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concord

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Everything posted by concord

  1. Re: What Are You Listening To Right Now? Mannheim Steamroller - Christmas CDs
  2. Re: Support characters in AP limited campaigns I have a soft AP Cap on the Wardens Campaign... the latest version of the campaign has a character named Boost who is a "support" character... Here is his character sheet: http://www.herogames.com/forums/showpost.php?p=730535&postcount=7 The campaign has been on hiatus... moving to a new place, broken hand (yep, the one I write with), holidays and all that real life jazz getting in the way... I just sent out the call for a restart after the first of the year... Unfortunately, I haven't heard back from his player yet... I hope he comes back as a PC... I don't think I could do him justice as an NPC...
  3. Re: On The Fringes Of Invisibility My experiences are similar to zornwil's... I don't recall a PC that had a fringe effect... it was always invisibility with no fringe... As a GM, I have created a couple of NPCs that have cloaking fields... sort of the Predator effect that Manic Typist mentioned... that I defined as invisibility with a fringe...
  4. Re: post-apocalyptic genre book This would be a book on my to buy list... The post-apoc campaign that I have run off and on since the late 80s is set in the aftermath of my Champions campaign after everything that could go wrong, did... It allowed for high-tech and fantastic powers as well as digging through the ruins and finding a toaster and wondering what it was... I always liked the Gamma World quirky "treasure" lists... I posted about the downfall/basis for the apocalypse in another thread some time back... http://www.herogames.com/forums/showpost.php?p=58070&postcount=51
  5. Re: Defending your base against EMP and other magnetic attacks... In the real world to protect against EMP, gallium arsenide is used instead of silicon for the basis of computer chips, transitors and diodes... If you want to learn more about protecting against EMP test your Google-Fu by searching the terms TEMPEST and EMP...
  6. Re: What does a timeline need? Building on want the others have said... here are a few more suggestions... First appearance of major villains, solos and groups... Maybe a couple of flavor changes to history... for example: Increased granularity the closer you get to the campaign city... by this I mean there should be more info concerning the campaign area, so that the characters can get a better feel for it... especially if they grew up in the area... My last suggestion would be, use the player backgrounds... a lot of my campaign history/timeline has been enhanced by players that designed either long lived characters or legacy characters... Some of my campaign history and timelines can be found at the Foundation Chronicles website, link is in my signature.
  7. Re: Need help in translations http://poets.notredame.ac.jp/cgi-bin/jedi This is a pretty good online source for English to Japanese which can output to ROMAJI... basicly put in an English word and it returns the Japanese word spelled out in the Roman alphabet... which seems to be what you are seeking...
  8. Re: GM's "Notebook" Electronic - HD for characters - spreadsheets, word processor documents and webpages for everything else...
  9. Re: Opinions On Limitation Level For A "Cargo Only" T-Port As a GM I would not give any limitation for this build... it lets the villains accomplish their mission with very little that can be done to stop them... So in my opinion, it is a limitation that does not limit... I also think it is a little abusive... only one step short of the villains always teleporting away just as they are about to be defeated on the Frustrating the Players table... this build is something I would use once maybe twice but not something that would happen a lot...
  10. Re: Calling Frenchmen and Francophiles How about Bastion, or if you want to go Old French, Bastillion... both are from from the same root as Bastille.
  11. Re: What's in a Name? You must spread some Reputation around before giving it to Haven Walkur again.
  12. Re: Please help with a build - a la Theora Jones GPS is a very nice tool... combined with publically available maps of buildings, it can be used to project maps and a "you a here" symbol on heads-up-displays worn by team members in the field.... additionally, maps can be made of locations where there are not publically available resources by having a member of the group visit the locale with a GPS remote unit... the GPS data gained from the remote unit is fed back to the computer... a map is generated on the fly and can be stored for later use... several members of the Wardens have worn HUDs and used the AI back at the base to feed them maps and other info while on patrol or in combat...
  13. concord

    Name Help

    Re: Name Help This is one of the best name sources I have found on the web... there are many names both given names and surnames from many different countries and nationalities... unfortunately it does not give meanings of names... http://www.gaminggeeks.org/Resources/KateMonk/index.htm The site is the Onomastikon and was compiled by Kate Monk.
  14. Re: Tell me about your superhero campaigns! I am running the fourth edition of the Wardens Campaign. It is a probably best classified as a Bronze Age campaign and is set in San Francisco. Completely home grown, no Marvel or DC history/continuity used. Characters are pretty low powered at this point but may grow into the best of the best if the camapign lasts that long. Links to the discussion threads and websites for the campaign are in my signature.
  15. Re: Foundation Redbook - Characters from the Foundation Chronicles / Warden Chronicles The Grand Empire has returned to San Francisco... the Wardens stumbled upon this fact in the last session... here is another of the agent types they encountered... As always your comments are welcome... GEPANZERT KERNTRUPPEN - Grand Empire Agent, Class "X" VAL...CHA...Cost...Total...Roll......Notes 15....STR......5...15/25...12-/14-...HTH Damage 3d6/5d6 END [1] 15....DEX.....15...15/9....12-/11-...OCV 5/3 DCV 5/3 15....CON.....10...15......12- 15....BODY....10...15......12- 12....INT......2...12......11-.......PER Roll 11- 12....EGO......4...12......11-.......ECV: 4 15....PRE......5...15......12-.......PRE Attack: 3d6 10....COM......0...10......11- .3....PD.......0...3/18..............3/18 PD (0/15 rPD) .3....ED.......0...3/18..............3/18 ED (0/15 rED) .3....SPD......5...3.................Phases: 4, 8, 12 .6....REC......0...6 30....END......0...30 30....STUN....-1...30 .6....RUN......0...6"/12"............END [1] .2....SWIM.....0...2"................END [1] .3....LEAP.....0...3"/10"............3"/10" forward, 1 1/2"/5" upward CHA Cost: 55 Cost...POWERS -9.....Sluggish Control Servos: -6 DEX (-18 Active Points); OIF (-1/2), No Figured Characteristics ........(-1/2) [Notes: The control servos for the battlesuit were the most complex part of the ........construction equation. In the end, the designers went with the best that they could mass ........produce at an affordable cost. This resulted in a rather poor control system that hampers ........the agent using the battlesuit. To compensate for the poor control system, the ........battlesuit's armor shell was upgraded for more protection and a targeting computer was ........added to provide firing solutions for the weapon system.] .......Battlesuit Helmet, all slots OIF (Battlesuit Helmet; -1/2) 13.....1) Enhanced Targeting Computer: +4 with Ranged Combat (20 Active Points) 15.....2) Enhanced Communication System: HRRP (Radio Group), Discriminatory, Analyze (22 Active) 10.....3) Enhanced Night Vision Blocks: Nightvision, +3 to PER Roll, Discriminatory, Increased ...........Arc Of Perception (240 Degrees) (15 Active Points) .7.....4) Mirrored Helmet Visor: Sight Group Flash Defense (10 points) (10 Active Points) .......Battlesuit, all slots OIF (Battlesuit; -1/2) - END= 30.....1) Delenev Battle Shell: Armor (15 PD/15 ED) (45 Active Points) 12.....2) Enhanced Mobility Servos: Running +6" (6"/12" total), Reduced Endurance (0 END; +1/2) ...........