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The Arc

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  1. 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. 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.
  2. Re: Around the World With A New Character Each Week Great to see you getting further along in the world. Keep up the great work. I repped ya.
  3. Re: Name Help: Daemonic Hero I'm suprised that no one hasn't suggested Faust, or maybe Doctor Faustus? I know that Lovecraft loved:D to use the word "daemon" and "daemonic" in a lot of his works. This brings me to mind his story "The Horror at Red Hook". So I could suggest Thomas F. Malone (who was the protaganist), or Robert Suydam (who was the antaganist).
  4. Re: Uberworld - Character and Art Recently I read a manga called "Samauri Deeper" and one of the villains in it used dolls as weapons, while in fact he was a doll (well pretending to be one) on the arms of his own doll. Any ways I thought it was a great way of distracting a foe. So I came up with Marionette and her Marionettes. Marionette Marie Antoinette d'Angers Cost Characteristic Value Roll Notes -5 STR 5 10- Lift: 50.0kg; HTH: 1d6; END: [1] 24 DEX 18 13- OCV: 6 DCV: 6 16 CON 18 13- 4 BODY 12 11- 8 INT 18 13- PER Roll: 13- 20 EGO 20 13- ECV: 7; Mental Defense: 15 8 PRE 18 13- PRE Attack: 3 1/2d6 3 COM 16 12- 4 PD 5 Total: 5 PD (0 rPD) 1 ED 5 Total: 5 ED (0 rED) 12 SPD 4 Phases: 3, 6, 9, 12 0 REC 5 Running: 2" / 4" 2 END 40 Swimming: 2" / 4" 6 STUN 30 Marionette | Summary Real Name: Marie Antoinette d'Angers Hair Color: Blond Concept: Mentalist Eye Color: Blue Affiliation: Solo Height & Weight: 1' 8" (0.51 m) / 50 lbs (22.68 kg) Played By: NPC Date of Birth: August 11, 1983 Created By: Noah Thorp Place of Birth: Angers, France Cost Powers END Diminutive Size Package 5 1) Easily Hidden: +4 to Concealment ; Self Only (-1/2) 20 2) Hard to Hit: +4 with DCV 8 3) Hard to Perceive: +4 with Stealth -10 4) Diminutive: Physical Limitation: Diminutive (.5m; +6" KB) -8 5) Short Legs: -4" Running (2" Running) 41 Marionette Control Powers: Elemental Control, 82-point powers 120 1) Army of Marionettes: Summon 32 300-point Marionettes, Reduced Endurance (1/2 END; +1/4), Slavishly Devoted (+1) (191 Active Points); Extra Time (Delayed Phase, -1/4) 8 27 2) My Eyes and Ears: Clairsentience (Hearing And Sight Groups), x32 Range (225"), Reduced Endurance (0 END; +1/2) (82 Active Points); Only Through The Senses Of Marionettes (-1/2) 12 Flash Pellets: Sight Group Flash 5d6 (25 Active Points); 8 Charges (-1/2), IIF (-1/4), Range Based On Strength (-1/4) 7 Knife: Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR), Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1) 35 Many Marionettes, One Mind: Mind Link , Marionettes class of minds, One Specific Mind, Number of Minds (x32), Psychic Bond 3 Porcelain Mask I: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 7 Porcelain Mask II: Mental Defense (15 points total) (11 Active Points); OIF (-1/2) 41 Psychic Powers: Multipower, 50-point reserve, all slots Indirect ( Same origin, always fired away from attacker; +1/4) (62 Active Points); all slots Only Through Marionettes (-1/2) 3u 1) Mental Control: Mind Control 9d6 ( Human class of minds) (45 Active Points); Only Through Marionettes (-1/2) 4 3u 2) Psychic Assault: Energy Blast 5d6, Based On EGO Combat Value (Mental Defense applies; +1) (50 Active Points); Only Through Marionettes (-1/2) 5 3u 3) Psychic Blast: Ego Attack 5d6 ( Human class of minds) (50 Active Points); Only Through Marionettes (-1/2) 5 2u 4) Psychic Paralysis: Entangle 2d6, 2 DEF, Takes No Damage From Attacks Limited Group (Physical Attacks; +1/4), Works Against EGO, Not STR (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (50 Active Points); Mental Defense Adds to EGO (-1/2), Cannot Form Barriers (-1/4) 5 3u 5) Telepathy: Telepathy 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Only Through Marionettes (-1/2) 2 Cost Talents 4 Flexible: Double Jointed Cost Perquisites 2 Crimelord: Accepted Underworld Crime Boss 10 Ill Gotten Gains: Money: Wealthy 40 Marionette: Marionette (200 Base + 100 Disad) Cost Skills 3 Acting 13- 3 Artistic Skill: Marionette Making 13- 3 Bribery 13- 3 Bureaucratics 13- 3 Climbing 13- 3 Concealment 13- 3 Contortionist 13- 3 Deduction 13- 3 Disguise 13- 0 Everyman Skills AK: Angers, France 11- Acting 8- Climbing 8- Concealment 8- Conversation 8- Deduction 8- Language: French (Idiomatic, native accent) [Notes: Native Language] PS: Marionette Maker 11- Paramedics 8- Persuasion 8- Shadowing 8- Stealth 8- 3 KS: Underworld Tactics 13- 3 Language: English (completely fluent) 3 Lockpicking 13- 3 Mimicry 13- 3 Security Systems 13- 3 Shadowing 13- 3 Sleight Of Hand 13- 3 Stealth 13- 3 Streetwise 13- 3 Teamwork 13- 13 Ventriloquism 18- 1 WF: Blades 300+ Disadvantages 10 Distinctive Features: Doll Sized 20 Hunted: Local Law Enforcement 8- 15 Hunted: The Brotherhood 8- 15 Hunted: Trinity 8- 15 Physical Limitation: Weird Biochemistry, Requires Specialist Medical Attention 10 Psychological Limitation: Cold And Calculating 10 Psychological Limitation: Detached from Humanity 20 Psychological Limitation: Manipulative 1 Quirk: Collects Dolls 1 Quirk: Color Coordinates with Marionettes 1 Quirk: Dresses Only in Frilly Dresses 1 Quirk: Drinks One Glass of Wine a Day 1 Quirk: Refuses to Shake Hands, or Kiss Cheeks 15 Social Limitation: Pretends to Be a Marionette 15 Social Limitation: Secret Identity 102 Experience Points Marionette | Points Summary Characteristics Cost: 103 Base Points: 300 Powers Cost: 322 Disadvantages: 150 Talents Cost: 4 Total Experience: 102 Perks Cost: 52 Spent Experience: 102 Martial Arts Cost: 0 Unspent Experience: 0 Skills Cost: 71 Total Points: 552 Background Marie Antoinette was raised in a Catholic orphanage in France. The nuns cared for the little girl the best they could, but they never understood her at all. When Marie was four she disappeared for almost a day. The nuns were later to find her in one of the lost attics where were stored dress mannequins, scraps of clothing, and other odds and ends. The nuns were really surprised that in that time Marie was able to build a doll from the stuff in the room. They were truly shocked because the doll was the exactly likeness of Marie. At first the nuns were quite upset with the girl, but she seemed to engrossed with the doll, that nothing they could do short of taking the thing away from Marie would do, and the nuns were not that cruel. Marie went everywhere with that doll. The nuns grew a little concerned because Marie stopped playing with the other children, instead only played with the doll, and even talked to it. However, the nuns were burdened with more children than knew what to do with so her oddness was over looked. Over the years Marie was inseparable from the doll. As she grew older, she was constantly sewing new clothes for the doll. Marie liked the dress the doll up to look exactly like Marie. The nuns thought it was charming, but the other children thought it creepy and kept away from Marie. No one every adopted Marie, and she didn't seemed to notice any ways. The doll was all her life it seemed. With her skills in designing the dolls clothes the nuns helped train Marie how to build other dolls, and Marie quickly gained a reputation for building dolls, puppets, and marionettes. When she left the orphanage when she was eighteen, Marie was able to open up her own store on a quiet street in Paris. This might have been the end of any interest in Marie, except for the fact that the Marie Antoinette that everyone thought they knew was a fact a marionette. The real Marie Antoinette was actually the doll, and had stopped growing when she was four. The one who everyone thought was Marie was actually a marionette that Marie animated with her psychic powers. Free of the nuns interference Marie built several more marionettes and set about to become a major crime figure in France, and later across Europe. The shadowy figure of Marionette has since became a major crime lord and is to be feared. However, in a small shop in an out of the way street in Paris the real marionette controls her dolls with a cold calculating mind. Personality For years Marie has watched people. Little did they know that she was watching them. No secret was safe from her powers. Marie has used her abilities in a way for herself to always come out on the top of any situation. Nothing much has changed since Marie has become a crime lord. She uses her marionettes to scout out the crime she is going to commit, and get as much information before acting. The police have yet to figure out that it's the doll who's really the villain. Marie doesn't really see herself as human, generally something much much more. People are to be used and then discarded when their usefulness has come to an end. Marie doesn't socialize with others without them thinking that her marionette is the real Marie Antoinette, and that the doll she always carries around with her is nothing but a doll. To Marie this is one of lifes greatest jokes. One of the few pleasures that Marie gets out of life is manipulating people. Her plans always include some form of manipulation or another. Marie has little regard for any harm her manipulations might cause, because she doesn't think of humanity like a fellow human would. People are like marionettes on strings to her. Quote "You zall dance upon my zring." Powers Marie is an Uber who requires a focus to access her powers. This focus is her marionettes. Marie is able to see through the eyes and listen through the ears of her marionettes. She is connected to each one, and is able to use her mental powers through them as well. Foes often mistake the marionettes as the actual villain, and that Marie is merely a focus. Through her marionettes, Marie is able to read a foes mind, deliver disabling bursts of psychic energy, or even paralyze their bodies with a mere thought. Marie is even able to take direct control of a foes mind making them into one of her marionettes. Without the uses of one of her marionettes, Marie has to fall back upon a knife that she has hidden up her sleeve, or the flash pellets she keeps in her other sleeve. The marionettes, themselves, are mere automatons directed by Marie. The appear to be human women, but in truth they're made of wood. The marionettes are stronger than a normal person, but not really into a superhuman range. Being automatons the marionettes are resistant to more physical harm, nor are they affected much by their environment. Marionettes pretend to breathe, but in fact they don't need to. They are also tireless, able to keep moving and fighting without rest. Normally the marionettes fight with their fists, while Marie takes out foes with her mental powers. One of the marionettes is always with Marie pretending to be human, while the rest act as her agents. Appearance The marionettes look like average women. It would be quite difficult to tell that they aren't human. Marie dresses them up in a variety of clothing to help them blend in with humanity. Each marionette is of average height and weight for most women. However, their colors will always match with whatever Marie is wearing. One of the marionettes are always carrying Marie. Marie herself, dresses like a porcelain doll including a mask the covers her entire face. The mask makes her look exactly like a dolls. It also provides her protection from mental attacks, and against flashes. Marie dresses is a frilly blue silk dress along with ribbons in her curly blond hair. Most people mistake Marie for a doll of some sort, and this is the way that Marie wants it to be.
  5. Re: Uberworld - Character and Art Next is Legionnaire, the one man army. Legionairre Claude du Monde Cost Characteristic Value Roll Notes 10 STR 20 13- Lift: 400.0kg; HTH: 4d6; END: [2] 30 DEX 20 13- OCV: 7 DCV: 7 20 CON 20 13- 4 BODY 12 11- 3 INT 13 12- PER Roll: 12- 4 EGO 12 11- ECV: 4; Mental Defense: 10 5 PRE 15 12- PRE Attack: 3d6 1 COM 12 11- 3 PD 7 Total: 15 PD (8 rPD) 3 ED 7 Total: 15 ED (8 rED) 30 SPD 5 Phases: 3, 5, 8, 10, 12 0 REC 8 Running: 10" / 20" 0 END 40 Swimming: 2" / 4" 3 STUN 35 Legionairre | Summary Real Name: Claude du Monde Hair Color: Brown Concept: Metamorph Eye Color: Brown Affiliation: Solo Height & Weight: 5' 6" (1.68 m) / 150 lbs (68.04 kg) Played By: NPC Date of Birth: July 6, 1983 Created By: Noah Thorp Place of Birth: Limoges, France Cost Powers END 79 Legion: Duplication (creates 16 270-point Duplicates), Easy Recombination (Half Phase Action at 1/2 DCV), Ranged Recombination (+1/2) (118 Active Points); All Duplicates Affected By A Single Mental Attack (-1/2) 8 Legion Mentality: Mental Defense (10 points total) 15 One Legion, One Mind: Mind Link , Specific Group of Minds, Number of Minds (x16), Psychic Bond (35 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4) 14 Rapid Healing: Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 14 Body Armor: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Real Armor (-1/4) 6 Pistol: Killing Attack - Ranged 1d6 (15 Active Points); OAF (-1), 8 Charges (-1/2) 8 Quick: Running +4" (10" total) 1 3 Shades: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) Cost Martial Arts Maneuver Phase OCV DCV Notes 28 Generic Martial Arts Block 1/2 +2 +2 Block, Abort Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort Kick 1/2 -2 +1 10d6 Strike Punch 1/2 +0 +2 8d6 Strike Throw 1/2 +0 +1 6d6 +v/5, Target Falls +2 HTH Damage Class(es) Cost Skills 3 Acrobatics 13- 3 Acting 12- 3 Breakfall 13- 3 Bribery 12- 3 Climbing 13- 3 Combat Driving 13- 3 Concealment 12- 3 Contortionist 13- 3 Deduction 12- 3 Disguise 12- 0 Everyman Skills AK: Limoges, France 11- Acting 8- Climbing 8- Concealment 8- Conversation 8- Deduction 8- Language: French (Idiomatic, native accent) [Notes: Native Language] PS: Thief 11- Paramedics 8- Persuasion 8- Shadowing 8- Stealth 8- TF: Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill] 2 Gambling (Card Games) 12- 3 Language: English (completely fluent) 3 Lockpicking 13- 3 Security Systems 12- 3 Shadowing 12- 3 Sleight Of Hand 13- 3 Stealth 13- 3 Streetwise 12- 7 Teamwork 15- 200+ Disadvantages 20 Hunted: DST (Direction de la Surveillance du Territoire) 8- 15 Hunted: Trinity 8- 20 Normal Characteristic Maxima 15 Physical Limitation: Weird Biochemistry Requires Specialist Medical Care 15 Psychological Limitation: Acts Stereotypically French 15 Psychological Limitation: Reluctant to Kill 10 Psychological Limitation: Sneaky and Cautious 10 Psychological Limitation: Sucker For A Pretty Face 15 Social Limitation: Secret Identity 5 Social Limitation: Smoker 10 Susceptibility: When A Duplicate Is Killed , 2d6 damage Instant 0 Experience Points Legionairre | Points Summary Characteristics Cost: 116 Base Points: 200 Powers Cost: 147 Disadvantages: 150 Talents Cost: 0 Total Experience: 0 Perks Cost: 0 Spent Experience: 0 Martial Arts Cost: 28 Unspent Experience: 0 Skills Cost: 59 Total Points: 350 Background Claude grew up in an orphanage. He was never adopted by anyone because he was so disagreeable. Claude was notorious around the orphanage for all the pranks he played on the nuns. However, Claude was never punished by the nuns, because he could always claim to be somewhere else, and have witnesses to back up his claims. No matter how hard the nuns tried to trap him he always eluded them. Little did the nuns know that Claude was an Uber. Claude had discovered his ability to replicate himself at an early age. These duplicates were the only real friends that Claude had. All the other children quickly learned not to trust Claude. Claude ran away from the orphanage when he was fifteen, and never looked back. He supported himself by picking pockets, and later moved up burglary and armed robbery. Claude was arrested several times, but was never convicted because he always had a rock solid alibi. The police tried to keep an eye on Claude, but he proved a slippery character. As Claude grew more confident in his powers, his schemes grew with him. There seemed to be no crime that Claude wasn't willing to profit from. Claude eventually became a costumed criminal known as Legionnaire. During his career as Legionnaire, Claude has made many enemies, namely Trinity. The trio has almost captured him on several occasions, but the wily Frenchman has always escaped. Another constant foe of Legionnaire has been Armstrong, especially after Legionnaire made an unsuccessful raid on L'Estries Industries. It was one of the few times that Claude wasn't successful. Recently Claude has grown bored with commiting crimes just in France. He has decided to broaden his horizons. His only worries is that other countries in Europe aren't France, not that any other country could compare to the Republic of France and wouldn't understand his greatness and wouldn't be much of a challenge. Not everybody can be French. However, Claude will show the world the greatness of France, and it's priemier super-villain: Legionnaire. Personality Claude is very much the Frenchman. He drinks wine with every meal, smokes like a chimney, and reeks of disdain for anything that isn't Gallic. Claude is rude to almost anyone, except woman of course. Often times, Claude pretends that he doesn't speak English, speaking only in French. Only other Frenchmen, usually can tolerate Claude. Claude has made a life of stealing from others. Such a life necessitates being sneaky, and no one is sneakier than Claude. At time Claude doesn't even trust himself. Claude always likes to have an exit strategy, especially one that includes him getting away with all the loot, and possibly the girl as well. Claude has always had a thing for the ladies. And whether the ladies like Claude or not is up for debate. It has never stopped Claude from trying. Women are the few people that Claude isn't openly rude to, except when he's making a rude sexual overture to. Everyone has a weakness, and for Claude it's pretty women. Maybe one day they'll even be the death of him. Quote "Ce qui? Vous appelez ce rôti français! Ces eaux grasses sont à peine buvables!" Powers Claude is a duplicator, and as such can create with a mere thought, sixteen identical duplicates of himself. The duplicates are merely reflections of the original, and Claude can cause them to appear or disappear at a distance. Claude isn't sure how far away his can create a duplicate, not that he has strained himself to find out. Each duplicate of Claude shares the same mind, and the original Claude is able to control them through a special link that he has with each. This partitioning of his mind also makes it harder for mentalist to affect him. However, a lucky mentalist who can affect just one of them, affects them all. Claude and his duplicates all wear body armor under their jackets, and for unknown reasons seem to heal from wounds quickly. Each carries a pistol in a shoulder holster hidden under their jackets. However, Claude is a thief, not a murder, and mainly uses the pistol as a form of intimidation. From his days of living on the streets, Claude has picked up a few tricks when it comes to fighting. While not a street brawler, Claude and his duplicates can hold their own in a fight. Claude and his duplicates usually fight with teamwork that would be the envy of any commando team. Appearance Claude is a Frenchman of average height and looks. He always has a scruffy beard growing on his face. A cigarette also hangs from his lips. A look of disdain completes the look. To hide his identity Claude wears a pair sunglasses. His usual costume is a black leather jacket, grey slacks, an open neck white shirt showing off his hairy chest, and a black beret on his mop of brown curls. A button with the French colors adorns his beret. Claude keeps his pistol in a shoulder holster under his jacket.
