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The Arc

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Posts posted by The Arc

  1. Due to some recent threads I got inspired to make my own team of anime sailor moonesque magical girl group. They're known as Kishi Banahana or Knight Flowers. Extra thanks to Tribe for doing the drawings for them. First up team page. The concept was heavily influenced by Tokyo Mew Mew, Love Hina, and any ecchi anime I've watched.:D

     

    Background

    Down town Tokyo, exploded into Chaos. Windows in the stores shattered into millions of pieces of glass that reflected the noonday sun like light on a prism. Cars flew, but not like in the manga, no these cars flew straight up under plumes of fire, and exploded in defeating booms as their gas tanks ignited. Hordes of Chaos Minions scrabbled along the streets singing the song of Chaos as the roamed. No one was safe from the creatures Chaos Realm. Creatures without names and only a vague shape struck out at anything that moved.

     

     

    Through the smoke and flames leaped the cricket hero Koorogi, his leaps taking him over the ruined cars and the fallen poles. Chaos Minions swarmed toward him, but where driven back when the sound of Cricket Kick came from Koorogi followed by an ear shattering sonic kick that destroyed many near Koorogi. However, there were many more eager and willing minions just dying to tear at the leader of Senshudan One. The shouts of "Chaos" reverberated up and down the street.

     

     

    A street away from Koorogi another member of Senshudan One faced similar odds. Peter Fu, world famous actor, and erstwhile super-hero known as Stuntman, danced with only the grace of one who had trained in the martial arts since he was a little boy, stood against a seemingly endless stream of Chaos Minions. Letting out a loud shout he planted a devastating kick to a Chaos Minion shaped like an oni. The minion let out a loud grunt before flying far far way from the Chinese actor. However, many more wear willing to take their fallen comrades place. One of the sword-wielding minions raked his blade down Peter's back, and even though Peter made a roll away from the blade it still left a crimson stain that ran up and down his spine.

     

     

    In the Tokyo Stock Exchange, Shadow Dragon played cat and mouse with the Chaos Minions. However, she wondered which she was, the cat or the mouse. She would down a minion with a well-placed dart, only to be swarmed by ten other minions hot for her blood. Wiping sweat from her brow, Shadow Dragon pelted up next flight of stairs, with a horde of ravening Chaos Minions hot on her tail. Pause, throw the dart, and kill the Chaos Minion, run like hell. This was becoming a constant theme for Shadow Dragon. Her big fear was that she was going to run out of places to run. How far up did she have to go before reaching the roof? Then what?

     

     

    Ichiro fared better than most of the others. He could fly, and fly he did. Ichiro tried his best to analyze the nature of the attack by the Chaos Minions but this one even tasked his super-computer brain. Like a bomber out of a war, Ichiro swept through the streets unleashing devastation on the Chaos Minions as he flew, but deep inside he wondered if it would be enough. It was only a moment, and his radar barely registered the blip before the Chaos Minion was on him. The minion stabbed and stabbed at the robotic super-hero, and it was quickly was getting under his armored skin. Thinking back a microsecond, Ichiro determined that the chaos minion had leaped on him from a nearby building.

     

     

    Ichiro wrestled with the minion, and his superior robotic strength was certainly giving him an advantage, when the Chaos Minion got lucky. Its attacks had disabled his thrusters, and like that old adage, what must go up, must go down. Like an out of control rocket Ichiro slammed into the street. The explosion was tremendous. Ichiro stood unsteadily from the crater he had created, and ran a diagnostic on himself. The results didn't look good, and things were looking worse when he scanned the group of Chaos Minions heading his way.

     

     

    Meanwhile Kitsune was hopping from foxhole to fox hole on step ahead of a bunch of Blade Vampire Chaos Minions. They certainly seemed to be enjoying themselves as their blades flashed in the light, and their laughter tinkled like the breaking of glass. However, the kami wouldn’t allow the minions to grow too cocky. Given just a moment of respite she would unleash lightning or fire that would decimate their ranks, but it was quickly being proven that no matter how many she fried another two would take it’s place. Chaos was certainly winning the day.

     

     

    Koorogi wasn’t sure where the girl had come from; he was too busy fighting for his life. However he paused for a moment when he heard the girl say something. It sounded like “Kishi Daisy TRANS-FORM-ATION!” Then the most incredible thing happened. A glow surrounded the girl and she rose off of the ground. Her clothes disappeared and both Koorogi and the Chaos Minions paused in their fighting to watch. Eventually the light faded and the girl was against standing on the ground. This time, however, she was dressed in a costume that only could be a super-heroes costume, and she was holding a large hoop with white petal-like protrusions running around the edge. It was like someone had pushed the play button and the Chaos Minions once again attacked. However, this time Koorogi had the assistance of this mysterious girl, who seemed to blush whenever she got too close to the cricket hero.

     

     

    Stuntman had cleared a circle around him, and he weaved a little while setting up to kick the next Chaos Minion who might get too close. Peter barely saw a movement to his left, and sprung into action. Yelling a martial arts yell (one he was famous for), he leaped to the side he leg coming around for a round house kick that would certainly shatter the skull of the Chaos Minion attacking him. Stuntman scarcely saw the girl, who instantly reminded him of Ravi Singh, an Indian actor he had acted alongside in the Bollywood/Hong Kong movie “Dragons into the West”. Being the expert martial artist he was, Stuntman twisted in mid air, and the kick that would’ve probably taken the girls head off, became a fancy three point landing; one leg stretched wide, the other bend, and his right hand on the ground; all in perfect balance. With ideal Asian composure he stared at the girl, and with equal poise she looked back at him. That was until the Chaos Minion that Stuntman was going to kick sprang up, its’ sword leading the way straight for the girls heart.

     

     

    Moving as fast as he could, Stuntman knew he would be too late. However, the sight before him stopped him in his tracks. The girl didn’t look worried at all. Stuntman was amazed, and impressed. Then she spoke, and the words seemed magical to Stuntman. She said, “Kishi Orchid TRANS-FORM-ATION!” Out of the blue, a purple light surrounded the girl, and she rose up in the ground. Not only did Stuntman stop and stare, but also so did the Chaos Minion. Peter’s eyes widen ever more when her clothes disappeared, to only be replaced, with what could only be described as an odd Japanese school girls dress. However, it wasn’t the fetching costume that caught his eye, it was the huge club she was swinging around like a feather. The Chaos Minion facing didn’t stand a chance. There was a loud crunch as the Chaos Minions head was driven between its shoulders, before it exploded into a million pieces. Stuntman was impressed, and wondered if she had an agent. However, that thought had to be put on the backburner as more Chaos Minions made their presence known. Action time.

     

     

    Shadow Dragon pounded up another set of stairs. Her legs were burning, but what a work out she was getting. Shadow Dragon barely noticed the little girl with the white cowgirl hat, until she almost tripped over her. Without thinking Shadow Dragon picked up the girl and ran. What a little girl would be doing in the Tokyo stock exchange while Chaos Minions was everywhere was anybodies guess. Shadow Dragon just ran, she didn’t even have time to throw a dart, she just ran.

     

     

    “Onee-chan,” said the girl, “could you put Chung-ae down please. Chung-ae can help.”

     

     

    Shadow Dragon didn’t pay the girl any mind. However, this was also the time she finally came to the roof of the building. A well-placed kick sent the door to the outside flying, and Shadow Dragon and her packaged quickly followed it. Shadow Dragon put down the girl; sweat pouring down her body. She positioned herself between the girl and the doorway, and prepared for the coming attack. Like flies the Chaos Minions swarmed out of the doorway hot for Shadow Dragons’ blood. War fans came up; the Chaos Minions wouldn’t find an easy target in Shadow Dragon. This was when Shadow Dragon heard the girl behind her say something. It sounded like “Kishi Carnation TRANS-FORM-ATION!” Then there was a pink light that washed over Shadow Dragon, but she paid it no mind. Curiously though the Chaos Minions had stopped and stared past her to the girl she had rescued.

     

     

    Ichiro was slammed by spear and hooked sword from Chaos that swarmed him like a virus. However, Sensei Progress Green had made him well, a beacon of the honor that his father always stood for. Ichiro surged up throwing the Chaos Minions off of him like a purge. Plasma vented from his arms incinerating the minions left and right but they still kept coming. Deep inside the android, his sensors pinged a new target. Could it be more Chaos Minions, but the signature didn’t quite match. Turning twenty-three point six degrees to his left, Ichiro saw her. Another quick scan showed his visual sensor that it was a human female, approximately one point five two meters in height, and ninety three kilos; classified as a teenager. In another nanosecond Ichiro queried his database about this human, and came up with a vague match, something to do with the battle on the bullet train with him and Koorogi. Why said subject would be here at this point in time, Ichiro couldn’t process. However, this was certainly the situation his father had built him for. A human was endangered, Ichiro had to assist. Ichiro threw out an arm and was lumbering towards the human female (identity unknown), when his visual sensors picked up a drastic increase of photon energy centered on the human female. His auditory sensors picked up words the human female was saying, and saved them for further analysis. The words were “Kishi Rose TRANS-FORM-ATION!” Again a search of his database turned up no results. Perplexing, thought Ichiro. A light refracting with the color red, classified as a rose color enveloped the human female. For the briefest time, Ichiro’s sensors couldn’t penetrate the light, but it faded a little, and Ichiro could see that the human female’s clothing had disappeared (possible inter-dimensional transportation), to be replaced by a uniform similar to a schoolgirl uniform (no match to any of the three hundred schools or academies in the greater Tokyo metropolitan area).

     

     

    When the girl returned to the ground she was holding a two-meter whip, possibly composed of an organic material. The human female smiled, and the smile struck Ichiro. I reminded the android strongly of Princess Snowflake Pink. There was fierceness; happiness to the smile and the fallen Princess Snowflake Pink was known to smile like that. It gave Ichiro a sense of hope, a sense of love. If only an android could feel such emotions. That smiling face came closer to Ichiro, and the whip was not far behind. Like an extension to the human female it blazed a path through the Chaos Minions, and for a moment, Ichiro wonder who was rescuing whom. Chaos Minions fell like rice under the scythe of the human females whip. Not to be outdone, Ichiro extended his arm, and the plasma energy burst forth again vaporizing the Chaos Minions as he fought. It felt good to be…alive?

     

     

    Kitsune was breathing hard; her nine tails whipped back in forth in her agitation. No matter how many Chaos Minions she destroyed, no matter how many narrow escapes she made, it didn’t seem to matter. It was like the monsters knew exactly where all her foxholes led. Exhaustion was quickly settling in. It was also at this point that Kitsune realized that the Chaos Minions were herding her, and possibly the rest of Senshudan One as well. Mister Chaos was certainly putting all his pieces on the table this time. Kitsune had her back to wall; her hackles raised, and facing her were three Chaos Minions drool dripping down their ruined faces in anticipation. Kitsune had to crane her head up when she heard the shout above her. “Kishi Lily TRANS-FORM-ATION!” And then there was a bright light showing where this girl with a wild mane of hair blowing in the breeze stood. Kitsune strongly smelt magic on the girl, but had a hard time identifying it. She certainly got the attention of the Chaos Minions, as they stopped looking at Kitsune. Kitsune felt a little hurt. What was she chopped liver?

     

     

    Things didn’t stay that way for long, because the girl with a naginata that kind of looked like a lily sprung down from the wall the blade of the naginata leading the way. The chaos minion was split from the crown of its head to its crotch, and it still had a dumb look on its face before it exploded into a million pieces. This was the break that Kitsune was looking for, lightning flared and fire roared from her magic. Chaos Minion roasted and then exploded, and all the while the girl is her odd school uniform danced with her naginata shaped like a lily cutting here, and slicing there. The smell of magic was strong on the girl. However, more and more of the Chaos Minions poured into the alleyway, so what little leeway they created seemed to ebb as they fought on.

     

     

    Koorogi stood back to back with the girl and her odd weapon. They were totally surrounded, and exhaustion was taking a toll on them both. That was when he heard the rings. The rings of a seven-ringed staff carried a seedy looking monk. All eyes turned to the monk, who stood there and pushed his straw hat back so that it fell back to hang from his neck. Assuming an odd pose, the monk started chanting. Koorogi had no idea what the words meant, but even a detective like him could figure out that it was magic. The chant certainly had an effect on the Chaos Minions. As one they turned to tear the monk from limb to limb. The girl leaped away to stand between the Chaos Minions and the monk. Koorogi was dumbfounded. The Chaos Minions were started to melt, their cries of Chaos burbling as the quickly melted into a pool of dark sludge.

     

     

    All across downtown Tokyo the Chaos Minions melted like ice cream left out in the sun too long. Senshudan One along with all the girls gathered in front of the chanting monk. The monk abruptly stopped chanting when an errant breeze blew by, raising all of the girls’ skirts. The girls naturally screamed out in embarrassment and tried to pat down their waving skirts. The monk was just babbling by this time, and a thin line of blood leaked from his nose. All of the girls, Kitsune, and Shadow Dragon all glared at the monk. All were familiar with those wayward breezes. As for the other members of Senshudan One they tried to look occupied studying anything else but what was going on.