(18 Active Points) .7.....3) Enhanced Power Servos: +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); ...........No Figured Characteristics (-1/2) .5.....4) Power Leap Servos: Leaping +5" (3"/10" forward, 1 1/2"/5" upward), Reduced Endurance ...........(0 END; +1/2) (7 Active Points) 11.....5) Sealed Pressurized Climate Control System: LS (Safe in High Pressure; Safe in Intense ...........Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) ...........(17 Active Points) 67.....P-1X Weapon System: Multipower, 67-point reserve 4u.....1) AZ-7 Blaster - Integrated: EB 10d6, 4 clips of 16 Charges (+1/4) (62 Active Points) 7u.....2) Rocket Launcher: EB 9d6, 4 clips of 12 Charges (+0), Explosion (+1/2) (67 Active Points) POWERS Cost: 179 Cost...SKILLS 10.....Battlesuit Operations Training, +2 with DCV .......Cover Identity 12.....1) Cover Identity Skills .0.....AK: South America 8- .3.....Acrobatics 12- (11-) .0.....Acting 8- .0.....Climbing 8- .3.....Concealment 11- .0.....Conversation 8- .0.....Deduction 8- .4.....Language: English (completely fluent; literate) .0.....Language: Spanish (idiomatic; literate) (5 Active Points) .2.....PS: Soldier 11- .0.....Paramedics 8- .0.....Persuasion 8- .3.....Shadowing 11- .3.....Stealth 12- (11-) .3.....Streetwise 12- .6.....Survival (Temperate/Subtropical, Tropical, Mountain) 11- .2.....Systems Operation (Battlesuit Systems) 11- .4.....TF: Common Motorized Ground Vehicles, Battlesuit, Two-Wheeled Motorized Ground Vehicles .3.....Tactics 11- .3.....Teamwork 12- (11-) .5.....WF: Small Arms, Blades, Blasters, Grenade Launchers, Unarmed Combat SKILLS Cost: 66 Cost...PERKS 5......Anonymity 1......False Identity 2......Fringe Benefit for False Identity: International Driver's License, Passport 2......Fringe Benefit: International Driver's License, Passport PERKS Cost: 10 Value..DISADVANTAGES 20.....Hunted: Law-Enforcement Agencies 8- (Mo Pow, NCI, Harshly Punish) 20.....Psychological Limitation: Dedicated to Cause (Common, Total) 20.....Social Limitation: Subject to Orders (Very Frequently, Major) DISADVANTAGES Points: 60 Base Pts: 200 Exp Required: 50 Total Exp Available: 50 Exp Unspent: 0 Total Character Cost: 310 BACKGROUND/HISTORY The Gepanzert Kerntruppen is an elite unit within the Grand Imperium ranks. Members are usually chosen from the more fanatical members of the Lord's Guard or one of the other Class II elite units. The technical designation of Gepanzert Kerntruppen agents is Class "X", as in the letter "X" not the Roman numeral for 10, because they are equipped with Delenev Type P-1X Battlesuits. However, the agents usually refer to themselves as Class 10. Most of the troopers currently serving in the Gepanzert Kerntruppen are from South America and have gone through extensive training at the various facilities around the continent. The Gepanzert Kerntruppen are organized into 3 man teams and are usually tasked as heavy support for Class I and Class II agent units as well as for the protection details of the Lords, High Lords or Grand Lords. On rare occasions, several teams of Gepanzert Kerntruppen will work independent of other agent units when the environmental conditions involved in the mission require their enhanced mobility and sealed environment systems. PERSONALITY Candidates for the Gepanzert Kerntruppen are chosen for the "right thinking" as well as their physical prowess. Psychological screening and conditioning assures that these agents are the most fanatically members of the Grand Imperium's agent corps. Their dedication to the cause far overshadows any personal motivations that the agent's may possess. QUOTE "We shall succeed." EQUIPMENT/TACTICS Gepanzert Kerntruppen units are equipped with the Delenev Type P-1X Battlesuit. Each battlesuit is build around an armored Delenev battle shell and features many systems that enhanced the wearer' abilities. The combat helmet has enhanced communications systems, an enhanced targeting computer, a mirrored visor and enhanced night vision blocks. The battlesuit is armed with an integral AZ-7 blaster and mini-rocket launcher system. The battlesuit's power servo systems enhanced the wearer's mobility, leaping ability and strength. The battlesuit's Sealed Pressurized Climate Control System has an internal air supply and protects the wearer from high and low pressure environments as well as temperature extremes. Standard tactics involve engaging targets with the mini-rocket launcher system while at range. If targets are able to close or use of rockets would endanger other team members and/or the mission objective, the AZ-7 blaster is used to engage targets. Due to the sluggish servo control system, hand-to-hand combat is avoided unless the opponent is severely outclassed. Gepanzert Kerntruppen members have received extensive instruction in small unit tactics and the importance of massed fire against paranormal adversaries. APPEARANCE The Delenev Type P-1X Battlesuit stands 7'2" and weighs approximately 500 pounds. The standard Gepanzert Kerntruppen battlesuit and its sub-assemblies have a navy blue finish. The combat helmet has a mirrored oval visor and secures to the shoulder and collar assembly. The integrated AZ-7 blaster is housed in the lower right arm with a firing port on the back of the right gauntlet. The battlesuit has an armored hump on the back about four to six inches in height that houses the suit's power and environmental control systems. The mini-rocket launcher system is contained in an armored pack and mounts on top of the hump on the rear of the suit with a counter weight system projecting over the shoulders and around the waist of the battlesuit.
  16. Re: Foundation Redbook - Characters from the Foundation Chronicles / Warden Chronicle The Grand Empire has returned to San Francisco... the Wardens stumbled upon this fact in the last session... here is one of the agent types they encountered... As always your comments are welcome... LORDS GUARD - Grand Empire Agent, Class II VAL...CHA...Cost...Total...Roll......Notes 15....STR......5...15......12-.......HTH Damage 3d6 END [1] 15....DEX.....15...15......12-.......OCV 5 DCV 5 15....CON.....10...15......12- 15....BODY....10...15......12- 12....INT......2...12......11-.......PER Roll 11- 12....EGO......4...12......11-.......ECV: 4 15....PRE......5...15......12-.......PRE Attack: 3d6 10....COM......0...10......11- .3....PD.......0...3/15..............3/15 PD (0/12 rPD) .3....ED.......0...3/15..............3/15 ED (0/12 rED) .3....SPD......5...3.................Phases: 4, 8, 12 .6....REC......0...6 30....END......0...30 30....STUN....-1...30 .6....RUN......0...6"................END [1] .2....SWIM.....0...2"................END [1] .3....LEAP.....0...3"................3" forward, 1 1/2" upward CHA Cost: 55 Cost...POWERS .......Combat Helmet, all slots OIF (-1/2) - END= 12.....1) Burst Transmission Communicator: Radio Perception/Transmission (Radio Group), ...........Discriminatory, Rapid: x10 (18 Active Points); OIF (-1/2) .7.....2) Polarized Visor: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) .3.....3) Thermal Vision Visor: IR Perception (Sight Group) (5 Active Points); OIF (-1/2) 24.....DuValren Nivel Tres Body Armor: Armor (12 PD/12 ED) (36 Active Points); OIF (-1/2) 31.....MX-4 Blaster Rifle with GL-20: Multipower, 62-point reserve, (62 Active Points); ........all slots OAF (-1) 3u.....1) GL-20 Grenade Launcher: EB 8d6, 15 Charges (+0), Explosion (+1/2) (60 Active); OAF (-1) 3u.....2) MX-4 Blaster Rifle: EB 10d6, 4 clips of 15 Charges (+1/4) (62 Active Points); OAF (-1) POWERS Cost: 83 Cost...SKILLS .......Cover Identity 12.....1) Cover Identity Skills .0.....AK: South America 8- .3.....Acrobatics 12- .0.....Acting 8- .0.....Climbing 8- .3.....Concealment 11- .0.....Conversation 8- .0.....Deduction 8- .4.....Language: English (completely fluent; literate) .0.....Language: Spanish (idiomatic; literate) (5 Active Points) .2.....PS: Soldier 11- .0.....Paramedics 8- .0.....Persuasion 8- .3.....Shadowing 11- .3.....Stealth 