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gmurie

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Everything posted by gmurie

  1. Re: Who lives in these quarters? Hero #1 A teleporting speedster called Null, because he doesn't exist; as far as anyone knows he just popped into existence. He's a bit discombobulated about where and when he is. He's sure that he got his powers from some mystical accident, but doesn't know the details anymore, or they keep moving around in his head. Stuff keeps cropping up in his place, like that big statue and the weird runes on the walls, but he has no idea how. Often he insists that he's saved the world on several occasions, but no one else remembers. He makes a living of a sort selling his art (he's quite good) but it's often disturbing stuff. Pictures of things that might have happened or should have happened. POWERS and DISADS Lots of psych limits like Amnesia and Loses Track of Time and Place. A Phys Limit called "Weirdness Magnet" and both Luck and Unluck at a high level. A MPP and EC each with a suite of teleportation powers. Plus a few odds and bobs like a Perk to represent his non-existance and some art skills and an odd mass of KS's and PS's. Maybe Hunted or Watched by various mystic groups or people to represent his supposed origin.
  2. Re: The Zodiac Group I Created, it's a 300k pdf Thanks, I've been working on some other stuff lately, but I'll see if I can't get it in a more polished state. It'll be interesting to see if I can't draw worth a damn any more.
  3. Re: Concepts You Just Can't Build on 350 points. I just got a horrifying visual image there that you could not have possibly intended...
  4. Re: Concepts You Just Can't Build on 350 points.
  5. Re: Concepts You Just Can't Build on 350 points. Any attempt at a direct homage of a popular comics character is impossible once the character gets past 25 issues or so, or more than two writers/editors. The reason being that each writer has their own interpretation of things, and in superhero comics they'll just make stuff up on the fly. EXAMPLE: The newest incarnation of the Kate Spencer Manhunter was a brilliant example. Every single issue she'd be pulling some new 50+ point power out of her butt. It was a brilliant comic, but not in any way translatable to a 350 point character. EXAMPLE 2: I've brought this up before, when the Marvel supers game was popular there was an issue of Spiderman where Spider man beat the crap out of Firelord. There was lots of talk about the karma system making it theoretically possible in that game, but it would have required spidy to be parked on something like 200,000 karma points. Immediately after this I was in a forum with the designers of the game at GenCon. They started their talk by refusing to accept questions on this topic. As to archetypes, the one that's nearly impossible is the duplicator. They're not much fun to actually play either, because players quickly find that rather than the monstrously powerful buttkicker (Rogue curse Marvel forever) they end up with a hanger on to other heroes. Either the PC is gimped by the limits that make duplication possible, or they end up so powerful that they overshadow and irritate the other players. "I think we left dupligirl in that reactor! Without Captain Radon's powers she'll die!" "And?"
  6. Re: Cities that need heroes
  7. Re: Cities that need heroes Madison, WI has a MASSIVE university, a large research hospital, biotech all over the place, and is generally a nice place to live while being relatively close to Milwaukee and Chicago. I could easily envision UW-Madison as a location for a College of Superhuman Research. For the VERY fast superhero it's relatively close to Minneapolis/St. Paul.
  8. Re: Some Build Help, Please. One online GM I'd done some emails with made a good point about resurrection and immortal characters, which was that if the GM wants your character dead their ticket is punched. If you want a character to live a long time and feel relevant in their skills then the best way is by seeing to it that the GM likes you and your character. In other words, a restrained list of useful skills, basic regeneration, and some life support should be all you need so long as you have a good relationship with the GM. If the GM happens to be a jerk all the points jiggering in the world won't help you.
  9. There's quite a bit of work here, it's still in a rough state, and of course there are no nice pictures of the characters. Otherwise I've tried to make it as close as possible to a published form. I'll be improving it more, but wanted to share and get some feedback. Many MANY thanks to RPMiller for creating the RTF template I used on these characters.
  10. Beneficiar - Nicaragua BENEFICIAR Alvaro Santo - Nicaragua Character Sheet (Click Here) Created by Glen Murie Background One of Central America's most powerful uberhumans is known as Beneficiar (Slaughter), and in keeping with this region's poor luck he's a monster in human form. He was a drug cartel member that started his life as a drug mule for the Contras and the CIA. Alvaro Santo was more than willing to sell out his old friends and allies for money and power. So when Iran-Contra blew up in the CIA's face he settled down in Nicaragua for the long term rather than face the music in the United States or Columbia. The DEA was on to him, and there were all those bodies in the basement of his house in Florida, that was getting difficult to deal with. Alvaro liked killing people, and he did it rather a lot. By the time he was in his early twenties he had killed dozens of people, and not just on the orders of the Cartel. He would have been a monster no matter what, but at least just a human monster. However, each time Alvaro killed someone he got a little thrill from it. A little something extra. Just that little bit stronger or faster, and then he killed that little girl who could see the future. And afterwards Alvaro could also see the future. So he did the easy thing, he joined the Contras and became a high ranking figure in that organization. While working for the Contras and the CIA Alvaro was able to wipe out all of Nicaragua's uberhuman population (what there was of it) and make a pretty solid dent in the number of uberhumans in Central America generally. For the time being he's contented himself with what he calls "lesser killings" until some better victims come along. He's canny enough not to go running after prey and put himself into a situation where he might get himself in too deep. Alvaro is considered an ally of the United States. Although his hands are soaked in blood he's managed to cover up any killings of Americans or American allies. He's made himself comfortably wealthy by being a brutal tool of the CIA, various dictators around the world, and the drug cartels, but he spends most of his time at home in Nicaragua. Thanks to his newfound power Alvaro is going to be haunting the region for some time, attempts to hunt down the mysterious "cape killer" have failed. He can just fade into the countryside. Nicaragua is sparsely populated, so finding someone like Alvaro in the wilderness is next to impossible. Beneficiar should be considered an ally of Malkin (Costa Rica) because she has no actual powers for him to steal she's relatively safe from him. He finds her amusing, as a master of a craft might find an ambitious apprentice amusing. He's also fond of El Disenador in much the same way a meat lover is fond of cattle ranchers. Personality Beneficiar is a homicidal maniac with the power to destroy just about any military or police force brought to bear upon him, and just about any uber powered person as well. He's canny enough not to let anyone know about this, but he's as powerful as just about any one other uberhuman and he knows it. Not just because of the many powers that he's stolen, but because he's a vicious serial killer with years of experience at killing people and evading capture. Beneficiar is motivated mostly by instinct. He wants what he likes, and he likes killing and being safe. In most other respects he's deeply dysfunctional, and has difficulty relating to normal humans except as prey. Quote "Why Nicaragua? Because I like it here, lots of space, lots of wilderness. Yes. Very nice." Powers Beneficiar's powers are not built as a VPP or any complexity like conditional characteristic increases. Each time he kills another uber he gets a few dozen character points of powers and statistic increases (and vulnerabilities) that are based loosely on the powers of the person he's killed by GM's fiat. This shouldn't come up too often because Alvaro has decimated the local Uberhuman population, he doesn't travel much, and he gets little but enjoyment out of killing normal people. When he sees a low powered Uber he's likely to "snap them up", but he avoids open confrontations with the more powerful type of uber unless he's sure he can avoid retaliation. Note that he doesn't have to even kill another uberhuman, he just has to be around when it happens. Beneficiar prefers to attack from ambush, using his skills to convince people that he's no threat, or even an ally. Best of all is when he can drug someone and take them away someplace safe to play with at his leisure. If he's ever discovered and forced into an open confrontation he'll pull out all the stops, using his martial arts and skills with great cleverness. He's studied uberhumans extensively, and will know about any weaknesses or shortcomings of an enemy that are publicly known. His first priority will be escape, but he'll be back to take his vengeance on anyone who discovers and reveals him. Beneficiar doesn't actually actively hunt other Ubers despite his raw power. He's absorbed the powers of a super genius and a mild precognitive, so he knows how to plan for the long term. The way he sees it, he's immortal thanks to his regenerative powers, so there's little reason to rush. He will hunt anyone whom he sees as a direct threat to his safety and security. A number of police officers and their families have disappeared in Nicaragua, as well as one CIA case officer. To make Beneficiar more powerful give him the powers of any superbeings that you'd rather not use in your game. To make him less powerful shave away at his power sets and ability scores until he's down to the level you need, but make sure that he remains frighteningly skilled and intelligent. Appearance Alvaro Santo is a handsome Mestizo man in his early thirties. He's a vibrant and gregarious man, but equally able to change his face and personality to match the desires of the people around him. He's charm personified, but anyone with enough telepathic power will see him for what he is, one of the ugliest and most monstrously evil uber alive. As Beneficiar Alvaro does not have a costume per se, his force field shrouds him in darkness, and has served to protect his identity. NOTES: After the grayish morality of the People's Uber Squad I decided to do someone totally evil. Poking around with Google translator reveals that Benificiar means both slaughter and benefit. That's an odd linguistic turn that I just had to use. I didn't intend to create a Sylar clone, so I made his power set a little more low key.