     

     

    Things finally were settled down. Koorogi tried to talk to the girl who had fought alongside him but she nervously moved behind the red headed girl who seemed to speak for the group.

     

     

    “I’m Kishi Rose,” said the red head, “and this are my friends. We’re the Kishi Banahana, the Knight Flowers.” Kishi Rose then introduced the others, Kishi Daisy, Kishi Lily, Kishi Orchid, and lastly Kishi Carnation their youngest member.

     

     

    “And this is Niwashi the Gardener. Don’t mind him, he’s just a perv,” said Kishi Rose.

     

     

    “We fight chaos,” chimed in Kishi Carnation.

     

     

    Area of Operations

    The Knight Flowers fight crime mostly in the Greater Tokyo Metropolitan area. However, trips to hot springs inns, various camp grounds, and school field trips to other parts of Japan aren’t that uncommon. Anywhere in Japan where chaos or crime sticks up its ugly head is sure to hear the words, “Kishi TRANS-FORM-ATION!”

     

    Goals

    Niwashi gave each of the Knight Flowers magical flowers that were watered by the Waterspout of Chaos or Peace. He has had hopes that his actions would allow him to return to the Order of Order. However, while the order has kept an eye on their fallen monk, his attachment to worldly matters will always keep them at arms length.

     

    The other girls have their own goals and aspirations. Hiroko wants to finally kiss and possibly date Masao-kun, but if only she can stop being so dreamy when around him. Otsu on the other hand would just be happy if her brother got a clue, and that Otsu got a photo-sticker taken with her and Koorogi. As for Shiuli, being a member of Kishi Hanabana allows her the freedom to escape from her boring lifestyle, and it annoys the heck out of her bodyguards. Yuriko’s attitude is similar to Shiuli’s, except she doesn’t have bodyguards (unless you count her brothers), and fighting against chaos is a real kick in the pants. Yuriko wouldn’t want to be anything else. It’s the thrill that matters to Yuriko. Finally Chung-ae, is too hyper to do anything else. She can’t sit still long enough for anything but fighting crime.

     

     

    Reputation

    Outside of the Greater Tokyo Metropolitan area, the Kishi Banahana are virtually unknown. However, their crime fighting skills are reported in the local papers. The Knight Flowers are known as the kid sister to the Senshudan One team. The group doesn’t have a sponsor, though a lot of teenage magazines would give their left arm for an interview with the Flowers, but after fighting crime they always seem to disappear without a trace.

     

    Kishi Banahana has occasionally battle with the New Empire, and with various Yakuza gangs, but mostly their main foes has been Mister Chaos and his countless Chaos Minions.

     

     

    Mister Chaos seems to have a great dislike for the Knight Flowers. To him they represent everything that is wrong with Japan, and their magic seems to draw upon the same source as his. Mister Chaos doesn’t understand the link between the two, and it grates on him like a sore tooth.

  2. Re: Around the World With A New Character Each Week

     

    JANUS (Moldova)

     

    janus.jpg

     

    JANUS

     

    Character Sheet (click here)

     

    Background

    Not much is known about the man calling himself Costel Popeseu, other than the fact that he is a Moldavian, and was one of the KGB’s top assassins. The reasons for little knowledge of Costel are twofold. One is that Costel is a known shapeshifter, what isn’t known is if his abilities were natural or artificial. His abilities to become almost anyone were legendary in the KGB before that agency was disbanded. Secondly the files on Costel that were kept were destroyed, as were all copies. Attempts to locate Costel since the breakup of the Soviet Union have proven fruitless.

     

     

    While in the KGB, Costel went by the codename Doorway. His specialty was the elimination of defectors and dissidents. No one was ever sure when Doorway would strike. It could be your best friend, or even a relative. Costel used a variety of techniques from explosives to silenced weapons. One of few agents to ever rival Costel was the agent known as Sweeper.

     

     

    After the breakup of the Soviet Union, Costel disappeared. Many thought that he had been liquidated, as were many KGB agents at the time. However, no records remain detailing his retirement, even though several Hunter and Killer squads were dispatched for such purpose. No traces of Costel Popeseu were found in the Russian Federation. Without further evidence of Costel, it was assumed that the assassin has returned to Moldova. Again, however, it has proven impossible to follow a man who could be almost anybody. Costel is still considered a threat to certain members of the Russian Federation government.

     

     

    Costel Popeseu still lives. He did return to Moldova, a changed man, at least on the surface. The people of the village he lives in think of him as a true man of god, a caring man, loyal to his ailing mother who lives in the capital. The good priest often goes to visit his mother. Little do they know, the man who gives them communion, is really Costel Popesu, even though he doesn’t use that name. Nor is there an ailing mother. When Costel goes visiting, it’s for his old profession, a paid killer. However, Costel doesn’t go by his old codename that would bring too much heat from the Russians. Now Costel uses the codename Janus, and this time it’s not just political enemies who get visits from the assassin, but anyone who has paid his fee.

     

     

     

    Personality

    Costel is a well trained killer, possibly too well trained. He kills without remorse, because that is what he was trained to do. Just because the KGB isn’t anymore, doesn’t mean that Costel is going to change. Actually since becoming free of the entanglements of the KGB, Costel has actually killed more people. The KGB acted as a control for Costel, and now he’s a free agent. Costel is quite popular with the Russian Mob because not only does he get results, no one knows whom he is either. For Costel, killing is just part of the job, and it is something he’s really good at.

     

     

    From his days with the KGB Costel was known as a pretty cold customer. However, the number of people who knew Costel from those days are dwindling because Costel has systematically eliminating them. Costel always has a plan, and contingency plan, in case the first plan falls through. A saying that went around the KGB for awhile was that ‘no one got past the doorway’. Needless to say, Costel has no great liking for Spartak, whom Costel feels has no professionalism. Spartak's willingness to protect innocents, is seen as a liability to Costel.

     

     

    The KGB has instilled Costel with a sense of duty. Once he has accepted a contract, Costel doesn’t back down. While it might be possible to defeat him, that just means that Costel is going to regroup and try to take out the target from a different direction.

     

     

     

    Quote

    "Death always comes knocking on the door. In your case, I think it comes a little sooner."

     

     

     

    Powers

    Costel is an Uber who has superb control over his musculature. With a mere though he can either contract or expand his muscles in his legs allowing him to jump great distances or to run at superhuman speeds. Further Costel can augment the muscles in his arm, allowing him to lift a lot more than a normal human could, or by directing his am muscles, Costel can deliver crippling punches. His control also prevents attacks that would drain energy from him, and also allows Costel to quickly heal from almost any wound.

     

     

    Costel’s greatest power is his ability to take on the appearance of almost anybody, male or female, adult or child. It’s almost impossible to differentiate Costel from the original. Telepathy and DNA testing are probably the only way to identify Costel when he’s imitating someone. Costel is limited to just humanoid forms. While he can appear as the President of Russia, he can’t take the form of a desk or a chair for example.

     

     

    The KGB trained Costel to be an assassin. As such, Costel can use almost any sharp object as a weapon. In Costel’s hands a common pocket knife becomes a deadly weapon. It doesn’t matter if a target is up close or at a distance, all Costel needs is a pointed object. The KGB also gave Costel some training in hand to hand combat. His training makes Costel a brutal combatant.

     

     

     

    Appearance

    Costel can be almost anyone. With his powers he can appear to be almost anyone, from man to woman, from child to adult. Few have actually ever seen Costel in his true natural form. Currently Costel has taken on the identity of a Romanian Orthodox priest in a small village. In this identity, Costel has a long beard and wears black robes.

     

     

    The few who remember Costel from his days with the KGB say that he’s a man of average height and weight, and usually looked like he could fit in almost anywhere. However, when on official business, Costel would take on the appearance of a man with short wavy hair, piercing blue eyes, and his favorite mode of dress were tight fitting jeans, shirts that showed off his hairy chest, and combat boots.

     

    Notes

    Tribe (Ben) has graciously invited me to help on his Around the World with a New Character Each Week project. Janus is my first real contribution. I hope everyone likes it.

  3. Re: Need advice on a writeup

     

    Kind of makes me think of a manga I recently read. Can't remember the title, but one of the stories dealt with this girl who was being taken care of by a murder of crows. It's only revealed after she's accidently killed by yakuza was that the bargain she made with the crows was after she died, they'd get the body.

  4. Re: Ground Zero Build

     

    Was it Challenges for Champions (4th ed) that had a nuclear group? Dr. Megaton was the leader... the rest were Fusion... and the rest have been deleted from my memory banks. :doi:

     

    Yep. That was it just Doctor Megaton and Fusion.

  5. Re: Ground Zero Build

     

    You know I didn't even think about the Big Green Guy. D'oh!

     

    I was thinking about the radioative elements. Uranium, um...Is there a nuclear physics in the house?

     

    Cobalt. Is that radioactive. I always like to have at least a female character in the bunch. Maybe Cobalt Blue?

  6. Re: Ground Zero Build

     

    Thanks for the ideas. I like Flashpoint, and EMP. Rot is not exactly what I was thinking about. I guess I'm looking for more 4 color types. Like Atom Smasher or Firestorm. Did Marvel have any radiation/nuke characters other than Nuke of Squadron Supreme?

     

    Maybe Slag, Kid Atom, Atomix, um...

     

    What archetypes besides energy blaster would be good for this group?

  7. I had this idea for a super-villain group called Ground Zero, a nuclear themed team. I've generated the lead villain of the group called Warhead. However, I'm coming up with nada for other members of the group. Any thoughts?

     

    Here is Warhead, who long ago was known as Nuclear Man (back in the 50's).

     

    warhead.jpg

     

     

    Warhead

     

    Charles Blake

    Cost Characteristic Value Roll Notes

    10 STR 20 13- Lift: 400.0kg; HTH: 4d6; END: [2]

    48 DEX 26 14- OCV: 9 DCV: 9

    36 CON 28 15-

    10 BODY 15 12-

    3 INT 13 12- PER Roll: 12-

    6 EGO 13 12- ECV: 4; Mental Defense: 0

    10 PRE 20 13- PRE Attack: 4d6

    0 COM 10 11-

    6 PD 10 Total: 30 PD (20 rPD)

    4 ED 10 Total: 35 ED (25 rED)

    24 SPD 6 Phases: 2, 4, 6, 8, 10, 12

    0 REC 10 Running: 6" / 12"

    2 END 60 Swimming: 2" / 4"

    11 STUN 50 Flight: 20" / 80"

     

    Warhead | Summary

    Real Name: Charles Blake Hair Color: Brown

    Concept: Energy Blaster Eye Color: Brown

    Affiliation: Ground Zero Height & Weight: 6' 3" (1.91 m) / 200 lbs (90 kg)

    Played By: NPC Date of Birth: July 4, 1930

    Created By: Noah Thorp Place of Birth: Gainesville, Florida, USA

    Cost Powers END

    8 Instant Change (Improved): Cosmetic Transform 2d6 (Change Clothes (any)), Improved Target Group (+1/4) (12 Active Points); Limited Target (Clothes) Limited (-1/2) 1

    35 Living Battery: Endurance Reserve (200 END, 15 REC) (35 Active Points)

    10 Nuclear Vision: N-Ray Perception, Not Through Barriers With Radiation Shielding (Sight Group)

     

    75 Radiation Powers: Multipower, 75-point reserve, all slots Side Effects (Side Effect only affects the environment near the character; Irradiates Environment; +0)

    7u 1) EM Pulse: Radio Group Flash 12d6, Area Of Effect (4" Radius; +1) (72 Active Points) 7

    4u 2) Irresistible Radiation: Killing Attack - Ranged 3d6, Penetrating (+1/2) (67 Active Points); Only Works On Living Beings (-1/2) 7

    5u 3) Radiation Blast I: (Total: 70 Active Cost, 55 Real Cost) Energy Blast 8d6 (Real Cost: 40) plus Drain CON 2d6, Ranged (+1/2) (30 Active Points); Only Works On Living Beings (-1/2), Linked (Energy Blast; -1/2) (Real Cost: 15) 7

    7u 4) Radiation Blast II: Energy Blast 7d6, No Normal Defense (Life Support: Safe Environment: High Radiation; +1) (70 Active Points) 7

    7u 5) Radiation Blast III: Energy Blast 5d6, No Normal Defense (Life Support: Safe Environment: High Radiation; +1), Does BODY (+1) (75 Active Points) 7

    7u 6) Radiation Blast IV: Energy Blast 15d6 (75 Active Points) 7

     

    25 Radioactive Body: Elemental Control, 50-point powers

    25 1) Body of Radiation: 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 in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) (50 Active Points)