12- .3.....Streetwise 12- .6.....Survival (Temperate/Subtropical, Tropical, Mountain) 11- .2.....TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles .3.....Tactics 11- .3.....Teamwork 12- .5.....WF: Small Arms, Blades, Blasters, Grenade Launchers, Unarmed Combat SKILLS Cost: 52 Cost...PERKS 5......Anonymity 1......False Identity 2......Fringe Benefit for False Identity: International Driver's License, Passport 2......Fringe Benefit: International Driver's License, Passport PERKS Cost: 10 Value..DISADVANTAGES 20.....Hunted: Law-Enforcement Agencies 8- (Mo Pow, NCI, Harshly Punish) 10.....Psychological Limitation: Dedicated to Cause (Common, Moderate) 20.....Social Limitation: Subject to Orders (Very Frequently, Major) DISADVANTAGES Points: 50 Base Pts: 150 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 200 BACKGROUND/HISTORY In every organization there is a need for elite troops that can be used for special assignments. In the Grand Imperium, the Lords Guard is one such group of troops. Although the unit name would imply that the unit is responsible for protection of the various Lords, this is not the case. The Lords Guard is tasked with many different missions that may sometimes include supplementing the protection of one of the Lords, High Lords or Grand Lords. Most of the troopers currently serving in the Lords Guard are from South America and have gone through extensive training at the various facilities around the continent. Each Lords Guard agent when given their first field assignment is provided with documentation for an alias identity. This alias is used as the agent's operations identity while on field assignments. Since the agent's real identity is shielded by the alias identity, they are charged under the alias if arrested. Orion rulings in regards to first time offenders usually result in the agent being deported to their country of origin rather than having to face charges in the country where they committed the crime. This allows the Grand Imperium to "recycle" the agent preserving the highly trained operative for future missions. Sometimes the agents are returned to their previous assignment so that they can complete their mission and other times they are assigned duties at South American training bases before being reassigned to foreign field duty. An agent's second arrest usually leads to an Orion classification of repeat offender allowing for trial in the country where the crime was committed rather than deportation. PERSONALITY Candidates for the Lords Guard are chosen for the "right thinking" as well as their physical prowess. Psychological screening and conditioning assures that the primary motivation of Lords Guard members is a dedication to the Grand Imperium's cause. QUOTE Nothing spoken just the Grand Imperium salute. EQUIPMENT/TACTICS Lords Guard units are equipped with some of the best equipment in the Grand Imperium armories. Each agent wears a combat suit made from DuValren Level Three armor weave and plates and are armed with an MX-4 blaster rifle with integral grenade launcher. The agent are also equipped with an advanced combat helmet that features communications hardware, a polarized visor and an infra-red vision system. Standard tactics involve trying to maintain range and engaging targets with high explosive grenades. If the target is able to close or use of grenades would endanger other team members and/or the mission objective, the MX-4 blaster is used to engage the targets. Lords Guard members have received extensive instruction in small unit tactics and the importance of massed fire against paranormal adversaries. APPEARANCE The combat suit of the Lords Guard features the same armor configuration and navy blue color scheme used by standard Grand Imperium agents. Armored plates cover the upper torso, upper and lower arms and the upper legs. Joints areas and the lower torso are covered by flexible armor weave. This armor weave is what allows for visual identification of Lords Guard agents. Due to the heavier construction of the DuValren Level Three armor weave, the Lords Guard agents' armor weave has a ribbed pattern that the standard agents' armor weave lacks. The Lords Guard combat helmet, armored gauntlets, armored boots and weapons are the same matte black color as the standard agents' equipment.
  17. Re: New Perk A little on the subject... legal rights of minors in the real world... google is your friend... got this from an "empower youth" website by searching "underage emancipation"... "A minor may go before a court, by petitioning it, and request such rights as the following: the rights of adulthood through emancipation, exemption from laws restricting work, the right to marry. A judge considers what is in the best interests of the minor. For emancipation, a minor must be capable of taking on the responsibilities of adulthood and be able to provide for their own welfare with employment. Laws made to restrict employment of minors are traditionally made to prevent child labor, so a parent's desire is important on this issue. In other issues, if the parent's are arbitrarily counter to the individual's best interests, a judge may still rule in favor of the best interest of the minor." Each state has a review process setup in the family court system for these types of cases... In game terms if a Perk is created for this, I would give it a cost of 1 point if I gave it a cost at all... __________________ Bill Beane Wardens Chronicles - Champions Campaign - http://wardens.angeva.com Foundation Chronicles - The World of the Wardens - http://foundation.angeva.com Wardens and Foundation Chronicles Updates - http://www.herogames.com/forums/showthread.php?t=29207 Wardens Chronicles Characters - http://www.herogames.com/forums/showthread.php?t=30260
  18. Fortaleza This is Fortaleza... her name comes from the Spanish word for Fortress... she is one of the NPC members of the Wardens in the Fourth Edition campaign... As always your comments are welcome... FORTALEZA - Solana Amendola VAL...CHA...Cost...Total...Roll......Notes 13....STR......3...13......12-.......HTH Damage 2 1/2d6 END [1] 15....DEX.....15...15......12-.......OCV 5 DCV 5 13....CON......6...13......12- 13....BODY.....6...13......12- 28....INT.....18...28......15-.......PER Roll 15- 18....EGO.....16...18......13-.......ECV: 6 15....PRE......5...15......12-.......PRE Attack: 3d6 16....COM......3...16......12- .3....PD.......0...3/22..............3/22 PD (0/19 rPD) .3....ED.......0...3/22..............3/22 ED (0/19 rED) .4....SPD.....15...4.................Phases: 3, 6, 9, 12 .6....REC......0...6 30....END......2...30 30....STUN.....3...30 .6....RUN......0...6"................END [1] .2....SWIM.....0...2"................END [1] .3....LEAP.....0...2 1/2"............2 1/2" forward, 1" upward CHARACTERISTICS Cost: 92 Cost...POWERS .......Armadura del Pulso del Campo, all slots OIHID (-1/4) - END= 17......1) Armadura: Armor (7 PD/7 ED) (21 Active Points); OIHID (-1/4) - END=0 19......2) Campo del Pulso: FF (12 PD/12 ED), 4 clips of 2 Continuing Charges lasting 20 Minutes ............each (+0) (24 Active Points); OIHID (-1/4) - END=[2 cc] 48.....Manipulación del Campo del Pulso: Multipower, 60-pt reserve; all slots OIHID (-1/4) 3u......1) Ráfaga Amplia del Pulso: EB 12d6 (60 Active); 5 Charges (-3/4) - END=[5] 3u......2) Ráfaga Estrecha del Pulso: EB 8d6, AP (+1/2) (60 Active); 5 Charges (-3/4) - END=[5] 3u......3) Ráfaga Rápida del Pulso: EB 8d6, AF 5 (+1/2) (60 Active); 5 Charges (-3/4) - END=[5] 3u......4) Ráfaga del Pulso de la Burbuja: Entangle 4d6, 8 DEF (60 Active Points); ............5 Charges (-3/4) - END=[5] 2u......5) Ráfaga del Pulso del Ãrea: EB 8d6, Area Of Effect Nonselective (9" Cone; +3/4), ............Two-Dimensional (-1/4) (60 Active Points); 5 Charges (-3/4), No Range (-1/2) - END=[5] 74.....Vuelo del Campo del Pulso: (Total: 92 Active Cost, 74 Real Cost) ........Flight 20", x8 Noncombat, 4 clips of 2 Continuing Charges lasting 20 Minutes each (+0), .........Usable as Gliding (+1/4) (62 Active Points); OIHID (-1/4) (Real Cost: 50) - END=[2 cc] ........plus Knockback Resistance -15" (30 