Jump to content

humantorch101

HERO Member
  • Posts

    367
  • Joined

  • Last visited

Everything posted by humantorch101

  1. Re: Ultimate Superheroes Universe Characters Well as my players have not much experiance with superheroes or comics they will be the Academy my team of young heroes with links to older more experianced icons. rgds Torch
  2. As the Title says im stuck on good names for my South/Central American Superhero group for my Ultimate Super Heroes thread. suggest away pls lol. rgds Torch
  3. The African Lions The African Lions has no direct homage they are my team of heroes who protect Africa. They are a small team often at odds with the many corrupt African goverments. So they are both unofficial and often outlawed in many states. They respond to threats on a continental scale and have a very stable membership. rgds Torch
  4. The Pacific Lords The Pacific Lords have no direct homage they are my team of heroes that protect the pacific and asian areas of the world. They are a large team with members drawn from Japan, China, Australia, Korea, India etc. They deal with threats on an international scale and the membership is quite static. rgds Torch
  5. Northern Sentinels The Northern Sentinels are my Alpha Flight homage. They are the official team of Canada but protect the whole of north America sometimes even performing missions in the USA. The Membership is both stable and almost military like with the goverment having much say over the direction of the team. rgds Torch
  6. Unit X Unit X is my Suicide Squad homage a secret US goverment project where supervillains serving long term sentances are offered membership of Unit X as part of a deal against their crimes. Membership is both in flux and the missions very dangerous so turnover can be high. They undertake secret missions for the US goverment often bringing them into conflict with other goverment teams or more general super hero teams. rgds Torch
  7. The Union The Union has no direct counterpart in dc/marvel but i want a major european super team protecting that continent. The Team is part of UNTIL and has members drawn from most european countries. The team has had troubles blending as a effective team due to grand standing and nationalistic egos clashes. They deal with threats on a continental, and national level within europe and has had a varied membership. rgds Torch
  8. Supreme Soviet The Supreme Soviet are my homage to the Soviet Super Soldiers. My universe is set in 1986 and the soviet empire still stands. This means we still have a strong Soviet super hero team of Russian heroes. They have a rigid membership but are a powerful team and deal with threats on a national and international scale They are often drawn into conflict with other american based superhero teams. rgds Torch
  9. Strike Force Strike Force are my homage to the Avengers. They are a very powerful team second only to the Guardians. Strike Force as there name indicates are more proactive in their approach to crime actively going after supervillains rather than the more defensive approach of the Guardians. They deal with threats on a national., global and space level and have a changing but very structured membership. rgds Torch
  10. The Redeemed The Redeemed is my homage to the Thunderbolts. They are a group of former super criminals with bad reps who are trying to go straight and be accepted in the super hero community. Memebership is quite fixed and solid and they will come into conflict with many hero groups including the PC's due to their criminal past. Motivations on the team very from those who genuinely want to go straight to those only using the team. rgds Torch
  11. The Protectors The Protectors are my homage to the X-Men and its spin off groups. The protect the mutant population of the world from the various groups and individuals who would see them destroyed. They also take in young mutants and see that they are both trained in their powers and protected from the outside world. So the group has a dual purpose with a somewhat school feel to it and and a dangerous international theme as well. Membership is very international and falls into full members and young mutants in training. rgds Torch
  12. The Outsiders The Outsiders is my homage to the Defenders. The Outsiders membership will consist of powerful, loner heroes and outsiders unwilling or unable to join any other team. The membership will change almost constantly and the team if you can call it that will almost stumble over threats and missions rather than have any direct purpose. They wil lband together more as a surrogate family to defend themselves agaisnt those who do not understand them. The threats they deal with wil lbe both weird and wonderful with them often being thrown into conflict with other hero teams or organisations due to misunderstandings of their motives or members. rgds Torch