    25 2) Pure Radiation: Desolidification (affected by Radiation, and Light Based Attacks), Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2

    17 3) Radiation Field: Killing Attack - Ranged 1/2d6, Side Effects (Side Effect only affects the environment near the character; Irradiates Environment; +0), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), No Normal Defense (Life Support: Safe Environment: High Radiation; +1), Does BODY (+1), Continuous (+1) (50 Active Points); Only Works On Living Beings (-1/2)

    31 4) Radiation Flight: Flight 20", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (56 Active Points) 2

    17 5) Radiation Protection: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Very Limited Type of Attack (Radiation; -1)

    30 6) Radiation Shield: Force Field (20 PD/25 ED/10 Power Defense) (55 Active Points) 5

    25 7) Radiation Sickness: Drain CON 2d6, Side Effects (Side Effect only affects the environment near the character; Irradiates Environment; +0), Ranged (+1/2), Area Of Effect (3" Radius; +1) (50 Active Points) 5

    Cost Skills

    10 +1 Overall

    9 +3 with Radiation Powers

    2 AK: The United States 11-

    2 AK: Vietnam 11-

    3 Analyze: Combat 12-

    3 Breakfall 14-

    3 Bureaucratics 13-

    3 Computer Programming 12-

    0 Everyman Skills

    AK: Gainesville, Florida, USA 11-

    Acting 8-

    Climbing 8-

    Concealment 8-

    Conversation 8-

    Deduction 8-

    Language: English (Idiomatic, native accent)

    [Notes: Native Language]

    PS: Super-Villain 11-

    Paramedics 8-

    Persuasion 8-

    Shadowing 8-

    Stealth 8-

    TF: Small Motorized Ground Vehicles

    [Notes: Custom Mod is Everyman Skill]

    3 Interrogation 13-

    2 KS: Known Uberhumans 11-

    2 KS: Military History 11-

    3 Language: Russian (completely fluent)

    3 Language: Vietnamese (completely fluent)

    3 Mechanics 12-

    3 Power: Radiation 11-

    8 Special Forces Package

    Climbing 14-

    Demolitions 12-

    Navigation (Air, Land) 12-

    PS: Green Beret 11-

    Psychological Limitation: Elite Attitude

    Social Limitation: Civilians Just Don't Get It

    Stealth 14-

    Survival (Temperate/Subtropical, Tropical, Desert, Mountain) 12-

    TF: Parachuting, Advanced, Parachuting, Basic

    Tactics 12-

    Tracking 12-

    WF: Small Arms, Blades

    2 SS: Nuclear Physics 11-

    3 Shadowing 12-

    3 Teamwork 14-

     

    400+ Disadvantages

    5 Distinctive Features: Unique Geiger Counter Signature

    20 Hunted: US Government 8-

    20 Hunted: Sanction 8-

    20 Physical Limitation: Powers Damage Character's Surroundings

    15 Physical Limitation: Weird Biochemistry Requires Specialist Medical Care

    15 Psychological Limitation: Holds Society in Contempt

    15 Psychological Limitation: Must Overcome Failure To Protect Fall-Out Boy

    20 Psychological Limitation: Obsessed With Destroying the World

    15 Reputation: Super-Hero Turned Super-Villain, 11- (Extreme)

    1 Quirk: Carries a Picture of Fall-Out Boy With Him Always

    1 Quirk: Distrusts Shrinks

    1 Quirk: Doesn't Like to be Touched

    1 Quirk: Enjoys Disrupting Local Radio Stations

    1 Quirk: Hates to Be Reminded of His Nuclear Man Days

    20 Social Limitation: Impressively Obvious and Dangerous Powers

    15 Social Limitation: Public Identity

    15 Social Limitation: Supervillain

    0 Experience Points

     

    Warhead | Points Summary

    Characteristics Cost: 170 Base Points: 400

    Powers Cost: 360 Disadvantages: 200

    Talents Cost: 0 Total Experience: 0

    Perks Cost: 0 Spent Experience: 0

    Martial Arts Cost: 0 Unspent Experience: 0

    Skills Cost: 70 Total Points: 600

     

    Background

    Charles Blake remembered vividly the first time he had seen a nuclear test. He had been there, too close in fact. He had been a soldier guarding the testing site in Nevada, where the United States was testing nuclear devices above ground. The testing was quite popular, and people from all over the country came to watch. In the 50’s it was quite the spectator sport.

     

     

    Charles had been working the perimeter when he was alerted to an intruder. He jumped into a jeep and took after the intruder, who turned out to be an eight-year boy who had wandered away from his parents. The boy was oddly calm, and hadn’t even cried when Charles swooped down on him. Charles loaded him in the jeep, and headed back to base as quickly as he could. There was going to be a test shortly, and unfortunately his radio had fallen out of the jeep on his way out. There was no way Charles could stop the test. Driving like a mad man, Charles didn’t see the coyote, until it was too late. He swerved away and the jeep flipped twice before landing on its side. That was also when the sirens started blaring. It was going to be too late. They were both too close. Valiantly Charles threw himself onto the boy trying his best to protect the boy.

     

     

    The world ended in a blinding flash. Charles was sure he had died with it. However, God certainly has a sense of humor, and he lived. Not a scratch on him. His fellow soldiers chalked it up to blind luck. Charles wasn’t sure. He was kept in the infirmary for almost a month while the doctors and even the scientists ran countless tests on him. Charles was really starting to dislike them, a whole lot. However, none of the tests proved anything, and the doctors and the scientists were stymied. Charles could care less. The only thing that mattered was the boy. He had survived too, and Charles learned that his name was Arthur “Artie” Godwin. Whenever, Charles had a chance he’d spend some time with the boy, who like him was confined to the infirmary, and had to suffer the same tests as Charles. Artie and Charles really bonded during that time. Charles was really upset when Artie left to go back to New York City with his family. As for Charles, he got an extended leave.

     

     

    Charles was into a month of his leave, when the headaches started. At first he just ignored them; they were just headaches after all, and eventually they went away. However things seemed to get worse, he seemed to be throwing up a lot of late. One late night a skull splitting headache came on after watching a television show on the nuclear testing in Nevada. Charles couldn’t think. Knowing he needed help he stumbled to his phone only to watch the phone melt in his hand. Then came the blinding flash again, and Charles screamed in agony, and he passed out. When he woke, his house was gone, as were several other houses around him. Strange men in odd suits were all around the place. It turned out that the men were federal agents.

     

     

    Charles was taken into protective custody and transported to a federal laboratory in New York City. It was there that the feds helped him get control of his powers. They told Charles that they’d like him to act as a symbol of the nuclear age for the government. To protect his identity they even designed him a costumed identity. Charles was to be known as Nuclear Man. It wasn’t long after that Charles was fighting crime. Other crime fighters weren’t exactly sure what to make of Nuclear Man, seeing him more as a tool of the government than a true super-hero. Charles never really paid them any mind.

     

     

    It was while taking on a ring of Soviet saboteurs that Charles met Artie Godwin, again. Artie had been following Nuclear Mans’ exploits in the papers, and it just seemed natural to Artie that Nuclear Man must be his friend Charles Blake. The spies had trapped Charles in a death trap, and it was Artie, who was now a teenager who rescued him. Their friendship renewed, Artie became Nuclear Mans’ trusty sidekick Fallout Boy. The two fought side by side for several more years, until public sentiment turned completely against them. Nuclear Man and Fallout Boy retired from public view. With Charles encouragement Artie joined the army where Artie excelled. He became one of the armies’ elite, a green beret.

     

     

    When war brought out in Vietnam, Artie quickly left for Asia. As for Charles, the government again approached him. While they didn’t want to have Charles resume his Nuclear Man’s identity, they did want him to travel to Vietnam to aid in the war effort. The government feared that Vietcong or its allies might have super powered agents of it own that must been neutralized if the war effort was to be successful. Charles agreed and was given training by the same green berets that trained his former sidekick.

     

     

    The war didn’t go quite as planned. While Charles contributed as much as he could, the military brass constantly hampered him. Some wanted Charles to nuke villages, while others wanted to keep him in reserve as a way to bring the Vietcong to heel. So for most of the war, Charles merely sat unused. Most of the military brass was afraid of the consequences of using an agent like Charles.

     

     

    It was after a particular grueling campaign, it was decided to go ahead and use Charles. Charles flew into the area where the enemies were supposed to have a camp and let loose with burst after burst of radiation. Soon the entire camp was reduced to a desolate ruin. Curious to see the damage he had done, Charles flew down to investigate. Searching through the ruins, Charles came across of several bodies. They didn’t look to be Vietcong to him. Searching on the bodies, Charles turned up a pair of dog tags that read Arthur Godwin. The military brass had made a mistake. He hadn’t destroyed a Vietcong base, but an American one, and on top of that he had killed Fallout Boy. In grief Charles unleashed more nuclear energy than he had ever done before, before falling into a faint.

     

     

    Again the agents came and collected Charles and returned him to the States. The military covered up the incident, accusing not only Vietcong, but also the Chinese and Russians of deploying a small nuclear device. As for Charles he was taken to the Thorp Institute and put into a special cell, as he was now constantly leaking radiation. Psychiatrists worked on Charles for years, but made no progress with him, because he was in a state of catatonia. In the end, it was decided to merely contain him.

     

     

    All this changed when Doctor Goldstein started working at the institute. He did a lot of research into Charles past, and came across the connection between Charles and a young boy named Artie Godwin. Somehow, Doctor Goldstein had gotten a hold of a picture of Artie. The day that Doctor Goldstein showed Charles the picture was his last. The wing that Charles had stayed in had to be sealed off completely due to the large amount of radiation.

     

     

    It was just a few years later that a super-villain calling himself Warhead made his presence known to the world. Warhead took over the Diablo Canyon Nuclear Plant in Costa Mesa. It was only through the efforts of Sanction that Warhead didn’t cause a complete meltdown. Major American, while well protected from almost any form of injury was in the hospital for several weeks due to radiation burns. Warhead made his escape, and has clashed with super-heroes across the globe. A few of them haven’t survived the encounter with Warhead, and a few places where Warhead has been have become completely uninhabitable. To make matters worse for the worlds’ defenders, Warhead has started gathering like-minded super-villains to his banner. These super-villains call themselves Ground Zero. They’ve stated that their ultimate goal is the complete destruction of the world. Some super-heroes across the globe have commented that if Ground Zero isn’t stopped, they might achieve their goal.

     

    Personality

    The death of Artie Godwin has seriously unbalanced Charles. Once he was one of the good guys, but his sacrifices, his fighting on the side of the just, seem to him to have turned into ashes. No longer will Charles fight for a world that makes him feel so hollow. Better destroy the world, and maybe in the end destroy himself. Only then maybe can he make amends to Artie for killing him.

     

     

    Charles has a lot of guilt over killing his friend, and that guilt eats at him like a cancer, and since Charles cannot die the pain goes on and on, never ending. He failed to protect Artie, and in his memory will destroy the world that allowed Artie to be killed by Charles. Charles is certainly a tragic figure. The world will burn, and Warhead and Ground Zero will be the match.

     

    Quote

    "Violence has resolved more conflicts than anything else. The contrary opinion that violence doesn't solve anything is merely wishful thinking at its worst."

     

    Powers

    Since the nuclear explosion that triggered his uber-powers, Charles has really ceased to be a living being, but is more of a quasi-being composed of living nuclear energy. He never hungers, needs to sleep, and is effected almost not at all by his environment. Charles never becomes too hot or cold, and can easily survive in the vacuum of space.

     

     

    Being of living nuclear energy gives Charles an almost endless supply of energy. Charles is able to project burst of nuclear energy, usually from his hands, and occasionally from his eyes. Most organic creatures struck by his blasts of radiation sicken and can even die from exposure to his radiation. In the past Charles had a greater control of his energy, but since becoming Warhead he has little desire to rein in his radioactivity.

     

     

    As Warhead, he can pass through solid objects, so long as they aren’t lead lined. Charles generate a variety of radioactive fields around his body. Some protect him from attacks, but he also generate fields that are harmful to anyone who gets too close. Using these fields, Charles is even able to fly.

     

    Appearance

    As Warhead, Charles uses his powers to create a yellow costume that covers his entire body, except for his head, hands, or feet. On his hands and feet he creates boots and gloves that are orange in color. The radiation symbol in black is emblazoned on the chest. His head looks like it’s composed of green fire. Only his eyes and mouth are visible and they glow with a yellow light.

     

     

    When not appearing as Warhead, Charles is a large muscular man, with a short military style hair cut. Charles isn’t the most handsome of men. He certainly looks like a man who carries the world on his shoulders.

  8. Re: I could use a little help

     

    You know the concept sounds a lot like Zap, of the Downtrodden. He's 4th ed. from the book "The Mutant File". He used a chain and had electrical powers. Has anyone updated any of the characters from the Mutant File to 5th ed?