  11. Re: Any interest in a Zodiac villain group? Libra QUOTE: "Oh, so you think you're stronger than anyone do you? We'll see about that!" Val Char Cost 25 STR 15 23 DEX 39 23 CON 26 10 BODY 0 20 INT 10 18 EGO 16 23 PRE 13 18 COM 4 23 PD 18 23 ED 18 6 SPD 27 10 REC 0 60 END 7 35 STUN 0 6" RUN 0 2" SWIM 0 5" LEAP 0 Characteristics Cost: 193 Cost Power 45 Scales and Balances: Multipower, 90-point reserve, (90 Active Points); all slots OAF - Scales (-1) 3u 1) Raise the Balance: Aid 5d6, Any stat other than INT, EGO, or PRE one at a time (+1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (87 Active Points); Costs Endurance (-1/2) 4u 2) Lower the Balance: Drain 5d6, Any stat other than INT, EGO, or PRE one at a time (+1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (87 Active Points) 4u 3) Sword of Justice: Killing Attack - Ranged 4d6, Armor Piercing (+1/2) (90 Active Points) 2u 4) Weigh the Souls of Others: Telepathy 14d6, Reduced Endurance (1/2 END; +1/4) (87 Active Points); Stops Working If Mentalist Is Stunned (-1/2), Receive Only (-1/2), Visible (-1/4), Does Not Provide Mental Awareness (-1/4) 4u 5) Shackles of Fate: Entangle 3d6, 3 DEF, Cannot Be Escaped With Teleportation (+1/4), Works Against EGO, Not STR (+1/4), Takes No Damage From Attacks All Attacks (+1/2), Based On EGO Combat Value (Mental Defense applies; +1) (90 Active Points); Cannot Form Barriers (-1/4) 20 Wings: Flight 15" (30 Active Points); Restrainable (-1/2) 15 Magical Toughness: Damage Resistance (15 PD/15 ED) 15 Magical Toughness: Physical Damage Reduction, Resistant, 25% 15 Magical Toughness: Energy Damage Reduction, Resistant, 25% 10 Body Infused with Magic: Power Defense (10 points) 25 Soul Sight: Detect Living Souls 13- (Unusual Group), Discriminatory, Range, Sense, Targeting 27 Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees) Powers Cost: 189 Cost Skill 3 Bureaucratics 14- 3 Conversation 14- 1 Criminology 8- 3 Scholar 2 1) KS: American Law (3 Active Points) 12- 1 2) KS: Art (2 Active Points) 11- 3 3) KS: History (4 Active Points) 13- 1 4) KS: The Mystic World (2 Active Points) 11- 1 5) KS: The Superhuman World (2 Active Points) 11- 3 High Society 14- 3 Language: French (fluent conversation; literate) 3 Language: Latin (fluent conversation; literate) 3 Seduction 14- 3 Streetwise 14- Champions Everyman Skills 0 1) Acting 8- 0 2) Climbing 8- 0 3) Concealment 8- 0 4) Deduction 8- 0 5) AK: San Francisco (Everyman Skill) 11- 0 6) KS: Music 8- 0 7) Language: English (idiomatic) (4 Active Points) 0 8) Paramedics 8- 0 9) Persuasion 8- 0 10) PS: Defense attorney (Everyman Skill) 11- 0 11) Shadowing 8- 0 12) Stealth 8- 0 13) TF: Common Motorized Ground Vehicles, Everyman Skill Skills Cost: 33 Cost Perk 7 Money: Wealthy 10 50 Point Contribution to Zodiac Vehicles & Bases Perks Cost: 17 Pts. Disadvantage 5 Distinctive Features: Distinctive Magical Aura (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses) 15 Enraged: when Humiliated or Mocked (Uncommon), go 11-, recover 11- 20 Hunted: United States Law Enforcement (FBI and Police) 8- (Mo Pow, NCI, Harshly Punish) 20 Hunted: DEMON 8- (Mo Pow, Is easy to find due to Magical Aura, Capture) 10 Hunted: Trimegistus Council 8- (As Pow, Capture) 20 Physical Limitation: Blind (Senses Cannot help her drive, read, see colors, and many other things) (Frequently, Fully Impairing) 20 Psychological Limitation: Greedy (Very Common, Strong) 15 Psychological Limitation: Selfish (Very Common, Moderate) 15 Social Limitation: Secret ID (Frequently, Major) Disadvantage Points: 140 Base Points: 200 Experience: 92 Total Character Cost: 432 History: Lillian Jones was once a very well known defense attorney in San Francisco, not so much for her skill in the profession as for her unprofessional conduct. Often with the dangerous men and women whom she defended. When her indiscretions (both financial and sexual) inevitably caught up with her Lillian was disbarred, though no charges were ever made to stick. At loose ends she fell in with a number of infamous people, often acting as a front for organizations like Eurostar, ARGENT, VIPER, and DEMON. It was when she taking advantage of a Morbane's affections that Lillian's life took an interesting turn. The Morbane was quite a collector, and Lillian was obsessed with a set of golden scales that he had. DEMON had plundered the scales from Egypt from near the organization's beginnings, and never had discovered what magic they held. The Morbane traded the scales to her for her services laundering some money for DEMON. The scales were judged to be useless; whatever magic they held DEMON had not been able to take advantage of it. It was thought that the money was more valuable than some useless magical trinket, even if it was known to be as ancient as the Crowns of Krim. Why the magic of the scales opened to Lillian when DEMON had never been able to penetrate the mystery is unknown, but her pet Morbane was really annoyed. Pity him more that he tried to capture Lillian to steal her magic from her. He assumed she'd be easy prey, as the scales had robbed her of her eyesight. Eventually, after a long running conflict that destroyed much of the DEMON organization on the West Coast DEMON sued for peace, and as a token of good faith gave her the Morbane's head. However, not all of that organization has forgiven Lillian, and still plagues her from time to time. Lillian fled to Florida and got her life halfway sorted out. She was able to find a wealthy man in Florida to indulge her appetites despite the blindness inflicted on her by the scales, and hoped to settle down to a comfortable retirement. When Lillian and her new husband found that she couldn't have children he abandoned her for another woman. In a rage Lillian destroyed her ex-husband's home and put him in critical care. On the run again Lillian was at loose ends, but her magical powers had come to the attention of Zodiac. Capricorn felt that a criminal defense lawyer would be handy to have around, while Aquarius found that she was born under the proper star sign and felt that her control of the Scales of Fate was a sign of destiny. Personality/ Motivation: Anything that allows or helps Libra to indulge her appetites is good, and anything that prevents her from getting what she wants is bad. She's not above cheating and stealing, but more than anything she just goes along with anyone willing to help her. The first impression that most people get of her is that she's a shallow tart, so they often find themselves bushwhacked by just how smart and perceptive she is. She was a very good lawyer before she got disbarred, and now she can see right into people's souls. Lillian's primary motivation in anything is the most comfort and fun for the least effort. She's capable of being canny, strong willed, and plan for the long term, but prefers the easy path in most things. The Scales of Fate on the other hand... Those have some deep destiny associated with them that's poorly understood. Libra can boost or drain away the power of others, and Aquarius has judged that she's become the hand of justice. Libra can tip the balance in any conflict, and Aquarius thinks that she plays a crucial role in saving the world. At the moment her one overriding goal is to not be blind any more. Powers/Tactics: Lillian's powers are similar to those of the Crowns of Krim. In fact her powers are disturbingly similar to those of the crowns, though Dark Seraph has evinced no interest in her at all as yet. While many of her abilities require that she have the Scales in hand, she has been changed by the magic of the scales, and has many powers even without them. Though she's had some exposure to the mystic world she's not a mystic herself. Without the magic of the scales she wouldn't have a