Active); OIHID (-1/4) (Real Cost: 24) .1.....Sleep, Who Needs Sleep? - Life Support (Sleeping: Only has to sleep 2 hours per night) POWERS Cost: 173 Cost...SKILLS 10.....Battlesuit Training: +2 with Battlesuit .0.....Acting 8- .0.....Climbing 8- .4.....Computer Programming (Hacking and Computer Security, Personal Computers) 15- .0.....Concealment 8- .0.....Conversation 8- .0.....Deduction 8- .3.....Electronics 15- .3.....Inventor 15- .3.....Linguist .3......1) Language: English (completely fluent; literate) (4 Active Points) .3......2) Language: French (completely fluent; literate) (4 Active Points) .3......3) Language: German (completely fluent; literate) (4 Active Points) .3......4) Language: Latin (completely fluent; literate) (4 Active Points) .0......5) Language: Spanish (imitate dialects; literate) (6 Active Points) .3.....Mechanics 15- .2.....PS: Research Scientist 11- .0.....Paramedics 8- .0.....Persuasion 8- .3.....Scientist .2......1) SS: Battlesuit Engineering and Design 15- (3 Active Points) .2......2) SS: Electrical Engineering 15- (3 Active Points) .2......3) SS: Magnetics 15- (3 Active Points) .2......4) SS: Microelectronics 15- (3 Active Points) .2......5) SS: Physics 15- (3 Active Points) .2......6) SS: Quantum Physics 15- (3 Active Points) .2......7) SS: Theoretical Physics 15- (3 Active Points) .0.....Shadowing 8- .0.....Stealth 8- .3.....Systems Operation (Communications Systems, Battlesuit Systems) 15- .3.....Traveler .1......1) AK: California (2 Active Points) 11- .1......2) AK: San Francisco Bay Area (2 Active Points) 11- .1......3) CK: Palo Alto (2 Active Points) 11- .1......4) CK: San Deigo (2 Active Points) 11- .1......5) CK: San Francisco (2 Active Points) 11- SKILLS Cost: 68 Cost...TALENTS .3.....Absolute Range Sense .3.....Absolute Time Sense .5.....Eidetic Memory .6.....Speed Reading (x100) TALENTS Cost: 17 Value..DISADVANTAGES .5.....Distinctive Features: Pulse Energy Signature (Not Concealable; Noticed and Recognizable; ........Detectable Only By Technology Or Major Effort) 15.....Hunted: Sangre Sociedad 8- (Mo Pow, NCI, PC Very Easy to Find, Watching) 15.....Hunted: The Grand Empire 8- (As Pow, NCI, Harshly Punish) .5.....Psychological Limitation: As Fortaleza Pretends To Be Male (Uncommon, Moderate) 15.....Psychological Limitation: Code vs. Killing (Common, Strong) 15.....Psychological Limitation: Hides True Extent of Her Genius (Common, Strong) 15.....Psychological Limitation: Protective of Innocents (Common, Strong) 15.....Social Limitation: Secret Identity - Solana Amendola (Frequently, Major) 15.....Susceptibility: When Teleported, 3d6 damage Instant (Uncommon) 10.....Vulnerability: 2 x BODY Phasing Attacks (Uncommon) 10.....Vulnerability: 2 x Effect Phasing Powers (Uncommon) 10.....Vulnerability: 2 x STUN Phasing Attacks (Uncommon) DISADVANTAGES Points: 145 Base Pts: 200 Exp Required: 5 Total Exp Available: 5 Exp Unspent: 0 Total Character Cost: 350 BACKGROUND/HISTORY Solana Isadora Amendola was born on June 6, 1983 in Orita, California. Her father, Isador, worked as a veterinary assistant at a local ranch and her mother, Maria, was a stay at home mom who took care of Solana and her three older sisters. When Solana was four, her family moved to San Diego where her father and mother got jobs as caretakers working for the Keller Wendell family and estate. Part of the compensation received by the Amendolas was their own house on the estate property. Solana and her sisters played with the Wendell children and spent much time in the main house. Solana was the same age as, Kelly, the Wendell's youngest daughter and they became best friends. So much so that Kelly convinced her parents to send Solana to the same school she attended, the Kristmann Academy. Solana was a good student but was a misfit socially and had no friends at school except for Kelly. Solana made straight A's in school. She earned a full scholarship to Stanford based on a very good SAT score, a very good school background and her Hispanic heritage. At Stanford, Solana took a double major in Applied Physics and Electrical Engineering. By the time she was 21, she had earned Bachelor's of Science degrees in these fields. She also completed all the necessary course work for a Master's Degree in Quantum Physics. Solana is currently working on her master's thesis part time and working on two research projects as a lab assistant. Once she has earned her Master's degree, Solana plans to work towards getting her doctorate. Kelly was also accepted to Stanford and majored in Sociology. She is currently finishing up her degree. Solana and Kelly have shared an apartment for the last five years. SECRET HISTORY Isador Amendola is in reality, Juan Carlos Santa Maria. He was attending veterinary school in his native Guatemala when his life took a turn for the worse. Juan Carlos was at a bar relaxing after finals when a fight broke out. One of the men in the fight was killed. Juan Carlos was mistakenly identified as both being in the fight and killing the man who died in the fight. Rather than face trial for a crime he did not commit, Juan Carlos fled to Mexico. He continued to travel north and entered the United States illegally. In Texas, he took upon the identity of Isador Amendola and bought a false birth certificate to support his new identity. He moved from town to town in Texas and then into New Mexico working on cattle ranches and horse farms taking care of the animals. No one knows who Maria Chaves is. She was found wandering in the New Mexico desert with no memory of who she was or where she was from. When officials could find no information on who she was, they gave her the identity of Maria Chaves. Maria because she only spoke Spanish and Chaves from the county where she was found. A woman's shelter ran by the Santa Rita church in Carrizozo took Maria in. They gave her English lessons and training in secretarial skills. Isador met Maria met while attending Santa Rita church. They fell in love and were married soon after. He figured it was fate that he, a man running from his past, would fall in love with a woman who did not know her past. Solana is not aware of her father's and mother's pasts. Solana was always told by her parents that men do not like smart women. Since about the age of seven, she has hidden her genius from others including her parents. Solana was always studying, reading and researching things on the Internet, but never showed her true capabilities in school or at college. Sometime in her late teens, Solana discovered that she only needed to sleep a couple of hours each night to be properly rested. She took advantage of this to get in extra study and research time. Solana started tinkering with the idea for the Fortaleza battlesuit a couple of years ago after being invited to observe a couple of research projects working on battlesuit design. Once she had finished her degrees, she took a job as a lab assistant on one of the battlesuit projects. She has taken parts and failed prototype modules from the project as the basis for the Fortaleza suit. She also works as a lab assistant on a project that is developing improved energy storage systems for use by NASA on deep space exploration missions. This is where she acquired the batteries used in the Fortaleza suit. Since both projects are government funded, a good case could be made that the Fortaleza suit is the property of the United States. PERSONALITY Solana is a brilliant and gifted young woman, who also happens to be completely inept in social situations. She was raised in an environment that forced her to retreat into her books and hide her brilliance. Her parents were always telling her that men did not like smart women and that a woman's place was in the home raising children. Her social ineptness was further compounded by the fact that she was not a very good liar and had difficulty pretending not to be smart. She got around this by not talking much in social situations including the classroom. The only person outside of her family that Solana ever felt comfortable around while growing up was her friend, Kelly Wendell. Recently, Solana's