     

    30 EC-Electrical Powers

    a-32 3d6 NND (Not vs. Power Defense or Insulation), Damage Shield, 1/2 END Plus 1d6 RKA, Damage Shield, linked

    b-15 75% Damage Reduction, Energy, Resistant, Only vs. Lightning & Electricity (-1)

     

    7 +5d6 HA, OAF (Chain)

    2 +1" Stretching, Only for Combat Maneuvers (-1/2), OAF (Chain)

     

    So I guess to make him more 5th ed, he'd have to make his damage shield offensive?

  9. Re: Uberworld - Character and Art

     

    I mentioned Demonbait in this tread, and in another one. Demonbait is a bunch of demons who got out of hell, and our on their worldwide "Feast of Souls" tour. Originally the idea came from the Six Fingered Hand and Asmodeus Jones for those who remember them. I just completed the leader singer of the group. Incubus.

     

    incubus.jpg

     

     

    Uberworld Home | Campaigns Home | Character Database | FAQs | Organisations | Demonbait |

    Incubus

    Liderc

    Cost Characteristic Value Roll Notes

    10 STR 20 13- Lift: 400.0kg; HTH: 4d6; END: [2]

    33 DEX 21 13- OCV: 7 DCV: 7

    20 CON 20 13-

    6 BODY 13 12-

    8 INT 18 13- PER Roll: 13-

    26 EGO 23 14- ECV: 8; Mental Defense: 0

    10 PRE 20 13- PRE Attack: 4d6

    8 COM 26 14-

    6 PD 10 Total: 10 PD (10 rPD)

    6 ED 10 Total: 10 ED (10 rED)

    19 SPD 5 Phases: 3, 5, 8, 10, 12

    0 REC 8 Running: 6" / 12"

    0 END 40 Swimming: 2" / 4"

    2 STUN 35 Flight: 10" / 20"

     

    Incubus | Summary

    Real Name: Liderc Hair Color: Red

    Concept: Mentalist Eye Color: Black

    Affiliation: Demonbait Height & Weight: 6' 3" (1.91 m) / 200 lbs (90 kg)

    Played By: NPC Date of Birth: Unknown

    Created By: Noah Thorp Place of Birth: Heaven

    Cost Powers END

    37 Powers of Seduction: Elemental Control, 74-point powers

    18 1) Irresitible Embrace: Mind Control 12d6 ( Human class of minds), Reduced Endurance (0 END; +1/2) (90 Active Points); Skin Contact Required (-1), Only To Inspire Lust For Incubus (-1)

    50 2) Lust!: Major Transform 6d6 (Female Into Incubus's Willing Slave, Through Sincere Repentance And A Priest's Blessing), Reduced Endurance (0 END; +1/2), Based On EGO Combat Value (Mental Defense applies; +1) (225 Active Points); Skin Contact Required (-1), Only On Female With Whom Incubus Is Engaged In Sexual Congress (-1), All Or Nothing (-1/2), Limited Target (Human Females; -1/4)

    39 3) Seductive Form: Shape Shift (Sight , Smell/Taste and Hearing Groups, any shape), Imitation, Instant Change, Reduced Endurance (0 END; +1/2) (76 Active Points)

     

    5 Demon Eyes: Infrared Perception (Sight Group)

    22 Incubus Claws: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Armor Piercing (+1/2) (22 Active Points) 2

    60 Infernal Form I: (Total: 60 Active Cost, 60 Real Cost) Energy Damage Reduction, Resistant, 50% (Real Cost: 30) plus Physical Damage Reduction, Resistant, 50% (Real Cost: 30)

    5 Infernal Form II: Life Support (Longevity: Immortal)

    10 Infernal Form III: Damage Resistance (10 PD/10 ED)

    10 Seductive Mien: +20 PRE (20 Active Points); Only For Friendly Presence Attacks (-1)

    13 Wings: Flight 10" (20 Active Points); Restrainable (-1/2) 2

    Cost Talents

    4 He's Got the Look: Attractive

    3 Voice of a Fallen Angel: Perfect Pitch

    Cost Skills

    3 Acting 13-

    3 Artistic Skill: Singing 13-

    3 Breakfall 13-

    3 Concealment 13-

    3 Conversation 13-

    0 Everyman Skills

    AK: Hells' Garage, Hell 11-

    Acting 8-

    Climbing 8-

    Concealment 8-

    Conversation 8-

    Deduction 8-

    Language: English (Idiomatic, native accent)

    [Notes: Native Language]

    PS: Musician 11-

    Paramedics 8-

    Persuasion 8-

    Shadowing 8-

    Stealth 8-

    TF: Small Motorized Ground Vehicles

    [Notes: Custom Mod is Everyman Skill]

    3 Mimicry 13-

    3 Oratory 13-

    3 Persuasion 13-

    7 Seduction 15-

    3 Shadowing 13-

    3 Stealth 13-

    3 Streetwise 13-

    200+ Disadvantages

    15 Distinctive Features: Incubus

    20 Hunted: Order of Truth 8-

    20 Hunted: Sancity 8-

    15 Physical Limitation: Must Obey Anyone Who Knows Its True Name

    15 Physical Limitation: Restricted By Pentagrams

    15 Psychological Limitation: Attention Seeker

    10 Psychological Limitation: Compulsive Carouser

    25 Psychological Limitation: Utterly Evil

    15 Social Limitation: (Supernatural Being) Masquerading as a Human

    120 Experience Points

    Incubus | Points Summary

    Characteristics Cost: 154 Base Points: 200

    Powers Cost: 269 Disadvantages: 150

    Talents Cost: 7 Total Experience: 120

    Perks Cost: 0 Spent Experience: 120

    Martial Arts Cost: 0 Unspent Experience: 0

    Skills Cost: 40 Total Points: 470

    Background

    Before Creation…

     

     

    Above the Heavenly Throne, the Holy Host flew in unison. Like a fine-tuned choir the angels sang but one word, “Glory!” the angels sang the praise to their maker. All knew their place and were content.

     

     

    The Seven Days…

     

     

    The Almighty created the Earth in seven days of labor. First came the sky and then came the ground, and everything flowed from the Creator to the created. Man was made in His image, and still the angels flew and sang out “Glory!” to He who was their creator.

     

     

    Adam and Lilith…

     

     

    The first man whom the Creator brought forth was Adam. To him, the Creator gave one of his angels unto him. She was Lilith. However, Adam rejected Lilith, and the Creator made from Adam’s rib a replacement, Eve… And so creation goes on.

     

     

    On Lilith’s return…

     

     

    Lilith returned to the Heavenly Host, and tried to take her place among the choir. However, she was changed. She was no longer like them who sang “Glory!” She was not of them. She had been of flesh, while they had never been. She had had a name. Some of the angels were repelled by this difference, and others attracted. One of the greatest of Liliths’ adherence was Lucifer the Dawnbringer. Another, who was practically unknown, was the great singing angel, whom was known as Liderc.

     

     

    The Fall…

     

     

    Lucifer listened to Lilith stories of the flesh, and became determined to experience the flesh as well. He along with a band of angels fell to the Earth to experience the flesh in its fullest. The angels fell upon the daughters of Eve with a hunger they didn’t know they had. However, no one woman would slake Liderc’s thirst, and woman after woman fell to the rapine angel. Paradise was being corrupted. The Creator sent his most trusted seraphim, Michael to command the angels to return to Heaven. However, Lucifer and his followers spurned Michael. War erupted between Heaven and its wayward angels.

     

     

    The Binding...

     

     

    Strive though he might, the fallen angels proved to be vain indeed. All were cast down, and Lucifer the most. Bound they were the fallen angels, the first of the demons and devil, to the fiery pit known as Hell. Liderc fought as fell as he could, but all his lies all his innuendo were proved to be the false metal that they were. No more would the fallen angel Liderc sing to the glory of his Creator. His punishment was to forever torment the damned in Hell like the rest of his brethren.

     

     

    The Singer of Songs and the Player of Plays...

     

     

    From time to time Liderc escaped his confinement in Hell. Returning to Earth his lust would overcome him eventually, and some holy person would sent him back to his just punishment. However, how does one kill the lust that drives all humanity. One can only contain it not destroy it.

     

     

    The last time Liderc was sent back to Hell, he made the acquaintance of other demons, who all await their chance to return to the playground of Earth, and to feast upon the souls. The music that runs through the demon blood thrums through Liderc and the other demons of Demonbait. They’ve played together for time countless. Now they have their chance to prove themselves. Let the Feast of Souls roll on. Sex, drugs, and rock and roll.

     

    Personality

    Liderc has always liked the spotlight. He was one of Lucifers first converts, especially after his first look at women. Liderc wanted to dominate womankind, and hasn’t changed one iota since he fell from heaven. However, Liderc really likes to shine, to show everyone around him how great he is.

     

     

    Liderc likes to party. This is the only reason he agreed to Mister Scratches idea. The Feast of Souls is certainly a party that an incubus would certainly enjoy. All those unwitting woman. They don’t know what they’re getting into, and if some of them loose their souls to Liderc, it’s certainly worth it to the demon of lust.

     

     

    Like all demons, Liderc is utterly evil. There’s no depravity he wouldn’t willing subject a mortal to, especially if that mortal was female. Of course, Liderc is also smart, and hides his evil behind a veneer of good looks, a quick smile, and a voice that could charm the birds down from the trees. It’s only at the last moment, that his victims realize his true evil, and only then is it too late. Their souls belong to Liderc.

     

    Quote

    "Sex, drugs, and rock and roll. That is my meat and drink."

     

    Powers

    Liderc is a fallen angel, one of the first of the incubus. Being of demonic origin, Liderc is virtually immortal. While not a major fighter, his nature allows Liderc to take a lot a damage. Blows that would kill most merely slow Liderc down. By modifying his hands, Liderc can create claws for slashing. His claws are so sharp they can shred steel. Growing form his back are a pair of bat-like wings that allows Liderc to fly at great speeds.

     

     

    Being a incubus, Liderc has a lot of power over women, who practically throw themselves at his feet. A single touch is usually enough for a woman to lust after Liderc. And for those who actually have sex with Liderc their souls become his. Finally Liderc is able to assume any form that is pleasing to the eye. Liderc is a master of seduction.

     

    Appearance

    Liderc is a tall muscular demon with long flowing hair the color of blood. His normal way of dressing a pair of black leather jeans with an equally black pair of shoes. Liderc normally doesn’t wear anything else. Growing from his back are a pair of bat-like wings. Liderc is able to lower his wings so that it looks like a cloak. Of course with shape changing abilities, Liderc can appear to be almost anyone. However, because Liderc is a lustful demon he always tries to appear in the most pleasing form.

  10. Re: I could use a little help

     

    You know one of the things that bugs me about some of the publish Hero books is the seeming lack of disadvantages. I know I struggle to get all the points needed for a character or an NPC, but most characters in the book have too few disad and too much experience/villain bonus.

     

    For example in VVV

     

    Ape Plus 496 point total-195 points from XP

     

    Mr. Zombie 345 total-83 points XP (he's not even a 350 point character)

     

    Dreadnaut 511 total-211 points XP (That covers his powers and his skills as well):confused:

     

    Red Bullet 595 total-305 XP

     

    What I'm is could the authors not come up with some more disads???:confused::confused:

  11. Re: Uberworld - Character and Art

     

    Finally here are the last two. Unfortunately I haven't gotten around to writing them up yet, but I do have drawings for them.

     

    Hadrian

     

    hadrian.jpg

     

    and Witch Hunter II

     

    witchhunter2.jpg

     

    I also think once I have time I might go back and do write ups on Tartan and Thistle, but their more silver age.

  12. Re: Uberworld - Character and Art

     

    And what's in a clan without a lassie? Here is Gale...