scrap of power. In any combat she's ready for, and with the rest of the Zodiac, Lillian will have raised one attribute of her allies by thirty points as well as her own defenses. She prefers to stay at range and use Telepathy to find out any weaknesses of her opponents, and then use the Final Judgment RKA to finish off opposition quickly. She'll target mystic adversaries first, her long running conflicts with DEMON having given her a paranoia about such opponents. Campaign Use: Libra doesn't hunt unless there's some reason to think someone might be able to cure her blindness. Even if it means passing on the scales to another person. To raise her power increase all of her ability scores and add more adjustment and attack powers to her MPP. To lower her power reduce the active points of her MPP. Appearance: Lillian's Wings are not permanent fixtures on her body, they can be summoned or sent away at will. Lillian is an attractive African American woman in her early forties impeccably dressed and groomed in her secret ID, but her eyes are cloudy and she's clearly blind. Often, she wears the clothing of justice consisting of a set of loose robes over a body suit and a blindfold.
  12. Re: Any interest in a Zodiac villain group? Gemini Quote:"I'm bored! Lets go steal something!" "Don't any of you understand?!?! He's going to destroy us all!" - Captain Chronos on Gemini Val Char Cost 15 STR 5 26 DEX 48 23 CON 26 10 BODY 0 18 INT 8 14 EGO 8 20 PRE 10 12 COM 1 8/16 PD 5 8/16 ED 3 7 SPD 34 8 REC 0 50 END 2 30 STUN 0 6" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 150 Cost Power 69 Time/Space Distortion Powers: Multipower, 69-point reserve 7u 1) Timespace Disruption: EB 6d6, Reduced Endurance (1/2 END; +1/4), NND (Force Field or Force Wall; +1) (67 Active Points) 7u 2) A Free Trip: Teleportation 15", Reduced Endurance (1/2 END; +1/4), UAA (+1) (67 Active Points) 5u 3) Phase Space: Desolidification (affected by Time Manipulation or Magic), Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2u 4) Escape Clause: XDM (Teleports d6+1 days in the future to a random safe place d6 x 100 km away.) (45 Active Points); Side Effect - Reduced to CON:5, which affects figured stats, for a day afterwards, Side Effect occurs automatically whenever Power is used (-1) 30 Teleportation 15" 16 Afterimages: +4 with DCV (20 Active Points); OIHID (-1/4) 16 Zodiac Body Armor: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 5 Zodiac Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As More Than One Sense Hearing (-1/2) Powers Cost: 157 Cost Skill 3 Acting 13- 3 Bribery 13- 3 Bureaucratics 13- 3 Concealment 13- 3 Conversation 13- 5 Cramming 3 Disguise 13- 3 Forgery 13- 3 Gambling 13- 3 High Society 13- 3 Linguist 4 1) Language: English (idiomatic; literate) (5 Active Points) 3 2) Language: French (completely fluent; literate) (4 Active Points) 3 3) Language: German (completely fluent; literate) (4 Active Points) 0 4) Language: Polish (idiomatic) (4 Active Points) 3 Persuasion 13- 5 PS: Confidence Artist 14- 3 Seduction 13- 3 Sleight Of Hand 14- 3 Streetwise 13- Champions Everyman Skills 0 1) Climbing 8- 0 2) Deduction 8- 0 3) AK: Poland (Everyman Skill) 11- 0 4) KS: Gourmet Food 8- 0 5) Paramedics 8- 0 6) PS: Cheese Maker (Everyman Skill) 11- 0 7) Shadowing 8- 0 8) Stealth 8- 0 9) TF: Common Motorized Ground Vehicles, Everyman Skill Skills Cost: 62 Cost Perk 10 50 point contribution to Vehicles & Bases 10 Money: Wealthy Perks Cost: 20 Pts. Disadvantage 10 DF: Very strange energy signature (Not Concealable; Noticed and Recognizable; Detectable By Radio Sense Group or Temporal or Energy type Detects) 15 Hunted: Interpol 8- (As Pow, NCI, Capture) 25 Hunted: Various Time Travellers (Captain Chronos for example) 8- (Mo Pow, Extensive Non-Combat Influence because they're time travellers, Easy to find due to Distinctive Features, Harshly Punish) 20 Psych. Lim.: Sociopath, no morals or ethics at all (Common, Total) 15 Psych. Lim.: Thrill Seeker (Common, Strong) 10 Psych. Lim.: No patience for routine or everyday tasks (Uncommon, Strong) 10 Reputation: Complete and Utter Bastard, 8- (Extreme) 15 Soc. Lim.: Secret ID (Several in fact) (Frequently, Major) 15 Susceptibility: When teleported or desolidified against his will 3d6 damage Instant (Uncommon) Disadvantage Points: 135 Base Points: 200 Experience: 54 Total Character Cost: 389 Background: Martin Strazynski was a conman even before he could walk. He was a fast talker, a charmer, and a cheat. Rather than carry on his family's tradition of gourmet cheese making he took to the tricks of the con man. Just to start he defrauded his own family out of tens of thousands of Euros, destroying their business, before leaving for more lucrative marks. Eventually working his way up the ladder of playing mind games on wealthier and more powerful people. He never did it to make money, but for the thrill of the game, and never took to online scams. To cheat the crime boss at cards, to snooker that doctor out of his investment money, or fool the bank into handing over cash for worthless paper. These were the things that added spice to life. He changed identities as easily as clothing, and would fake his way through a wide variety of professions like doctor or jet pilot. It was when he tricked CERN into thinking he was a physicist that he got himself in too deep. The particle experiment that he blundered into due to his own ignorance should have killed Martin, but instead he materialized hundreds of miles from the facility a week later. The world's greatest conman had also become one of its most powerful teleporters. At first Martin did easy stuff, talked his way into bank vaults so he could scope them out, teleport in or walk through the walls at night, and then steal everything in sight. It was too easy, and it wasn't fun any more, so he went back to forgery and running small cons. Eventually Capricorn heard about the teleporting trickster when Martin got cornered by some superhumans, and used his powers to knock out two superheroes before fleeing the scene. As it turned out he was exactly what both Capricorn and Aquarius were looking for in a Gemini for the group. Personality: For Gemini life is a game which must always be full of fresh moves and continuous entertainment, and free of labor and routine. He's not completely evil nor is he particularly violent, but only so far as it doesn't interfere with his own comfort and pleasure. If he wants something Gemini will use any weapon in his armory, and more often than not he doesn't even need his powers. He's still a cunning con artist and master of disguise, so often he'll just use his powers to escape if he's found out. If he's repeately foiled he's an unholy terror, and will show a dark and violent side that's all the more alarming for the charm he usually shows. Gemini is not exactly lazy, but he cannot abide the routine of a normal day job. Life is better when he's fooling someone into thinking they're taking him to the cleaners when the opposite is what's really happening. He likes the comforts of wealth and power, but something about Zodiac intrigues him, and it's nice to have backup for those rare occasions that he's been captured. Powers/Tactics: Gemini is a teleporting speedster who's able to pull off interesting and odd effects. This is most appearant in the way that afterimages of himself appear in and around any place that he uses his powers. He doesn't move fast in the traditional sense, but somehow jumps out of time. Time works oddly around Gemini, so he's able to remove himself from time-space and reappear in other places, or do the same thing to other people. He can also make forward jumps in time, but much to Scorpio's frustration and annoyance cannot travel backwards in time, and even