  6. Re: Uberworld - Character and Art Back when I was in high school I took French when I was freshman (I also took German the same year, so I'm not sure how much I learned). Any way here are some French characters I built. First up is Armstrong (or Bras de Fort). I went with Armstrong for easier understanding. Armstrong Dr. Guy L'Estrie Cost Characteristic Value Roll Notes 40 STR 50 19- Lift: 25.6tons; HTH: 10d6; END: [5] 33 DEX 21 13- OCV: 7 DCV: 7 20 CON 20 13- 10 BODY 15 12- 10 INT 20 13- PER Roll: 13- 4 EGO 12 11- ECV: 4; Mental Defense: 0 8 PRE 18 13- PRE Attack: 3 1/2d6 1 COM 12 11- 5 PD 15 Total: 30 PD (15 rPD) 11 ED 15 Total: 30 ED (15 rED) 19 SPD 5 Phases: 3, 5, 8, 10, 12 0 REC 14 Running: 21" / 42" 0 END 40 Swimming: 2" / 4" 0 STUN 50 Armstrong | Summary Real Name: Dr. Guy L'Estrie Hair Color: Black Concept: Brick (Cyborg) Eye Color: Brown Affiliation: L'Estrie Industries, The Brotherhood Height & Weight: 6' 0" (1.83 m) / 300 lbs (136.08 kg) Played By: NPC Date of Birth: July 14, 1976 Created By: Noah Thorp Place of Birth: Pairs, France Cost Powers END 12 Cyborg Body: Elemental Control, 30-point powers, (15 Active Points); all slots Cyberware Cybernetics (-1/4) 33 1) Armored Body: Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points); Cyberware Cybernetics (-1/4) 12 2) Telescoping Legs: Running +15" (21" total) (30 Active Points); Cyberware Cybernetics (-1/4) 3 12 3) Telescoping Limbs: Stretching 5", x4 Noncombat (30 Active Points); Cyberware Cybernetics (-1/4) 3 7 4) Telescopic Missile Grab: Missile Deflection (Bullets & Shrapnel), Full Range (+1) (30 Active Points); Costs Endurance (-1/2), Limited Range (-1/4), Cyberware Cybernetics (-1/4) 3 13 Cybernetic Systems: Life Support (Eating: Character does not eat; Safe in High Pressure; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (16 Active Points); Cyberware Cybernetics (-1/4) Cost Talents 9 Each Hand Is As Good As The Next: Ambidexterity (no Off Hand penalty) 3 Living Calculator: Lightning Calculator Cost Perquisites 12 Family Business: Contact: L'Estrie Industries 8- 1 M.D.: Licensed to Practice Medicine (France) Cost Martial Arts Maneuver Phase OCV DCV Notes 10 Stretching Specialist Crush 1/2 +0 +0 14d6 Crush, Must Follow Grab Grab 1/2 -1 -1 Grab Two Limbs, 60 STR for holding on Slam 1/2 +0 +2 12d6 Strike, Target Falls, Must Follow Grab Cost Skills 10 +2 with HTH Combat 3 Computer Programming 13- 3 Contortionist 13- 3 Electronics 13- 0 Everyman Skills AK: Paris, France 11- Acting 8- Climbing 8- Concealment 8- Conversation 8- Deduction 8- Language: French (Idiomatic, native accent) [Notes: Native Language] PS: Scientist 11- Paramedics 8- Persuasion 8- Shadowing 8- Stealth 8- TF: Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill] 3 Inventor 13- 3 Language: English (completely fluent) 3 Mechanics 13- 3 Paramedics 13- 2 PS: Medical Doctor 11- 5 Rapid Attack (HTH) 3 Security Systems 13- 15 Scientist SS: Biology 13- SS: Bionics 13- SS: Cybernetics 13- SS: Electrical Engineering 13- SS: Medicine 13- SS: Robotics 13- 3 Sleight Of Hand 13- 3 Stealth 13- 3 Systems Operation 13- 200+ Disadvantages 15 Dependent NPC: Rene L'Estrie (Nephew) 11- 15 Distinctive Features: Cyborg 20 Hunted: Empire 8- 20 Hunted: T.I.T.A.N. 8- 20 Psychological Limitation: Code Versus Killing 15 Psychological Limitation: Defends Brotherhood 15 Psychological Limitation: Scientific Curiosity 15 Psychological Limitation: Seeks Redemption Through Heroic Acts 15 Social Limitation: Permanent Identity 0 Experience Points Armstrong | Points Summary Characteristics Cost: 161 Base Points: 200 Powers Cost: 89 Disadvantages: 150 Talents Cost: 12 Total Experience: 0 Perks Cost: 13 Spent Experience: 0 Martial Arts Cost: 10 Unspent Experience: 0 Skills Cost: 65 Total Points: 350 Background Doctor Guy L’Estrie was one of France's leading scientists in the field of robotics and cybernetics. He helped strengthen, L’Estrie Industries, a firm that was founded by his father, by entering the company into the manufacturing of high tech robotics, and to a lesser degree cybernetics. The company grew quickly, becoming a major player in the European marketplace. However, this notoriety brought the company to the attention of Sterling House, a wealthy financial company from England. The leader of Sterling House was Jonathan Sterling, the uber known as Sterling and the leader of TITAN. Sterling House sought to take over L’Estrie Industries, but Guy held the majority of stock in the company and blocked the takeover. This enraged Sterling to no end. He dispatched the German powerhouse Rage to deal with the reluctant Frenchman. Rage was supposed to encourage the doctor into selling his stocks to Sterling House, but things went terribly wrong. Rage cornered Doctor L’Estrie at his remote research and development laboratory in Strasbourg. The German seriously hurt the doctor and left him for dead. He would’ve died too, if his nephew Rene hadn’t showed up. Rene was also attacked by Rage and was seriously hurt. Later he lost the use of his lower body and became wheelchair bound. However before that, Rene was able to rebuild his uncle using the laboratory. However, there were a lot of changes to Guy. He had to replace all of his limbs with cybernetic replacements. Since that day, Guy, who goes by the code name Bras Fort or Armstrong has battled crime not only in his native France but across Europe as well. During his adventures he has made friends with the German uber Steppenwolf, and the German convinced him to partner with him for awhile. However, they later decided to work solo as well. Every once in a while they get together with other European ubers in a loosely based group known as the Brotherhood. Guy has also given his shares in L’Estrie Industries to his sister so that he could concentrate on his crime-fighting. Personality Armstrong is very much a thinker. He gets really involved with his research; often losing track of time. When doing research, Guy can spend days in his labs without knowing about the loss of time. Guy feels really badly about his nephew becoming wheelchair bound, and strives to make up for it by doing heroic things. Quote “I think zat a vell placed punch to ze solor plexus should do ze job nicely.” Powers Both of Guy's arms and legs have been replaced with titanium alloyed cybernetic prosthetics. With his new arms and legs Armstrong becomes incredibly strong. His cybernetic arms allow Armstrong to reach over distances, and his legs telescope allowing him to run incredibly fast. Due to the addition of the cybernetic limbs, Armstrong had to reinforce his torso to carry all the extra weight. This reinforcement acts as armor for Armstrong. In addition to the reinforcement, Armstrong also has a built-in oxygen supply. Appearance Armstrong is a modified man. His arms and legs have been replaced with cybernetic prosthetics, which Armstrong is able to telescope at will. For a costume Armstrong wears a blue, white, and red jersey with a pair of black bicycle trunks. He wears black gloves on his hands as well, and black shoots. Due to the effects of the cybernetics on him, Guy doesn’t try to maintain a secret identity.
  7. Re: Uberworld - Character and Art And finally NightWraithe... NightWraithe Montell Spreewell 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- 0 BODY 10 11- 5 INT 15 12- PER Roll: 12- 0 EGO 10 11- ECV: 3; Mental Defense: 0 5 PRE 15 12- PRE Attack: 3d6 1 COM 12 11- 12 PD 15 Total: 20 PD (5 rPD) 10 ED 15 Total: 20 ED (5 rED) 37 SPD 7 Phases: 2, 4, 6, 7, 9, 11, 12 0 REC 8 Running: 6" / 12" 0 END 45 Swimming: 2" / 4" 5 STUN 35 Flight: 15" / 30" NightWraithe | Summary Real Name: Montell Spreewell Hair Color: Black Concept: Energy Blaster Eye Color: Black Affiliation: Nightshift Height & Weight: 6' 0" (1.83 m) / 174 lbs (78.93 kg) Played By: NPC Date of Birth: September 5, 1985 Created By: Noah Thorp Place of Birth: San Diego, California Cost Powers END 80 Dimensional Phasing: Multipower, 80-point reserve 4u 1) In Phasing: Killing Attack - Ranged 3d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (79 Active Points); No Range (-1/2), No Knockback (-1/4) 3 5u 2) Phasing: Desolidification (affected by Mental, Magical, or Light Based-Attacks), Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2 5u 3) Phase Trap: Desolidification (affected by Mental, Magical, or Light Based Attacks), Usable As Attack: Defense-Desolidification (+1) (80 Active Points); Activation Roll 12- (-3/4) 8 36 Energy Being: Life Support (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Self-Contained Breathing; Sleeping: Character does not sleep) 20 Out of Phase Flight: Flight 15" (30 Active Points); Linked (Phasing; -1/2) 3 22 Phase Field: Force Field (5 PD/5 ED), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (22 Active Points) Cost Skills 3 Computer Programming 12- 3 Concealment 12- 3 Contortionist 14- 3 Electronics 12- 0 Everyman Skills AK: San Diego, California 11- Acting 8- Climbing 8- Concealment 8- Conversation 8- Deduction 8- Language: English (Idiomatic, native accent) [Notes: Native Language] PS: Engineer 11- Paramedics 8- Persuasion 8- Shadowing 8- Stealth 8- TF: Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill] 3 Mechanics 12- 3 SS: Electrical Engineering 12- 3 Security Systems 12- 3 Shadowing 12- 3 Stealth 14- 3 Systems Operation 12- 3 Teamwork 14- 200+ Disadvantages 15 Accidental Change: To Desolid From if Flashed 11- 15 Distinctive Features: Made of Darkness 15 Hunted: FBI 8- 10 Hunted: NASA 8- 20 Hunted: Sanction 8- 15 Psychological Limitation: Impulsive 15 Psychological Limitation: Hates Normal People 10 Psychological Limitation: Rebellious 10 Psychological Limitation: Show Off 15 Social Limitation: Public Identity 10 Vulnerability: 2 x STUN Light-based Attacks 0 Experience Points NightWraithe | Points Summary Characteristics Cost: 145 Base Points: 200 Powers Cost: 172 Disadvantages: 150 Talents Cost: 0 Total Experience: 0 Perks Cost: 0 Spent Experience: 0 Martial Arts Cost: 0 Unspent Experience: 0 Skills Cost: 33 Total Points: 350 Background Montell Spreewell once was an electrical engineer who was working alongside Doctor Blackwell on his solar concentrator project for NASA. He was responsible for building much of the machine. Also along with Doctor Blackwell there was Sarah Donner, an expert on optics. It was just the three of them on the project, due to budget restraints. One night the team actually got the solar concentrator to activate. The solar concentrator started amassing huge amounts of solar power, which it would then turn into limitless electrical energy. However, their project didn't go unnoticed. The super-villain Black-Eye also picked that night to raid the facility. Since the solar concentrator was still in the proto-type stage, there was an interation between the solar energy and Black-Eyes powers. The solar concentrator overloaded and there was a massive explosion which unleashed a firestorm of energy. As for Black-Eye he made his escape. For Montell his body became trapped between this dimension and the Darkness Dimension. Now Montell, is unable to remain in either dimension for long. Since that disaster, Montell and the others formed Nightshift. Montell has been calling himself NightWraithe ever since. Like Blackwell, he too seeks a way to return to normal, but unlike Blackwell, he doesn't have as much patients about waiting for that day to come. Personality Montell has always been something of a showoff. He likes to get a reaction out of others. Montell is also immpulsive, often acting without thinking things through. Since the transformation, Montell has grown to hate normal people because they remind him what he cannot have. This hatred has also spawned a defiant streak in him. At times Montell will go off on his own seeking a cure for his condition. Quote "Dude, you shouldn't have done that. Now you're going to pay." Powers NightWraithe is a transformed man whose body has become trapped between two dimensions; this one and the Darkness Dimension. He's unable to remain in either dimension for long. While in the Darkness Dimension, NightWraithe is immaterial in this dimesnion; hurt only by mental, magical, or light-based attacks. NightWraithe can cause other to become trapped in the Darkness Dimension. However, this is only temporary, as anyone trapped in the Darkness Dimension is freed once NightWraithe returns to the Darkness Dimension. NightWraithe can phase his hand into his foes bodies causing severe wounds. Because his body is mostly in the Darkness Dimension NightWraithe isn't greatly affected by this dimension. Thus NightWraithe doesn't actually breathe or need to eat or sleep. Appearance Montell was a slight man before the transformation. Once he had long long hair and brown eyes, but since the transformation his flesh has become black like the night, and his hair and eyes have become grey. His lower half of his body has become billowing darkness. Naturally in such a form it would be impossible for Montell to have a normal identity.