     

    gale.jpg

     

    Gale

    Gail McLeod

    Cost Characteristic Value Roll Notes

    5 STR 15 12- Lift: 200.0kg; HTH: 3d6; END: [1]

    39 DEX 23 14- OCV: 8 DCV: 8

    26 CON 23 14-

    4 BODY 12 11-

    3 INT 13 12- PER Roll: 12-

    0 EGO 10 11- ECV: 3; Mental Defense: 0

    5 PRE 15 12- PRE Attack: 3d6

    4 COM 18 13-

    7 PD 10 Total: 30 PD (20 rPD)

    5 ED 10 Total: 30 ED (20 rED)

    17 SPD 5 Phases: 3, 5, 8, 10, 12

    0 REC 8 Running: 6" / 12"

    7 END 60 Swimming: 2" / 4"

    3 STUN 35 Flight: 15" / 60"

     

    Gale | Summary

    Real Name: Gail McLeod Hair Color: Red

    Concept: Energy Blaster Eye Color: Green

    Affiliation: Clan McLeod Height & Weight: 5' 6" (1.68 m) / 110 lbs (49.90 kg)

    Played By: NPC Date of Birth: July 15, 1985

    Created By: Noah Thorp Place of Birth: Aberdeen, Scotland

    Cost Powers END

    61 Wind Powers: Multipower, 61-point reserve

    5u 1) Air Sickness: (Total: 60 Active Cost, 50 Real Cost) Drain DEX 2d6, Ranged (+1/2) (30 Active Points) (Real Cost: 30) plus Drain CON 2d6, Ranged (+1/2) (30 Active Points); Linked (Drain; -1/2) (Real Cost: 20) 6

    6u 2) Contrary Winds: Suppress Flight or Gliding 9d6, One power at a time (+1/4) (45 Active Points) 6

    6u 3) Gale Blast: Energy Blast 7d6, Double Knockback (+3/4) (61 Active Points) 6

    4u 4) Hardened Winds: Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); Cannot Form Barriers (-1/4), Vulnerable (Air Powers; -1/4) 6

    6u 5) Tornado Blast: Energy Blast 6d6, Random Knockback (+0), Area Of Effect (3" Radius; +1) (60 Active Points) 6

    6u 6) Wind Control: Telekinesis (30 STR), Reduced Endurance (1/2 END; +1/4) (56 Active Points) 2

    20 Wind Powers: Elemental Control, 40-point powers

    17 1) Air Point Defense: Missile Deflection (Bullets & Shrapnel), Missile Reflection, Reflect At Any Target (45 Active Points); Costs Endurance (-1/2) 4

    20 2) Shield of WInds: Force Field (20 PD/20 ED) (40 Active Points) 4

    24 3) Wind Riding: Flight 15", x4 Noncombat, No Turn Mode (+1/4) (44 Active Points) 4

    4 Climate Control: Life Support (Safe in Intense Cold; Safe in Intense Heat)

    Cost Skills

    3 Acting 12-

    3 Artistic Skill: Fashion Design 12-

    2 Clan McLeod Package

    Clan Wealth: Money: ($1M/Year)

    Hunted: Empire 8-

    Monitored by Angus McLeod, 11-

    Passport

    Reputation: Defenders of Scotland (and British Isles too), 14-, +3/3d6

    Social Limitation: Celebrity

    Team Base Donation (McLeod Manor)

    Team Communicator

    Teamwork 14-

    3 Computer Programming 12-

    3 Conversation 12-

    0 Everyman Skills

    Acting 8-

    Climbing 8-

    Concealment 8-

    Conversation 8-

    Deduction 8-

    PS: Fashion Designer 11-

    Paramedics 8-

    Persuasion 8-

    Shadowing 8-

    Stealth 8-

    TF: Small Motorized Ground Vehicles

    [Notes: Custom Mod is Everyman Skill]

    3 High Society 12-

    2 KS: Fashion World 11-

    2 KS: Models 11-

    12 Linguist

    Language: English (Idiomatic, native accent)

    [Notes: Native Language]

    Language: French (completely fluent)

    Language: Gaelic (idiomatic)

    Language: Italian (completely fluent)

    Language: Spanish (completely fluent)

    3 Persuasion 12-

    3 Trading 12-

    7 Traveler

    AK: Aberdeen, Scotland 11-

    AK: Madrid, Spain 11-

    AK: Milan, Italy 11-

    AK: New York City, America 11-

    AK: Paris, France 11-

    200+ Disadvantages

    15 Dependent NPC: Miriam Tweed, Assistant 11-

    20 Hunted: Celtic Fist 8-

    10 Hunted: Motte 8-

    20 Hunted: T.I.T.A.N. 8-

    15 Physical Limitation: Weird Biochemistry, Requires Specialist Medical Attention

    10 Psychological Limitation: Cheerful Charlie

    20 Psychological Limitation: Code Versus Killing

    15 Psychological Limitation: Headstrong

    15 Social Limitation: Public Identity

    10 Social Limitation: Family Connection

    0 Experience Points

    Gale | Points Summary

    Characteristics Cost: 125 Base Points: 200

    Powers Cost: 179 Disadvantages: 150

    Talents Cost: 0 Total Experience: 0

    Perks Cost: 0 Spent Experience: 0

    Martial Arts Cost: 0 Unspent Experience: 0

    Skills Cost: 46 Total Points: 350

    Background

    Gail McLeod always had super powers for as long as she could remember. When throwing temper tantrums when she was a child, McLeod Manor would shake violently from the winds that Gail commanded. When Gail was in one of these moods, only her great grandfather Angus or her brother Conner could calm her.

     

     

    As Gail grew older, she never gave much thought to her powers, unlike her more serious brother Conner. Gail never thought she’d find a use for such abilities. Growing up with others with powers of their own, made Gail think that everyone had powers, those without them just didn’t use them thought Gail.

     

     

    Now that Gail is an adult, she has concentrated on her schooling at the Aberdeen School of Fashion. However, there have been times when the others have dragged her into some battle against some super villain or such. It is these times when Gail really lets go. Gail doesn’t waste much time delivering powerful bursts of wind to knock down any crackpot super villain. Gail uses the name of Gale when battling alongside her brother and her cousins.

     

    Personality

    Gail is generally a cheerful, bright perky person, so long as no one contradicts her. The only persons Gail ever lets get away with it are her great-grandfather, and her brother. For everyone else the bets are off. Gail would be the first person to admit that she has a temper, and a stubborn streak to boot. However, growing up around her super-powered brother and cousins requires certain tact. Of course Conner and the cousins just claim that Gail has always known where she’s at, and those who don’t know it are in for a few lumps.

     

     

    Otherwise, Gail is quite cheerful, always one for a quick smile and a hug when such things are called for. Gail doesn’t take being a super-hero seriously, she has a life to live after all, and fighting crime takes away from it. However, threaten one of her family and then who offended her better have his insurance premiums paid up.

     

    Quote

    "The weather is calling for a mighty gale, laddybuck. Better look for cover."

     

    Powers

    Gail is an Uber who has complete control over winds, so long as she is in some kind of atmosphere. Her control allows her to unleash violent wind storms that can slam a foe with the force of a howitzer. Gail is also able to cause the winds to twist a foe about giving them a bad case of air sickness, or harden the air around a foe forming bonds. Further she can make the winds so contrary so as to make it impossible for a foe to even fly.

     

     

    Bullets, and other projectiles have a tendency to go awry when used against Gail. Gail can also call up the winds around her forming a shield of sorts. Naturally Gail can fly by causing the winds to pick her up. The air around Gail is always at a comfortable temperature, thus Gail never gets too hot or too cold.

     

    Appearance

    Gail is woman with short red hair, like all of the McLeods. She has green eyes that seem to twinkle. Gail has always considered herself fashionable, and her costume reflects this. She wears a dark blue tank top with a white circle in the middle with a blue "G" in the center of it. Gail also likes to wear a lot of jewlery, she has rings, bracelets, and even has a gold nose stud. She wears a pair of shorts over pink leggings. When not in her Gale guise, Gail likes to wear fashionable clothing.

  13. Re: Uberworld - Character and Art

     

    Then there's the brawler and earth mover in the clan. Creag...

     

    creag.jpg

     

     

    Creag

    Conner McLeod

    Cost Characteristic Value Roll Notes

    40 STR 50 19- Lift: 25.6tons; HTH: 10d6; END: [5]

    30 DEX 20 13- OCV: 7 DCV: 7

    30 CON 25 14-

    10 BODY 15 12-

    3 INT 13 12- PER Roll: 12-

    0 EGO 10 11- ECV: 3; Mental Defense: 0

    8 PRE 18 13- PRE Attack: 3 1/2d6

    2 COM 14 12-

    5 PD 15 Total: 30 PD (15 rPD)

    5 ED 10 Total: 20 ED (10 rED)

    10 SPD 4 Phases: 3, 6, 9, 12

    0 REC 15 Running: 6" / 12"

    3 END 55 Swimming: 2" / 4"

    2 STUN 55 Flight: 10" / 20"

     

    Creag | Summary

    Real Name: Conner McLeod Hair Color: Red

    Concept: Brick Eye Color: Green

    Affiliation: Clan McLeod Height & Weight: 6' 7" (2.01 m) / 276 lbs (125.19 kg)

    Played By: NPC Date of Birth: September 25, 1983

    Created By: Noah Thorp Place of Birth: Aberdeen, Scotland

    Cost Powers END

    61 Earth Powers: Multipower, 61-point reserve

    5u 1) Earthlance: Energy Blast 7d6, Indirect ( Any origin, any direction; +3/4) (61 Active Points); Target Must Be On/Near Earth or Rock (within 8") (-1/4) 6

    3u 2) Earthmoving: Telekinesis (35 STR) (53 Active Points); (Only Versus Earth/Rock; -1/2) 5

    3u 3) Earthquake: Energy Blast 7d6, Only Does Knockdown Not Knockback (+0), Personal Immunity (+1/4), Explosion (+1/2) (61 Active Points); No Range (-1/2), Only Affects Targets on the Ground (-1/4) 6

    3u 4) Mud Blob: Sight Group Flash 10d6 (50 Active Points); Does Not Work Against Desolidified Characters (-1/4), Range Based On Strength (-1/4) 5

    4u 5) Stony Prison: Entangle 5d6, 5 DEF (50 Active Points); Only Affects Targets on the Ground (-1/4) 5

    5u 6) Terraforming: Tunneling 8" through 8 DEF material, Fill In (50 Active Points) 5

    16 Boulder Riding: Flight 10" (20 Active Points); Physical Manifestation (-1/4) 2

    25 Earthmelding: (Total: 50 Active Cost, 25 Real Cost) Desolidification (affected by Earth and Magic Powers) (40 Active Points); Only Through Earth and Stone (-1) (Real Cost: 20) plus Life Support (Self-Contained Breathing) (10 Active Points); Costs Endurance (-1/2), Linked (Desolidification; -1/2) (Real Cost: 5) 5

    7 One with the Ground: Knockback Resistance -5" (10 Active Points); Only When in Contact with the Ground (-1/2)

    30 Stony Hide: Armor (15 PD/10 ED) (38 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 4

    Cost Talents

    3 Earth Sense: Bump Of Direction

    Cost Skills

    5 +1 with HTH Combat

    3 Athletic Skill: Rugby 19-

    3 Breakfall 13-

    3 Climbing 13-

    2 Clan McLeod Package

    Clan Wealth: Money: ($1M/Year)

    Hunted: Empire 8-

    Monitored by Angus McLeod, 11-

    Passport

    Reputation: Defenders of Scotland (and British Isles too), 14-, +3/3d6

    Social Limitation: Celebrity

    Team Base Donation (McLeod Manor)

    Team Communicator

    Teamwork 13-

    0 Everyman Skills

    AK: Aberdeen, Scotland 11-

    Acting 8-

    Climbing 8-

    Concealment 8-

    Conversation 8-

    Deduction 8-

    Language: English (Idiomatic, native accent)

    [Notes: Native Language]

    PS: Geologist 11-

    Paramedics 8-

    Persuasion 8-

    Shadowing 8-

    Stealth 8-

    TF: Small Motorized Ground Vehicles

    [Notes: Custom Mod is Everyman Skill]

    4 Language: Gaelic (idiomatic)

    3 Mechanics 12-

    3 SS: Agronomy 12-

    3 SS: Geology 12-

    3 Shadowing 12-

    3 Stealth 13-

    2 Survival (Mountain) 12-

    200+ Disadvantages

    20 Hunted: Celtic Fist 8-

    20 Hunted: Ruin 8-

    10 Hunted: San Andreas 8-

    15 Physical Limitation: Weird Biochemistry, Requires Special Medical Attention

    15 Psychological Limitation: Brash

    20 Psychological Limitation: Code Versus Killing

    15 Psychological Limitation: Hardcharging

    15 Social Limitation: Public Identity

    10 Social Limitation: Family Connection

    5 Unluck: 1d6

    5 Vulnerability: 1 1/2 x STUN Water Based Attacks

    0 Experience Points

    Creag | Points Summary

    Characteristics Cost: 148 Base Points: 200

    Powers Cost: 162 Disadvantages: 150

    Talents Cost: 3 Total Experience: 0

    Perks Cost: 0 Spent Experience: 0

    Martial Arts Cost: 0 Unspent Experience: 0

    Skills Cost: 37 Total Points: 350

    Background

    Conner McLeod had always known that he had super-powers. Many people in his family had such powers, his sister Gail certainly did. However, unlike his sister, Conner’s powers didn’t deal with the winds, but the growing earth under foot. Young Conner delighted in shaping castles out of the rocks around McLeod Manor, the ancestral home of Clan McLeod.

     

     

    Conner grew up to be a large hefty man, and because of his powers was unable to play rugby with the other lads. He really enjoys rugby still though, and considers himself an expert on the sport. The only other person he could get into a tumble with was his cousin Adrian. Gale and Jimmy were too fragile for such rough sport. Adrian with his ability to generate walls of force could barely hold a chance against Conner.