that nearly kills him each time he does it. Gemini loves his powers, and takes every opportunity to show off every trick at his disposal. Often he'll just teleport behind people and make intentionally ineffective and annoying attacks for the pure devilish fun of it. However, when fully provoked or working alongside one of Zodiac's more serious members like Leo or Capricorn he's a deadly threat. He cannot teleport someone's head off of their body, but he can teleport them thirty meters upwards to plumet to their deaths, or just disrupt their body functions enough to knock them out. When things get rough he can even skip himself a week into the future to escape, but he's reluctant to do this because it leaves him crippled for a day or two afterwards. Campaign Use: Gemini will hunt anyone who humiliates him, or worse still denies him something he wants. He's a functional sociopath, which means that although he has no moral compass at all he's not in the habit of using physical violence. He's meaner than that. If he knows who you are he'll con your grandma out of her retirement savings, and if he doesn't he'll start a whisper campaign to smear you, or sneak up behind you in a public place and teleport your clothes off. Life with Gemini as a hunter is hell. To make Gemini more powerful increase the active points of his teleportation powers and give him more DEX and SPD. To make him less powerful do the opposite and shave away at his skills. Appearance: Even in his Secret ID Gemini is typically in disguise. Without his makeup on he's a fairly non-descript man with brown hair and eyes, and of average height and build. When he turns on the charm he seems to light up from inside, leading people to believe that he's much more attractive than he is.
  13. Re: Any interest in a Zodiac villain group? Right, got the last three done. Here they are: Scorpio QUOTE: "You're gonna die." Val Char Cost 20 STR 10 23 DEX 39 18 CON 16 10 BODY 0 18 INT 8 14 EGO 8 20 PRE 10 8 COM -1 8/16 PD 4 6/14 ED 2 6 SPD 27 11 REC 6 36 END 0 35 STUN 6 6" RUN 0 2" SWIM 0 12" LEAP 0 Characteristics Cost: 135 Cost Power 50 Kinetic Bolts: EB 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points) [Notes: Usable with ranged Martial Art] 20 Blast Intercepts: Missile Deflection (Any Ranged Attack) [Notes: Can use Martial Block with this power] 40 Pin Point Blasts: Find Weakness 15- with Blast Fu Attacks 8 Blast Assisted Jump: Leaping +8" (12" forward, 6" upward) 16 Armored Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 3 Visor: Nightvision (5 Active Points); OIF (-1/2) 5 Visor: Sight Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 5 Zodiac Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As More Than One Sense Hearing (-1/2) 5 Iron Will: Mental Defense (8 points total) Powers Cost: 152 Cost Martial Arts Maneuver Jeet Kune Do 4 1) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort [Notes: Also an element of Blast Fu for Missile Deflection] 4 2) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort [Notes: Also an element of Blast Fu] 5 3) Kick/Knee Strike: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike 4 4) Punch/Elbow Strike: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike 3 5) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls Blast Fu 3 1) Defensive Blast: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike [Notes: 8d6 damage] 5 2) Far Blast: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike [Notes: 8d6 damage] 4 3) Offensive Blast: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC [Notes: 12d6 damage] 4 4) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +3 DC to Disarm [Notes: 11DC to disarm] Martial Arts Cost: 36 Cost Skill 16 +2 with All Combat 9 +3 with Blast Fu 8 Penalty Skill Levels: +4 vs. Range Modifier with Blast Fu 3 Analyze: Combat 13- 3 Breakfall 14- 3 Climbing 14- 3 Criminology 13- 3 Deduction 13- 4 KS: Jeet Kune Do 13- 4 KS: Superhumans 13- 1 Language: Spainish (basic conversation) 3 Lockpicking 14- 3 Paramedics 13- 3 Streetwise 13- 3 Tactics 13- Champions Everyman Skills 0 1) Acting 8- 0 2) Concealment 8- 0 3) Conversation 8- 0 4) AK: Madison, Milwaukee, Chicago region (Everyman Skill) 11- 0 5) KS: The Martial World 8- 0 6) Language: English (idiomatic; literate) (5 Active Points) 0 7) Persuasion 8- 0 8) PS: Martial Arts Instructor (Everyman Skill) 11- 0 9) Shadowing 8- 0 10) Stealth 8- 0 11) TF: Common Motorized Ground Vehicles, Everyman Skill Skills Cost: 69 Cost Perk 10 Mountain Base 5 Money: Well Off Perks Cost: 15 Pts. Disadvantage 10 Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 15 Enraged: by reminders of his family and old life (Uncommon), go 11-, recover 11- 20 Hunted: United States Law Enforcement (FBI and Police) 8- (Mo Pow, NCI, Capture) 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) 20 Psychological Limitation: Callous and Cruel (Very Common, Strong) 15 Psychological Limitation: Hunts Time Travellers (Common, Strong) 15 Psychological Limitation: PTSD (Nightmares, Fits of Anger, Suicidal Urges) (Common, Strong) 10 Reputation: Brutal Killer, Assassin, and Vigilante, 11- (Extreme; Known Only Within the Criminal World) 15 Social Limitation: Secret ID - John Ash (Frequently, Major) Disadvantage Points: 140 Base Points: 200 Experience: 67 Total Character Cost: 407 BACKGROUND: John Ash used to be a superhero known as the Pulse. He'd started his career in high school when his powers first manifested, and while his fellow teen heroes kept getting more and more powerful the Pulse's powers leveled off. He was able to trash normal human opposition, but in the face of superpowered people he was getting more and more out of his depth. Instead of quitting he adapted. He became a master of Jeet Kun Do, because the ideas of Bruce Lee on martial arts appealed to him. Further applying the lessons of Jeet Kun Do he learned how to use his rather weak energy bolts as a martial artist would. Concentrating the power of his blasts and finding weak points on his targets. Even so John grew tired of the superhero scene. He was always a second stringer no matter how good he was at martial arts or detective work. Retirement turned out to be an even greater challenge than being a superhero. His education and employment history were poor due to years of disrupting disappearances, and working as a Jeet Kun Do instructor barely paid the bills. Especially after he got married and had kids. He still practiced secretly with his powers, and from time to time came out of retirement to tie up old loose ends, but life was marginal and difficult. His family provided him with the only reason to keep pressing away. And had fate not intervened he might have had a long, happy, and eventually successful life. Unfortunatly, a businesswoman in an SUV ran over his wife and kids before his eyes as the family was out bicycling. When John saw that his wife and daughters were dead, and then saw the woman get out of her monster vehicle cell phone in hand he snapped. Even today he doesn't remember exactly what transpired, but it was a closed casket funeral for the woman who killed John's family. The authorities had little chance of catching up with the now outlaw Blast. He'd had decades of experience not just as a superhero, but also hanging out with cops who came to him for martial arts instruction. With no means of supporting himself, and little reason to care about the law any more John became a vigilante. At first he started killing people who killed other people with vehicles, but got light sentances. He switched to drug dealers so he could take their money. Throughout the underworld he was becoming known as the Scorpion for reasons that were never understood, but John liked his new moniker. Eventually he just lost track of his purpose, and became