  8. Re: Uberworld - Character and Art His love interest. Ebony Ebony Sarah Donner 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 10 PRE 20 13- PRE Attack: 4d6 2 COM 14 12- 5 PD 15 Total: 15 PD (15 rPD) 10 ED 15 Total: 15 ED (15 rED) 20 SPD 5 Phases: 3, 5, 8, 10, 12 0 REC 15 Running: 6" / 12" 0 END 50 Swimming: 2" / 4" 2 STUN 55 Ebony | Summary Real Name: Sarah Donner Hair Color: Silver Concept: Brick Eye Color: Silver Affiliation: Nightshift Height & Weight: 5' 5" (1.65m) / 130 lbs (58.97 kg) Played By: NPC Date of Birth: June 12, 1983 Created By: Noah Thorp Place of Birth: New York, New York Cost Powers END 30 Body of Darkness I: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Very Limited Type of Attack (Light-Based Attacks; -1) 15 Body of Darkness II: Damage Resistance (15 PD/15 ED) 18 Body of Darkness III: Healing 2d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (50 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2) 36 Energy Being: Life Support (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Self-Contained Breathing; Sleeping: Character does not sleep) 5 Leaping Shadows: Leaping +5" (15" forward, 7 1/2" upward) 1 16 Lengthening Shadows: Stretching 4" (20 Active Points); Limited Body Parts (Arms and Legs; -1/4) 2 5 Light Absorbing Eyes: Sight Group Flash Defense (5 points) 23 Strangulation: Energy Blast 4d6, No Normal Defense (Life Support: Self-Contained Breathing; +1) (40 Active Points); No Range (-1/2), Linked (Lengthening Shadows; -1/4) 4 Cost Skills 3 Computer Programming 12- 3 Contortionist 13- 3 Electronics 12- 0 Everyman Skills AK: New York, New York 11- Acting 8- Climbing 8- Concealment 8- Conversation 8- Deduction 8- Language: English (Idiomatic, native accent) [Notes: Native Language] PS: Optics Specialist 11- Paramedics 8- Persuasion 8- Shadowing 8- Stealth 8- TF: Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill] 7 Lipreading 14- 3 Mechanics 12- 3 SS: Optics 12- 3 Security Systems 12- 3 Shadowing 12- 3 Sleight Of Hand 13- 3 Stealth 13- 3 Systems Operation 12- 3 Teamwork 13- 200+ Disadvantages 15 Distinctive Features: Woman Made of Darkness 20 Enraged: If Blackwell is Injured, go 11-, recover 11- 15 Hunted: FBI 8- 10 Hunted: NASA 8- 20 Hunted: Sanction 8- 20 Physical Limitation: Mute 15 Psychological Limitation: Overconfident 15 Psychological Limitation: Secretly in Love with Blackwell 15 Psychological Limitation: Vicious 5 Unluck: 1d6 0 Experience Points Ebony | Points Summary Characteristics Cost: 162 Base Points: 200 Powers Cost: 148 Disadvantages: 150 Talents Cost: 0 Total Experience: 0 Perks Cost: 0 Spent Experience: 0 Martial Arts Cost: 0 Unspent Experience: 0 Skills Cost: 40 Total Points: 350 Background Sarah Donner was an assistant to Doctor Blackwell on his solar concentrator project for NASA. Her speciality lay in the field of optics. Sarah designed the lens of the solar concentrator. She and the doctor had dated a couple of times, but their work schedule didn't allow for a more serious relationship. All this changed the night that her, Doctor Blackwell, and Montell Spreewell got the solar concentrator to actually work. The super-villain Black-Eye also picked that night to attack the facility. There was an interaction between the device and Black-Eye's powers. An explosion results from the mixing of the two, and Black-Eye fled. However, Sarah along with the others were exposed to large amounts of energy. For Sarah the exposure caused her flesh to transpose with a flesh-like substance that was stronger, and more resiliant from the Darkness Dimension. Now Sarah is now trapped in this new form. Since that night the three formed Nightshift, and have searched for a way to return themselves to normal. Also Sarah has lost her mouth with the transformation and thus her voice. Sarah now goes by the name of Ebony. Personality The transformation has had a profound effect on Sarah. In battle she doesn't hold back. this is due to the anger she feels from being forced into her new form. Sarah has since become more emotionally attached with Blackwell, but due to her condition now keeps her feelings towards Blackwell a secret. For Sarah, she doesn't think he could love her the way she is. Thus Sarah often takes needless risks to save Blackwell. Furthermore Sarah is quite aware of how powerful her new body is, and has yet gone up against competition powerful enough to shatter her confidence. Quote Ebony hasn't spoken a word since the transformation. Powers Ebony is a transformed woman whose body has been transposed with a similiar substance from the Darkness Dimension. In this new form Ebony is stronger, faster, and more resiliant than a normal person. Ebony can easily heft a truck and throw it. Her new body allows her to lengthen her arms and legs allowing Ebony to physically strike foes at a distance. This also allows Ebony to leap over long distances. Due to her contact with the Darkness Dimension, Ebony is now extremely resistant to light based attacks (her body absorbs light), and to a lot of other attacks. Ebony has also taught herself how to strangle a foe at a distance as well. Appearance Ebony looks like a person who is made entirely out of an obsidian-like substance. Her face now lacks most facial features, except for nose, eyebrows, and eyes. Ebony doesn't even have a mouth, and as such cannot speak. Her eyes are now like pools of silver which flash when she is angered. Her hair is now of a silvery hue and stand up in a peak. Otherwise Ebony is of average height and weight for a woman. Due to the transformation it would be impossible for Sarah to maintain a secret identity.
  9. Re: Uberworld - Character and Art Their leader Blackwell. Blackwell Doctor Eugene Blackwell Cost Characteristic Value Roll Notes 10 STR 20 13- Lift: 400.0kg; HTH: 4d6; END: [2] 30 DEX 20 13- OCV: 7 DCV: 7 20 CON 20 13- 0 BODY 10 11- 13 INT 23 14- PER Roll: 14- 4 EGO 12 11- ECV: 4; Mental Defense: 0 10 PRE 20 13- PRE Attack: 4d6 1 COM 12 11- 11 PD 15 Total: 15 PD (15 rPD) 11 ED 15 Total: 15 ED (15 rED) 20 SPD 5 Phases: 3, 5, 8, 10, 12 0 REC 8 Running: 6" / 12" 0 END 40 Swimming: 2" / 4" 0 STUN 30 Blackwell | Summary Real Name: Doctor Eugene Blackwell Hair Color: Black Concept: Speedster (Teleporter) Eye Color: Black Affiliation: Nightshift Height & Weight: 5' 7" (1.70 m) / 214 lbs (97.07 kg) Played By: NPC Date of Birth: October 15, 1971 Created By: Noah Thorp Place of Birth: Chicago, Illinois Cost Powers END 60 Blackhole Powers: Multipower, 60-point reserve 6u 1) Feel the Pull of the Blackhole: Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points) 6 6u 2) Gravity Well: Energy Blast 6d6, No Normal Defense (PD Force Field/Force Wall or Life Support: Self-Contained Breathing; +1) (60 Active Points) 6 5u 3) Skip the Horizon: Teleportation 10", Ranged (+1/2), Usable As Attack-Defense: Teleportation (+1) (50 Active Points) 5 6u 4) Through the Event Horizon: (Total: 60 Active Cost, 60 Real Cost) Teleportation 15", x8 Increased Mass (Real Cost: 45) plus Teleportation: Floating Fixed Location (3 Locations) (Real Cost: 15) 4 36 Energy Being: Life Support (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Self-Contained Breathing; Sleeping: Character does not sleep) 13 Blackhole Point Defense: Missile Deflection (Any Ranged Attack) (20 Active Points); Costs Endurance (-1/2) 2 15 Living Blackhole I: Damage Resistance (15 PD/15 ED) 10 Living Blackhole II: Sight Group Flash Defense (10 points) 5 One with the Night: Nightvision Cost Talents 3 One with the Universe: Absolute Time Sense 3 Human Calculator: Lightning Calculator Cost Perquisites 1 Been Around the World: Passport Cost Skills 3 Computer Programming 14- 3 Concealment 14- 3 Electronics 14- 0 Everyman Skills AK: Chicago, Illinois 11- Acting 8- Climbing 8- Concealment 8- Conversation 8- Deduction 8- Language: English (Idiomatic, native accent) [Notes: Native Language] PS: Astrologer 11- Paramedics 8- Persuasion 8- Shadowing 8- Stealth 8- TF: Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill] 3 Inventor 14- 3 Mechanics 14- 3 Navigation (Dimensional, Space) 14- 3 Paramedics 14- 3 Security Systems 14- 3 Shadowing 14- 3 Sleight Of Hand 13- 3 Stealth 13- 3 Teamwork 13- 15 Scientist SS: Astronomy 14- SS: Astrophysics 14- SS: Genetics 14- SS: Mathematics 14- SS: Medicine 14- SS: Physics 14- 200+ Disadvantages 15 Distinctive Features: Looks Like a Living Photo Negative 15 Hunted: FBI 8- 10 Hunted: NASA 8- 20 Hunted: Sanction 8- 15 Psychological Limitation: Dedicated to Fixing Curing Nightshift of Powers 20 Psychological Limitation: Doesn't Want to be a Super-Villain 15 Psychological Limitation: Scientific Curiosity 5 Reputation: Scientist Who Ruined Not Only His Life But His Co-Workers As Well, 8- 15 Social Limitation: Public Identity 10 Susceptibility: When Teleported by Others, 2d6 damage Instant 10 Unluck: 2d6 0 Experience Points Blackwell | Points Summary Characteristics Cost: 130 Base Points: 200 Powers Cost: 162 Disadvantages: 150 Talents Cost: 6 Total Experience: 0 Perks Cost: 1 Spent Experience: 0 Martial Arts Cost: 0 Unspent Experience: 0 Skills Cost: 51 Total Points: 350 Background Doctor Eugene Blackwell once was a noted astrologer working for NASA. His project dealt with a way to gather solar energy and ammass enough of it to provide limitless power, similar to a solar panel but more powerful. Doctor Blackwell and his two aides were all that were assigned to the project due to budget restraints. One night, the team succeeded. The solar concentrator worked perfectly. However, their project had not gone unnoticed. The super-villian Black-Eye raided the facility just when Doctor Blackwell activated the device. Black-Eye's powers interacted badly with the device causing a massive overload. Instead of focussing the suns energy, the solar concentrator cocentrated Black-Eye's darkness. There was an increadible explosion that destroyed much of the building. As for Black-Eye he fled the scene. Doctor Blackwell and his aides weren't so fortunate. They were bombarded with huge of ammounts of energy from the same source that Black-Eye gets his powers from. These bombardment had profound effects on all three. For Doctor Blackwell, he became a living black hole, able to access the Darkness Dimension like Black-Eye, and even travel through the dimension. Since that fateful night three formed Nightshift to seek a way to return to normal. Doctor Blackwell, or Blackwell as he's now commonly known, became their leader. Personality The transformation into a living black hole has had a profound effect on Doctor Blackwell. He's now driven find a way to cure himself and the others of the change, and become human again. Doctor Blackwell won't let anything or anybody stand in the way of this goal. Doctor Blackwell still has his drive for science, which has been enhanced due to his transformation. He's convinced that if were able to recreate his solar concentrator he would be able to reverse the effects of the transformation. To date, he has never been able to duplicate the solar concentrator. Doctor Blackwell seeks out technology to achieve his ends. He doesn't like being a super-villain, but the only way he can get the things he needs for his machine is by stealing them. It has never occured to Doctor Blackwell to seek assistance from others to help cure Nightshift. This may be due to guilt for letting the accident happen in the first place. Quote "Oh the possibilities. If we only had a few minutes more. We could have succeeded beyond our wildest dreams." Powers Blackwell is a transformed man who is now able to access the Darkness Dimension like Black-Eye. By using the dimesnion, he is able to transport himelf over long distances instantly without have to travel through them. Blackwell can also force others to move through the Darkness Dimension. He can even lock a person between the two dimensions trapping them, or even make a foe feel the crushing might of a black hole. Blackwells contact with the Darkness Dimension provides him protection from this dimension, thus Blackwell doesn't actually breathe, or even need to eat. Appearance Blackwell is a man of average height and weight. What really sets him apart from the rest of humanity is that he now looks excactly like a living photo negative. Blackwell has short curly hair and a beard. He still wears the same clothes taht he wore on the night of the transformation. Due to the transformation, it would be impossible for Blackwell to keep a secret identity.
  10. Re: Uberworld - Character and Art A long time ago I created a super-villain group called Night Shift. They were a bunch of scientists who gained darkness powers after a lab experiment. So there MO is to go around and commit crimes to regain their lost humanity. Here's Night Shift. Background Originally Nightshift was a group of scientists and engineers working on a special project for NASA. The leader of the group was Doctor Eugene Blackwell and his two assistants: Sarah Donner, an optics specialist, and Montell Spreewell, an electrical engineer. The focus of the project was to create a device that would ammass huge amounts of solar energy, and then convert it into limitless electricity, or in other words, a solar concentrator. One night the three scientists were able to get the solar concentrator to activate. The three were really excited. Their years of hard work was finally paying off. However, their project hadn't gone unnoticed. The super-villain Black-Eye decided to pick that night for a raid of the facility. Black-Eye wanted the machine for a client of his. Doctor Blackwell, however, refused to turn over the device and a fight broke out. Black-Eye called up the Darkness Dimension with his powers. However, unknown to Black-Eye the device reacted strongly to his powers. Black-Eye was easily able to defeat the three scientists. Before he was able to get away with his prize there was an explosion, and the device was destroyed. Black-Eye fled empty handed. Meanwhile Doctor Blackwell, Sarah, and Montell were all exposed to massive amounts of energy from the Darkness Dimension. Doctor Blackwell gained access to the Darkness Dimension causing him to disappear from one point and appear in another by travelling through the Darkness Dimension. Montell's body became trapped between the two dimensions. While in the Darkness Dimension his body in this dimension becomes immaterial. For Sarah her flesh was replaced with a flesh-like substance form the Darkness Dimension. This also made her really strong and able to stretch parts of her body over distances. Since that fateful night the three transformed people have saught a way to return to normal. Thos who get in their way quickly learn from their mistake. Doctor Blackwell now calls himself just Blackwell, while Montell has taken the name NightWraithe, and Sarah is now known as Ebony. Together they formed Nightshift. Area of Operations While Nightshift got its start in the United States, the trio have travelled across the globe looking for components for the solar concentrator. Base of Operations: Worldwide Goals Nightshift seeks a way to return to normal. Blackwell is convinced that if they were to reconstruct the solar concentrator then he can return them to normal. To achieve this goal Nightshift steals high tech equipment to build the solar concentrator. Any technology is fair game to Nightshift. Reputation Nightshift is sought by a number of law-enforcement agencies. The FBI tops the list of agencies looking for Nightshift. The FBI considers Nightshift to be a threat to national security, especially Blackwell. Sanction has ben brought aboard by the FBI, and their focus is the capture of Nightshift while the FBI tracks them. NASA as well seeks the trio. However, NASA is divide in its search. Part of the agency wants to help Nightshift regain their lost humanity, while another faction desires to study them by any means.