feelings for Kelly have her very confused. She loves Kelly very much and thinks her more as a sister than a friend but sometimes Solana feels an attraction for Kelly that goes beyond just friendship or even sisterly love. Solana has never had a lover and doesn’t know if she is "in love" with Kelly or not. Solana has not spoken to Kelly about her feelings. It is through Kelly's coaxing that Solana has started to be a bit more outgoing as of late. However, she does not express this new more outgoing nature as Solana but as Fortaleza. Solana chose to craft the Fortaleza suit in a masculine form with a masculine voice for one reason, respect. Her upbringing stressed men as the more active and dominant sex, so she thought a male image would be more respected than a female one. As an afterthought she realized that this also helps to better preserve her identity as most of her adversaries would be searching for a man rather than suspecting that Solana is Fortaleza. Solana, even as Fortaleza, still tends to keep quiet in social situations and only offers her opinion when directly asked even in cases where she would be able to offer an expert assessment of the issue being discussed. Solana is finding that being Fortaleza is exciting but it also causes her to question herself in ways she has never had to do before. She is okay with risking her life to help others and she has found great freedom in taking risks in order to help others. She realizes that the power she has crafted into the Fortaleza armor enables her to help others but it must be used in a responsible manner. Therefore, she is cautious in her use of force, her Catholic upbringing makes taking another person's life an unthinkable action. The issue that is causing her to have a great deal of self doubt is the fact that her teammates are depending on her. She is finding it very uncomfortable to have others relying on her as she has seldom had these kinds of demands made upon her in the past. She is used to being the youngest and always being cared for by others. QUOTE In a very matter of fact tone - "Let that hostage go before I let you have it." TACTICS Fortaleza's battlesuit is based around a Pulse Field Armor shell. The armor shell is a combination of mesh and plates that provides the base structure and armored integrity of the battlesuit. It can be energized to provide an even higher level of protection. The batteries that power the energized state of the armor shell have a limited duration. There are four sets of dual batteries with each set capable of powering the armor for 40 minutes. Each set of batteries has to be manually activated. Fortaleza will not energize the armor when on a routine patrol unless combat is imminent. When responding to an alert, she energizes the armor as she is leaving the location from where she is responding. Fortaleza's battlesuit is equipped with a variety of Pulse Blasts. Each type of pulse blast has its own battery that can support five shots before it is drained. Fortaleza uses her Area Pulse Blast and Pulse Blast Bubble against most foes. She reserves her Wide Pulse Blast and Narrow Pulse Blast for well protected or non-living targets. She has never used the Rapid Pulse Blast outside of training sessions. Fortaleza's battlesuit is also equipped with a Pulse Field flight system. It uses a battery system with similar performance characteristics to the one used to energize the armor shell. The flight system also has a kinetic energy damping system that aids in station keeping while the system is active. The flight system has a battery backup and low-energy mode that allows for a controlled landing if the flight system's main batteries should be exhausted while the battlesuit is airborne. Fortaleza stays airborne during combat situations ranging from a couple of feet off the ground to whatever altitude is required to support team operations. Fortaleza's training sessions with the Wardens have enhanced her ability to use her battlesuit in combat situations. She tends to stay in close support positions and utilizes her skills with her battlesuit to enhance her chance of hitting her target. Even when using her Area Pulse Blast, she tries her best to hit her target and minimize collateral damage. APPEARANCE Height: 5' 8" Weight: 145 lbs Hair: Black Eyes: Green Solana is tall and slender. She is also nicely proportioned and attractive. Not that those that see her on a daily basis would notice the later traits. Solana wears overly large and baggy clothing that hide her figure and refrains from wearing makeup. Her black hair is shoulder length and though she keeps it clean, it is rather unkempt. Her long bangs typically hang down over her face. She has dressed and worn her hair this way over the protestations of Kelly since shortly after she turned fourteen. Her parents like the conservative way their daughter dresses and keeps her hair. Solana likes it because she doesn’t stand out in a crowd and others tend to ignore her. As Fortaleza, Solana stands six foot two inches tall and weighs 230 pounds. The armor is built with a muscular masculine look and appears to be form-fitting rather than a bulky exoskeleton type of battlesuit. Solana has not had access to the specialized equipment it would take to miniaturize some of the battlesuit's components, so the extra space inside the armor shell is filled with system components, battery packs and padding. The battlesuit's armor plates are a dull silver colored and the mesh portions of the suit are dove gray colored. The helmet has a featureless faceplate that is black and the rest of the helmet is dull silver colored. The blaster ports project from the back of the each arm and are black in color. The three flight system disks are black in color and are located on the back of the battlesuit, one on each shoulder blade and the other in the small of the back. The battlesuit has a silver glow when the armor shell is energized. __________________ Bill Beane Wardens Chronicles - Champions Campaign - http://wardens.angeva.com Foundation Chronicles - The World of the Wardens - http://foundation.angeva.com Wardens and Foundation Chronicles Updates - http://www.herogames.com/forums/showthread.php?t=29207 Wardens Chronicles Characters - http://www.herogames.com/forums/showthread.php?t=30260
  19. Re: Wardens Chronicles / Foundation Chronicles Wardens Chronicles Update - 07.17.2005 Updated the Wardens Chronicles website with latest session summaries, downtime logs and character stories... also included the first set of interludes for this version of the campaign... Wardens Chronicles Fourth Edition Home Page - Removed Wardens Active Members Roster link - Added Interludes link - Added Amethyst Character Sheet link - Added Karalyn Nicholas Character Story link - Added Boost Character Sheet link - Added Mark Owens Character Story link - Added Kitsune Character Sheet link - Added Sara O'Connor Character Story link - Added Nexus Character Sheet link - Added Jamison "Jamie" Smith Character Story link - Added Knight of St Michael Character Sheet link - Added William Rouen Character Story link - Added Alacran Character Sheet link - Added St. John "Sinjin" Miles Character Story link - Added Kika Character Sheet link - Added Kimberly Saito Character Story link Wardens Reserve Members Roster Page - Moved Briefs for Mr. Gray and Shockwave II Wardens Inactive Members Roster Page - Moved Briefs for Scorpion II, Ocelot, Pantera, Puma and Tigre Wardens Past Probationary Members and Associates Page - Moved Briefs for Tian Cheng Session Summaries Page - Session 003 - 2004.05.14 - Darkling Encounter Downtime Logs Page - Post Session 002 - 2004.05.02 - and the Aftermath Stories Page - Pre-Campaign - Karalyn's Story - Karalyn Nicholas - Pre-Campaign - Sinjin's Story - St. John "Sinjin" Miles - Pre-Campaign - Crashing an Intimate Gathering - William Rouen - Pre-Campaign - Getting Acquainted - William Rouen - Pre-Campaign - Start from the Center - William Rouen - Pre-Campaign - Shopping for Church - William Rouen - Pre-Campaign - Working Things Out - William Rouen - 2004.05.04 - Workout Confessional? - Kitsune and Sir William - 2004.05.05 - Thinking About the Future - William Rouen Interludes Page - Interludes - May 2004 You can find them here: http://wardens.angeva.com/updates/u-20050717.asp'>http://wardens.angeva.com/updates/u-20050717.asp As always... you comments are welcome... __________________ Bill Beane Wardens Chronicles - Champions Campaign - http://wardens.angeva.com Foundation Chronicles - The World of the Wardens - http://foundation.angeva.com Wardens and Foundation Chronicles Updates - http://www.herogames.com/forums/showthread.php?t=29207 Wardens Chronicles Characters - http://www.herogames.com/forums/showthread.php?t=30260