little more than an assassin who'd only kill criminals or executives of the petrochemical and automotive industries. By the time Aquarius found him, John was on the verge of suicide, but Aquarius convinced the erratic assassin to become the Zodiac's Scorpio. Aquarius convinced Scorpio that he could help to forge a world where no man should have to see his family crushed before his eyes. PERSONALITY/MOTIVATION: Scorpio is an embittered and brutal man, while he was once a superhero everything noble about him was burned away in a single disasterous incident. From the time that his family was killed to now he's gotten more and more callous and brutal. Scorpio isn't a super villian because of any desire for money or power, but because he sees no reason to be good. His life as an assassin is more comfortable than being a hero ever was, even if he wakes up screaming in the middle of the night. Scorpio wants his family back, and to that end he hunts time travellers. Other members of Zodiac believe that he may even have dropped leads about Gemini in order to trap time travellers. He fights and kills because is salves the pain. Anything that helps him forget his family is welcome, and he might also be willing to have a mentalist destroy his memories of the last few years. If he has an opportunity to go out in a spectacular show of destruction he might do it, but doesn't actively court death like he used to. POWERS/TACTICS: Scorpio is a canny and skilled fighter. If you wish to challenge PCs a Zodiac strike team based on Leo, Cancer, Virgo, Scorpio, and Capricorn will be the most dangerous group of the lot. Not only because of their raw power, but because they'll almost never make mistakes that PCs can exploit to their advantage. Scorpio prefers to remain as far from enemies as possible, and will hold actions if he thinks people can get up close to him where he'll be forced to block attacks or throw someone. Otherwise he's a sniper, using his Find Weakness for as long as possible, and following with an far blast or offensive blast once he's read an opponent twice with that ability. If he's sure that he has the drop on an opponent he'll put all four of his combat levels into increasing the damage of his attacks. He'll know what different opponents are capable of, and will retreat rather than allow himself to be captured. CAMPAIGN USE: Scorpio hunts time travelers to exclusion of all else. When he attacks other people it's at the behest of others, though if he runs across a person who's careless about the use of a super vehicle or accepts jobs and sponsorship from the automotive or petrochemical industries he might take time out to humiliate and destroy them. If you need to increase Scorpio's power increase his DEX, SPD, and give her some extra damage classes with Blast Fu. To reduce his power strip away his DEX, SPD, and martial arts. APPEARANCE: Scorpio is a tall, well muscled, and dangerous looking man with blond hair and blue eyes. His Scorpio costume is a simple black bodysuit with a combat harness containing basic no points cost tools like a mini mag light and climbing and lockpicking tools.
  14. Re: The Citidel of Solitude (on a college students budge) I like the Danger Room projector. That's really clever. Watch Red Dwarf much? It reminds me exactly of the Better Than Life episode from that show.
  15. Re: Around the World With A New Character Each Week Red Mountain Background Mai Kuang Long is not Nepalese. He's a Chinese man who fled from China when his powers emerged. He was raised by his grandfather, a hard line Maoist who did not approve of the new capitalist China. When Kuang developed his powers his grandfather ordered him to Nepal to join the Nepalese Communist insurgency. Kuang's grandfather was certain that his grandson was the only hope that country's Maoists had of surviving attacks from India and China. He was certain that from Nepal a great new Communist revolution would spread across China again. At first, Kuang kept a low profile, and simply worked as a common farmer and soldier. Eventually he was shot, and the bullets bounced off, though they did enough damage to enrage Kuang. His strength magnified even further, and he destroyed an entire regiment of soldiers all by himself. The Nepalese have taken to calling him Red Mountain, which makes Kuang more nervous than anything. He fears that The Immortals may make a serious effort to come after him some day, though he's reassured by being part of a group that includes people like Metal Girl and Mahesh Paudel. Personality Kuang was raised in one of the more remote and backwards areas of Western China by a VERY old fashioned elder of Mao's generation. As a result he's rather naive. More than anything Kuang is a Communist. He's been raised on a nothing but the Red Book, and he doesn't react well to having his beliefs contradicted. More than any of the People's Squad he's having trouble coming to terms with the insurgency making deals with the government in order to sue for peace. The only thing that Kuang really fears is a strike force of Chinese Ubers dragging him back to China to indoctrinate him into being one of their pet ubers. Red Mountain wants to see proper Maoist Communism be the ruling force in Nepal, and he sincerely believes that once established in Nepal that rule will spread through the world as workers unite and throw off their oppressors. He's also known to be in a relationship with Metal Girl, or at least it's strongly suspected, as the two of them are often seen working together while Mahesh and the Voice are often working on their own. He is very protective of Metal Girl, and through her may some day learn to be more flexible in his thinking. Quote "Now is the time for all good Workers to Unite against Injustice!" Powers Red Mountain is simply a brick, and there's nothing too much more flashy about him than that. However, he's VERY strong and tough, and of all the members of the People's Uber Squad he's probably one of the most dangerous. The exceptional thing about Red Mountain is that he's exceptional at throwing objects, and is as much a ranged combat specialist as brick when he has objects about to throw. Red Mountain loves throwing things, and he's VERY good at it. In any combat he'll usually use leaping to keep a distance from the enemy and lob large objects (boulders typically) at people. He tends to go for big targets that are easy for him to hit. Tanks and other armored vehicles by preference. When Mahesh or Metal Girl are around to direct him Red Mountain is even more dangerous. He's not subtle on his own, but takes well to orders. One of the more common tricks is for Metal Girl to Entangle or Mahesh to grab someone so Red Mountain can get a grip on them easily and throw them as far away as possible. Another common trick is for Metal Girl to transform a large awkward missile into something aerodynamic for him. Red Mountain doesn't hunt people unless they're a serious threat to the Party, and even then only with advice and guidance from one of the other members of the group. To make Red Mountain more powerful increase his STR, DEX, and SPD. To make him less dangerous remove his throwing abilities and reduce his STR. Appearance Red Mountain is a massively built asiatic man. He's from a remote part of Western China, closer to Tibet than to the Eastern parts of China, so he blends in well with the Nepalese people. He does speak with a distinct accent, so word has gotten out that he is Chinese. It's only a matter of time before this gets him in trouble, and since he's well over seven feet tall and massively built he won't be difficult to find. Like the other members of the People's Uber Squad he doesn't have a costume, but wears a plain and functional military style clothing.