  11. Re: Uberworld - Character and Art And lastly there's Wicca, who can summon elementals. Plus she a Goth. Wicca Lucy "Lucretia" Oleander Cost Characteristic Value Roll Notes 3 STR 13 12- Lift: 151.6kg; HTH: 2 1/2d6; END: [1] 30 DEX 20 13- OCV: 7 DCV: 7 20 CON 20 13- 6 BODY 13 12- 8 INT 18 13- PER Roll: 13- 16 EGO 18 13- ECV: 6; Mental Defense: 10 8 PRE 18 13- PRE Attack: 3 1/2d6 3 COM 16 12- 2 PD 25 Total: 25 PD (20 rPD) 1 ED 25 Total: 25 ED (20 rED) 20 SPD 5 Phases: 3, 5, 8, 10, 12 0 REC 7 Running: 6" / 12" 1 END 42 Swimming: 2" / 4" 5 STUN 35 Flight: 15" / 60" Wicca | Summary Real Name: Lucy "Lucretia" Oleander Hair Color: Reddish-Brown, dyed black Concept: Mystic Eye Color: Green, wears black contacts Affiliation: Lost Girls Height & Weight: 5' 6" (1.68 m) / 115 lbs (52.16 kg) Played By: NPC Date of Birth: October 31, 1989 Created By: Noah Thorp Place of Birth: Nowhere, Ohio Cost Powers END 17 Elemental Magic: Elemental Control, 50-point powers, (25 Active Points); all slots Requires A Skill Roll (Elemental Magic; -1/2) 22 1) Call Upon the Elements: Summon 4 200-point Elemental, Expanded Class of Beings Very Limited Group (Air Elemental, Earth Elemental, Fire Elemental, Water Elemental; +1/4), Loyal (+1/2) (87 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Requires A Skill Roll (Elemental Magic; -1/2) 9 28 2) Elemental Blast: Energy Blast 9d6, Variable Special Effects (Limited Group of SFX; Elemental Attacks (Air, Earth, Fire, and Water); +1/4), Reduced Endurance (1/2 END; +1/4) (67 Active Points); Requires A Skill Roll (Elemental Magic; -1/2) 3 17 3) Elemental Shield: Force Field (20 PD/20 ED), Variable Special Effects (Limited Group of SFX; Elemental Attacks (Air, Earth, Fire, and Water); +1/4) (50 Active Points); Requires A Skill Roll (Elemental Magic; -1/2) 5 17 4) Elemental Manipulation: Telekinesis (20 STR), Affects Porous, Variable Special Effects (Limited Group of SFX; Elemental Attacks (Air, Earth, Fire, and Water); +1/4) (50 Active Points); Requires A Skill Roll (Elemental Magic; -1/2) 5 18 5) Elemental Flight: Flight 15", Improved Noncombat Movement (x4), Variable Special Effects (Limited Group of SFX; Elemental Attacks (Air, Earth, Fire, and Water); +1/4), Reduced Endurance (1/2 END; +1/4) (52 Active Points); Requires A Skill Roll (Elemental Magic; -1/2) 2 16 6) Elemental Immunity: (Total: 50 Active Cost, 34 Real Cost) Energy Damage Reduction, 50%, Variable Special Effects (Limited Group of SFX; Elemental Attacks (Air, Earth, Fire, and Water); +1/4) (25 Active Points); Requires A Skill Roll (Elemental Magic; -1/2) (Real Cost: 17) plus Physical Damage Reduction, 50%, Variable Special Effects (Limited Group of SFX; Elemental Attacks (Air, Earth, Fire, and Water); +1/4) (25 Active Points); Requires A Skill Roll (Elemental Magic; -1/2) (Real Cost: 17) 4 One with the Elements: Life Support (Safe in Intense Cold; Safe in Intense Heat) 6 Warding I: Mental Defense (10 points total) 10 Warding II: Power Defense (10 points) Cost Talents 3 Elemental Direction: Bump Of Direction 5 Magesight Cost Perquisites 11 Follower: Asmodeus the Bat Cost Skills 3 Analyze: Magic 13- 3 Concealment 13- 3 Deduction 13- 3 Disguise 13- 0 Everyman Skills Acting 8- Climbing 8- Concealment 8- Conversation 8- Deduction 8- Language: English (Idiomatic, native accent) [Notes: Native Language] PS: Witch 11- Paramedics 8- Persuasion 8- Shadowing 8- Stealth 8- TF: Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill] 11 Power: Elemental Magic 17- 11 Scholar KS: Elemental Magic 13- KS: Elementals 13- KS: Occult Lore 13- KS: Wicca 13- 3 Shadowing 13- 3 Sleight Of Hand 13- 3 Stealth 13- 3 Streetwise 13- 7 Traveler AK: Elemental Plane of Air 11- AK: Elemental Plane of Earth 11- AK: Elemental Plane of Fire 11- AK: Elemental Plane of Water 11- AK: Nowhere, Ohio 11- 200+ Disadvantages 5 Distinctive Features: Goth Girl 5 Distinctive Features: Magical Aura 20 Hunted: Sanction 8- 10 Monitored: Hero City 8- 10 Monitored: Nowhere Elders 11- 5 Rivalry: Professional (Fantasia) 15 Psychological Limitation: Anarchist 10 Psychological Limitation: Immature 15 Psychological Limitation: Life Is A Party 1 Quirk: City Girl 1 Quirk: Dislikes Poe 1 Quirk: Hates Cooking 1 Quirk: Wears Goth All The Time 1 Quirk: Worlds Biggest Death Metal Fan 10 Social Limitation: Disowned 15 Social Limitation: Harmful Secret: The Secret of Nowhere 15 Social Limitation: Public Identity 10 Unluck: 2d6 0 Experience Points Wicca | Points Summary Characteristics Cost: 123 Base Points: 200 Powers Cost: 155 Disadvantages: 150 Talents Cost: 8 Total Experience: 0 Perks Cost: 11 Spent Experience: 0 Martial Arts Cost: 0 Unspent Experience: 0 Skills Cost: 53 Total Points: 350 Background Lucy "Lucretia" Oleander hated farming, hated Nowhere Ohio, and hated being kept out of what real life was like in the real world. Her sister Fantasia was allowed to leave Nowhere and go to work for Hero City, and of course the town elders complained bitterly about her leaving. However, Fantasia had a valid point. In a town full of magic users, one less certainly wouldn’t cause any issues. The town was certainly well protected. However when Lucy declared that she wanted to leave as well, the towns elders freaked out. They absolutely forbid Lucy from leaving, threatening to block her powers if she didn’t comply. No amount of begging, pleading or pouting, swayed the town elders in the least. Lucy was confined to the family farm, where the only culture she got was having her pet air elemental bring in death metal stations from far away. It was enough to drive a teenage witch insane, thought Lucy. It was almost a month behind an earth elemental plow that Lucy decided she had enough. Using a borrowed book of magic from the elders, Lucy created a simulacrum of herself which she put in her bed. Under a new moon Lucy snuck away, and hitching a ride from an air elemental made her escape. She never looked back. No more would Lucy or “Lucretia” as she likes to call herself these days would have to deal with farming, Nowhere Ohio, and being kept out of real life. Landing in Los Angeles she quickly immersed herself in the gothic lifestyle, her days among the boring magic users of Nowhere Ohio driven from her mind. Lucretia was out to finally have some fun. She has even taken on a code name, calling herself Wicca. However, most people don't think that she's a real witch, let alone the sister of Fanastia of Hero City. The town elders, however, were never fooled. They’ve kept an eye on their wayward daughter. While they might have written off Fantasia as wayward, they could certainly see that her sister was one bad apple. Especially after Lucretia took hanging out with the Lost Girls. The town elders wondered if the end of their peaceful existence, surely was coming to an end. Personality Lucretia thinks nothing about what she’s doing next. Her being with the Lost Girls is just an opportunity to have some much deserved fun in her book. Lucretia turns her nose up to what she considers stuffy old fashioned ways of doing things. She’ll even go out of her way to cause as much damage to the establishment, because she felt she was always held back in Nowhere. Now there will be no containing her. While she hasn’t sought out her sister, Lucretia isn’t above making her sister look bad. Quote "Anywhere, is better than Nowhere. It's time to party and Wicca can party with the best of them." Powers Wicca is an elemental witch. Her magic revolves around the four elements (fire, water, earth, and air). Using her magic Wicca is able to summon an elemental that will loyally follow her commands. Even without summoning elementals, Wicca can project bursts of elemental energy (IE fiery blasts, hurricane force winds, torrents of water, and spears of earth). Wicca can also use the elemental magic to protect herself from most attacks. Naturally, due to her affinity with the elements, attacks that are elemental in nature of less effective against her. Wicca can also fly using her elemental magic. Lastly, Wicca can manipulate the elements, and as such pick things, or strike a foe at a distance with an elemental force. In addition to her elemental magic, Wicca has warded her body. Her warding protects her mind and from attacks that would drain power from her. Extremes in temperature have no effect on Wicca, naturally. Like her sister, Fantasia, Wicca has bonded a familiar to herself. It's a bat, which she has named Asmodeus. Appearance Wicca, for all her goth look, is still a very attractive young woman. She has several earrings in both ears, skulls, crosses, pentagrams, etc. Wicca even has a gold stud in her nose. However, Wicca has drawn the line about piercing her lips, or eyebrows. Her usual way of dress is a black t-shirt with the words "Demon Bait" in red, a red tutu skirt, black fishnet stockings, and clunky combat boots. Demon Bait being the name of one of Lucretia's favorite death metal bands. Wicca also wears a lot of mascara, has painted her fingernails black, and dyed her normally reddish-brown hair black with a few streaks of blue. Wicca really goes into the shock value of her costume.
  12. Re: Uberworld - Character and Art Two Ton Tina Two Ton Tina Tina Wojciehowicz Cost Characteristic Value Roll Notes 40 STR 70 23- Lift: 409.6tons; HTH: 14d6; END: [7] 24 DEX 18 13- OCV: 6 DCV: 6 30 CON 25 14- 10 BODY 15 12- -2 INT 8 11- PER Roll: 11- -4 EGO 8 11- ECV: 3; Mental Defense: 0 13 PRE 23 14- PRE Attack: 4 1/2d6 1 COM 12 11- 16 PD 30 Total: 30 PD (30 rPD) 16 ED 25 Total: 25 ED (25 rED) 12 SPD 4 Phases: 3, 6, 9, 12 0 REC 15 Running: 6" / 12" 3 END 55 Swimming: 2" / 4" 7 STUN 60 Two Ton Tina | Summary Real Name: Tina Wojciehowicz Hair Color: Brown Concept: Bricks Eye Color: Brown Affiliation: Lost Girls Height & Weight: 7' 0" (2.13 m) / 2205 lbs (1000.17 kg) Played By: NPC Date of Birth: June 10, 1989 Created By: Noah Thorp Place of Birth: Sheboygan, Wisconsin Cost Powers END Heavy Package 8 1) Immovable Object: Knockback Resistance -4" 4 2) Massive Energy Resilience: +4 ED 4 3) Massive Physical Resilience: +4 PD 13 4) Massive Strength: +20 STR (20 Active Points); No Figured Characteristics (-1/2) 2 -15 5) Physical Limitation: Heavy (1000 KG) 28 No Hurt Two Ton Tina!: (Total: 28 Active Cost, 28 Real Cost) Missile Deflection (Any Ranged Attack) (Real Cost: 20) plus +4 with Missile Deflection (Real Cost: 8) 28 I Have Crush On You!: Energy Blast 4 1/2d6, Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (69 Active Points); (Only to Inflict Crushing Damage; -1 1/2) 27 Resistant Flesh: Damage Resistance (30 PD/25 ED) 70 Ton Ton Tina's Tricks: Multipower, 70-point reserve 3u 1) Big Big Hug: Energy Blast 7d6, No Normal Defense (LS: Self-Contained Breathing; +1) (70 Active Points); (Must Follow Grab; -1/2), No Range (-1/2) 7 5u 2) Bye Bye!: For Up to 70 STR, Double Knockback (+3/4) (52 Active Points) 5 1u 3) Here Come Two Ton Tina: Hand-To-Hand Attack +6d6 (30 Active Points); (Only works when Performing a Move Through; -1), Hand-To-Hand Attack (-1/2) 3 3u 4) Two Ton Tina Tremor: Up to 70 STR, Side Effects (Side Effect only affects the environment near the character; May cause considerable damage to the environment; +0), Hole In The Middle (+1/4), Explosion (+1/2) (52 Active Points); Extra Time (Full Phase, -1/2), (Only affects Targets on the Ground; -1/4) 5 5u 5) You Go Night Night: Energy Blast 7d6, No Normal Defense (Lack of Weakness on defenses covering the Head, or any innate rPD protecting the head; +1) (70 Active Points); No Range (-1/2) 7 Cost Skills 10 +2 with HTH Combat 3 Acrobatics 13- 3 Breakfall 14-; (Only to Reduce/Avoid Damage from Falls and Knockback; -1/2) 3 Climbing 13- 0 Everyman Skills AK: Sheboygan, Wisconsin 11- Acting 8- Climbing 8- Concealment 8- Conversation 8- Deduction 8- Language: English (Idiomatic, native accent) [Notes: Native Language] PS: Circus Performer 11- Paramedics 8- Persuasion 8- Shadowing 8- Stealth 8- TF: Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill] 2 KS: Cartoons 11- 2 KS: Professional Wrestling 11- 2 KS: Unicorns 11- 200+ Disadvantages 20 Hunted: Local Law Enforcement 8- 20 Hunted: Sanction 8- 15 Physical Limitation: Attention Deficit Disorder 10 Physical Limitation: Crushing Grip 15 Physical Limitation: Weird Biochemistry, Requires Specialist Medical Attention 10 Psychological Limitation: Cheerful Charlie 15 Psychological Limitation: Childlike View of the World 15 Psychological Limitation: Needs Someone To Love 1 Quirk: Collects Memorobilia of her Favorite Professional Wrestlers 1 Quirk: Loves Candy, Cookies, and Unicorns 1 Quirk: Sings the Theme Songs to Her Favorite Cartoon Shows 1 Quirk: Thinks Wrestling is Real 1 Quirk: Wants a Kitty Cat, or a Puppy, or a Unicorn, but Princess (of Darkness) won't let her have one 10 Reputation: Isn't the Brightest Super-Villain in the World, 11- 15 Social Limitation: Public Identity 25 Experience Points Two Ton Tina | Points Summary Characteristics Cost: 166 Base Points: 200 Powers Cost: 184 Disadvantages: 150 Talents Cost: 0 Total Experience: 25 Perks Cost: 0 Spent Experience: 25 Martial Arts Cost: 0 Unspent Experience: 0 Skills Cost: 25 Total Points: 375 Background Tina grew up in a magical world, a circus. Every night the circus would put of a performance to dazzle the eyes of the audience. Tina’s dad was a midget clown who always made the crowds laugh. Her mom was a beautiful woman who swung high above the crowd on traipses. Tina was neither like her father, nor her mother. Tina was big, really big. She never gave her size much thought, or the fact that she was actually stronger than the circuses strongman. Tina seemed to put on weight constantly; her parents were spending most of their pay just on feeding her along. However, when the circus owner suggested billing Tina, or Two Ton Tina, as he called her, her parents balked at the idea. Tina wasn’t a freak in their eyes. Tina’s only real friend in the circus was in fact, a freak. Nightshade was shy and reserved, and Tina acted as a protector the bat-winged girl. No one messed with Two Ton Tina, not even the circus owner. Tina could quash anyone who irritated her or Nightshade, not that Tina was violent. If fact she was quite friendly often giving hugs and kisses to those who pleased her. Tina was cheerful type. The night of the fire was the scariest night in Tina’s short life. She had been asleep in the families travel trailer when her father awoke her. He did his best to reassure his daughter, telling her everything was going to be all right. However fire bloomed into the night as the circus tent was being engulfed in flames. Tina wanted to rush in to the tent, but her father held her back. Tears streamed down Tina’s face and she knew that her friend Nightshade had been in the tent performing. It was also the night that Tina no longer felt the hunger like she had before. It was also the night that Tina ran away from the circus. Tina was really lost in the world outside the circus. People made fun of her even though Tina was always friendly to them. Tina was always traveling never staying in one place for long. Eventually she ended up in Los Angeles. It was in LA that Tina made new friend. Tina was sitting on a park bench feeding a few crumbs to pigeons when she heard a commotion nearby. A girl on roller skates had just come bursting out of a jewelry store with a bag at her side. The girl made Tina think about the circus, and the night of the fire. However, when the store owner came out packing a double barreled shot gun, Tina got between him and the girl on roller skates. There was a loud boom, and all three were amazed when the pellets went into Tina and then fell out on the ground. Tina wasn’t hurt at all. “Wow baby!” gushed the skating woman, “That sure is a neat trick. Sure you’re not exactly my type, but wow what power.” Tina could only blush at such compliments. “Say…um…what’s you name?” asked the skating woman. “Tina,” said Tina, “but everybody calls me Two Ton Tina.” Sirens were starting to blare in the distance. “Uh oh!” said the woman, “The dicks are on their way. Guess I better go. Do you have anywhere to go? I could you a woman of your abilities. I know I’ve got to introduce you to Princess. She’ll like you. Follow me.” In a blur the woman was gone, only to come back to a Tina who just stood there watching. “So sorry sweetie, me bad. Oh yeah. Call me Rollergirl, but my real name is Amanda.” Tina smiled a smile that seemed to light up her face. She tried to hug Amanda, but she proved too fast for that. “None of that baby. At least not on the first date.” Tina found some new friends. Now she too was one of the Lost Girls. Personality Tina is a people person. The average person really doesn't know this her being a super-villain and all. However, regardless, Tina likes everybody. She always has a sunny disposition, and often fails to understands other anger towards her, especially after she's destroyed something. Completely by accident of course. Hurtful words often harm Tina more than bullets or energy blasts. Regardless of her age, Tina is something of a simpleton. She looks upon the world with a child-like view. Tina believes professional wrestling is real, and that unicorns are real, and if she could catch one she'd be most happy. Tina isn't known for her intellect. Tina really wants to be friends with about anyone. She misses her friend, Nightshade, dearly, and has taken on the other members as her new friends. She can't be convinced that the Lost Girls are probably using her. Tina is desperate for love. Quote "Tina like you." Powers Tina is an Uber who is super-humanly strong; able to lift a trawler easily over her head. Of course she probably wouldn't know what to do with a trawler if she lifted it over her head. Tina's flesh is extremely dense. Some attacks against her just bounce off pof her with no effects on her whatsoever. Using her incredible strength, Tina can perform some amazing feats of strength. One of her favorite tactics is to hug a foe to her chest, until they pass out from a lack of oxygen. Tina never understands why when she hugs someone they're always falling asleep. Another attack Tina is known to uses is jumping upon a victim, causing massive internal damage, or jumping and landing on the ground causing miniature earthquakes. Some times Tina will do the later just for fun. Appearance Tina a big gal. No really she's a really really big gal. She has shoulder length auburn hair and light brown eyes. For a costume Tina wears a green t-shirt with a smiley face on the front. Because of her girth Tina's always showing off her mid-drift. The rest of her costume consists of blue jean and sturdy boots. Tina doesn't have much of a fashion sense, nor matter how much shopping Princess (of Darkness) does for her.