  20. Re: Help a brother out. Mercedes means "mercy" Isadora means "gifted with many ideas" Cruz is "cross" found at http://www.20000-names.com/ lots of names from many different national/racial origins... if you can wade through the advert pages and pop-ups... __________________ Bill Beane Wardens Chronicles - Champions Campaign - http://wardens.angeva.com Foundation Chronicles - The World of the Wardens - http://foundation.angeva.com Wardens and Foundation Chronicles Updates - http://www.herogames.com/forums/showthread.php?t=29207 Wardens Chronicles Characters - http://www.herogames.com/forums/showthread.php?t=30260
  21. Re: Help a brother out. Mercedes Isadora de la Cruz
  22. Re: Belief in magic by normals. In the world of the Foundation Chronicles/Wardens Chronicles... some folks believe in magic... some folks don't... There are a bunch of paranormals good, bad and indifferent who claim to be from other dimensions... some claim to be demons, another claims to be from the fae lands... There is no one who claims to be an alien or from outer space... the campaign is weird like that... __________________ Bill Beane Wardens Chronicles - Champions Campaign - http://wardens.angeva.com Foundation Chronicles - The World of the Wardens - http://foundation.angeva.com
  23. Re: Need a Superhero HQ? - Try this one received the PDF for the Viore Estate... nice work... graphic design is fantastic... narrative isn't bad, either... thanks!!! __________________ Bill Beane Wardens Chronicles - Champions Campaign - http://wardens.angeva.com Foundation Chronicles - The World of the Wardens - http://foundation.angeva.com
  24. Re: Foundation Redbook - Characters from the Foundation Chronicles / Warden Chronicles This is a monster encountered by the Wardens in the last session... As always your comments are welcome... DARKLING CREATURE VAL...CHA...Cost...Total...Roll......Notes 75....STR.....65...75......24-.......HTH Damage 15d6 END [4] 15....DEX.....15...15......12-.......OCV 5 DCV 5 30....CON.....40...30......15- 30....BODY....40...30......15- 10....INT......0...10......11-.......PER Roll 11- 10....EGO......0...10......11-.......ECV: 3 30....PRE.....20...30......15-.......PRE Attack: 6d6 .0....COM.....-5....0.......9- 30....PD......15...30................30 PD (10 rPD) 30....ED......24...30................30 ED (10 rED) .6....SPD.....35....6................Phases: 2, 4, 6, 8, 10, 12 30....REC.....18...30 60....END......0...60 120...STUN....37...120 .6....RUN......0...6"................END [1] .2....SWIM.....0...2"................END [1] 15....LEAP.....0...15"...............15" forward, 7 1/2" upward CHA Cost: 304 Cost...POWERS 120....Energy Syphon: Multipower, 120-point reserve 10u....1) Life Syphon: (Total: 120 Active Cost, 96 Real Cost) Drain STUN 4d6 (standard: 12 pts), ...........Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of ...........5 per Minute; +1/4), Ranged (+1/2) (80 Active Points); Limited Power: Range 10" (-1/4) ...........(Real Cost: 64) ..........plus Drain BODY 2d6 (standard effect: 6 points), Reduced End (1/2 END; +1/4), ...........Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2) ...........(40 Active Points); Limited Power: Range 10" (-1/4) (Real Cost: 32) - END=4 10u....2) Life Transference: (Total: 97 Active Cost, 97 Real Cost) Drain BODY 2d6 (standard: 6 pts), ...........Reduced Endurance (0 END; +1/2), Delayed Return Rate (points return at the rate of ...........5 per Day; +1 1/2) (60 Active Points) (Real Cost: 60) ..........plus Healing BODY 2d6 (standard effect: 6 points), Can Heal Limbs, Limited Power: ...........Can Only Heal BODY equal to amount Drained (+0), Reduced Endurance (0 END; +1/2) ...........(37 Active Points) (Real Cost: 37) - END=0 .7u....3) Matter Syphon: Drain BODY 6d6 (standard effect: 18 points), Reduced End (1/2 END; +1/4), ...........Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2) ...........(120 Active Points); Limited Power: Only vs Non-Living Things (-1/2), Limited Power: ...........Range 10" (-1/4) - END=5 16.....Unearthly Mind: Mental Defense (18 points total) - END=0 10.....Unearthly Protective Aura: Damage Reduction - Energy, 25% - END=0 10.....Unearthly Protective Aura: Damage Reduction - Physical, 25% - END=0 12.....Unearthly Protective Aura: Damage Resistance (10 PD/10 ED), Hardened (+1/4) (12 Active) .7.....Unearthly Protective Aura: Hardened (+1/4) (7 Active Points) applied to ED .7.....Unearthly Protective Aura: Hardened (+1/4) (7 Active Points) applied to PD 39.....Unearthly Resistance: LS (Immunity All terrestrial poisons and chemical warfare agents; ........Immunity: All terrestrial diseases and biowarfare agents; Safe in High Pressure; ........Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low ........Pressure/Vacuum; Self-Contained Breathing) - END=0 50.....Unearthly Senses: Spatial Awareness (Unusual Group), +8 to PER Roll, Discriminatory, ........Analyze, Increased Arc Of Perception (360 Degrees), Telescopic: +10 - END=0 20.....Unearthly Strength: Knockback Resistance -10" - END=0 19.....Unearthly Strength: Reduced Endurance (1/2 END; +1/4) (19 Active) applied to STR POWERS Cost: 337 Cost...SKILLS 25.....+5 OCV with "Syphons" 25.....+5 OCV in HTH Combat .3.....AK: San Francisco Underground 12- .3.....Concealment 11- .3.....Stealth 12- SKILLS Cost: 59 Value..DISADVANTAGES 25.....Berserk: When Overcome by Hunger (Uncommon), go 11-, recover 11- .0.....Dependence: Absorbing Life Energies (Takes 1d6 Damage, Very Common, 1 Season) 25.....Distinctive Features: Unearthly Aura of Death (Not Concealable; Extreme Reaction; ........Detectable By Commonly-Used Senses) 20.....Physical Limitation: Can Only Gain Sustenance Through Life Transference Ability ........(All the Time, Greatly Impairing) .5.....Physical Limitation: Driven by Hunger (Infrequently, Slightly Impairing) 25.....Physical Limitation: Self Preservation Instinct (All the Time, Fully Impairing) 25.....Psychological Limitation: No Respect For Life Except Own (Very Common, Total) 15.....Susceptibility: Healing or Aids, 3d6 damage Instant (Uncommon) 15.....Susceptibility: Telepathy or Mind Control, 3d6 damage Instant (Uncommon) DISADVANTAGES Points: 155 Base Pts: 200 Exp Required: 345 Total Exp Available: 345 Exp Unspent: 0 Total Character Cost: 700 BACKGROUND/HISTORY One of the Darkling Entity's minions attacked San Francisco in December 5, 1995. This was to serve as a prelude for an attack by the Darkling Entity and more of his minions three days later. The major attack was stopped by the newly formed Wardens, several other paranormals, the FSS and SFPD's Silver Knights. With its defeat the Darkling Entity returned to its home dimension. It was later found by the Wardens that some of its or its minions energies were still in this dimension allowing for the creation of the creature known as Nekros. This creature was responsible for the deaths of approximately 20 people during the Summer and Fall of 2001 and was captured by the Wardens. Nekros was imprisoned by Marut in a magical field until a means of destroying it could be found. The Wardens received an alert from the FSS regarding a major disturbance near Lafayette Park. On the way they were updated with the information that a Nekros like being was rampaging through the area... PERSONALITY The creature exists to recharge the Darkling essence that created it. It sole purpose is to steal life energies in order to continue its existence. QUOTE None TACTICS The creature seeks out victims whose life force in can drain through its Life Transference ability. The creature is highly resistant to damage as well as being immune to the effects of all terrestrial diseases, poisons, biowarfare agents and chemical warfare agents. It uses its great strength as well as its Life Syphon and Matter Syphon abilities to capture its victims. The creature has an innate sense of its surroundings that allows it to perceive, identify and track its victims. APPEARANCE Height: 9' 0" Weight: 500 lbs Hair: White Eyes: Yellow The creature is a large humanoid with bluish-black skin. It is massively built with shoulders almost as wide as the creature is tall. The only clothing it wears is a tattered loincloth. __________________ Bill Beane Wardens Chronicles - Champions Campaign - http://wardens.angeva.com Foundation Chronicles - The World of the Wardens - http://foundation.angeva.com