  16. Re: Around the World With A New Character Each Week Metal Girl Background Kanti Thapa was just one of many girls living in the countryside of Nepal, she kept her head down and scratched out a living as a farmer while trying to stay out of the conflicts between the Communists and Royalists. Her family was quite afraid for her though, because Kanti was a rare beauty, and it was only a matter of time before it got them all in trouble. As a result, she and her family had more respect for the Communists and their militant feminism than they did for the government. Eventually a government soldier did try to rape Kanti during a raid on her village. They were looking for Communist sympathisers, which in that part of the countryside consisted of just grabbing whoever took their interest. Suddenly, all the metal in the room flew at him, and through him. By the time it was all over Knati was wrapped in metal armor and the soldiers were all dead. She is the only Nepalese person to develop powers. The others (The Voice of the People, Mahesh, and Red Mountain) are expatriots from other places. As a result Metal Girl is a revered member of the People's Uber Squad. Metal Girl's powers are much in demand, and she knows lots of subtle applications of her power. She's one of the most clever members of the People's Uber Guard when it comes to applying those powers. She's learned a lot about metals and metal fabrication in recent years, and is much in demand just for her ability to fix guns and vehicles with no tools or equipment. Personality Metal Girl is very much still a teenager, though one who's lived in a harsh and unforgiving world alien to most Westerners. As her status has increased it has exposed her to the wider world, and she's taken great interest in western culture that disturbs the more hard line Maoists. If any of the People's Uber Squad were to accept negotiation with the government in order to sue for peace it's her. She's not an idealogue like the others, which puts some stress on her relationship with Red Mountain. Kanti would just like to live and let live. Much of what she's done over the years has traumatized her, as she has killed people, though she does try to avoid it. The Communist ideologues who surround Red Mountain and the Voice make her nervous. She for one would welcome a Parliamentary Democracy, and she finds comfort in the fact that most of the people in the countryside share her feelings. Quote "Please don't make this a fight." Powers Metal Girl can control metals psychokinetically, and her powers are NOT magnetic in any way. She can just reach out with her mind to sense, reshape, and move metals in a way similar to how a telekinetic can. Her control over that small subgroup of objects is much finer and more flexible than most telekinetics can manage. She can make a metal move like a liquid without heating it, and can cause bullets and shrapnel to evaporate into dust, or redirect them. Many of metal girl's skills rely on her powers, so if her powers were suppressed she'd lose her feel for those skills as well. Almost all of Metal Girl's powers are indirect, or can be made indirect through applications of Stretching, and she's very clever in applying this to her advantage. She can use her power skill for "one off" tricks and subtle applications of her abilities. Some examples would be transforming raw ore into refined metal, repairing metal machines, reshaping her armor into a parachute or glider wing, or picking locks by shaping a key inside the lock. Metal Girl does not hunt people, and does her best to avoid combat. It's just as well that the government has never provoked her as they have Mahesh or the people who surround the Voice. She's capable of doing a lot of damage to buildings and military equipment, so a destructive rampage by Metal Girl would be monumental. To make her more powerful increase her DEX, CON and SPD. If that's still not enough increase the active points of her MPP and EC. To reduce her powers do the opposite. Appearance Kanti is a remarkably attractive nineteen year old girl despite everything she's been through. When using her powers she wraps herself in a mass of metal that constantly shapes and molds around her body, so she looks like a living metal statue. Often with tendrils and spiderlike limbs of metal emerging from it to assist her as she runs, climbs, or grabs distant objects. As a result she's the only member of the group to maintain anything like a non-Public ID.
  17. Re: Around the World With A New Character Each Week Mahesh Paudel Background Budokaido is the official martial art of Nepal, and was developed as a street fighting style by Maha Guru Sagar Shrestha. It is fundamentally similar to karate, but has an emphasis on dodging or blocking attacks and simultaneously getting beside or behind an opponent to knock them off balance or grapple them. It is a practical full contact martial art, and Mahesh Paudel is one of the art's foremost practitioners. He is a Ghurkha, and like many Gurkhas has been training the Communist rebels for over a decade, but recently he's taken a more hands on approach. A year ago he took part in an ambush against a military prison that was known to be torturing local farmers who were suspected of having Communist sympathies. What the group found within the prison was a charnel house, which was not to be unexpected. The government did have a history of brutality, but these people were being used as test subjects in some sort of insane experiment. Mahesh is positive that the Chinese, Indian, or American governments were responsible. Before the rebels could gather any information the facility exploded. Clearly it's creators were covering their tracks, but they never counted on the chemicals, toxic smoke, and stress activating Mahesh's ubergene. If the intention of the Nepalese government (or whoever it was behind the experiments) was to create their own pet uber they both succeeded and failed. Because Mahesh is most certainly an uber, but he's only loyal to the guerillas. Since the accident he's been the nominal co leader, alongside the Voice, of the Uber Squad of the People's Army of Nepal. Foreign reporters have abbreviated this to the People's Uber Squad, and the name has stuck. Mahesh has married a Nepalese woman, and has renounced his Indian citizenship. He'd like to start a family with his wife, but the accident that provided him with his powers has also rendered him sterile. He's not a Communist, and might be willing to abandon the guerillas if provided enough money or stable employment that didn't result in him betraying the Indian Gurkha regiments. Personality Mahesh is a professional soldier more than anything, and though he's working as a mercenary for the Communists he likes them on a personal level. He's quite scrupulous about his behavior. He never betrays an employer either past or present, he will not kill or commit violence against allies, and he never leaves an ally behind. If at all possible Mahesh will finish a mission, but if an employer betrays he trust he's also obligated to take revenge against them. Mahesh's only real motivation is to get revenge on the people who were responsible for giving him his powers, and setting himself and his wife up with a comfortable life. He will not join with the monarchists to do this, but might abandon them for work far enough away from Nepal that he'd not affect the outcome of their struggle. Quote "Oh bloody hell!" - A MI5 officer on seeing video of Mahesh in action. Powers Even before the accident that gave him his powers Mahesh was a professional soldier, and capable of fighting off any ten lesser men all on his own. Now he has an extremely powerful healing factor, and can regenerate wounds as quickly as they happen. Even his brain regenerates from traumatic damage, though exactly how is anyone's guess. He's immune to poisons and diseases, and has walked through clouds of tear gas and toxic smoke with no ill effect. He's an expert melee fighter and always carries a monomolecular kukhri that Metal Girl has made for him. He's capable of using any firearm, but only goes into combat with a pistol. Mahesh is not stupid or overconfident. He knows that were he ever to be incapacitated among the enemy he could be captured or brutalized enough that he could be killed. He prefers to fight from ambush, and if he were ever to have other uberhumans as adversaries would only fight on his terms. In any combat situation the other three members of the People's Uber Squad will follow his orders. To increase Mahesh's power give him a VPP for an arsenal of guns and explosives, and give him combat levels with guns. To decrease his power reduce his defenses and eliminate his DC bonus to martial arts. Mahesh is hunting the people who were behind the lab that gave him his powers to the exclusion of anything else. Appearance Mahesh looks like any other Guerilla, because the People's Committee of the Nepalese Communist Revolution decided that superhero uniforms were oppressive, and made it look like Uberhumans were better than other people. Within Nepal he's pretty well known, so his most distinctive feature is that people are nervous or respectful of him whenever he's around. Typically he wears tough functional combat fatigues.