  13. Re: Uberworld - Character and Art Then there's Rollergirl, because every super-villainess group needs a speedster. Rollergirl Amanda Spitz Cost Characteristic Value Roll Notes 10 STR 20 13- Lift: 400.0kg; HTH: 4d6; END: [2] 48 DEX 26 14- OCV: 9 DCV: 9 26 CON 23 14- 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 25 Total: 33 PD (23 rPD) 0 ED 5 Total: 13 ED (21 rED) 24 SPD 6 Phases: 2, 4, 6, 8, 10, 12 2 REC 10 Running: 6" / 12" 2 END 50 Swimming: 2" / 4" 1 STUN 35 Flight: 40" / 320" Rollergirl | Summary Real Name: Amanda Spitz Hair Color: Brown Concept: Speedster Eye Color: Brown Affiliation: Lost Girls Height & Weight: 5' 8" (1.73 m) / 139 lbs (63.05 kg) Played By: NPC Date of Birth: March 14th, 1985 Created By: Noah Thorp Place of Birth: Kansas City, Missouri Cost Powers END 28 Super Skating: Multipower, 50-point reserve, (50 Active Points); all slots OIF (Skates; -1/2), (Only While in Contact with a Surface; -1/4) 3u 1) Hyper Skating: Flight 20", x8 Noncombat (50 Active Points); OIF (Skates; -1/2), (Only While in Contact with a Surface; -1/4) 5 3u 2) Overdrive: Flight 20", MegaScale (1" = 1 km; +1/4) (50 Active Points); OIF (Skates; -1/2), (Only While in Contact with a Surface; -1/4) 5 15 Skate Tricks: Elemental Control, 30-point powers 21 1) Battering Ram: (Total: 48 Active Cost, 30 Real Cost) Hand-To-Hand Attack +6d6 (30 Active Points); (Only with Move Through/By; -1), Hand-To-Hand Attack (-1/2) (Real Cost: 12) plus +6 with Grab By, Move By, and Move Through (Real Cost: 18) 3 24 2) Skate and Grab: Telekinesis (20 STR), Area Of Effect (6" Radius; +1 1/4), Selective (+1/4) (75 Active Points); (Only to Disarm/Grab Objects; -1), No Range (-1/2) 7 27 3) Weaving In and Out: Hand-To-Hand Attack +5d6, Area Of Effect (20" Line; +1 1/4), x2 Length (+0) (56 Active Points); Hand-To-Hand Attack (-1/2) 6 10 Impact Resistance: +20 PD (20 Active Points); (Only Protects Against Damage From Move Bys/Throughs the Character Performs; -1) 14 Pads: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Real Armor (-1/4) 15 One Tough Broad: Damage Resistance (15 PD/15 ED) Cost Skills 4 +2 with Hyper Skating 6 +2 with Battering Ram, Skate and Grab, and Weaving In and Out 3 Acrobatics 14- 3 Acting 13- 3 Athletic Skill: Skating 14- 3 Breakfall 14- 3 Climbing 14- 10 Defense Maneuver I-IV 0 Everyman Skills AK: Kansas City, Missouri 11- Acting 8- Climbing 8- Concealment 8- Conversation 8- Deduction 8- Language: English (Idiomatic, native accent) [Notes: Native Language] PS: Professional Roller Girl 11- Paramedics 8- Persuasion 8- Shadowing 8- Stealth 8- TF: Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill] 5 Rapid Attack (HTH) 3 Security Systems 12- 3 Shadowing 12- 3 Sleight Of Hand 14- 3 Stealth 14- 3 Streetwise 13- 3 Teamwork 14- 1 TF: Skating (iceskating or rollerskating) 200+ Disadvantages 20 Hunted: Local Law Enforcement 8- 20 Hunted: Sanction 8- 10 Physical Limitation: Requires Twice The Normal Food Intake 15 Physical Limitation: Weird Biochemistry, Requires Special Medical Attention 15 Psychological Limitation: Cannot Resist Taunting Opponents In Combat 20 Psychological Limitation: Headstrong 15 Psychological Limitation: Thrill Seeker 15 Social Limitation: Known Homosexual 15 Social Limitation: Public Identity 5 Unluck: 1d6 0 Experience Points Rollergirl | Points Summary Characteristics Cost: 131 Base Points: 200 Powers Cost: 160 Disadvantages: 150 Talents Cost: 0 Total Experience: 0 Perks Cost: 0 Spent Experience: 0 Martial Arts Cost: 0 Unspent Experience: 0 Skills Cost: 59 Total Points: 350 Background Amanda was one of the best. She knew she was destined for greatness. Her latest gig as an underground rollergirl was really paying off. Los Angeles was so much better than Missouri; people seemed so much more open minded too. They didn't mind that Amanda was the best. Every night they cheered her and the LA Outlaws on in an abandoned warehouse, or a parking garage. Underground roller derby wasn't for the faint of heart. Rules were for weaklings. If there wasn't someone going to the hospital then it was a bad night. Bloodsport, pure and simple, just the way Amanda liked it. Sure Amanda had a few scars from her sport, but for Amanda the price was worth it. The women seemed to like the underground roller derby than the man, and that too was fine with Amanda. Unlike the other rollergirls, Amanda had an ace up her sleeve. She was an Uber. Amanda had realized her power when she first put on a pair of skates. She could obviously skate faster than anyone else, but could also skate up the side of a wall. No one stood a chance. Just the way Amanda liked it. Everything changed when Venice Sheridan came into her life. Amanda noticed the socialite in the crowd at her last match. She tried to flirt with Venice, but the other woman seemed to just ignore her. This really pissed Amanda off. With a blur on skates Amanda leaped into the crowd, totally ignoring her team mates and opponents. Bodies flew left and right. Amanda was just about to deck Venice when the lights went out. Amanda didn't know that she had gone up against another Uber. Venice Sheridan was also known as the Princess (of Darkness). She didn't stand a chance against Princess. No matter how fast Amanda skated she couldn't find Venice. When Amanda was finally worn out, Venice raised the darkness walked over and decked Amanda. The two have been close friends eversince. Personality Amanda is a rude and crude broad and she's proud of it. She knows that she's white trash, and revels in it. Amanda has the mouth for it too. She never thinks twice about telling her opponents what she thinks of them, especially female opponents. There have been times when she has caused female super heroes to practically go berserk at one of her jibes. Nothing bothers Amanda, so long as she gets her way. She doesn't take direction very well, even from Princess (of Darkness). Forcing Amanda to do something she doesn't want to is a sure way to get her to do the opposite. Amanda gets a kick out of her powers. She always showing off how much a bad ass she is. No risk, no stunt, is too tame for this Rollergirl. Quote "Hey baby! Nice costume! You know where it'd look better? Crumpled on the floor of my bedroom. What? What did I say?" Powers Amanda is an Uber with the ability to skate at superhuman speeds. When skating it's almost impossible for anyone to catch her. Through unknown means, Amanda is even able to skate up walls, and along nearly impossible surfaces such as along cables. Water, and open air seemed to be the only limits on her super skating. A secondary effect of her powers, is that Amanda is highly resistant to damage that she brings upon herself when crashing into a foe at high speeds. In some crashes Amanda has been able to skate away without a scratch, while her victims haven't been so lucky. Amanda has trained herself in a number of tactics using her super skating. One of her favorite maneuvers is to slam into a foe like a battering ram. Most foes have trouble standing after being ran over by Rollergirl. Another favorite is Amanda weaving in and out of foes while she clotheslines them. Amanda prefers to uses maneuver against multiple foes. Finally, Amanda likes to take away things (weapons, bikini tops, food, etc...) from her targets while skating at high speeds. Naturally all that skating really builds up an appetite, and Amanda is constantly having to stop and rob a fast food restaurant. Appearance Amanda is of average height and definitely has a rugged athletic build. She keeps her frizzy brown hair cut fairly short. A nose ring completes the picture. For a costume Amanda wears a white tank top, red shorts, leggings with one leg in black and white checks while the other is black and white strips. On her feet, Amanda wears a pair of white roller skates, with red wheels. Amanda wears knee and elbow pads, but doesn't wear a helmet. Helmets are for wimps in her opinion.
  14. Re: Uberworld - Character and Art Next we have Princess (of Darkness), which is really a parody of Paris Hilton. Princess (of Darkness) Venice Sheridan Cost Characteristic Value Roll Notes 5 STR 15 12- Lift: 200.0kg; HTH: 3d6; END: [1] 30 DEX 20 13- OCV: 7 DCV: 7 26 CON 23 14- 4 BODY 12 11- 3 INT 13 12- PER Roll: 12- 4 EGO 12 11- ECV: 4; Mental Defense: 0 10 PRE 20 13- PRE Attack: 4d6 7 COM 23 14- 2 PD 5 Total: 20 PD (15 rPD) 0 ED 5 Total: 20 ED (15 rED) 20 SPD 5 Phases: 3, 5, 8, 10, 12 0 REC 8 Running: 6" / 12" 5 END 55 Swimming: 2" / 4" 3 STUN 35 Flight: 15" / 60" Princess (of Darkness) | Summary Real Name: Venice Sheridan Hair Color: Blonde Concept: Energy Blaster Eye Color: Brown Affiliation: Lost Girls Height & Weight: 5' 8" (1.73 m) / 110 lbs (49.90 kg) Played By: NPC Date of Birth: Febuary 17, 1981 Created By: Noah Thorp Place of Birth: Beverly Hills, California Cost Powers END 60 Darkness Powers: Multipower, 60-point reserve 5u 1) Darkbolt: Energy Blast 8 1/2d6, Reduced Endurance (1/2 END; +1/4) (54 Active Points) 2 6u 2) Darkness All Around: Darkness to Sight Group 4" radius, Personal Immunity (+1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points) 2 4u 3) Touch of Darkness: Energy Blast 6d6, No Normal Defense (Power Defense; +1) (60 Active Points); No Range (-1/2) 6 5u 4) Chains of Darkness: Entangle 5d6, 5 DEF (Stops A Given Sense Group: Sight Group) (60 Active Points); Cannot Form Barriers (-1/4) 6 20 Darkness Powers: Elemental Control, 40-point powers 20 1) Shadowflight: Flight 15", Position Shift, x4 Noncombat (40 Active Points) 4 20 2) Shadow Merge: Desolidification (affected by Darkness or Light Powers) (40 Active Points) 4 20 3) Shield of Darkness: Force Field (15 PD/15 ED/5 Power Defense/5 Flash Defense: Sight Group) (40 Active Points) 4 20 4) Wall of Darkness: Force Wall (5 PD/5 ED/2 Power Defense) (Opaque: Sight Group) (40 Active Points) 4 Cost Perquisites 15 Money: Filthy Rich Cost Skills 3 +1 with Darkbolt, Touch of Darkness, and Chains of Darkness 3 Acrobatics 13- 3 Acting 13- 3 Breakfall 13- 3 Concealment 12- 3 Conversation 13- 0 Everyman Skills AK: Beverly Hills, California 11- Acting 8- Climbing 8- Concealment 8- Conversation 8- Deduction 8- Language: English (Idiomatic, native accent) [Notes: Native Language] PS: Socialite 11- Paramedics 8- Persuasion 8- Shadowing 8- Stealth 8- TF: Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill] 3 KS: Lifestyle of the Extremely Rich 12- 3 High Society 13- 1 Language: Spanish (basic conversation) 3 Seduction 13- 3 Shadowing 12- 3 Stealth 13- 3 Streetwise 13- 200+ Disadvantages 15 Distinctive Features: Stunningly Beautiful 20 Hunted: Local Law Enforcement 8- 20 Hunted: Sanction 8- 15 Physical Limitation: Weird Biochemistry Requires Special Medical Care 10 Psychological Limitation: Aloof and Superior 10 Psychological Limitation: Amorous 20 Psychological Limitation: Vain 15 Social Limitation: Secret Identity 10 Social Limitation: Sex Object 15 Social Limitation: Stunningly Beautiful 0 Experience Points Princess (of Darkness) | Points Summary Characteristics Cost: 118 Base Points: 200 Powers Cost: 180 Disadvantages: 150 Talents Cost: 0 Total Experience: 0 Perks Cost: 15 Spent Experience: 0 Martial Arts Cost: 0 Unspent Experience: 0 Skills Cost: 37 Total Points: 350 Background The music on the dance floor seemed to pulse with a life of its own. Dancers twirled around Venice like a swirling mass. The heat from their bodies making the club warmer than it really was. Smells of cologne, perfume, and other things battled for prominence. For Venice Sheridan, this was her natural setting. The heiress of the Sheridan Hotel Empire danced, drank, and partied like there was no tomorrow. Men tried to catch her eye, but none were successful. Sure Venice flirted with each and every one of them, but none were good enough to take her home. It was deep into the wee hours of the morning; this club never seemed to close that Venice started feeling odd. Venice put it down to being drunk out of her mind. Most nights were like that. It was when people started bumping into that Venice actually realized that something was going on. Venice was this close to getting really pissed off. Didn’t people know who she was? No one bumped into Venice Sheridan. It was with a blurry eye that Venice saw that the other dancers had stopped dancing, and was acting like the lights had gone out. Boy, thought Venice, what had they been taking? For Venice the lights from the disco ball were as clear, as a drunken socialite could see. Venice made a sour face. This place had gone to the dogs. Maybe she’d find better action at the next club. She paused to remember where her friends were, but quickly forgot about them; as if she needed them. She was Venice Sheridan, the life of the party. Outside the club, the air off the Pacific felt like a balm. On wobbly legs Venice waited for the valet to return with her Escalade. While waiting she checked her makeup in her compact. Venice thought she might be imagining things when she noticed a little darkness crossing her eyes. She put it down to too much drink. It was only a moment before the handsome valet was back, and holding the door for her. Venice got in but not before passing her hand across his rugged check. As Venice drove off, she didn’t even notice that the valet had crumpled to the ground with a black hand print on his face. Venice turned up the stereo and cruised around LA awhile, not noticing that people on the streets were acting so funny. It was after Venice ran a red light, which she’d swear was yellow, that the sound of a police motorcycle’s siren broke over the pounding music. Damn, she thought. She really didn’t need this hassle. Didn’t the cops in this town know who she was? She was Venice Sheridan. Anger seemed to well up in her bosom. When the cop got to her Venice exploded in rage. Darkness erupted from the Escalade blowing out the doors and throwing the cop to the ground unconscious. Darkness swirled around Venice, and she couldn’t help but laugh. She really was a Princess of Darkness now. Let the fools beware. Personality Being an heiress of the Sheridan dynasty, Venice has always known she was better than everybody else. Venice looks down her nose at almost everybody, except for her fellow Lost Girls, and her latest boy toy. She’s also very much a party girl, and likes to have men all around her, especially men fighting over her. Venice likes to get guys all hot and bothered, and then leave them steaming in their own juices. She knows that she’s more beautiful than any of the other Lost Girls, and probably everyone else. A good way to get Venice upset is to belittle her looks. Quote "Every woman ought have four pets in her life. A mink in her wardrobe, a jaguar in her garage, a tiger in her boudoir, and a jackass who pays for the whole kit and caboodle." Powers Venice as the Princess of Darkness is able to tap into the Dimension of Darkness. By tapping into the dimension, she can project darkness in a variety of ways in this dimension. With a mere touch Venice can generate the darkness in a foe that’ll short circuit most foes central nervous system. Venice can also project bolts of energy, from her hands, or unleash bands of darkness that binds her foes. Naturally Venice can call into being a field of darkness, which only she can see through. Venice can also use the darkness as a shield, or as a wall. Through unknown means, Venice can actually fly. With a little concentration, Venice can merge herself with the shadows becoming completely immaterial. Only attacks that generate darkness or light have a chance of harming Venice when she’s merged with the shadows. Appearance Venice is quite the clothes horse, constantly changing her clothes. She has no set costume, but seems to have quite a variety. Naturally, Venice will only wear the sexiest, the most expensive, and the finest quality of clothes. Venice is stunningly beautiful, with long blond hair, alluring brown eyes, and legs to die for. She doesn’t wear a mask, but uses her darkness to hide her true identity.