     

     

    Because of Conner’s affinity with the ground and growing things he chose geology as his life’s work, with a little agronomy on the side. No one could work like Conner, who uses the name of Creag. Always the scrapper, unlike his headstrong sister, and his adrenaline driven cousin Ian, or his adventurous cousin Jimmy, Conner avoided the business of fighting crime in Scotland. He was content in his endeavors.

     

     

    All this changed with Sieche and his band of nihilists made an attack on the oil fields in the North Sea near Aberdeen. Like the others in Clan McLeod, Conner received the call from his Great Grandfather Angus. Conner found himself going up against a power similar to his in the form of San Andreas. It took all of his control of the earth to counter the earthquake causing powers of the Mexican. In the end it seemed a draw, until San Andreas made the mistake of letting Conner get too close. With a mighty slug to the jaw, Conner sent San Andreas flying out over the North Sea only for him to be rescued by Sieche.

     

     

    Eventually Ruin retreated, but they did cause a lot of damage, a trademark of Ruin. Since that day, Conner has pledged to stand against threats to Scotland. He shall be the rock that villains will break upon. Plus Conner is looking for a second chance to fight San Andreas.

     

    Personality

    Conner never lets anything stand in his way. He certainly likes to speak his mind, and only his being a McLeod gets him invited to social events. Conner has told off so many upper crust members of Scottish society that most of them avoid him. He has never really noticed this snubbing. Conner doesn't take much time to come to conclusions and is really known for his snap decisions. He isn’t much for looking back or contemplation, except when it comes to his gardens, which he has a passion for.

     

    Quote

    "Oh laddie I dae love a good barnie!"

     

    Powers

    Conner has the ability to shape the ground around him. He can cause the ground to burst up to strike those on high or even cause a miniture earthquake around him. Conner can throw blobs of mud to blind his foes, cause the ground itself to surge up forming a cell around a foe. He's also attuned to the earth around him and can pass through natural stone and earth like a ghost. When faced with a super powered foe, Conner can take to the sky by riding on a flying boulder, and makes his skin as hard as rock.

     

     

    Even without his earth manipulating abilities, Conner is immensely strong, and resilient to most physical attacks.

     

    Appearance

    Conner is a big man. He stands head and shoulders taller than anyone else in the clan. Like the others in the clan he too has the trademark red hair and green eyes. When he was a teenager, before the onset of his powers, he lost one of his front teeth in a wicked rugby game. So now when Conner grins there's a big gap in his front teeth. Conner, as Creag wears the traditional Clan McLeod costume, a blue bodysuit with a white circle on the chest with the letter "C" in the middle of the circle. On his feet he wears a pair of rugged boots. When not acting as Creag, Conner prefers to go about in thick denium pants and equal strong shirts. Conner can be a little hard on his clothes.

  14. Re: Uberworld - Character and Art

     

    Now onto the current generation. First up Ion.

     

    ion.jpg

     

    Ion

    Ian McLeod

    Cost Characteristic Value Roll Notes

    5 STR 15 12- Lift: 200.0kg; HTH: 3d6; END: [1]

    39 DEX 23 14- OCV: 8 DCV: 8

    26 CON 23 14-

    4 BODY 12 11-

    3 INT 13 12- PER Roll: 12-

    0 EGO 10 11- ECV: 3; Mental Defense: 0

    5 PRE 15 12- PRE Attack: 3d6

    2 COM 14 12-

    2 PD 5 Total: 20 PD (15 rPD)

    5 ED 10 Total: 25 ED (15 rED)

    17 SPD 5 Phases: 3, 5, 8, 10, 12

    0 REC 8 Running: 6" / 12"

    2 END 50 Swimming: 2" / 4"

    3 STUN 35 Flight: 25" / 50"

     

    Ion | Summary

    Real Name: Ian McLeod Hair Color: Red

    Concept: Energy Blaster Eye Color: Green

    Affiliation: Clan McLeod Height & Weight: 5' 10" (1.78 m) / 168 lbs (76.20 kg)

    Played By: NPC Date of Birth: January 25, 1985

    Created By: Noah Thorp Place of Birth: Dundee, Scotland

    Cost Powers END

    50 Lightspeed Travel: Multipower, 50-point reserve

    1u 1) Atmospheric Lightspeed Travel: Teleportation 1", MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down: 1" = 1km (+1/4) (5 Active Points) 1

    5u 2) Slow Lightspeed Tavel: Flight 25" (50 Active Points) 5

    1u 3) Space Lightspeed Travel: Faster-Than-Light Travel (10 Active Points)

    20 Photonic Powers: Elemental Control, 40-point powers

    16 1) Body of Light: Desolidification (affected by Light or Darkness Attacks) (40 Active Points); Only Through Non-Opaque Objects (-1/4) 4

    20 2) Photonic Shield: Force Field (15 PD/15 ED/10 Flash Defense: Sight Group) (40 Active Points) 4

    12 3) Create Light: Sight Group Images Increased Size (16" radius; +1), +/-4 to PER Rolls (22 Active Points); Only to Create Light (-1) 4

    50 Photonic Powers: Multipower, 50-point reserve

    5u 1) Photonic Blast: Energy Blast 10d6 (50 Active Points) 5

    5u 2) Photonic Flare: Sight Group Flash 10d6 (50 Active Points) 5

    5u 3) Photonic Laser: Killing Attack - Ranged 3d6+1 (50 Active Points) 5

    10 Light 'em Up: Cosmetic Transform 2d6 (into and out of Superhero costume), Reduced Endurance (0 END; +1/2) (15 Active Points); Limited Target (Clothes) Limited (-1/2)

    Cost Skills

    10 +2 with DCV

    3 Acting 12-

    3 Breakfall 14-

    2 Clan McLeod Package

    Clan Wealth: Money: ($1M/Year)

    Hunted: Empire 8-

    Monitored by Angus McLeod, 11-

    Passport

    Reputation: Defenders of Scotland (and British Isles too), 14-, +3/3d6

    Social Limitation: Celebrity

    Team Base Donation (McLeod Manor)

    Team Communicator

    Teamwork 14-

    3 Combat Driving 14-

    3 Conversation 12-

    -1 Everyman Skills

    AK: Dundee, Scotland 11-

    Acting 8-

    Climbing 8-

    Concealment 8-

    Conversation 8-

    Deduction 8-

    PS: Racecar Driver 11-

    Paramedics 8-

    Persuasion 8-

    Shadowing 8-

    Stealth 8-

    TF: Small Motorized Ground Vehicles

    [Notes: Custom Mod is Everyman Skill]

    3 High Society 12-

    2 Gambling (Sports Betting) 12-

    3 KS: Formula One Racing 12-

    3 KS: History and World of Racing 12-

    3 Mechanics 12-

    200+ Disadvantages

    10 Dependent NPC: Girlfriend of the Month 8-

    20 Hunted: Celtic Fist 8-

    20 Hunted: T.I.T.A.N. 8-

    10 Monitored: Majestic 8-

    15 Physical Limitation: Weird Biochemistry Requires Specialist Medical Care

    20 Psychological Limitation: Code Versus Killing

    15 Psychological Limitation: Reckless

    10 Psychological Limitation: Showoff, Enjoys the Limelight

    10 Rivalry: Professional (Majestic)

    15 Social Limitation: Public Identity

    5 Unluck: 1d6

    0 Experience Points

    Ion | Points Summary

    Characteristics Cost: 113 Base Points: 200

    Powers Cost: 200 Disadvantages: 150

    Talents Cost: 0 Total Experience: 0

    Perks Cost: 0 Spent Experience: 0

    Martial Arts Cost: 0 Unspent Experience: 0

    Skills Cost: 37 Total Points: 350

    Background

    Ian McLeod came from a long line of heroes, but never considered he to be one. His mother didn’t have super powers, but his aunt, grandfather, and great grandfather did, as did a few of his cousins. Ian never really gave it much thought. Ian had other interests than fighting super-villains. His was Formula One racing.

     

     

    Ian was one of the few Scottish drivers to compete all across Europe. It had been years since Ian had even been in Scotland. Ian preferred places like France, and Italy, especially their racetracks. It was the racing that seemed to hum in his blood.

     

     

    The race in Nice had been a difficult one. Ian was currently holding third place, and was completely unaware of the gunman hidden on the grassy knoll. Partisan had his orders take out Ian McLeod. The Slovakian didn’t even question why Sterling wanted the man dead, Sterling paid well for these little jobs. It hadn’t been that long ago that Sterling had Partisan try to execute a lawyer here in France. For Partisan any place was a good place for an execution.

     

     

    The sights of his sniper rifle, one of many from his special van, zeroed in on the front wheel of the speeding racecar. A single shot, a blown wheel, and high speed should finish the job. Partisan let out a slight breathe as he pulled the trigger.

     

     

    True to the mark the driver side tire exploded sending the Formula One racer catapulting into the sky. Inside Ian tried his best to control the racecar, but it was a hopeless cause. At speeds of over two hundred miles per hour it was unlikely that he would survive the crash. Things seemed to go in slow motion as the car flipped ceaselessly. Ian felt himself coming free of the racecar, and float in the air over the track. He saw the Formula One racer end it’s flips in a fiery heap. Oddly enough, Ian wasn’t even hurt.

     

     

    Not far away, Partisan looked through his scope to watch the crash. A muttered curse escaped his lips when he saw what was happening. Something had happened to Ian. The man was floating above the track, but he wasn’t a man anymore. He was made up of some kind of energy. Not one to let things like a man becoming a creature of energy stop him, Partisan stood up pulling another gun free from it’s holster and going fully automatic at Ian.

     

     

    Ian felt funny floating over the track, as if everything had become a surreal dream. It was the bullets flying through his body that got his attention. They didn’t hurt, and Ian knew that they should. However, when he looked down at his body, it didn’t look the same. Turning to look towards where the gunfire came from, he saw a blond man wearing body armor with a large automatic weapon shooting at him.

     

     

    It dawned on Ian, that he was wrong. He too was just like his relatives, but it wasn’t until this attack that his powers came out. Willing himself towards Partisan, Ian flew like a beam of light. Partisan didn’t know what hit him, but he was soon stretched out on the grassy knoll, with Ian standing over him. With the assassin taken care of, Ian knew that he had to return to Scotland, and his family. Things would never be the same for Ian, for he too had become a super-hero.

     

    Personality

    Ian is very much an adrenaline junkie. He’s always driven as fast as he could, and now that he can fly, he’s going to go even faster. Ian has a flashy personality and can’t help but show off. This need for showing off also means that Ian can be quite reckless. Ian doesn’t think too far ahead when going into a fight. He relies on his great speed, and the fact that he can become immaterial to save him from most disasters.

     

    Quote

    “It’s time tae light ‘em up.”

     

    Powers

    Ian has the ability to turn himself into living light energy. He can fly at varying speeds, but the faster the better for Ian. Ian can move with the rotation of the Earth and move across the planet in the blink of an eye. With a thought, Ian can become immaterial, and can pass through any object that isn’t opaque. He can pass through windows, but not through walls. Naturally when Ian is immaterial, most attacks pass right through him.

     

     

    Ian is also able to project the light energy. He projects the light either from his eyes or from his hands. Ian can vary his light attacks to generate blinding light to a lethal laser beam. He won’t use his laser attack on a living person. Ian can also become a living beacon of light, and light up a large area.

     

    Appearance

    Ian is a handsome man with long red hair, a common hair color for McLeod’s, and mischievous green eyes. For a costume, Ian wears a deep blue bodysuit with a circle of white on the chest. In the center of the circle is a capital “I” in the same color as his bodysuit. Ian also wears two silver forearm guards as well. When Ian flies his legs blur together forming a comet like tail. Ian is able to switch back and forth from his costume to his regular clothes. When not in his Ion guise, Ian prefers to wear colorful clothing.

  15. Re: Uberworld - Character and Art

     

    And here is Angus as he is today. He's still the head of the clan, but has retired from fighting crime long ago. He's kind of like Bruce Wayne in Batman Beyond.