  18. Re: Around the World With A New Character Each Week The Voice of the People Background The true origins and identity of the Voice of the People is unknown. For that matter, few people can even work out the Voice's true identity or even gender. What is known is that several years ago the Voice appeared in Nepal among the Maoist People's Liberation Army and began helping it in it's fight. Mostly by rooting out traitors and informers, but the Voice is also believed to have taken part in several battles. The Voice believes what the majority of it's allies and friends believe, and they mostly follow the philosophy of Mao Zedong. That political power grows out of the barrel of a gun, and that both military and civil power must be closely controlled. Because the Nepalese Communist Party espouses a belief system that involves women being equal to men in the revolutionary fight the Voice's gender has become somewhat confused, though it is generally believed to be physically a male, though it has no real concept of gender identity any more. It is known that the Chinese government feels ambivalent about the Voice, because the Voice is a hard core old school communist. Were the Voice to visit China, it's not clearly understood what would happen. Whether the Voice would adapt to its surroundings, or if it would try to enforce traditional Maoist belief in the face of the freewheeling capitalism that's taken over China. The Voice is becoming a figurehead of sorts, but it has no clear identity other than that replicated from people around it. In many respects the Voice isn't just a Communist, it IS Communism, and as it has become better known to the wider world has made many powerful and important people nervous. Notably those in high places in the Nepalese, Indian, and Chinese governments; but also the United States. Personality The Voice of the People, or simply "The Voice", is a cypher. It replicates the personalities and thought patterns of people around it, though it remains fixed on certain patterns of behavior longer than others. The more it stays with a particular group of people the longer it will retain their ideals and personalities unless separated from them for an extended period of time. It has spent several years in the company of militant Communist Nepalese mountain people, so it's now a sort of avatar of the Communist Nepalese mountain person. Oddly, it speaks English with a distinctly Southern United States accent from time to time, and uses American slang freely and easily, leading many to believe that the Voice is an uber who's powers have gotten the better of it. How it ended up in Nepal is anyone's guess. The Voice's goals are to spread Communism throughout Nepal and free it's people from the brutal and unjust monarchy. Recently, the Nepalese Communists have been seeking compromises with the government, and this confuses and distresses the Voice. In time it may also moderate it's stance, but for now it remains a hard line Maoist. Quote "You will turn aside from capitalism and cast down the monarchy. I speak with the Voice of the People." Powers The Voice has a potent if poorly understood telepathic gift combined with the ability to shape light and sound to create convincing illusions, or even turn itself invisible. The Voice is also a skilled guerrilla soldier, and an expert with the AK-47. Most dangerous of all is it's ability to turn invisible or change shape while also being able to probe people telepathically. If the Voice had a more subtle frame of mind it'd be an expert infiltrator, but its staunch Communist beliefs keep it from doing much more than sneaking up on enemies and shooting them. The Voice prefers to support others in combat, and would rather use it's powers to root out traitors and nuetralize threats to the party. If in a combat with other uberhumans it will generally turn invisible and snipe with its AK-47. Though it might try more sneaky tricks with Images or Shape Shift if some easy and obvious trick presents itself. The Voice is VERY difficult to fool or catch out of combat, and attempts to use NPCs to go after it will generally get the NPC in question killed. The Voice is currently watched by three very powerful governments. They have too many pans in the fire to spend a lot of effort on a minor rebel leader in Nepal, but if the Voice starts getting out of line they might decide to squash it. All three governments trade information about the Voice to the Nepalese government for favors from time to time. The Voice hunts anyone that it thinks is a threat to the Maoists in Nepal. To make the Voice less powerful reduce the active points of its powers. To increase its power increase its DEX, EGO, SPD, and skills. The true identity of the Voice is up to the individual GM, the one presented is the child of an American embassy official posted in India. He eventually fell in with the communists and drifted into Nepal. The background can be altered to suit the GMs campaign. Appearance The Voice of the People's powers make it inhuman in a very strange way. It looks like someone you know, but can't quite place, and the harder you look at it the more it's features blur and remain unfixed. The Voice's powers reaches right into the part of the brain that processes visual and auditory memories and combines with the voice's illusion casting abilities to make it look like anyone and everyone. It even works on photographs and against machines, and in images it looks very strange indeed; usually moving from one shape to another. In theory, the Voice might been seen for what it is (a Caucasian male in his early twenties) if kept isolated from others or if it's powers were fully suppressed, but no one has succeeded at this yet.
  19. Re: Around the World With A New Character Each Week Well, here's the Nepalese team. Hopefully it's up to the standard set. UBER SQUAD OF THE PEOPLE'S ARMY OF NEPAL Background Officially, the group is called the Uber Squad of the People's Army of Nepal. Foreign reporters have abbreviated this to the People's Uber Squad, and the name has stuck. How it is that a modestly powerful Maoist insurgency in a very small country wedged between India and China gained so many powerful Ubers is a mystery. Though numbering only in the tens of thousands the People's Revolution of Nepal has four powerful super-humans working for it. It must be recognized that three of them are ex-patriots from other countries. It begins with the Voice of the People, who just wandered into a rebel camp one day, and the rebels made the decision to welcome the odd creature with open arms. The Voice has been active in the Nepal for years, but has only recently come to the attention of the wider world. The Voice is an avatar of Communist ideals and philosophy, but it may seek concession with the government as the people around it tire of Nepal's civil war. The Voice was joined by Mahesh Pradal some years ago, who leads the group in combat while the Voice oversees the group's work the rest of the time. He's a Gurkha who's powers were a result of an experiment by the government and as yet unknown allies. Like the Voice, he's not in a mood to forgive the Nepalese monarchy anything, and is deeply sympathetic towards the Communists. Technically he's not a Communist himself. Red Mountain and Metal Girl are recent additions, and this has been both good and bad for the Communists, because it has brought the group attention from the wider world. Red Mountain is very much a Maoist, and Metal Girl embraces the feminism of the revolution while not being quite so enamored of the rebel's more radical beliefs. Area of Operations The People's Uber Squad operate exclusively in the countryside of Nepal where the Communist insurgency is strongest, with occasional forays into the cities. They might be goaded into pursuing an enemy past Nepal's borders, but the group would require a great provocation to do so. Goals Each of the members seeks to protect the people of Nepal and protect the Maoist rebels. This would almost be a laudable goal except that they consider themselves soldiers, and have no problem killing as a soldier would. In any game involving this group it's important to emphasize the fact that they are guerrillas in an active civil war. Any student of history would also know that Mao's revolution had devastating consequences for China, and the success of Maoists in Nepal would probably be no prettier. Reputation Among American, Chinese, and Indian intelligence services the People's Uber Squad is regarded with caution. They're unwilling to break Nepal's sovereignty (yet) but are deeply concerned by a group of powerful and mediagenic ubers promoting traditional old school Communism. The Nepalese monarchy and other conservatives within Nepal would like to see the People's Uber Guard dead, but are unwilling to take any assistance from China or India to deal with the problem. Communists all over the world who know of the People's Uber Squad (and not a few of the more soft headed Communists in the West) see the People's Uber Squad as heroic revolutionaries.
  20. Re: Looking for Veteran Henchthug Ideas Read the Kate Spencer Manhunter series did we? If you haven't there's a guy just like that in that comic, but he's a bit of a loser.