  15. Re: Uberworld - Character and Art Thought I'd dust of this ol' thread, especially because of the website change. Uber World can now be found at http://uber-world.com Here's a few of the new characters I've designed. Some of the artwork is by me, and some by Tribe. Enjoy:) The first up is Abby Normal. I always loved Young Frankenstien, so this character just seemed natural. She's part of a group known as the Lost Girls, an homage to the Lost Boys (no vampires however). Abby Normal Abigail Norman Cost Characteristic Value Roll Notes 5 STR 15 12- Lift: 200.0kg; HTH: 3d6; END: [1] 24 DEX 18 13- OCV: 6 DCV: 6 26 CON 23 14- 4 BODY 12 11- 3 INT 13 12- PER Roll: 12- 20 EGO 20 13- ECV: 7; Mental Defense: 20 3 PRE 13 12- PRE Attack: 2 1/2d6 0 COM 10 11- 4 PD 7 Total: 15 PD (8 rPD) 2 ED 7 Total: 15 ED (8 rED) 22 SPD 5 Phases: 3, 5, 8, 10, 12 0 REC 8 Running: 10" / 20" 4 END 53 Swimming: 2" / 4" 3 STUN 35 Abby Normal | Summary Real Name: Abigail Norman Hair Color: Black, but mostly hacked off Concept: Mentalist Eye Color: Brown Affiliation: Lost Girls Height & Weight: 5' 10" (1.78 m) / 150 lbs (68.04kg) Played By: NPC Date of Birth: October 5, 1991 Created By: Noah Thorp Place of Birth: Boston, Massachusetts Cost Powers END 60 Pain Manipulation: Multipower, 60-point reserve 6u 1) Agony Infliction: Ego Attack 6d6 ( Human class of minds) (60 Active Points) 6 6u 2) Pain Field: Ego Attack 2d6 ( Human class of minds), Area Of Effect (4" Radius; +1), Continuous (+1) (60 Active Points) 6 6u 3) Unending Torment: Ego Attack 3d6 ( Human class of minds), Continuous (+1) (60 Active Points) 6 14 Feels No Pain I: Healing 2d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2) 20 Feels No Pain II: (Total: 20 Active Cost, 20 Real Cost) Energy Damage Reduction, 25% (Real Cost: 10) plus Physical Damage Reduction, 25% (Real Cost: 10) 16 Guarded: Mental Defense (20 points total) 8 Knife: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); OAF (-1) 14 Leathers: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Real Armor (-1/4) 8 Swift: Running +4" (10" total) 1 Cost Talents 4 Flexible: Double Jointed Cost Martial Arts Maneuver Phase OCV DCV Notes 17 Dirty Infighting Disarm 1/2 -1 +1 Disarm; 25 STR to Disarm Eye Gouge 1/2 -1 -1 Flash 4d6 Low Blow 1/2 -1 +1 2d6 NND Punch 1/2 +0 +2 5d6 Strike Weapon Element: Blades Cost Skills 6 +2 with Pain Manipulation 3 Acrobatics 13- 2 AK: Mental Insitutions 11- 3 Breakfall 13- 3 Climbing 13- 3 Computer Programming 12- 3 Contortionist 13- 0 Everyman Skills AK: Boston, Massachusetts 11- Acting 8- Climbing 8- Concealment 8- Conversation 8- Deduction 8- Language: English (Idiomatic, native accent) [Notes: Native Language] PS: Escaped Mental Patient 11- Paramedics 8- Persuasion 8- Shadowing 8- Stealth 8- TF: Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill] 3 Lockpicking 13- 3 Paramedics 12- 3 Persuasion 12- 3 Shadowing 12- 3 Sleight Of Hand 13- 7 Stealth 15- 3 Streetwise 12- 2 Survival (Urban) 12- 1 WF: Blades 200+ Disadvantages 5 Distinctive Features: Scars 20 Hunted: Local Law Enforcement 8- 20 Hunted: Sanction 8- 15 Physical Limitation: Weird Biochemistry, Requires Special Medical Attention 15 Psychological Limitation: Manic-Depressive 15 Psychological Limitation: Morbid 10 Psychological Limitation: Pretends to be Meek and Demure 1 Quirk: Collects Pieces of Clothe From Her Victims 1 Quirk: Cuts Herself At Least Once A Day 1 Quirk: Likes to Smile at Her Victims 1 Quirk: Prefers Her Meat to Be Rare 1 Quirk: Talks In Her Sleep 10 Social Limitation: Certifiably Insane 15 Social Limitation: Creepy 5 Social Limitation: Minor 15 Social Limitation: Public Identity 0 Experience Points Abby Normal | Points Summary Characteristics Cost: 120 Base Points: 200 Powers Cost: 158 Disadvantages: 150 Talents Cost: 4 Total Experience: 0 Perks Cost: 0 Spent Experience: 0 Martial Arts Cost: 17 Unspent Experience: 0 Skills Cost: 51 Total Points: 350 Background Abigail, “Abby” Norman has been in and out of mental institutions since she was eight years old. She was committed by her foster parents after they discovered that Abby had been cutting herself. Normal treatments for her manic/depressive personality seemed to have no effect, therefore she was institutionalized. Other patients often complained that Abigail was hurting them, but none of them were ever believed by the people in the mental institutions. Little did they know that it was true. Abigail was causing others pain. Abigail was causing others pain to relieve her own pain that she had internalized, and later she came to enjoy causing pain. The torment in others became a relief for Abby. Since the institution couldn’t handle Abby, she was shifted from one facility to the next, never staying long. None of the doctors realized that Abby was developing Uberhuman abilities. After many years as a virtual prisoner of the mental institutions, Abby Normal, as Abigail calls herself has broken out. Several orderlies tried to stop her, but Abby Normal sent them to the floor roiling in agony. Abby is now off of her medications, and is going to have some fun for awhile, or at least until her depression gets her down. Since escaping the mental institution, Abby has even made some new friends. Sure these girls aren’t as psychotic as Abby is, but no one can be perfect. They even have a name for themselves. They call themselves the “Lost Girls”. Personality Abby has a strong manic/depressive personality, with peaks of starling clarity to valley’s of bottomless depression. To deal with her highs and lows, Abby would cut herself . Cutting on her arms, and legs, and never deep enough to cause major damage. Later after her powers became evident, the cutting damaged her even less. However, it was also at this time that Abby discovered that she could cause pain in others. Like the self-inflicted pain that she inflicted on herself, she reveled in the pain that she could cause others. For Abby it was an even greater release. Abby was institutionalized for years, and has formed a veneer of being demure and meek to better fool those who try to get close to her. The only people who’ve ever gotten close to Abby without her inflicting pain on them, is the other Lost Girls. Abby has a tendency to shy away from her victims, until they let their guard down, and then Abby strikes. Most victims don’t see it coming until it’s too late. Abby also has a fascination with the morbid and macabre. Blood and gore don’t faze her one little bit. Abby has been suicidal at times when in the grips of a major depression, so death holds little meaning to her. Causing pain in others seems to be the only way for Abby to get past the darkness of depression to the heights of her manic phase. Naturally, Abby likes to keep a little something from those she has caused pain. For Abby Normal this is all natural. Quote "I'm not a serial killer...Really." Powers Abby is an Uber, whose mind is constantly generating painful impulses. For years Abby couldn’t direct her mental powers, and thus they turned against her. Her powers are the root cause of her mental illness. It wasn’t until Abby gained control of her mental powers, was she able to free herself of a little of the constant torment that coursed through her veins. Abby is able to project blinding pain into a singular victim, and most don’t survive this single onslaught, or Abby is able generate waves upon waves of searing agony in victims around her. Her powers don’t have an effect on anything but humans, but even animals feel uncomfortable around Abby. Due to living with her powers for so long, Abby isn’t affected much when it comes to pain being inflicted on her. Her body naturally shrugs off most damage to the body, and even regenerates to a degree. Even without her mental powers, Abby Normal is a skilled streetfighter. Abby packs a knife, which she at least cuts herself once a day, but has no problem using on those fighting against her. Her costume, which is made up of sewed together pieces of leather also protects Abby from some attacks. Appearance Abby would have been a beautiful young woman, except that beauty isn’t something that interests Abby. Using her knife, Abby has hacked off most of her hair, leaving strands in parts of her scalp. Abby also likes to paint her face like a porcelain doll, and even uses blood red lipstick to increase the shock factor. Abby likes to smile at her victims, while cocking her head. Her costume consists of pieces of black leather that Abby has sewn together; Abby isn’t that great a seamstress. On her feet Abby wears clunky boots, and keeps her knife in her right boot. Abby also has a bag, which she has pieces of clothing in it. However, Abby normally hides her bag of memories and doesn’t carry it on her.
  16. Re: Around the World With A New Character Each Week Bows:)
  17. Re: Thrud Lioness of Asgard I created a Thrud, but I went for a more of a Thor type clone. Don't mind my drawing. It was one of my earliest, and drawing faces isn't easy. Thrud Thrud Thorsdottir Cost Characteristic Value Roll Notes 15 STR 50 19- Lift: 25.6tons; HTH: 10d6; END: [2] 30 DEX 20 13- OCV: 7 DCV: 7 30 CON 25 14- 16 BODY 18 13- 5 INT 15 12- PER Roll: 12- 4 EGO 12 11- ECV: 4; Mental Defense: 0 10 PRE 20 13- PRE Attack: 4d6 4 COM 18 13- 5 PD 20 Total: 20 PD (10 rPD) 5 ED 20 Total: 20 ED (10 rED) 20 SPD 5 Phases: 3, 5, 8, 10, 12 0 REC 10 Running: 10" / 20" 0 END 50 Swimming: 2" / 4" 6 STUN 50 Flight: 15" / 60" Thrud | Summary Real Name: Thrud Thorsdottir Hair Color: Red Concept: Energy Blaster/Brick Eye Color: Blue Affiliation: Solo Height & Weight: 6' 0" (1.83 m) / 218 lbs (98.88 kg) Played By: NPC Date of Birth: Unknown Created By: Noaht Thorp Place of Birth: Asgard, Valhalla Cost Powers END 40 Mjollnir: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2) 4u 1) Call Lightning: Energy Blast 9d6, Indirect ( Same origin, always fired away from attacker; +1/4) (56 Active Points); OIF (-1/2) 6 4u 2) Blinding Weather: Change Environment 32" radius, -4 to Sight Group PER Rolls, Varying Effect Limited Group (+1/2) (58 Active Points); OIF (-1/2) 6 3u 3) Hammer Swing: Hand-To-Hand Attack +6d6, Double Knockback (+3/4) (52 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 5 3u 4) Hammer Throw: Energy Blast 8d6, No Range Modifier (+1/2) (60 Active Points); OIF (-1/2), Range Based On Strength (-1/4) 6 3u 5) Thunderclap: (Total: 60 Active Cost, 35 Real Cost) Energy Blast 3d6, No Normal Defense (+1) (30 Active Points); OIF (-1/2) (Real Cost: 20) plus Hearing Group Flash 10d6 (30 Active Points); Linked (Energy Blast; -1/2), OIF (-1/2) (Real Cost: 15) 6 3u 6) Winds: Telekinesis (40 STR) (60 Active Points); OIF (-1/2), Affects Whole Object (-1/4) 6 29 Asgardian: Life Support (Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe in Intense Cold; Safe in Intense Heat) 17 Chainmail: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2), Real Armor (-1/4) 8 Fleet of Foot: Running +4" (10" total) 1 23 Hammer Flight: Flight 15", Improved Noncombat Movement (x4) (35 Active Points); OIF (-1/2) 3 18 Megingjard: +25 STR, Reduced Endurance (0 END; +1/2) (37 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 7 Instant Change (one set of clothing): Cosmetic Transform 2d6 (Clothing into costume and vice-versa) (10 Active Points); Limited Target Limited (-1/2) 1 Cost Skills 3 Acrobatics 13- 3 Analyze: Combat 12- 2 AK: Hammerfast, Norway 11- 3 Breakfall 13- 0 Everyman Skills AK: Valhalla, Asgard 11- Acting 8- Climbing 8- Concealment 8- Conversation 8- Deduction 8- Language: Old Norse (Idiomatic, native accent) [Notes: Native Language] PS: Valkyrie 11- Paramedics 8- Persuasion 8- Shadowing 8- Stealth 8- TF: Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill] 5 KS: Norse Mythology 14- 3 Language: English (Completely Fluent, w/Accent) 3 Language: Norwegian (Idiomatic, native accent) 3 Riding 13- 2 Survival (Arctic/Subarctic) 12- 3 Tactics 12- 4 TF: Riding Animals, Large Rowed Boats, Sleds 4 WF: Common Melee Weapons, Common Missile Weapons 200+ Disadvantages 10 Distinctive Features: Godly Mein 20 Hunted: Empire 8- 20 Hunted: T.I.T.A.N. 8- 15 Physical Limitation: Weird Biochemistry, Requires Special Medical Attention 20 Psychological Limitation: Code Versus Killing 15 Psychological Limitation: Driven By Family History To Become A Hero 15 Psychological Limitation: Headstrong 10 Social Limitation: Legacy 15 Social Limitation: Secret Identity 10 Social Limitation: Stranger in a Strange Land 0 Experience Points Thrud | Points Summary Characteristics Cost: 150 Base Points: 200 Powers Cost: 162 Disadvantages: 150 Talents Cost: 0 Total Experience: 0 Perks Cost: 0 Spent Experience: 0 Martial Arts Cost: 0 Unspent Experience: 0 Skills Cost: 38 Total Points: 350 Background Thrud surveyed the carnage that was the feast hall of Valhalla. How long had this been going on? Since the dawn of the Aesir probably, every morning the warriors of the hall would battle to the death, those that died came back to Valhall and after the battle the feast would begin, again. It was so pointless thought Thrud. What had happened to the glory of Asgard? Things had certainly gone down hill in the last few eons. Looking around the room she couldn't help but sneer in contempt, not only for the feast room, but also for herself. A daughter of the mighty Thro, a captain of the Valkyrie, how far she had fallen too. She along with the rest of the valkyrie had become scullery maids, cleaning up the nightly mess that the Aesir created. Thrud carefully stepped over a pool of vomit on the floor to the great table. Father had stopped listening to her complaints a long time ago, and Modi and Magni were both impossible. One was bully and the other had rocks for brains. Her father could be both. What glory had any of them earned in a really long time? A loud snore from a heap on the bench brought Thrud out of her musings. Father lay across the table, passed out as usual. Thor had certainly let himself go. No wonder mother had left Valhalla long ago. He was a disgrace. Thrud looked around the hall, but it looked like no one was watching. Lying in a pool of congealed gravy was Mjollnir, her fathers' hammer. None could lift the powerful hammer, except for those who wore her fathers' belt Megingjard. Thrud lovingly touched Mjollnir and that was when an idea struck her. Thor would be passed out for several more hours. Easing arund her fathers' girh, Thrud loosened his already loosened belt. Thor let out a might belch, and a piece of the chicken that he had been eating before he passed out, fell from his mouth. As quietly as possible, Thrud girded Megingjard around her svelte waist. It fit perfectly. Thrud turned around and around to see how she looked with the belt on her, and she had to admit that she looked good with it on, almost heroic. She certainly felt a lot stronger, as strong as a giant. Feeling powerful, Thrud picked up Mjollnir. At first the hammer resisted, but it cam free of the gravy and Thrud pulled out a cloth and lovely cleaned the hammer. Thrud would never treat Mjollnir disrespectfully. She put the hammer in the waist band of the belt and ran from the room. There was only one stop on her way to the Rainbow Bridge and that was her fathers' bedroom. Thrud needed his iron gauntlet. Without the gauntlet she wouldn't be able to catch the hammer as it returned to her hand after being thrown. Searching though all of the soiled clothes and bed sheets, Thrud found the gauntlet in a cracked thunder mug. Washing it in the stream outside was the only way to get it cleaned. Afterwards Thrud put the gauntlet on and it fit like a glove. Feeling truly heroic, Thrud practically flew to the Rainbow Bridge. Standing at his post, always vigilant stood Heimdall the watchman of Asgard. However, Heimdall only kept watch against giants, not Asgardian lasses with a quick smile. Smiling brightly at the bearded Heimdall, Thrud sauntered down the Rainbow Bridge, Heimdall's eyes never leaving her. Finally Thrud was free. No more working as a scullery for ungrateful louts. The Rainbow Bridge deposited Thrud in Midgard, in the city of Hammerfast, Norway. In a way Thrud felt the name was appropriate. Since coming to Midgard, Thrud had made a name for herself as a champion of Norway. Her only regret is that someday her father will wake from his stupor and want back his things, but until that day comes Thrud will seek out all the glory she can find. Personality Thrud is a young Asgardian who wants a little adventure in her life. Once she really looked up to her father for his many brave deeds, and by taking his things hopes to emmulate him. Thrud is strong willed, and often times go ahead with a plan without much thought to her actions. Since being on Midgard, she had taken to be one of the so called "super-heroes", and from what she has learned about super-hereos is that they don't kill. Thrud has adopted their no killing creed. Quote "Foolish mortal ye can't stand against the storm that is Thrud." Powers Thrud is an Asgardian, as such she's stronger, hardier, and faster than mortals. Like other Asgardians, she's effectively immortal. Mortal diseases and poisons have no effect on Thrud. Thrud wields Mjollnir, Thors' hammer. Using the hammer, Thrud can affect the weather around her, create bolts of ligthning, mighty winds, or cause thunder to crash defeaning her foes. Even without changing the weather, Mjollnir is a mighty hammer able to deliver powerful blows. Due to an enchantment on the hammer, Thrud is able to fly. Thrud also wears Megingjard, her fathers' magical belt. The belt allows Thrud to actually lift Mjollnir, and grants her a doubling of her normal strength. Appearance Thrud is a beautiful red headed lady. She likes to keep her hair in a ponytail. Thrud taller than most women, and has the build of a female bodybuilder but has curves like the best of them. Using her innate magic, Thrud can appear as a mortal woman. When not in her natural form, Thrud likes to wear warm fashionable clothing usually with a fur trim. It does get cold in Norway after all. When in her natural form, Thrud wears a blue chain mail suit that was specially built for her. In her right hand she wields Mjollnir, and wrapped around her waist is a golden belt. Also on her right hand is her fathers' iron gauntlet.