  13. New Knights The New Knights is my homage to Excalibur and is the superhero team of Great Britain. They have a large membership of many heroes bases on legends and historic personalities aor aspects of Britain. By their very nature they have quite a few mystical members and are quite close to the Circle with a few heroes belonging to both groups. They deal with threats to the UK, europe and wider mystical threats. rgds Torch
  14. Law and Order Inc. Law and Order Inc is my homage to Heroes for Hire. They are a mid power teams of mercenary heroes for hire whose hearts are in the right place most of the time. They can often become antagonists for the PC's due to their being hired to complete conflicting missions or by being poorly informed or lied to by their employers. The membership has a stable core with some floating memebers. They deal with national or local cases and threats. rgds Torch
  15. Re: Ultimate Superheroes Universe Characters Thks Knight, yep I agree, each team should serve a purpose or role within the campaign rather than be just another generic super team. rgds Torch
  16. Galaxy Legion The Galaxy Legion is my combined homage of the Legion of Superheroes/Guardians of the Galaxy. They exist to thwart major interglactic and space threats and have a large changing roster of the most powerful heroes often made up of other teams. They will have a core membership who travel the universe in a time traveling ship and will call on other heroes as necessary. They will deal with space and time threats. rgds Torch
  17. Freedom Squad The Freedom Squad are my combined homage to the JSA/Invaders/All Star Squadron. They are the almost legendary group of heroes who helped win world war 2 and spawned many of the modern legacy heroes of the current age. They have been catapulted through time into the modern era and have to struggle to come to terms with the modern age. They are powerful very experianced but slightly aging heroes with a large and changing membership but with many core stalwarts in the team. They deal with national and global threats. rgds Torch
  18. Executive Sanction Executive Sanction again have no direct DC/Marvel homage but are my team of patriotic goverment heroes who look out for the intrests of the USA first and foremost. Think of a team of patriotic heroes with goverment super funding and lead by the US Agent and controlled by Peter Henry Gryich and you will get the concept. They will be antagonists for the pcs as often as allies as they stick there nose in where it is not wanted and cause problems with their love of letter of the law and red tape. rgds Torch
  19. The Circle The Circle have no direct homage team from either DC/Marvel but are my team of mystic masters who band together to stop magical menaces from beyond no one member can defeat. The team structure will be very loose and informal with membership in constant flux dependin on who called the Circle together for this mission and who is needed and available. Members wil linclude not just super mages but also many heroes with mystic origins powers or items. rgds Torch
  20. The Academy The Academy are my combined homage to the Teen Titans/Infinity Inc/NewWarriors. They will be young and upcoming heroes based in a very school like atmosphere and trained by an older crusty iconic hero from the past. Membership will be large and changing and will include many legacy heroes or heroes with big connections to other more powerful heroes. They will deal with both national and local threats.
  21. The First Family The First Family is my homage to the Fantastic Four. Very much using their role as explorers of the universe and thwarting cosmic threats. Also playing heavily on their unique stick of being an extended family of supers. Running with this idea I will be extending the membership way beyond 4 so we can have multi generational relationships and conflicts. Will be drawing heavily on the Atom family material from Freedom City. rgds Torch
  22. The Guardians The Guardians are my JLA homage team. They are without doubt the most powerful hero team on earth and their membership is limited to the elite best of the best and iconic heroes of the Ultimate Superheroes universe. They are based on the guardian watchtoweron the moon and deal mainly with worldwide and space threats. rgds Torch
  23. Teams The superhero teams of the Ultimate Universe will be direct homages of the most popular teams of the DC/Marvel universe I will also add other teams where there seem to be distinct gaps. rgds Torch