  21. Re: "Does everyone have silver bullets?" At least half the time, but I'd call it a Common for the Vulnerability instead of Uncommon like usual. I mean a werewolf with a public ID, any hunted is going to be packing silver as a matter of common sense.
  22. Re: Autofire Punch Power?
  23. So I never bothered looking at Champions of the North. Did they do the amazing Darkon and Professor Pomegranate? Yes, I am dating myself, what of it?
  24. Re: Any interest in a Zodiac villain group? Only three more to go! This might take a while because I'm having some trouble getting Libra, Scorpio, and Gemini just right. Libra in particular I'm having some trouble with.
  25. Re: Any interest in a Zodiac villain group? Leo Quote: "I shall enjoy this. Prepare to die!" Val Char Cost 50 STR 40 30 DEX 60 30 CON 40 15 BODY 10 18 INT 8 10 EGO 0 25 PRE 15 20 COM 5 17 PD 7 17 ED 11 7 SPD 30 16 REC 0 60 END 0 55 STUN 0 11" RUN 0 2" SWIM 0 10" LEAP 0 Characteristics Cost: 226 Cost Power 6 +2 PER with all Sense Groups 5 Nightvision 10 Running +5" (11" total) 22 Throwing Knives: RKA 2d6 (vs. PD), 12 Recoverable Charges (+1/4), Autofire (3 shots; +1/4) (45 Active Points); OAF (-1) 5 Zodiac Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As More Than One Sense Hearing (-1/2) 5 Armored Costume: Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-1/2) Powers Cost: 53 Cost Martial Arts Maneuver Re-Efi Areh-Ehsee 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Escape: 1/2 Phase, +0 OCV, +0 DCV, 65 STR vs. Grabs 3 3) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 60 STR for holding on 3 4) Throw: 1/2 Phase, +0 OCV, +1 DCV, 10d6 +v/5, Target Falls Capoeira (Re-Efi Areh-Ehsee Block also a Capoeira element) 5 1) Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 14d6 Strike 5 2) Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 14d6 Strike 4 3) Front Thrust Kick: 1/2 Phase, +0 OCV, +2 DCV, 12d6 Strike 3 4) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 11d6 Strike, Target Falls Martial Arts Cost: 31 Cost Skill 9 +3 with Marital Arts 3 Acrobatics 15- 3 Analyze: Style 13- 3 Breakfall 15- 5 KS: Music 14- 2 KS: Re-Efi Areh-Ehsee 11- 2 KS: Capoeira 11- 3 PS: Dancer 12- 4 PS: Mercenary 13- 3 Stealth 15- 3 Tactics 13- 3 Teamwork 15- Skills Cost: 43 Cost Perk 25 Various Contacts and Favors among African and South American rebel groups. 10 Mountain Base Perks Cost: 35 Pts. Disadvantage 10 DF: Mutant (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 15 Enraged: when Mocked or Humiliated (Uncommon), go 14-, recover 14- 10 Hunted: Warlord 8- (Mo Pow, Mildly Punish) 20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish) 20 Psych. Lim.: Arrogent (Very Common, Strong) 20 Psych. Lim.: Never abandons an ally (Common, Total) 15 Psych. Lim.: Selfish (Very Common, Moderate) 15 Soc. Lim.: Secret ID (Frequently, Major) Disadvantage Points: 125 Base Points: 200 Experience: 63 Total Character Cost: 388 Background/History: Leo is the third member of Zodiac after Aquarius and the five VIPER research victims first formed the group, and after they'd recruited Cancer and Virgo to help save Sagittarius. She's a woman named Liza Ekwensi from Liberia, and is a super strong mutant with an inhuman fighting ability. Liza's background has ranged from the height of priviledge as the daughter of a government minister to the depths of poverty after her father lost everything in a corruption scandal. From the security and safety of her old life, to life on the streets when she ran away from home. Her mutant powers emerged when she was assaulted by several men intent on raping her, she ended up tearing them apart. From that moment her directionless pursuit of freedom and wealth took a dark turn. Leo sold her powers to the highest bidder as a super powered mercenary, and in time learned as much about martial arts as she could. It came easily to her, and she knew she needed an edge against "real" super strong people who so often were stronger than her. She was eventually dubbed the Lioness for her acute senses, and due to the well known fact that it's the lionesses that do all the hunting in any pride. As the Lioness Liza has travelled throughout the warzones of the world working for an array of rebel movements and criminal syndicates. She enjoys fighting, partying, and money in about that order. She's a simple and direct person, but due to her combat experience was often the leader of any operation she participated in. Always fiercely independant, and too abrasive to put up with for long, she's always lived on the move. On several occasions Warlord has attempted to recruit Liza to join his team of superpowered mercenaries, but she'd always rebuffed him. He still tries from time to time, and will be an inconvenience to her until such time as she decides to be Warpride for him. It was especially galling to Warlord when she instead joined Zodiac as Leo, because Capricorn impressed her and the rest of the group's members weren't so annoying as the members of the War Machine were. Personality/Motivation: Leo is arrogent, cruel, ambitious, and self-centered. Of all the members of Zodiac she's the least likeable. She's also one of the group's more careless members. She squanders her money, engages in numerous affairs and relationships, and gets in fights a lot. Her chances of keeping any money or doing much more with her life than fighting and rousting without the help of others are slim, but she's far to arrogent to acknowledge it. In combat situations she's cool headed, methodical, and loyal to her allies. Were it not for this quality and her extensive fighting skills it's unlikely that the members of Zodiac would put up with her. Liza wants money and good times, but she's in her thirties, and is starting to think more about her future. Will she slow down as she gets old? And if she does will she just end up dead in some fight, or be incarcerated until old age defangs her? These thoughts make Liza more loyal to Capricorn, Aquarius, and the others than she would be normally. They have ideas and plans for the future, and it could be a future that could be shaped by Leo. Powers/Tactics: Leo is a mutant human with above average abilities in all ways. She's superhumanly strong, fast, tough, and is a skilled martial artist as well. In addition, she has keen senses and can see in the dark. She has great disdain for guns and melee weapons, but has taken to the use of throwing knives. She's frighteningly accurate and powerful with them, and most guns would be a step down for her. Leo loves fighting, and will generally go after enemy martial artists first in any combat. She's also fond of humiliating "real" bricks, and loves using her superior agility and martial arts skills to make super strong opponents look like fools. Leo will not use her throwing knives unless she has no other means of getting at an opponent, if they're using flight to stay out of reach for example. She is a violent and cruel person, but not particularly bloodthirsty, and will not kill if there's no benefit in it for her. Campaign Use: Leo is not a particularly dangerous hunter, but she hunts lots of people. It doesn't take much to get her upset at someone, but it does blow over pretty quickly. If she's humiliated in battle she'll seek out whoever defeated her for a rematch, preferably on her terms. To make Leo more powerful give her more combat levels and martial arts maneuvers. If she doesn't do enough damage then give her some bonus damage classes with her martial arts. To make her less powerful reduce her STR, DEX, CON, SPD, and lower the number of combat levels she has. Appearance: Leo is not a particularly dangerous hunter, but she hunts lots of people. It doesn't take much to get her upset at someone, but it does blow over pretty quickly. If she's humiliated in battle she'll seek out whoever defeated her for a rematch, preferably on her terms. To make Leo more powerful give her more combat levels and martial arts maneuvers. If she doesn't do enough damage then give her some bonus damage classes with her martial arts. To make her less powerful reduce her STR, DEX, CON, SPD, and lower the number of combat levels she has.
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