  18. Re: The Candy Striper And the Gingerbread Man, too. Gingerbread Man Giovanni "Gingy" Spumoni Cost Characteristic Value Roll Notes -5 STR 5 10- Lift: 50.0kg; HTH: 1d6; END: [1] 30 DEX 20 13- OCV: 7 DCV: 7 20 CON 20 13- 4 BODY 12 11- 3 INT 13 12- PER Roll: 12- 0 EGO 10 11- ECV: 3; Mental Defense: 0 3 PRE 13 12- PRE Attack: 2 1/2d6 1 COM 12 11- 4 PD 5 Total: 15 PD (10 rPD) 1 ED 5 Total: 15 ED (10 rED) 20 SPD 5 Phases: 3, 5, 8, 10, 12 0 REC 5 Running: 14" / 112" 0 END 40 Swimming: 2" / 4" 5 STUN 30 Gingerbread Man | Summary Real Name: Giovanni "Gingy" Spumoni Hair Color: None Concept: Metamorph (Duplicator) Eye Color: White Frosting Affiliation: Candy Bag Gang Height & Weight: 0' 11" (0.28 m) / 2 lbs (0.91 kg) Played By: NPC Date of Birth: August 16, 1977 Created By: Noah Thorp Place of Birth: Argus City, New Jersey Cost Powers END Size Package: Tiny 8 1) Easily Hidden: +6 to Concealment (12 Active Points); (Self Only; -1/2) 30 2) Hard to Hit: +6 with DCV 12 3) Hard to Percieve: +6 with Stealth -10 4) Physical Limitation: Tiny 95 Cookies!!!: Duplication (creates 126 300-point Duplicates) 20 Choking: Energy Blast 4d6, No Normal Defense (LS-Self Contained Breathing; +1) (40 Active Points); No Range (-1/2), (Must Follow Grab; -1/2) 4 15 Cookie Powers: Elemental Control, 30-point powers 15 1) Cookie Dough: (Total: 30 Active Cost, 30 Real Cost) Energy Damage Reduction, Resistant, 25% (Real Cost: 15) plus Physical Damage Reduction, Resistant, 25% (Real Cost: 15) 30 2) Cookie Life Support: Life Support (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) (45 Active Points) 15 3) One Tough Cookie: Armor (10 PD/10 ED) (30 Active Points) 15 4) Run Cookie Run!!!: Running +10" (14" total), x8 Noncombat (30 Active Points) 3 10 One Cookie, One Mind: Mind Link , Ginger Bread Men class of minds, One Specific Mind, Psychic Bond Cost Skills 3 Breakfall 13- 3 Bribery 12- 3 Climbing 13- 3 Concealment 12- 3 Contortionist 13- 0 Everyman Skills AK: Argus City, New Jersey 11- Acting 8- Climbing 8- Concealment 8- Conversation 8- Deduction 8- Language: English (Idiomatic, native accent) [Notes: Native Language] PS: Gangster 11- Paramedics 8- Persuasion 8- Shadowing 8- Stealth 8- TF: Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill] 2 Gambling 12- 3 Interrogation 12- 4 Language: Italian (idiomatic) 3 Security Systems 12- 3 Shadowing 12- 3 Stealth 13- 3 Streetwise 12- 7 Teamwork 15- 200+ Disadvantages 10 Dependent NPC: Jean-Marie Samedi 11- 15 Distinctive Features: Gingerbread Man 20 Hunted: Argonaughts 8- 20 Hunted: Local Law Enforcement 8- 15 Physical Limitation: Very Limited Manipulation 10 Psychological Limitation: Compulsively Sarcastic 15 Psychological Limitation: Regrets What He Has Become 15 Psychological Limitation: Thinks He's A Tough Guy 5 Reputation: Tough Cookie, 8- 15 Social Limitation: Permanent Identity 5 Vulnerability: 1 1/2 x STUN Milk 5 Vulnerability: 1 1/2 x BODY Milk 30 Experience Points Gingerbread Man | Points Summary Characteristics Cost: 82 Base Points: 200 Powers Cost: 255 Disadvantages: 150 Talents Cost: 0 Total Experience: 30 Perks Cost: 0 Spent Experience: 30 Martial Arts Cost: 0 Unspent Experience: 0 Skills Cost: 43 Total Points: 380 Background Gingy Spumoni hurt. The gunshot from Fat Tony hurt worse and worse as Gingy bled. The ambush had gotten Gingy in the gut, but he wasn't going to let Fat Tony and his crew get the last laugh. The rest of his crew wasn't so lucky. They all bought the farm. Bullets ran off of the concrete all around Gingy as he crawled along the ground to get away. Waving a gun at a passing SUV, Gingy jacked the car away from an unsuspecting motorist. The bullet wound hurt worse than before, but Gingy got away. Gingy finally collapsed at the door of his girl friends apartment. Jean-Marie was a nurse, and the only person that Gingy really trusted. Thank God she was home, because Gingy was bleed all over her doorstep. "Gingy, mon, you're hurt bad," said Jean-Marie. "Yeah babe," said Gingy, "tell me something I don't know." as he collapsed on her couch. The smell of gingerbread filled the apartment. "Whatcha been cooking?" asked Gingy. "Oh you know," said Jean-Marie trying to stop the bleeding, "I was baking some gingerbread men. I know how you love them Gingy." "Right," said Gingy as he passed out from blood loss. When Gingy woke later, he was very confused. Sitting up on the counter saw his body lying on the couch with a sheet covering it. Gingy was further horrified when he looked down at his new body. He was about eleven inches tall, and covered with frosting. Three gumdrops decorated his chest like buttons. In a high squeaky voice, Gingy shouted, "Jean-Marie you twit what have you done to me!" Jean-Marie quickly came back into the kitchen where Gingy who's spirit now inhabited a gingerbread man. "Ah Gingy, mon," said Jean-Marie a smile upon her face, "you did know I am a Mambo? Well, you was dying an all. This was the only thing I could think of ta save ya." "But a gingerbread man?" moaned Gingy. "I'm afraid that was all I had on hand Gingy. But don't let that get you down. I heard of this dude. His name is Mister Minty. He might be able to get you back into a human body." "Well, what are we waiting for Jean-Marie." said Gingy, "let go find this mook and make him make me a new body." Gingy leapted from the table landed on the floor and headed for the door. No one would keep this cookie down. Personality Gingy has always been a tough guy. For Gingy it had always been a survival trait. Especially for a gangster in the often violent area of New Jersey. Now that Gingy has found himself in the body of a gingerbread man, nothing has changed. Gingy always goes out of his way to prove how tough he is. He won't let anyone tread on him. He also has a sarcastic tongue. This is probably what got Gingy shot in the first place. Gingy mouthed off at Fat Tony, and the other gangster took Gingy's reference to Fat Tony's weight the wrong way. As a Gingerbread Man, this too hasn't changed. Gingy can't seem to help himself. Gingy really didn't want to become a gingerbread man, and Mister Minty has promised Gingy to use his magic to return him to his human form. To date, Mister Minty has yet to be successful. Not that this has stopped Gingy from trying. Quote "You might think I'm soft and chewy, but this Gingerbread Man is one tough cookie. Forgetaboutit!" Powers Gingerbread Man is a tiny animated gingerbread man cookie. His small size makes it difficult for larger foes to hit him. Gingerbread Man is fast, and can run faster that what should be possible for such small legs. Also due to his small size, he can sneak around with the best of them. Those attacks that do hit Gingerbread Man often have little effect on him. It's almost like he is wearing armor. Gingerbread Man is able to create over a hundred duplicates of himself, that have his same powers, except for the ability to duplicate. Gingerbread Man can command his gingerbread army to attack a foe by climbing up their bodies and forcing themselves down their foes throat chocking them. Gingerbread Man is constantly in contact with his gingerbread army. Appearance Gingerbread Man is a gingerbread man cookie. He's about eleven inches tall and about a quarter inch thick. His body is made of gingerbread cookie dough, and has a light brown texture to his entire body. His round head has to dots of white frosting for eyes, along with to line of frosting over his eyes creating eyebrows. His mouth is a circle of red frosting. More frosting on his arms and waist create the appearance that he's wearing a coat. Two purple gumdrops serve a buttons for Gingerbread Man. His back is completely blank. As an animated cookie, Gingerbread Man can move his limbs and head as normal person could.
  19. Re: The Candy Striper Here's E.Bunny E.Bunny Herbert "Herb" Weinermann Cost Characteristic Value Roll Notes 20 STR 30 15- Lift: 1600.0kg; HTH: 6d6; END: [3] 33 DEX 21 13- OCV: 7 DCV: 7 20 CON 20 13- 4 BODY 12 11- 2 INT 12 11- PER Roll: 11-/13- 0 EGO 10 11- ECV: 3; Mental Defense: 0 5 PRE 15 12- PRE Attack: 3d6 0 COM 10 11- 4 PD 10 Total: 20 PD (10 rPD) 6 ED 10 Total: 20 ED (10 rED) 19 SPD 5 Phases: 3, 5, 8, 10, 12 0 REC 10 Running: 6" / 12" 0 END 40 Swimming: 2" / 4" 3 STUN 40 E.Bunny | Summary Real Name: Herbert "Herb" Weinermann Hair Color: Brown Concept: Weapon Master Eye Color: Brown Affiliation: Candy Bag Gang Height & Weight: 5' 8" (2.73 m) / 220 lbs (99.79 kg) Played By: NPC Date of Birth: August 10, 1971 Created By: Noah Thorp Place of Birth: New York, New York Cost Powers END 40 Eggzooka: Multipower, 60-point reserve, (60 Active Points); all slots IAF (-1/2) 3u 1) Bad Egg: Energy Blast 4d6, Area Of Effect Nonselective (4" Radius; +3/4), No Normal Defense (LS: Self Contained Breathing; +1) (55 Active Points); 8 Charges (-1/2), IAF (-1/2) 3u 2) Exploding Egg: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); 8 Charges (-1/2), IAF (-1/2) 4u 3) Jelly Beans Filled Egg: Energy Blast 3d6+1, 500 Charges (+1), Autofire (20 shots; +1 1/2) (59 Active Points); IAF (-1/2) 3u 4) Marshmallow Peeps Filled Egg: Summon 64 50-point Marshmallow Peeps, Ranged (+1/2) (60 Active Points); 8 Charges (-1/2), IAF (-1/2) 3u 5) Peanut Butter Filled Egg: Entangle 3d6, 3 DEF (Stops A Given Sense Group: Sight Group), Sticky (+1/2) (60 Active Points); 8 Charges (-1/2), IAF (-1/2) 3u 6) Plastic Grass Filled Egg: Change Environment 16" radius, -6" Running, Long-Lasting: Permanent (60 Active Points); 8 Charges (-1/2), IAF (-1/2) 30 Bunny Costume: Armor (10 PD/10 ED) 17 Bunny Hop: Leaping +12" (18" forward, 9" upward) (x4 Noncombat) 2 12 Rabbit Ears I: High Range Radio Perception (Radio Group) 4 Rabbit Ears II: +2 PER with Hearing Group 8 Rabbit Ears III: Ultrasonic Perception (Hearing Group), Increased Arc Of Perception (360 Degrees) Cost Talents 3 Give me a moment and I'll add this up: Lightning Calculator 6 Lucky Rabbits Foot: Combat Luck (3 PD/3 ED) 22 My Rabbit Senses are Tingling: Danger Sense (immediate vicinity, out of combat, Function as a Sense, Intuitional) 11- Cost Martial Arts Maneuver Phase OCV DCV Notes 28 Generic Martial Arts Block 1/2 +2 +2 Block, Abort Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort Kick 1/2 -2 +1 12d6 Strike Punch 1/2 +0 +2 10d6 Strike Throw 1/2 +0 +1 8d6 +v/5, Target Falls +2 HTH Damage Class(es) Cost Skills 9 +3 with Eggzooka 3 Acrobatics 13- 3 Acting 12- 3 Breakfall 13- 3 Climbing 13- 3 Contortionist 13- 10 Defense Maneuver I-IV 0 Everyman Skills AK: New York, New York 11- Acting 8- Climbing 8- Concealment 8- Conversation 8- Deduction 8- Language: English (Idiomatic, native accent) [Notes: Native Language] PS: Accountant 11- Paramedics 8- Persuasion 8- Shadowing 8- Stealth 8- TF: Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill] 2 KS: Banking 11- 3 Shadowing 11- 3 Sleight Of Hand 13- 3 Stealth 13- 200+ Disadvantages 15 Distinctive Features: Man in a Bunny Suit 20 Hunted: Local Law Enforcement 8- 15 Hunted: Mystery 8- 5 Money: Poor 10 Physical Limitation: Allergies 20 Psychological Limitation: Doesn't Want to be a Villain 10 Psychological Limitation: Easily Flustered 20 Psychological Limitation: Inferiority Complex 10 Social Limitation: Not Taken Seriously 15 Social Limitation: Public Identity 10 Unluck: 2d6 0 Experience Points E.Bunny | Points Summary Characteristics Cost: 116 Base Points: 200 Powers Cost: 130 Disadvantages: 150 Talents Cost: 31 Total Experience: 0 Perks Cost: 0 Spent Experience: 0 Martial Arts Cost: 28 Unspent Experience: 0 Skills Cost: 45 Total Points: 350 Background Herb sat at the kitchen table in his grungy apartment drinking coffee in his boxers and an undershirt reading the classified ads. He ran a hand over his stubbly face, and wondered when he last shaved. Was it a week ago? The memory was painful. A week ago his whole life had came crashing down. His job with the bank had suddenly disappeared in a downsizing. Now Herb was out of a job. It wasn’t long after he had lost his job, that his wife of ten years, Dolores left him, for another woman. Herb hadn’t seen it coming. Then to top it off his dog bit him. Herb couldn’t help but rub his derriere. At least Dolores took the dog with her. So here Herb sat, remembering his past contemplating his future. None of the job offers seem to interest him. He didn’t want to drive cab, he got lost all the time, he didn’t want to be a janitor, and he was allergic to ammonia. Oh, he thought. Here’s a job he could do, candy gram deliverer. Not much else in the paper looked interesting. Maybe Herb needed a change of pace. Standing up Herb took a red pen and circled the ad. “I’ll do it,” said Herb to an empty room. Maybe then his luck would change. Herb stood out in front of the building and couldn’t help but scratch his head. This couldn’t be the place. This place looked like an abandoned factory, but no, as he got to the door he saw a sign the words “Candy Bag Gumi” written in a rainbow of colors. Herb had no idea was a “Gumi” was. Herb opened the door and walked into an office. There was no receptionist, but the smell of chocolate, and other candy smells seemed to waft through the building. Herb looked down at his tie, and again tried to work at the mustard stain out of it. No luck. “Um…hello,” said Herb tentatively. “Is there anybody here?” Silence answered Herb. The place was kind of weird thought Herb. Where was everybody? Herb was just about to give it up and as he turned around he practically ran into the made standing mere inches behind him. Herb almost soiled himself. How had this guy gotten so close to Herb without him noticing, and that smile, creepy? “Hello, hello,” said the man with an odd accent. Herb couldn’t place it exactly. Was it French or was it German? And the man wore the most eye-wrenching green suit. “Um…yes,” said Herb, “I’m here about the job.” Herb raised the newspaper thinking to show the man proof to why he was here. His smile seemed to grow even wider, and Herb wondered if he should make the sign of the cross. “Excellent, excellent,” said the smiling man, “you are my first vic…um…applicant for the job. My name is de Mint. Jorge de Mint, lately of Brussels. Please, please walk this way.” This guy made the hairs of Herbs arms stand up. Herb was about to say no, but realized his prospects weren’t so great. Mister de Mint showed him through to another room behind the reception area. Bubbling pots of candy lined the area, and Herb was taken aback when de Mint picked up a large candy cane and used it like a walking stick. “What you see here,” said de Mint “is the bulk of my new endeavor. I shall restart my candy empire here with these new confections, and you my dear fellow shall help me.” “Um, yeah,” said a nervous Herb, as de Mint draped an arm across his shoulder. “Here we are. Here we are,” said de Mint. “I’m so excited. Behold my E. Bunny suit.” With a gesture like a cheap stage magician, de Mint unveiled the bunny suit. Herb wasn’t sure. It definitely was a bunny suit, large, goofy, and pink. “Um…” said Herb turning to face de Mint, who practically had tears of joy leaking from his face. “Okay,” said Herb, “I really don’t have any more