  25. Re: Foundation Redbook - Characters from the Foundation Chronicles / Warden Chronicles This is Alacran... his name comes from the Spanish word for Scorpion... he is one of the NPC members of the Wardens in the Fourth Edition campaign... he started out as a PC in the Wardens Chronicles - First Edition and has undergone a lot of changes since then... As always your comments are welcome... ALACRAN - St. John (Sinjin) Miles VAL...CHA...Cost...Total...Roll......Notes 30....STR.....20...30......15-.......HTH Damage 6d6 END [3] 23....DEX.....39...23......14-.......OCV 8 DCV 8 28....CON.....36...28......15- 18....BODY....16...18......13- 18....INT......8...18......13-.......PER Roll 13- 18....EGO.....16...18......13-.......ECV: 6 20....PRE.....10...20......13-.......PRE Attack: 4d6 14....COM......2...14......12- 10....PD.......4...10/25.............10/25 PD (5/20 rPD) 10....ED.......4...10/25.............10/25 ED (5/20 rED) .5....SPD.....17...5.................Phases: 3, 5, 8, 10, 12 12....REC......0...12 60....END......2...60 50....STUN.....3...50 10....RUN......0...10"................END [2] .2....SWIM.....0...2".................END [1] .6....LEAP.....0...6".................6" forward, 3" upward CHA Cost: 177 Cost...POWERS .8.....Fast Runner: Running +4" (10" total) - END=1 .5.....Tough Skin: Damage Resistance (5 PD/5 ED) - END=0 .8.....Two of One Mind: Mind Link , One Specific Mind, Psychic Bond with Cynthia ........(10 Active Points); Does Not Provide Mental Awareness (-1/4) - END=0 40.....Whips - Scorpion Cyberwhips: Multipower, 50-point reserve, (50 Active Points); ........all slots OIHID (-1/4) 2u.....1) Cyberwhips: Stretching 4", Reduced Endurance (1/2 END; +1/4) (25 Active Points); ...........OIHID (-1/4) - END=1 1u.....2) Scorpion Sting: HA +4d6, Reduced Endurance (1/2 END; +1/4) (25 Active Points); ...........Hand-To-Hand Attack (-1/2), OIHID (-1/4) - END=1 2u.....3) Whip Shield: Armor (10 PD/10 ED) (30 Active Points); Activation Roll 14- (-1/2), ...........OIHID (-1/4) - END=0 2u.....4) Whip Shield: Missile Deflection (Any Ranged Attack) (20 Active Points); ...........OIHID (-1/4) - END=0 .......Alacran Battlesuit, all slots OIHID (-1/4) 36.....1) Matrix Weave Battlemail: Armor (15 PD/15 ED) (45 Active Points); OIHID (-1/4) - END=0 .8.....2) Polarized Eye Shield: Hearing Group Flash Defense (10 points) (10 Active Points); ...........OIHID (-1/4) - END=0 12.....3) Retractable Glider Wings: Gliding 15" (15 Active Points); OIHID (-1/4) - END=0 35.....4) Visual Sensor Suite: (Total: 44 Active Cost, 35 Real Cost) IR Perception (Sight Group), ...........Discriminatory (10 Active Points); OIHID (-1/4) (Real Cost: 8) ..........plus Nightvision, Discriminatory (10 Active Points); OIHID (-1/4) (Real Cost: 8) ..........plus +8 versus Range Modifier for Hearing Group and Sight Group ...........(24 Active Points); OIHID (-1/4) (Real Cost: 19) - END=0 25.....5) Zed-2 Communications Suite: HRRP (Radio Group), +3 to PER Roll, Discriminatory, Analyze, ...........Rapid: x100 (31 Active Points); OIHID (-1/4) - END=0 POWERS Cost: 184 Cost...SKILLS 20.....Scorpion Cyberwhips Mastery: +4 with Scorpion Cyberwhips .0.....AK: Alamosa, Colorado 8- .2.....AK: California 11- .2.....AK: San Francisco 11- .1.....AK: San Francisco Underground 8- .3.....Acrobatics 14- .3.....Acting 13- .2.....CK: San Francisco 11- .3.....Climbing 14- .3.....Combat Driving 14- .3.....Concealment 13- .3.....Conversation 13- .3.....Deduction 13- .3.....Electronics 13- .2.....KS: Demon Magic 11- .2.....KS: Demons 11- .2.....KS: Psychology 11- .2.....KS: Sociology 11- .0.....Language: English (idiomatic; literate) (5 Active Points) .4.....Language: Spanish (completely fluent; literate) .2.....PS: Social Worker 11- .3.....Paramedics 13- .3.....Persuasion 13- .3.....Shadowing 13- .3.....Stealth 14- .3.....Streetwise 13- .3.....Tactics 13- .5.....Teamwork 15- SKILLS Cost: 88 Cost...PERKS .5.....Contact: Lt. Robert Jones, SFPD (Contact has access to major institutions, Contact has ........significant Contacts of his own, Contact has very useful Skills or resources, Good ........relationship with Contact, Sinjin's Contact) 8- .6.....Contact: The Monitor (Contact has significant Contacts of his own, Contact has useful ........Skills or resources, Very Good relationship with Contact) 11- PERKS Cost: 11 Value..DISADVANTAGES .5.....DNPC: Cynthia Miles, Sister and Pararnormal Adventurer 11- (As powerful as the PC) 10.....DNPC: Wendy Miller, Fiance and Madame Mystery newspaper columnist 8- (Normal) .5.....Distinctive Features: Distinctive Energy Aura (Not Concealable; Noticed and Recognizable; ........Detectable Only By Technology Or Major Effort) .5.....Hunted: Olmetec Avatars 8- (Mo Pow, Watching) 10.....Hunted: Sable Rose Society 8- (Mo Pow, Limited Geographical Area, Capture) 15.....Hunted: The Grand Empire 8- (As Pow, NCI, Harshly Punish) 20.....Psychological Limitation: Code versus Killing (Common, Total) 15.....Psychological Limitation: Need to Help Others (Common, Strong) 15.....Psychological Limitation: Sense of Duty to the Wardens (Common, Strong) 15.....Social Limitation: Secret Identity - St. John (Sinjin) Miles (Frequently, Major) 15.....Susceptibility: Cynthia/Scorpion takes BODY, 3d6 damage Instant (Uncommon) 20.....Vulnerability: 2 x STUN Magnetic Attacks (Group of Uncommon) DISADVANTAGES Points: 150 Base Pts: 200 Exp Required: 110 Total Exp Available: 110 Exp Unspent: 0 Total Character Cost: 460 BACKGROUND/HISTORY Sinjin and his sister, Cynthia, were raised by their mother in Alamosa, Colorado. Even at a young age, the twins seemed odd to outsiders, able to know when the other was hurt or lost. The twins learned they were paranormals at the age of sixteen. Cynthia was on a date at high school football game when her date and his friends tried to have their way with her. She "called" out for Sinjin, he heard her cry in his mind and ran to where the boys were holding her. He was able to take care of two of them before another boy pulled a knife and stabbed Sinjin in the back. The last thing Sinjin remembered before he passed out was how warm it was getting. The fire was thought to have been from the cans of gasoline in the storage shed the kids were fighting in, and none of the boys remembered much due to the explosion. But Sinjin and Cynthia knew they were different. The next day, their mom told them something that she had been hiding from the twins. She said that she had been involved with an organization that was trying to produce mystic super-soldiers. She had escaped when she realized what they would do to her children and had been in hiding ever since. Now that the twins were older and their powers were starting to manifest there was only one way to protect them. She told them to pack their things and go to San Francisco. Once there, they needed to find a priest, Father Michael St. Gerain. He was an old friend and would help them. She told them that they had to leave that night. The twins argued but she insisted it was for their safety. She promised that they would meet again, someday. That night the twins caught a bus east to Denver, they figured they could lose anyone following them in the city. Once they were sure they weren't being followed, they started hitchhiking to