     

    angusmcleod.jpg

     

    Angus McLeod

     

    Cost Characteristic Value Roll Notes

    8 STR 18 13- Lift: 303.1kg; HTH: 3 1/2d6; END: [2]

    24 DEX 18 13- OCV: 6 DCV: 6

    16 CON 18 13-

    4 BODY 12 11-

    8 INT 18 13- PER Roll: 13-

    8 EGO 14 12- ECV: 5; Mental Defense: 0

    13 PRE 23 14- PRE Attack: 4 1/2d6

    2 COM 14 12-

    1 PD 5 Total: 5 PD (0 rPD)

    1 ED 5 Total: 5 ED (0 rED)

    22 SPD 5 Phases: 3, 5, 8, 10, 12

    0 REC 8 Running: 6" / 12"

    0 END 36 Swimming: 2" / 4"

    5 STUN 35

     

    Angus McLeod | Summary

    Real Name: Angus McLeod Hair Color: Grey

    Concept: Martial Artist Eye Color: Brown

    Affiliation: Clan McLeod Height & Weight: 6' 3" (1.91 m) / 181 lbs (82 kg)

    Played By: NPC Date of Birth: May 10th, 1916

    Created By: Noah Thorp Place of Birth: Aberdeen, Scotland

    Cost Powers END

    23 The Nose Knows: Detect Ubers 19- (Unusual Group), Increased Arc Of Perception (360 Degrees), Sense, Tracking

    37 Suffer not a Witch: Transfer 1d6 (Strength to Strength), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2) (37 Active Points)

    Cost Talents

    2 Cannot Follow Me: Trackless Stride

    3 Never Get Lost: Bump Of Direction

    3 Sleeps with One Eye Open: Lightsleep

    Cost Perquisites

    3 Laird of Clan McLeod: Fringe Benefit: Laird

    12 Well Known Uber: Reputation (A large group) 14-, +4/+4d6

    15 Wise Investments: Money: Filthy Rich

    3 Well-Connected

    2 1) Contact: Doctor Boom (Contact has access to major institutions, Contact has: useful Skills or resources, Contact limited by identity, Good relationship with Contact) (3 Active Points) 8-

    4 2) Contact: Doctor Guy L'Estrie (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: very useful Skills or resources) (5 Active Points) 8-

    2 3) Contact: Fabrizio Musculla (Contact has: useful Skills or resources, Good relationship with Contact) (3 Active Points) 8-

    1 4) Contact: Flecha de Or (Contact has: useful Skills or resources, Contact limited by identity, Good relationship with Contact) (2 Active Points) 8-

    2 5) Contact: Max Uber (Contact has: useful Skills or resources, Good relationship with Contact) (3 Active Points) 8-

    5 6) Contact: Saul Numan (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: very useful Skills or resources, Good relationship with Contact) (6 Active Points) 8-

    17 7) Contact: Scottish Parliment (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 11-

    Cost Martial Arts

    Maneuver Phase OCV DCV Notes

    34 Dirty Infighting

     

     

    Block 1/2 +2 +2 Block, Abort

     

    Disarm 1/2 -1 +1 Disarm; 38 STR to Disarm

     

    Hoist 'n' Heave 1/2 -2 -2 Grab Two Limbs, 48 STR to Throw

     

    Punch 1/2 +0 +2 7 1/2d6 Strike

     

    Roundhouse 1/2 -2 +1 9 1/2d6 Strike

     

    Tackle 1/2 +0 -1 5 1/2d6 +v/t Strike; You Fall, Target Falls; FMove

     

    +2 HTH Damage Class(es)

     

    Weapon Element: Blades

    Cost Skills

    30 +3 Overall

    15 +3 with HTH Combat

    3 Acting 14-

    3 Analyze: Combat 13-

    2 Artistic Skill: Highland Dancing 11-

    3 Bribery 14-

    3 Bugging 13-

    3 Bureaucratics 14-

    3 Combat Driving 13-

    3 Combat Piloting 13-

    3 Climbing 13-

    3 Computer Programming 13-

    3 Conversation 14-

    3 Deduction 13-

    3 Electronics 13-

    -1 Everyman Skills

    Acting 8-

    Climbing 8-

    Concealment 8-

    Conversation 8-

    Deduction 8-

    PS: Scottish Laird 11-

    Paramedics 8-

    Persuasion 8-

    Shadowing 8-

    Stealth 8-

    TF: Small Motorized Ground Vehicles

    [Notes: Custom Mod is Everyman Skill]

    3 High Society 14-

    30 Linguist

    Language: Arabic (idiomatic)

    Language: English (Idiomatic, native accent)

    [Notes: Native Language]

    Language: French (idiomatic)

    Language: German (idiomatic)

    Language: Japanese (idiomatic)

    Language: Mandarin (idiomatic)

    Language: Nepalese (idiomatic)

    Language: Russian (idiomatic)

    Language: Spanish (idiomatic)

    2 Navigation (Land) 13-

    3 Lipreading 13-

    3 Lockpicking 13-

    3 Mechanics 13-

    3 Paramedics 13-

    2 PS: Witch Hunter 11-

    3 Riding 13-

    12 Scholar

    KS: Business 11-

    KS: History 11-

    KS: Known Uberhumans 13-

    KS: Literature 11-

    KS: Organized Crime 13-

    KS: Poisons and Antidotes 11-

    KS: Politics 11-

    3 Shadowing 13-

    3 Sleight Of Hand 13-

    3 Stealth 13-

    3 Streetwise 14-

    14 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 13-

    3 Systems Operation 13-

    3 Tactics 13-

    3 Tracking 13-

    3 Trading 14-

    10 Traveler

    AK: Aberdeen, Scotland 11-

    AK: Beijing, China 11-

    AK: Berlin, Germany 11-

    AK: Kathmandu, Nepal 11-

    AK: Madrid, Spain 11-

    AK: Moscow, Russia 11-

    AK: Riyadh, Saudi Arabia 11-

    AK: Tokyo, Japan 11-

    6 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Small Arms

    8 TF: Riding Animals, Combat Aircraft, Helicopters, Large Planes, Skiing (snow), Small Military Ships, Small Planes, Submarines

    200+ Disadvantages

    10 Dependent NPC: Zhang Qian -Nepalese Man Servant 11-

    20 Hunted: Rogues Gallery of Super-Villains 8-

    10 Monitored: Knightwatch 8-

    10 Monitored: Majestic 8-

    10 Physical Limitation: Angina

    15 Physical Limitation: Weird Biochemistry, Requires Special Medical Attention

    5 Psychological Limitation: Feeling His Age

    15 Psychological Limitation: Fervant Patriot

    10 Psychological Limitation: Dedicated to Clan McLeod

    20 Psychological Limitation: Will Not Kill

    1 Quirk: Has a drink of Scotch after dinner

    1 Quirk: Hates to be fussed over (even though Zhang Qian does it constantly)

    1 Quirk: Keeps an intense physical regime for being over ninety years old

    1 Quirk: Loves a Good Curry

    1 Quirk: Retired Super-Hero

    5 Reputation: Distrustful of Non-Scots, 8-

    15 Social Limitation: Public Identity

    135 Experience Points

    Angus McLeod | Points Summary

    Characteristics Cost: 112 Base Points: 200

    Powers Cost: 60 Disadvantages: 150

    Talents Cost: 8 Total Experience: 135

    Perks Cost: 66 Spent Experience: 135

    Martial Arts Cost: 34 Unspent Experience: 0

    Skills Cost: 205 Total Points: 485

    Background

    Angus McLeod started his career fighting crime at the age of twenty, hunting down witches in the Highlands of Scotland. He was a witch hunter. Angus didn’t know that he was an Uber until the World War II, when an German Uber known as Iron Cross was parachuted into Scotland on a mission to kidnap Winston Churchill. Angus was barely able to defeat the German powerhouse, but that encounter shaped Angus’s life.

     

     

    Angus became aware that other people in the world had powers similar to him. Throughout the war Angus used his powers to protect Scotland, and the costumed super-hero called Witch Hunter. While Angus was well known across Scotland he wasn’t as well known in rest of the United Kingdom. The Liberty Legion tried to recruit Angus into their ranks, but Angus refused and remained in Scotland.

     

     

    After the war, both Majestic and Knightwatch tried to recruit him as well, but again Angus refused. For a few years Angus traveled across the globe fighting crime where ever he encountered it. Eventually, however, Angus settled down in Aberdeen, and started raising a family. However, it turned out that his children were destined to be Ubers as well. Angus’s son Hamish went on to be a famous super-hero known as Tartan. Tartan was a lot like his father in his distrust for the English.

     

     

    However, it was Rose McLeod who was the granddaughter of Angus, who was to be a tragedy for Angus and Hamish. She was the super-heroine known as Thistle. Her death at the hands of drug runners caused a lot of pain for the pair. Hamish with the help of a Buddhist monk named Zhang Qian gained revenge against the drug runners, at the cause of giving Hamish a heart attack.

     

     

    Angus has trained most of the generations of the Clan McLeod Ubers, and even though he’s in his nineties, he keeps up with it. James “Jimmy” McLeod, who’s the only child of Rose has shown powers similar to Angus’s and Angus has been training him hard to be a great crime fighter. Jimmy has taken on Angus’s old code name, and is now known as Witch Hunter II.

     

    Personality

    Angus considers himself a patriot, but not a patriot in the usual sense. He has strong feelings about how Scotland needs to be independent of England, even after the war and all the years in between he maintains this stance. Angus has been joined in this cause by many of his countrymen, but Scotland is still part of the United Kingdom. Angus is known for his stubborn streak, and barely deals with the English.

     

     

    Once Angus was a loner, traveling across the Highlands, chasing after outlaws and other supernatural threats. Of course some thought of him as an outlaw, but Angus has never let that stop him. Over the years Angus has become less of a loner, especially now that he’s the head of the clan McLeod. Instead Angus is a ardent supporter of the clan and its members. While not as spry as the younger members, Angus McLeod has been known to hold out against a few lower powered super-villains. For Angus, it’s his knowledge and skills that account for more than his power.

     

     

    Angus has gotten old, and has developed a case of angina, which plagues him at times. Zhang Qian is constantly on him to take his medicine. Angus retired from active crime fighting decades ago, but keeps his hand in the business, going so far as to help train his replacement, his grandson to become Witch Hunter II. Otherwise, Angus is feeling as old as a man in his sixties. Too bad Angus is in his nineties.

     

    Quote

    "Me thinks I smell a witch."

     

    Powers

    Angus is a self-trained hand-to-hand combatant. He has a lot of experience fighting. His great speed allows Angus to strike and then retreat while his foes are still reeling. Of course being in his nineties, Angus is a little slower, plus he has abandoned using a dirk for a weapon. Angus is proficient in a number of weapons, but prefers to just to use his bare hands.

     

     

    While Angus is an Uber, he doesn’t see himself as such. He thinks his powers come from a mystical origin. Angus has two distinct powers. The first is that he’s able to sense at a distance anyone who has Uber powers. Closer up, Angus can see the Uber powers as an aura around the Uber. With age this power has grown. Few can escape detection from Angus.

     

     

    His second power is defensive in nature. Any Uber touching him will find a portion of their power transferred to Angus. The transfer always goes to his strength, at times making Angus super-humanly strong.

     

    Appearance

    Angus once was a very muscular man, and was one for most of his life. His life in the Highlands required him to be physically fit, and when he left Scotland and fought crime across the globe, he maintained his physicality. Now into his nineties, and developing angina, Angus has lost a little of his earlier physique. His once bright red hair has turned grey with age, but it’s still untamable.

     

     

    Angus still prefers to wear traditional Highlander clothing, a kilt, long sleeved shirt, and well-worn boots. When fighting crime Angus wore a bullet proof cloak he got from the German super-villain Iron Cross. He has since given the cloak to Witch Hunter II.

  16. Re: Uberworld - Character and Art

     

    Here is Witch Hunter the founder of the clan, Angus McLeod.