prospects, so I’ll wear it.” “Excellent, excellent,” said de Mint. “I’m sure you won’t be disappointed in it. I designed it with a few extras.” Herb proceeded to put the bunny suit on. It was a bit snug, but Herb figured he needed to loose some weight anyway. “A bit snug,” said Herb pulling on the zipper a little. It wouldn’t budge. “Um,” said Herb, “the zipper is stuck.” De Mint didn’t seem to notice, but kept on smiling at Herb. Herb yanked and yanked on the zipper to no avail. “Hey buddy,” said a worried Herb, “I’m stuck. Help me get this thing off.” “Oh,” said De Mint his mouth forming an “O”. “I’m afraid I can’t do that,” said De Mint looking almost apologetic. “I never intended you to take it off again my E. Bunny.” “Now here’s the deal,” said De Mint, “I need a little help E. Bunny, and maybe, just maybe after we’re done I’ll let you out of that suit. Until then, you had better do whatever I say.” Exasperated, all Herb could do was agree. Personality Herb wasn't looking to become a super-villain, or super-lackey. If only he hadn't answered that ad in the paper he wouldn't be in this mess. Herb is always full of regrets of what he has become. However, he's quite aware that he doesn't have much choice in the matter. If he doesn't do what Mister Minty wants, then he'll never get the bunny suit off. However, this doesn't keep Herb from wishing things were otherwise. Otherwise, Herb is somewhat of a reluctant villain, only doing what he's told. Herb doesn't take change well. First it was his job, then his wife, and even his dog. Everyone in his life eventually turned against him. Herb gets flustered at the drop of a hat. He rarely knows how to deal with life in general. Herb thinks he has been cursed. When Herb get truly flustered he usually brings out the eggzooka. He has been known to express his frustration with it. It of course doesn't help that his life has turned out so rotten. All of the bad luck in his life has given Herb a serious case of inferiority. Herb knows that he just doesn't measure up. He wouldn't be in this position of being stuck in a bunny costume, possibly for life, if he had just done things better. However, Herb always seemed doomed for failure. Quote "No damnit kid! I don't have any eggs for you. Oh...Wait a minute...How about this." Pulls out the Eggzooka. Powers Herb wears a magical bunny suit that was enchanted by Mister Minty. Now Herb can't even take the costume off. However, the bunny suit does give Herb certain abilities. He's now stronger than the average man, able to hoist a BMW over his head, and is more agile than most people. The suit is bulletproof, and Herb can leap over tall convinience stores with ease. Also for a reason that Herb doesn't understand he can hear sounds that he shouldn't, even hear the radio with the bunny ears. In addition to the amazing powers given to him by the bunny suit, Herb is also armed with the eggzooka. It looks like a normal bazooka, except that it fires specially designed eggs, from the bad egg that releases a noxious gas to eggs filled with marshmallow peeps. The bunny suit doesn't seem to have any pockets or pouches, but Herb seems to be able to whip the eggzooka out of thin air. During his time with the Candy Bag Gang, Herb has also learned a little self-defense from Mister Minty, and will fall back on that if he looses the eggzooka. Also for some reason Herb has become sensitivity to danger around him. He doesn't understand it much, but when there is danger his ears have a tendency to tingle. Appearance Herb is a rather overweight man, who's also balding. Of course you'd need to take of the hood of his costume to see this. Herb can't even do that. He always looks like he is in need of shave. Herb is also trapped in a fluffy pink bunny suit that covers his entire body except for his face. The belly of the bunny suit is white, and the bunny suit does have a cottontail. A pair of long bunny ears complete the costume. Naturally one always stays straight while the other invariable bends in the middle. Herb moves his ears when he's trying to tune in on radio transmissions. When Herb pulls out his eggzooka, it looks like a normal bazooka, except it is pastel green in color.
  20. Re: The Candy Striper I created a super-villain group called the Candy Bag Gang. Never finished them, but I did finish Mr. Minty, E.Bunny, and the Gingerbread Man. Here's Mr. Minty Mister Minty Jorge de Mint Cost Characteristic Value Roll Notes 5 STR 15 12- Lift: 200.0kg; HTH: 3d6; END: [1] 24 DEX 18 13- OCV: 6 DCV: 6 10 CON 15 12- 4 BODY 12 11- 8 INT 18 13- PER Roll: 13- 4 EGO 12 11- ECV: 4; Mental Defense: 10 8 PRE 18 13- PRE Attack: 3 1/2d6 2 COM 14 12- 4 PD 7 Total: 15 PD (8 rPD) 4 ED 7 Total: 15 ED (8 rED) 12 SPD 4 Phases: 3, 6, 9, 12 0 REC 6 Running: 10" / 20" 0 END 30 Swimming: 2" / 4" 7 STUN 35 Mister Minty | Summary Real Name: Jorge de Mint Hair Color: Brown Dyed Green Concept: Gadgeteer Eye Color: Green Affiliation: Candy Bag Gang Height & Weight: 5' 8" (1.73 m) / 141 lbs (63.96 kg) Played By: NPC Date of Birth: August 6, 1974 Created By: Noah Thorp Place of Birth: Amsterdam, Netherlands Cost Powers END 108 Candy Bag Power Pool: Variable Power Pool (Gadget Pool), 90 base + 18 control cost, (135 Active Points); VPP Can Only Be Changed Between Adventures (-1/2); all slots OAF (-1) 0 1) Atomic Fireball: Energy Blast 8d6, Area Of Effect (9" Cone; +1) (80 Active Points); 3 Charges (-1 1/4), OAF (-1) Real Cost: 25 0 2) Bon Bombs: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); OAF (-1), 8 Charges (-1/2), Range Based On Strength (-1/4) Real Cost: 22 0 3) Bubble Gum Gun: Entangle 5d6, 5 DEF, Sticky (+1/2) (75 Active Points); OAF (-1), Activation Roll 15-, Jammed (-3/4), 12 Charges (-1/4) Real Cost: 25 0 4) Creme Pie: Sight and Hearing Groups Flash 1d6, Attack Versus Limited Defense (Force Fields; +3/4) (17 Active Points); 1 Charge (-2), OAF (-1) Real Cost: 4 0 5) Gum Drops: Energy Blast 10d6, Indirect ( Same origin, always fired away from attacker; +1/4) (62 Active Points); OAF (-1), 8 Charges (-1/2) Real Cost: 25 0 6) Jawbreakers: Telekinesis (20 STR), Area Of Effect (One Hex; +1/2), Uncontrolled (+1/2) (60 Active Points); Only to Throw Target to Ground (-2), Does No Damage (-1), 2 Recoverable Charges (-1), OAF (-1), Activation Roll 14- (-1/2), (No Effect on Flying/Leaping; -1/4), (DEX Roll Cancels Effect; -1/4) Real Cost: 8 0 7) Licorice Whip: (Total: 38 Active Cost, 13 Real Cost) Hand-To-Hand Attack +2 1/2d6, Reduced Endurance (1/2 END; +1/4) (16 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 6) plus Stretching 3", Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) (Real Cost: 7) Real Cost: 13 [Notes: Range 3"; can Grab] 1 0 8) Pixie Stix: Shrinking (0.2159 m tall, 0.1249 kg mass, -6 PER Rolls to perceive character, +6 DCV, takes +9" KB), Usable As Attack (+1) (60 Active Points); OAF (-1), 4 Continuing Charges lasting 1 Turn each (-1/2) Real Cost: 24 0 9) Star Mints: Sight , Smell/Taste and Hearing Groups Flash 8d6 (50 Active Points); OAF (-1), 8 Charges (-1/2), Range Based On Strength (-1/4) Real Cost: 18 12 Candy Cane: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 3 Mask: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 14 Reinforced Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Real Armor (-1/4) 8 Devilish Fast: Running +4" (10" total) 1 8 Warped Mind: Mental Defense (10 points total) Cost Talents 4 Bends Like Taffy: Double Jointed 5 Never Forgets a Recipe or a Face: Eidetic Memory 9 One Hand is as Good as Another: Ambidexterity (no Off Hand penalty) Cost Martial Arts Maneuver Phase OCV DCV Notes 16 Candy Cane Fighting Candy Poke 1/2 +0 +2 5d6 Strike Slap on the Wrist 1/2 -1 +1 Disarm; 25 STR to Disarm Lay Down and Take a Nap 1/2 +1 +1 3d6 Strike; Target Falls Taking Candy Away From a Baby 1/2 +0 +0 Grab Weapon, 25 STR to take weapon away Cost Skills 16 +2 with All Combat 3 Acrobatics 13- 3 Acting 13- 3 Breakfall 13- 3 Bureaucratics 13- 3 Concealment 13- 3 Contortionist 13- 3 Disguise 13- 10 Defense Maneuver I-IV 0 Everyman Skills AK: Amsterdam, Netherlands 11- Acting 8- Climbing 8- Concealment 8- Conversation 8- Deduction 8- Language: Dutch (Idiomatic, native accent) [Notes: Native Language] PS: Confectionier 11- Paramedics 8- Persuasion 8- Shadowing 8- Stealth 8- TF: Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill] 3 KS: Candy Making 13- 3 KS: Magic 13- 3 Language: English (completely fluent) 3 Language: French (completely fluent) 3 Lockpicking 13- 3 Security Systems 13- 3 Sleight Of Hand 13- 3 Stealth 13- 200+ Disadvantages 20 Hunted: Dawnstars 8- 20 Hunted: Local Law Enforcement 8- 20 Normal Characteristic Maxima 10 Psychological Limitation: Bitter 10 Psychological Limitation: Cheerful Charlie 25 Psychological Limitation: Mad as a Hatter 10 Reputation: Candy Themed Villain, 11- 15 Social Limitation: Creepy 15 Social Limitation: Secret Identity 5 Unluck: 1d6 0 Experience Points Mister Minty | Points Summary Characteristics Cost: 92 Base Points: 200 Powers Cost: 153 Disadvantages: 150 Talents Cost: 18 Total Experience: 0 Perks Cost: 0 Spent Experience: 0 Martial Arts Cost: 16 Unspent Experience: 0 Skills Cost: 71 Total Points: 350 Background Jorge de Mint came from a long line of candy makers in the Netherlands. He was the sixteenth de Mint to run de Mints Chocolates, a well-known manufacturer of chocolates in Europe. However, his families’ success in the candy business proved to be his undoing. An international corporation called Euro-Conglomerate sought to take over the company that ran in Jorge’s family for generations. Little did Jorge know that Sterling House controlled Euro-Conglomerate. Jorge stood little chance to save his company from the takeover. Eventually Jorge was ousted, and a new group of board of directors installed in his place, all of the loyal to Sterling. Bitterly Jorge retired to his families’ mansion. However forced retirement drove Jorge to distraction. Trying to find anything to distract him from his predicament, Jorge discovered that his grandfather had a secret library. Inside the library Jorge found some really odd recipe books. Over the next few weeks Jorge spent night and day in the library pouring over the books. Jorge became convinced that these secret recipes would allow him to regain control of his company. However, it would take a lot of money for him to realize this vision. Coming out of the library, Jorge had an idea. Everything had been taken from him, so now it was time for him to strike back. Yet, Jorge didn’t want to go to jail for what he wanted to do. That night, Jorge came up with the idea for Mister Minty. He designed himself a costume, dyed his hair green, and using the secret recipes cooked up some exotic candy weapons. The world that had thrown away Jorge de Mint would find it hard to ignore Mister Minty. Since then Mister Minty has been on a crime spree across Europe. During his crime spree, he even found others like him, and together they formed the Candy Bag Gang. Personality Jorge is a seriously bent personality. This loss of his families business has driven off the deep end. Only occasionally can Jorge reign in the lunacy. The magic that he discovered in his family library may have further eroded his personality. Jorge feels a lot of bitterness over his ousting from the presidency of de Mints, but the face he projects to the world is of a man without a care in the world, always smiling as he commits his crimes. There's no telling how he'd react if he ever learned who was behind the take over. Jorge has to really restrain himself around others to not burst out with hysterical laughter. Quote "This is going to be as easy as stealing candy from a baby. Haaa Haaa Haaa!" Powers Jorge is really a normal man, and would be truly unremarkable if it wasn't for his twisted way of doing magic. Using his families hidden magical recipes he has been able to create a wide variety of candy like weapons, from a licorice whip that acts just like a real whip, and causes real wounds, to the pixie stix which contains a powder that causes anyone who breathes it in to shrink to the size of a real pixie. Jorge changes his candy arsenal from time to time. However, his favorite weapon is his candy cane, which he can deliver powerful blows with. Because of his psychosis mentalists have difficulty affecting his mind. His insanity also seems to have put a hitch in his steps, making Jorge an agile foe to face. For a man who has been making candies for most of his life, Mister Minty has proved to be a fair hand to hand combatant. Appearance Mister Minty is a man of average height, and little on the skinny side. He's slightly balding, but his dyed his remaining hair green, including his eyebrows. For a costume Mister Minty wears a green jacket over a white shirt, gloves, pants, and equally green shoes. In his hands he wields a wicked candy cane. Naturally Mister Minty wears a domino mask that makes his eyes look white. Mister Minty pulls out his candy weapons from the insides of his jacket, or from the sleeves, or even his pants pockets. A smile is always plastered on Mister Minty's face, no matter what crime he's commiting.
  21. Re: Songs that inspire(d) you to make a Champions Character I'm surprised that no one has mentioned Ms. Speares, sixteen year old pregnent sister. For those with kids, you might've seen on a show on Nik, Zoey 101. Any ways, back on subject. I've been working on a demonic rock band called Demonbait. Death Metal naturally. The lead singer is Incubus, and then there's Distortion on lead guitar, Riff on base guitar, and Chowder (a four armed demon), on drums. They're on the "Feast of Souls" world tour, coming to a town near you.
  22. Re: Familiars that hurt First you should really really love the other demon. Plus it helps if you're both conscenting adults. Also you shouldn't touch another persons' demon without permission. It might offend them, and then the whole "realationship" might go down the toilet.)
  23. The Arc

    Blood mage

    Re: Blood mage Sounds a lot like drains to me. Other things I can think of would be like Hemopilia, maybe something like blade of a thousand cuts (A HKA linked with a PD Drain), or maybe Anemia (an END drain). I think these would be easier than a cancer of the blood to do. How about Hemo Control (Mind control that only effects those with blood, ie humans, elves, vampire(?), but not elementals, or golems and such. I think Mercedes did a novel that dealt with Blood magic. Can't remember which.
  24. Re: From bloodthirsty deity to nonbloodthirsty hero Awhile back I worked on a super hero team called Team Mexico, and I created a super-hero called Aztec for the team. He was the son of the big Q via a mortal woman. Of course mom died in child birth, and he was raised by monks. Other than that he was pretty much a Thor homage. These would be one way around the "blood thirsty" aspect.
  25. Re: Sailor Sun, formerly Solara Sounds a lot like Ranma. Who was cursed to turn into a girl in cold water, and to turn back into a boy with hot water. His father had it worse. He turned into a Panda bear.
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