San Francisco. Sinjin’s growing strength proved useful, in helping secure day labor jobs to pay their way and also chasing off predators of both the four legged and two legged variety. Cynthia soon discovered that her strength was increasing as well, much to her amusement. They made it to San Francisco and found Father Michael. After he heard their story, he agreed to help them. He gave them quarters and put them to work as helpers at the Santa Clara Mission, a mission for the homeless and runaways. They liked the work but they felt a need to do more, to use their powers more overtly. Cynthia soon learned how to transform into her enhanced state and encouraged Sinjin to do the same. They thought about what they would call themselves when in their enhanced forms, Sinjin joking said Hellfire and Brimstone. Cynthia laughed then said sure why not. Their first few forays as Hellfire and Brimstone were tentative, mostly patrolling around the bus stations and trains stations to keep as eye out for people trying to prey on runaways. They ran into a group known only as 13. The group was snatching runaways for nefarious purposes, but their activities were thwarted by the new dynamic duo. While working on stopping 13, the twins met The Monitor, a mystic who appeared to them in the guise of a talking bat. He gave them info on 13 than helped lead to their capture. A few months after stopping 13, Hellfire and Brimstone met Mandrake while working on a case. He lends a hand in helping locate some missing children. A few weeks later, Mandrake invited them to join with him and some others in forming a Radley-Gold group to help the people of the bay area. Hellfire and Brimstone agreed and were part of the founding members of the Wardens. During one of the early exploits of the Wardens, the twins found themselves captured by the Darkling Entity. Brimstone volunteered to stay behind while the others escaped. The Darkling Entity was furious at his loss and as payment he drained Brimstone's magical essence and leaves Sinjin for dead. Well he didn't die, his team came back and rescued him but he was left without his mystical abilities. Sinjin still has some paranormal abilities and stayed on active status with the Wardens. He started wearing an armored battlesuit and operated under the codename, Scorpion. On a raid of a Grand Empire base he acquired some experimental cyber-whips and had them integrated into his Scorpion battlesuit. Scorpion was a member of the Wardens up until he disappeared along with several other members of the Wardens and some of their paranormal associates during the Phantom Castle incident. The castle took Sinjin, the Wardens and their friends on the start of a dimension hopping adventure. While away they helped save a fairie realm from a civil war, helped turn the tide of a war with genocidal goals against the tyrants trying to wipe out the paranormals of their world and helped Dameon fulfill a prophecy where he would overthrow his father bringing justice to the realm of Alcathar. Their final exploit before Sinjin returned to Earth caused the overthrow of a group that were trying to destroy the multiverse and remake it in a manner more to their liking. Sinjin returned to Earth a battle hardened veteran but his strange dimensional touring had not come to an end, yet. His return found him confronted by a paranormal named Kuchera who presented him with a tale of android soldiers trying to destroy the survivors of an apocalyptic war in what Kuchera believed was Earth's future. Sinjin along with Cynthia, Pulse and the Wardens Reserve went with Kuchera to the "future" to save the embattled natives. They were successful in their quest and discovered that the world they had traveled to, was the world of the Kronians. Afterwards, they traveled to the Bay area of the "future" and through a dimensional portal to return home. The Wardens Reserves ended up in San Francisco as they had hoped. No one knew what had happened to Sinjin, Cynthia and Pulse. Sinjin and Cynthia remember waking up at the Wardens warehouse headquarters in San Francisco. They had been in possession of amulets that had somehow given them back their mystical abilities. Brimstone and Hellfire had faced off against the Wardens who had captured them and freed them from the amulets. Sinjin and Cynthia took time off to recuperate and catch up with each other. Sinjin found Wendy and confessed his secret to her. They resumed dating. A few months later Sinjin proposed and Wendy accepted. They have not yet set a date. After a couple of months of rest and relaxation, Sinjin and Cynthia returned to duty with the Wardens. Since Cynthia had been using the codename Scorpion after Sinjin's disappearance, Sinjin needed a new codename. He decided upon Alacran, the Spanish word for Scorpion. PERSONALITY After all of the trials and travails that Sinjin has experienced there is only one thing that is keeping him as an active member of the Wardens, his sense of duty to the team. Due to his psychic connection to his sister, he has experienced every emotional crisis that she has faced. Her breakdown over the loss of Ocelot, Pantera, Puma and Tigre has left Sinjin very shaken. Only his experiences in the wars he has fought in have allowed him to keep the recent loss of his teammates and Cynthia's breakdown from pushing him over the edge. Sinjin volunteered to be leader of the Wardens out of his sense of duty and his desire to put the public at ease. With the team's membership turnover as a result of the encounter with Void, Sinjin hopes to reassure the public that the new members will do just fine under Alacran's veteran leadership. Once some time passes and one of the new members is reading to take the reins, Sinjin has convinced himself he will retire from active status. Whether or not this happens remains to be seen. QUOTE "Here we go again..." TACTICS Over the years, Sinjin has mastered the use of his Scorpion cyber-whips. His first impulse in combat is to take the fight to the adversary. He tries to focus his attacks on foes with hand to hand combat abilities using his whips' reach to allow him to attack without being attacked. If he has to face an opponent with ranged attacks that he cannot close with or his team needs to withdraw, he will go to defensive mode using his whip shield maneuver to protect himself or his teammates. As a leader, Alacran pushes his team to take the offensive in an encounter with other paranormals. When combat is joined, he will take time to analyze the threat using his sensor suite and advise the team on tactics to help bring the issue to a quick and decisive end. It situations where combat is not eminent, he will use his sensor suite to analyze the situation and formulate a plan of action. APPEARANCE Height: 6' 2" Weight: 220 lbs Hair: Brown Eyes: Green Sinjin is a handsome man with an athletic build. Although he is only 26, he looks to be in his late 30s. This is a result of the time rate flow in the different dimensions he has visited as well as the toll his adventures as a paranormal have taken upon him. When working at the mission, he wears khaki slacks and golf shirts unless he is helping out with a building project, then it is jeans and a t-shirt. When attending mission fundraisers, he wears blue suits with white shirts and conservative red ties and avoids any black tie functions. The only time that Sinjin has considered wearing a tuxedo is for his wedding and only if Wendy insists on it. Away from the mission, Sinjin tends to dress casually in jeans and golf shirts with a black leather bomber jacket when the weather calls for it. Alacran armored battlesuit is a dark red colored full bodysuit. The mask/helmet is also dark red and fully covers his head. His gloves and boots are black. His cyberwhips are mounted in housings on the back of his wrists. The whips and their housings are steel gray in color. __________________ Bill Beane Wardens Chronicles - Champions Campaign - http://wardens.angeva.com Foundation Chronicles - The World of the Wardens - http://foundation.angeva.com
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