  24. Slight Change of Direction Bit of a rethink on the project have decided after all to use many of the CU characters as well as others ive got from M@M and SAS etc. Seems a shame not to use them when I have such great material on my shelf. However I will be amending many of them in large and small ways and many of them just wont make the cut. I will be giving in general terms on the thread my proposed changes but will not be posting characters as they DOJ would not be pleased! lol. I will however post characters conversions from other systems and original characters still. The original aim still holds true of combining the dc/marvel universe without using the original characters. All characters posted so far are valid and wil lnow be mapping out the universe by deciding on hero/villain teams and organisations. rgds Torch.
  25. EarthEarthPlayer: Val Char Cost 70 STR 60 16 DEX 18 30 CON 40 20 BODY 20 7 INT -3 10 EGO 0 20 PRE 10 5 COM -2 26 PD 12 20 ED 14 4 SPD 14 20 REC 0 60 END 0 70 STUN 0 6" RUN02" SWIM014" LEAP0Characteristics Cost: 183Cost Power END 75 Earth Powers: Multipower, 75-point reserve 7u 1) Earthwalking: Tunneling 7" through 11 DEF material, Fill In, Reduced Endurance (1/2 END; +1/4) (71 Active Points) 3 5u 2) Grasp of the Earth: Entangle 7d6, 7 DEF (70 Active Points); Only When In Contact With The Ground (natural earth, stone, and soil only; -1/2) 7 4u 3) Earthquake: Energy Blast 8d6, Only Does Knockdown Not Knockback (+0), Personal Immunity (+1/4), Explosion (+1/2) (70 Active Points); No Range (-1/2), Only When In Contact With The Ground (-1/4) 7 22 Body of Earth: Damage Resistance (25 PD/20 ED) 0 30 Body of Earth: Physical Damage Reduction, Resistant, 50% 0 15 Body of Earth: Energy Damage Reduction, Resistant, 25% 0 16 Heavy : Knockback Resistance -8" 0 44 Body of Earth: Life Support (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0 5 Earthsight: N-Ray Perception (Sight Group) (10 Active Points); Only to See Through Earth and Stone (-1) 0 Powers Cost: 223Cost Skill 2 +2 With Punch, Grab and Haymaker 4 KS: Plane of Earth 13- 9 Climbing 15- Skills Cost: 15Cost Perk 7 Contact: The Alchemist (Contact has extremely useful Skills or resources, Good relationship with Contact) 12- 5 Fringe Benefit: Membership Perks Cost: 12Cost Talent 3 Bump Of Direction Talents Cost: 3Val Disadvantages 5 Physical Limitation: Very Heavy and Dense (Infrequently, Slightly Impairing) 25 Distinctive Features: Large Rocky Earth Monster (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 20 Hunted: First Family 8- (Mo Pow, NCI, Capture) 20 Hunted: The Circle 8- (Mo Pow, NCI, Harshly Punish) 10 Psychological Limitation: Predictable in Combat (Common, Moderate) 15 Psychological Limitation: Slow Thinking (Common, Strong) 5 Rivalry: Professional (Air), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 5 Unluck: 1d6 Disadvantage Points: 105Base Points: 200Experience Required: 131Total Experience Available: 131Experience Unspent: 0Total Character Cost: 436 Height: 2.05 m Hair: NA Weight: 300.00 kg Eyes: Red Appearance: Earth looks like a large blocky man shaped creature made of earth and stone. Its appearance is quite frightening and disturbing as its body structure is always moving and shifting with new pieces of rock stone earth and sand.Personality: Earth is a slow thinking but loyal servent to his master. His speech is very deep and low and rumbling and he has trouble thinking and speaking clearly on earth. Earth can be considered the ultimate in single mindedness or tunnel vision. Once given a task or mission Earth will continue to obsess over its completition until finished or stopped. His motivation is entirely the Will of the Alchemist, he does not consider himself a seperate being just a tool of his master.Quote:"Hmmmmmpphhhph yes yes I will do that master, yes, yes I am doing it nowwww"Background: Earth is a powerful elemental spirit creature from the plain of air. It has been summoned here by the evil mage the Alchemist to do his bidding. He normally resides on the elemental plane of air but is ready to do the Alchemists bidding whenever called. Together with Air, Fire and water he has been formed into the powerful villain team the Elementals which exists to carry out the will of the Alchemist.Powers/Tactics: Earth is a prime elemental based on his namesake's element. This makes him tremendously strong and durable and he has various powers over earth and stone which he can bring to bear in combat. In combat Earth is very predictable and staid. He will attempt to close into hand to hand with who he considers the team brick and defeat him in hand to hand combat. If things are going badly or he feels he is surrounded he will switch to his Grasp of the earth and Earthquake powers. He has a major rivalry with Air and they will not work together in combat, in fact Earth may try to give Air problems if the opportunity presents itself.Campaign Use: The team brick of the Elementals. When roleplaying Earth try to bring out his lack of intelligence and predictability in both speech and combat. Also remember his hatred and rivalry with Air and how this will frequently affect missions that the Alchemist sends them on.rgdsTorch
×
×
  • Create New...