     

    witchhunter.jpg

     

     

    Witch Hunter

    Angus McLeod

    Cost Characteristic Value Roll Notes

    10 STR 20 13- Lift: 400.0kg; HTH: 4d6; END: [2]

    24 DEX 18 13- OCV: 6 DCV: 6

    20 CON 20 13-

    4 BODY 12 11-

    3 INT 13 12- PER Roll: 12-

    0 EGO 10 11- ECV: 3; Mental Defense: 0

    8 PRE 18 13- PRE Attack: 3 1/2d6

    2 COM 14 12-

    1 PD 5 Total: 13 PD (8 rPD)

    1 ED 5 Total: 13 ED (8 rED)

    22 SPD 5 Phases: 3, 5, 8, 10, 12

    0 REC 8 Running: 9" / 18"

    0 END 40 Swimming: 2" / 4"

    3 STUN 35

     

    Witch Hunter | Summary

    Real Name: Angus McLeod Hair Color: Red

    Concept: Martial Artist Eye Color: Brown

    Affiliation: Solo Height & Weight: 6' 3" (1.91 m) / 181 lbs (82.10 kg)

    Played By: NPC Date of Birth: May 10th, 1916

    Created By: Noah Thorp Place of Birth: Aberdeen, Scotland

    Cost Powers END

    11 Dirk: Multipower, 22-point reserve, (22 Active Points); all slots OAF (-1)

    1u 1) Blade: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1)

    1u 2) Pommel: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)

    1u 3) Thrown: Killing Attack - Ranged 1d6 (15 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1)

    10 Cloak: Armor (8 PD/8 ED) (24 Active Points); OAF (-1), Activation Roll 14- (-1/2)

    6 Physically Fit: Running +3" (9" total) 1

    20 The Nose Knows: Detect Ubers 15- (Unusual Group), Increased Arc Of Perception (360 Degrees), Sense, Tracking

    75 Suffer not a Witch: Transfer 2d6 (Strength to Strength), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2) (75 Active Points)

    Cost Talents

    2 Cannot Follow Me: Trackless Stride

    3 Never Gets Lost: Bump Of Direction

    3 Sleep with One Eye Open: Lightsleep

    Cost Martial Arts

    Maneuver Phase OCV DCV Notes

    34 Dirty Infighting

     

     

    Block 1/2 +2 +2 Block, Abort

     

    Disarm 1/2 -1 +1 Disarm; 40 STR to Disarm

     

    Hoist 'n' Heave 1/2 -2 -2 Grab Two Limbs, 50 STR to Throw

     

    Punch 1/2 +0 +2 8d6 Strike

     

    Roundhouse 1/2 -2 +1 10d6 Strike

     

    Tackle 1/2 +0 -1 6d6 +v/t Strike; You Fall, Target Falls; FMove

     

    +2 HTH Damage Class(es)

     

    Weapon Element: Blades

    Cost Skills

    3 Analyze: Combat 12-

    2 Artistic Skill: Dancing 11-

    3 Climbing 13-

    3 Deduction 12-

    0 Everyman Skills

    AK: Aberdeen, Scotland 11-

    Acting 8-

    Climbing 8-

    Concealment 8-

    Conversation 8-

    Deduction 8-

    Language: English (Idiomatic, native accent)

    [Notes: Native Language]

    PS: Witch Hunter 11-

    Paramedics 8-

    Persuasion 8-

    Shadowing 8-

    Stealth 8-

    TF: Small Motorized Ground Vehicles

    [Notes: Custom Mod is Everyman Skill]

    2 Navigation (Land) 12-

    3 Paramedics 12-

    3 Riding 13-

    3 Shadowing 12-

    3 Sleight Of Hand 13-

    3 Stealth 13-

    2 Survival (Mountain) 12-

    3 Tracking 12-

    2 WF: Common Melee Weapons

    175+ Disadvantages

    10 Hunted: Iron Cross 8-

    20 Hunted: Ubermensch 8-

    10 Monitored: Majestic 8-

    15 Physical Limitation: Weird Biochemistry, Requires Special Medical Attention

    15 Psychological Limitation: Fervant Patriot

    10 Psychological Limitation: Loner

    20 Psychological Limitation: Will Not Kill

    10 Reputation: Distrustful of Non-Scots, 11-

    15 Social Limitation: Public Identity

    0 Experience Points

    Witch Hunter | Points Summary

    Characteristics Cost: 98 Base Points: 175

    Powers Cost: 125 Disadvantages: 125

    Talents Cost: 8 Total Experience: 0

    Perks Cost: 0 Spent Experience: 0

    Martial Arts Cost: 34 Unspent Experience: 0

    Skills Cost: 35 Total Points: 300

    Background

    Angus McLeod always knew he was special. He didn’t know how special until he was in his twenties. Angus made his living as a witch hunter in the Highlands of Scotland. He had several run-ins with many so-called witches, and few super-natural beings. He had even faced down a pack of sidhe out for a ride. Angus also acted as a traveling lawman, in a fairly lawless countryside. He was a greatly respected man, who was said to have a nose for finding trouble, and some times trouble came looking for him.

     

     

    Angus was never one for the big cities, and his dislike for the English tax collectors was famous throughout the Highlands. Some even compared him to the famous outlaw Rob Roy. Angus preferred a simple life traveling across the Highlands minding his own business, and dealing with outlaws, and witches to which Scotland seemed to have quite a few.

     

     

    One night while staying at a small coastal village, Angus was sitting outside a tavern smoking his pipe when his nose starting twitching. Angus knew that a witch must be nearby. However, try as he might, Angus couldn’t figure out where the witch was. If he had only looked up he might have seen the German glider silently flying over the village.

     

     

    It wasn’t until the next morning that the sensation came back to Angus. Not far from the village a group of German commandoes led by the Ubermensch Iron Cross had came to ground. The Germans mission was to sneak into the United Kingdom, and then make their way south and kidnap Winston Churchill, who was scheduled to be in the area.

     

     

    Led by the unknown sensation Angus discovered the German glider hidden in a barn not far from the village. As for the farmer and his family, Angus found them under a pile of hay. None of them had been spared. Rage over their deaths made Angus vow to avenge them. Again it was the unknown sensation that led Angus on.

     

     

    Miles after miles to the south, Angus found the commandoes. With dirk in hand Angus moved about their camp dispatching the sentries. Finally he was able to sneak close enough to see into the camp. Standing before a small fire stood a imposing figure. He was tall and obviously muscular under his Uberstormfurher uniform. A flowing black cloak hung from his shoulders. However, it wasn’t the uniform or the cloak that captured his attention. It was the aura that glowed like a beacon around the German. Angus just knew that this man was different than the others.

     

     

    The German turned to look out towards where Angus hid, and Angus knew he had been spotted. Iron Cross, shouted out a warning to his commandoes, and they opened fire on Angus. Everything seemed to go in slow motion for Angus, as he calmly leapt into the fray. Bullets flew all around him, but miraculously not of them hit. Flipping and dodging, Angus knocked several out with the hilt of his dirk. Soon the gunfire ceased. All through this Iron Cross had just stood and watched.

     

     

    It was a fist to the jaw that all but knocked Angus unconscious. Iron Cross had made his move. With an almost primitive growl he attacked Angus, and for all his speed it looked like it was going to be a short fight with Angus being the looser. Angus gave a few quick kicks to the German, who didn’t seem to feel them, and before he knew what was happening, the German had his arms wrapped around Angus and was crushing the air out of him. Try as he might, Angus couldn’t get the man to loosen his grip. Stars dance around in his vision as Angus knew he was going to black out.

     

     

    That was also when something odd happened. The aura around the big German started to fade, and his grip weakened. To Anguses amazement great strength surged through his limbs, and like a maddened bull broke free. Almost casually Angus threw the German away from him. The only thing that stopped Iron Cross was a large boulder, which he crashed into. Iron Cross crumpled to the ground unconscious.

     

     

    A day later, a troop of infantrymen came upon the hidden camp capturing the Germans. As for Angus he was long gone. However, when he left, he took Iron Crosses cape. High up on a hillside, the cloaked figure of Angus McLeod watched the Germans being taken prisoner, before turning. The Witch Hunter had a lot of work to do.

     

    Personality

    Angus considers himself a patriot, but not a patriot in the usual sense. He has strong feelings about how Scotland needs to be independent of England, but realistically knows that with the war going on that the bonds keeping Scotland and England need to remain. However, he refuses to join the war effort. Angus is known for his stubborn streak, and barely deals with the English.

     

     

    Angus has always been a loner, traveling across the Highlands, chasing after outlaws and other supernatural threats. Of course some think of him as an outlaw, but Angus has never let that stop him.

     

    Quote

    "Me thinks I smell a witch."

     

    Powers

    Angus is a self-trained hand-to-hand combatant. He has a lot of experience fighting. His great speed allows Angus to strike and then retreat while his foes are reeling. Angus likes to keep a dirk handy for such occasions, but refuses to carry a firearm because of the noise such a weapon could make.

     

     

    While Angus is an Uber, he doesn’t see himself as such. He thinks his powers come from a mystical origin, possibly from his occasion with the Highlands. As Witch Hunter, Angus has two distinct talents. The first is that he is able to sense at a distance anyone who has Uber powers. Closer up, Angus can see the Uber powers as an aura around the Uber. His second power is defensive in nature. Any Uber touching him will find a portion of their power transferred to Angus. The transfer always goes to his strength, at times making Angus super-humanly strong.

     

    Appearance

    Angus is a muscular man with very hairy legs and arms. He has bright red hair that seems to be untamable. A lock of hair is always falling across his forehead. Angus prefers to wear traditional Highlander clothing, a kilt, a long sleeved shirt, and well-worn boots. Over all of this Angus has a long black cloak, which he liberated from Iron Cross.

  17. Re: Uberworld - Character and Art

     

    Tribe has created an interesting family of super-heroes in the Uberworld Universe called the NewMen, which was his homage to the FF. Which later got me thinking about a generational style super-hero group. So I came up with Clan McLeod. The clan started with one super-hero during WWII, and through the generations became a clan of super-heroes. I still haven't finished up with two of them, but I did finish a big chunk. So this is Clan McLeod.

     

    clanmcleod.JPG

     

    Clan McLeod

     

    Major Adversaries:

     

    Celtic Fist

     

    Claymore

     

    Empire

     

    TITAN

     

     

     

    Base of Operations:

     

    Scotland

     

     

     

    Vehicles:

     

    None

     

    Membership

    Angus McLeod (Team Leader)

    Creag

    Gale

    Hadrian

    Ion

    Witch Hunter II

     

     

     

     

    Background

    Clan McLeod found its origins in the chaos known as World War II. Angus McLeod, who was known in Scotland as Witch Hunter, was the clans first Uberhuman. When the Ubermensch landed a small raiding party in Scotland to make a surprise attack on Winston Churchill, it was Witch Hunter who ferreted out their uber powers. All alone, Witch Hunter faced several Ubermensch, and even defeating the German powerhouse Iron Cross single-handedly.

     

     

    When the call for the Liberty Legion went out, Witch Hunter refused to join. Angus was too much of an independent to become a part of the group. Instead he remained in Scotland, and safeguarded the country from outside threats.

     

     

    After the war ended, Churchill again tried to recruit Angus into Majestic, but as before Witch Hunter refused. Angus was showing a marked dislike of the English, and retreated into the Scottish Highlands, where he retired at McLeod Manor. This would’ve been the last the world heard of the Witch Hunter, except for the fact that while he was retired from adventuring, his children became a different story.

     

     

    In the 60’s the second generation of McLeod super-heroes took the floor in Scotland. This time it was Hamish McLeod, the only son of Angus. Hamish went by the nom de guerre of Tartan. Unlike his father, Hamish was a walking powerhouse. Tartan was super-humanly strong practically invulnerable. Hamish fought against threats to Scotland from the Soviets, who tried to use Scotland as a staging ground for attacks against England. Like his father before him, Tartan showed a marked dislike of the English, and later in his life became involved in the national movement in Scotland. He was known to clash with Majestic, and Knightwatch as well.

     

     

    When Tartan retired in the ‘70s his daughter Rose came to the fore. She aided her father in his adventures, using the name Thistle. Her abilities to control plants were considered to be quite unique. This was also a time when drugs became more prevalent in Scotland. South American cartels were using Scotland against as a trans-shipment place for drugs going to Europe. Drug runners in Inverness gunned down Rose.

     

     

    Tartan briefly returned to adventuring tracking down the men who killed Rose. It was in the wilds of Nepal that Tartan tracked down the man known as the General Cho. Aided by the mysterious Buddhist monk, Zhang Qian the pair put General Cho out of business. However, the strain of the battle was too much for Tartan, and the old man suffered a heart attack. It was Zhang who brought Hamish back to McLeod Manor. Zhang has stayed with the family ever since.

     

     

    The next generation of Clan McLeod is Ian McLeod, who’s the son of Jessica a sister of Rose. Ian goes by the name of Ion. With him is his cousin Conner, who’s the son of Robert, another brother of Rose. Conner goes by the name of Creag. His sister Gail has powers over winds, and uses the name Gale. Another member is Jim “Jimmy” McLeod, who is Rose’s only child. Jimmy has inherited his great grandfathers’ uber-abilities. He goes also by the name of Witch Hunter. Finally there is Adrian McLeod, the only son of Hamish, who uses the name Hadrian. These super-heroes call themselves Clan McLeod. All of the younger generations of the McLeods look to their great grandfather Angus, who's in his nineties for direction.

     

    Area of Operations

    Clan McLeod typically operate in Scotland. They have been sanctioned by the Scottish Parliament, but have no standing in the south. However, this has never hindered the clan when fighting crime takes them south of Hadrian’s Wall. Of course such excursions with their southern neighbors has occasionally called for clashes between Majestic or Knightwatch and Clan McLeod. While Clan McLeod does feel that they’re part of the United Kingdom, they’re very much pro-Scotland.

     

    Goals

    Fighting crime is the favorite pastime of Clan McLeod. They see the entirety of Scotland as under their protection. Clan McLeod has a proud tradition of safeguarding Scotland, from their founder Angus all the way up to Jimmy. Not only does Clan McLeod fight crime, but also combats foreign super-villains thinking that taking over Scotland would be a cake walk.

     

    Reputation

    Clan McLeod is known through out the United Kingdom. They’re known for their independence from the south, even at times being disrespectful to the crown. However, when the United Kingdom has faced threats from abroad Clan McLeod has been there backing the super-heroes from Majestic and Knightwatch.

     

    Clan McLeod is hated by T.I.T.A.N. because every time Sterling has made a move in Scotland the clan has countered him. Also Empire has little love for Clan McLeod. Before Empire took on it’s villainous bent, Thistle was a part time member.

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