the Terat, spawning rumors of a love affair, but Gvuthbjorg retains her Utopian localities for now. Quote: "So it turns out the guy wasn't even a Nova. Just some guy who liked dressing up in costumes and getting beat up by strong Nova women..." Powers:Ragnarockette's powers are fairly straight forward. She has vastly powerful telekinesis and can channel it to increase her physical power and natural resilience to superhuman levels. She is nearly invulnerable to harm, being constantly incased in a skin tight invisible telekinetic shield. She can use this power to fly, and manipulate tons of material at a distance, but lacks fine manipulation as of yet. Some Utopia trainers have taken to calling her "Pax Lite" due to the similarity in their abilities. Some also suspect that this similarity is some of the reason Ragnarockette is on Pax's list. He doesn't care for anyone that comes close to him in power. Rumor has it that Ragnarockette was one of the designers favorite characters and he kept her character sheet on his office wall next to Divis Mal's. Perhaps more was planned for her that hasn't been revealed as of yet. Appearance:Ragnarockette is slightly over six feet all and has an athletic well muscled dancer's physique. She kept herself in good shape before her Eruption and her Nova metabolism honed those looks to perfects. She could easily be a fitness model or dancer, in fact was a performer before she chose to join Utopia. Guggie wears her hair very short, originally in almost military brushcut but later a slightly more relaxed cut. On duty she wears a long sleeved leotard with metal shoulder guards, thigh high highheeled black boots and fish net stockings with garter belt. Her leotard is in the traditional white, blue and gold with the Team Tomorrow logo over left breast instead of the shoulder.
  14. An impairing headshot kills them instantly (Body doesn't matter) and ignores their damage reduction. Now, in some campaigns an impairing shot to the head instantly kills, but its an optional rule. The disad is pretty generic. Sort of like the "Stake threw the heart" for Vampires. I mean really, that would kill anyone.
  15. Re: where is Divas Mal ? I decided not to try and do a write up for Mal. He is honestly less of a character than a plot device that can do anything he wants. Ceastus Pax was the most expensive character I've seen written up in Hero terms (And I don't think I got him completely right) and Divis' power level completely dwarfs him. It would be a bit like statting out God. I might attempt to write up Jerimah Scripture, Divis' lover. He is exceptionally powerful, but more within comprehension. I just need to figure how to covert powers with Quantum Mastery. Its an "Extra (Advantage) that increases a power's effectivenes by orders of magnitude each time you get it.
  16. nexus

    WWE Hero

    Thanks! These ideas are pretty cool.
  17. Re: Conversion question Some basic guidelines. 1 pip of normal attributes equals 5 ips in Hero. Mega Str each pip equal 10 pips in Hero, Mega Dex 1 for 3. Powers, defenses and the like I am basically eyeballing.
  18. Well, you're entitled to your opinion, but I like the Teen Titans show myself and Power Puff girls is all right for a laugh.
  19. Wow, that was good...
  20. I have a friend that does good comic book style art and he does commissions in his spare time. They're only like 10 dollars a pop too.
  21. Andrew "Skew" Parker Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 HTH damage 15 DEX 15 12- OCV: 5/DCV: 5 25 CON 30 14- 12 BODY 4 11- 15 INT 5 12- PER Roll 12- 20 EGO 20 13- ECV: 7 15 PRE 5 12- PRE Attack: 3d6 20 COM 5 13- 2 PD 0 Total: 14 PD (14 rPD) 5 ED 0 Total: 17 ED (17 rED) 2 SPD 0 Phases: 6, 12 7 REC 0 50 END 0 30 STUN 0 Total Characteristics Cost: 84 Movement: Run: 6"/NC" Swim: 2"/NC" Cost Powers END Quantum Powers 95 Magnetic Flight: Multipower, 95-point reserve 95 Magnetic Field Riding: Flight 38", Usable Underwater (+1/4) (95 Active Points) 9 2u 1) Hyperfast Magnetic Field Riding: Flight 5", Usable Underwater (+1/4), Megascale (1" = 100 km; +3/4) (20 Active Points) 2 30 Magnetic Force Field: Force Field (12 PD / 12 ED), Hardened (+1/4) (30 Active Points) (added to Primary Value) 3 150 Magnetic Field Manipulation: VPP, 75 base + 75 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1) (169 Active Points); Limited Class Of Powers Available:Magnetic Powers only (Slightly Limited; -1/4) 0 1) Magnetokinsis: Telekinesis (30 STR) (Fine Manipulation) (55 Active Points); Limited Power:Ferrious Objects only (Power loses about a third of its effectiveness; -1/2) Real Cost: 37 5 0 2) Emp Blast: Killing Attack - Ranged 1 1/2d6 (vs. ED), Does BODY (+1), No Normal Defense (Standard; +1) (75 Active Points); Limited Power:Only vs Electronics (Power loses about half of its effectiveness; -1), No Knockback (-1/4) Real Cost: 33 7 0 3) Magnetic Storm: Energy Blast 5d6 (vs. PD), Area Of Effect (3" Radius; +1) (50 Active Points); Requires loose metal objects to manipulate (Power loses about a third of its effectiveness; -1/2) Real Cost: 33 5 Quantum Enhancements 5 1) Regeneration: Healing 1 BODY (Can Heal Limbs) (15 Active Points); Extra Time (Regeneration-Only) (1 Turn (Post-Segment 12); -1 1/4), Self Only (-1/2) 1 4 2) Durability: Damage Resistance (2 PD / 5 ED) 10 3) Electromagnetic Vision: N-Ray Perception, Sense Affected As Another Sense (+0) Martial Arts:Brawling Maneuver OCV DCV Notes 3 1) Punch +1 +0 STR +2d6 Strike 4 2) Martial Block +2 +2 Block, Abort Perks 10 Money (Wealthy) 6 Reputation:Wildly popular musician (A large group, 11-) +3/+3d6 15 Follower:Fanatic Fans (x4, 25 Base, 25 Disad) Skills 3 Acrobatics 12- 3 Breakfall 12- 5 Combat Driving 13- 5 Deduction 13- 3 SS: Electrical Engineering (INT-based) 12- 5 Computer Programming 13- 5 PS: Skew Metal musician (PRE-based) 14- 2 Language: French (English is native): Fluent Conversation 2 Language: German: Fluent Conversation 3 Language: Spanish: Completely Fluent, w/Accent 5 SS: Magnetic Field physics (INT-based) 14- 5 Interrogation 13- 7 Streetwise 14- 4 AK: Miami (INT-based) 13- 4 CuK: "Skew" Metal scene (INT-based) 13- 6 Survival (Urban) 14- 5 High Society 13- 12 +4 with any three maneuvers or a tight group of attacks 9 +3 with handguns 10 +2 with HTH Combat Total Powers & Skills Cost: 532 Total Cost: 616 400+ Disadvantages 10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing 25 Hunted: Project Utopia, More Powerful, 14- (Very Frequently), Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find 10 Psychological Limitation: Reluctant to use lethal force, Common, Moderate 15 Psychological Limitation: Thrill Seeker, Common, Strong 15 Psychological Limitation: Overconfident and brash, Common, Strong 5 Social Limitation: Famous musical performer, Occasionally (8-), Minor 136 Team Tomorrow Bonus Total Disadvantage Points: 616 Skew's eruption went largely unwitnessed. But certainly not unnoticed. Project Utopia and the local authorities searched the Miami area for months, looking for the source of the Electromagnetic Pulse that shut down most of the city in February 2007. It wasn't until April that the source found them when Skew dropped an armored car into the parking lot of Maimi's Mashin Roude clinic. The car contained several repeat offenders from the infamous Spangler Poesse. Ceastus Pax himself delivered Utopia's job offer to the young Nova. Skew is something of a loose cannon on Team Tomorrow. He is wildly creative with his powers, but just as erratic in his tactics. He's as likely to wrap a car about his opponents as use the studs on his clothes as improvised projectiles. He is the current "king of collateral damage" on the team, but is never reluctant to help clean up his messes. Quote:"Core the strongest nova? Yeah right, If he came at me I'd wrap the superstructure of the nearest building around him and drill 'em to the center of the Earth. Then they'd really be able to call him "Core". Ha! " Powers:Skew's powers are based his control of magnetic and related forces. He can manipulate most metals and other ferrous substances with ease, short out electronics with EMP or perform other feats of with electromagnetism with little effort. Skew is surprisingly intelligent and Utopia's educational efforts and his own innate creativity make him quite versatile and unpredictable in combat. He is constantly expanding his menu of tricks, such as working on more ways to directly effect living targets without killing them. Think of him as a young Magneto and you wouldn't be far off. Appearance:Skew maintains a "grunge" look. Ragged jeans, t-shirts, leather jackets, etc. He's handsome in a rugged unkempt way and wears his black hair short and messy. Skew usually has a couple of days unshaven beard and sports goggles when flying. When "on" he trades skew metal band t-shirts for a white one with Team Tomorrow logo emblazoned on the front.
  22. Run The Powerpuff girls and the Television version of the Teen Titans threw an Iron Age refit.
  23. Any comments? Complaints? requests?
  24. Mastermind. He beleives he is a brilliant scientist trying to protect the world from a "conspiracy" that changes almost daily. In fact, he is a mental patient that has developed vastly powerful illusion powers. All his bases, agents, etc, are alll creations of his own mind. He tends to target one or two superheroes then drag them into his personal delusion with Images and Mental Ilusions so powerful they are indistinguishable from reality. His agents are constructed created with Summon as "Illusions so perfect they might as well be real" that sort of thing. Of course once its all over there is no evidence left. The players think he has access to some vastly powerful teleportation and nanotech due to this.
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