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Certified

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Posts posted by Certified

  1. Re: Female/Male Super-Forms

     

    This seems to be a common problem in the gaming world. We can craft world upon world with characters in the hundreds with personality and quirks and needs with ease, ask us how we feel and suddenly ninety percent of us become mute. Nothing really to add here just an observation. There have been far to many times where I've been guilty of this one too.

  2. Re: Female/Male Super-Forms

     

    This reminds me a lot of Rama 1/2 an anime is was none to fond of but that's beside the point. I think who you should talk to is your group, voice your concerns about the character and solicit feedback from the other players see how they will feel about introducing the gender bending brick. Also, if you are seriously worried things might not work out, talk to the character's player have him design a back up character in case this one does not work out. Then even if this character goes a few sessions and you decide it's not a good fit he can swap out for a character with the same experience.

  3. Re: Need An Archnemesis

     

    Hi' date='I`ve just began playing Champions.My GM wants us to have an archenemisis so can anybody give me ideas?My character is called Demigod,a demigod born from Zeus and a mortal woman.He serves Earth as a superhero for Zeus(Please make the archnemisis a monster,titan or god from Greek mythology)[/quote']

     

    Can you provide a build so that people can get an idea of what would work well for a nemesis?

  4. Re: Hero Histories based on the Ages of Comics

     

    That's really good stuff, Certified. The alien shapeshifters and Professor Storm are very Silver Age. The prof feels like a Flash villain. I've got a somewhat similar character called Professor Tumult who uses a 'hurricane gun'. Lady Wolfe, Starchild, Berserker, Behemoth, Reaper and Ur the Time God all have a great Bronze Age feel. The picture of Behemoth looks a lot like a crazy Defenders bad guy from a mystic dimension. The 1980 Far East connection is also very period appropriate, very Frank Miller. The Vengeance/Jade Empress incident looks like a homage to Bullseye/Elektra. I reread those Daredevil issues quite recently and it's an amazingly good story, very emotional. Ruby Red is the Red Skull, right? Does she switch from the nazis to the reds?

     

    I have one minor criticism - Imuthes the Mummy Lord would not be possible in 1957, as the comics code banned the walking dead. He'd have to wait until the 70s when the comics code was relaxed to rise from his tomb once more.

     

     

    Thank you, I'm glad you liked the timeline. With the Gal-Mar storyline I wanted to capture something like Jack Kirby's galactic adventures. At the same time I really was looking for a kind of Flash Gordan throwback story arc

     

    In the seventies I wanted to have Vigilant really jump from being a pulp age throwback to fighting at the same power level as actual super heroes. To make this transition I thought a four color styled Justice League or Avengers would serve as a kind of spring board. The logic being if he can fight alongside powered super heroes he's obviously as strong as them. You know power creep from changing writers.

     

    The eighties seemed to have a lot of Asian connections and so I thought it was appropriate. The Jade Empress being a kind of combination of Storm, Lady Deathstrike and Itsu. This was also a darker time in comics and so I wanted to reflect that.

     

    As for Ruby Red although he married the Jade Empress I think his heart always belonged to Ava Daring. With introducing the Jade Empress I was also trying to strike on some of the strange kind of love stories that crept into comics of the time. Scott, Phoenix and Phoenix comes to mind. Although the timeline never actually details it I think she does since it's in Korea where he finally captures her.

     

    I have to admit I'm surprised I only had the one comic code infraction. Maybe Imuthes the Mummy Lord only had the scary name but was a living human? Something along the lines of Shiwan Khan, possessor of magical powers but still human?

  5. So for my thousandth post I thought I would put up a collection of villains ranging from fodder to giants who can take on a full team alone. Feel free to snag them I've attach the HDC files. Hope you enjoy.

     

    Lady Night: A crazed Metahuman able to tap into the place known only as the Shadow.

     

     

    Lady Night

     

    Val Char Cost Roll Notes

    10 STR 0 11- Lift 100.0kg; 2d6

    18 DEX 24 13- OCV: 6/DCV: 6

    15 CON 10 12-

    15 BODY 10 12-

    20 INT 10 13- PER Roll 13-

    25 EGO 30 14- ECV: 8

    20 PRE 10 13- PRE Attack: 4d6

    18 COM 4 13-

     

    2+28 PD 0 Total: 2/30 PD (0/28 rPD)

    3+28 ED 0 Total: 3/31 ED (0/28 rED)

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

    18 REC 6

    30 END 0

    28 STUN 0

     

    Total Characteristic Cost: 126

     

    Movement:

    Running: 6"/12"

    Flight: 20"/40"

    Leaping: 2"/4"

    Swimming: 2"/4"

     

    Cost Powers END

    48 Night's Embrace: Armor (28 PD/28 ED) (84 Active Points); Conditional Power Power Only Works In Darkness (-½), Visible (Radiates an Aura of Darkness; -¼) 0

    11 Gift of the Dark: Armor (10 PD/10 ED) (30 Active Points); Only Works Against Very Limited Type of Attack (Darkness based attacks; -1), Linked (Night's Embrace; Lesser Power can only be used when character uses greater Power at full value; -¾) 0

    7 Mental Defense (12 points total) 0

    3 Black Regeneration: Healing Body ½d6, Reduced Endurance (0 END; +½), Persistent (+½) (10 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 ¼), Linked (Night's Embrace; Lesser Power can only be used when character uses greater Power at full value; -¾), Self Only (-½) 0

    Notes: No Healing Max (see FREd p. 120).

    11 +10 REC (20 Active Points); Linked (Night's Embrace; Lesser Power can only be used when character uses greater Power at full value; -¾)

    54 Mistress of the Dark: Multipower, 67-point reserve, (67 Active Points); Side Effects (Side Effect always occurs whenever the character does some specific act; Double endurance cost in sunlight; -¼)

    7u 1) Bring the NIght: Change Environment 64" radius, -3 to Normal Sight PER Rolls, Alterable Size, Long-Lasting 20 Minutes, Multiple Combat Effects, Personal Immunity (+¼) (67 Active Points) 7

    6u 2) Darkness to Sight Group 4" radius, Alterable Size, Personal Immunity (+¼) (56 Active Points) 6

    7u 3) Light Siphon: Drain COM 5d6+1, Delayed Return Rate (points return at the rate of 5 per Minute; +¼) (66 Active Points) 7

    7u 4) Consumed by the Black: Energy Blast 9d6, No Range Modifier (+½) (67 Active Points) 7

    5u 5) Black Blade: Energy Blast 3 ½d6, Does BODY (+1), Attack Versus Limited Defense (Power Defense; +1 ½) (63 Active Points); Range Based On Strength (4" Only; -¼) 6

    7u 6) Wings of Darkness: Flight 20", Position Shift, Reduced Endurance (0 END; +½) (67 Active Points) 0

    2u 7) Lights Out: Energy Blast 4d6, Indirect (Same origin, always fired away from attacker; +¼), Area Of Effect (48" Radius; +2) (65 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only verses light sourses; -1 ½), No Range (-½), Extra Time (Full Phase, Only to Activate, -¼) 6

     

    Perks

    2 Deep Cover

    2 Deep Cover

     

    Skills

    3 Concealment 13-

    3 Disguise 13-

    3 High Society 13-

    3 Interrogation 13-

    3 Persuasion 13-

    3 Power 13-

    3 Seduction 13-

    3 Shadowing 13-

    3 Stealth 13-

    3 Tactics 13-

    3 Scholar

    2 1) KS: Dirty Politics (3 Active Points) 13-

    2 2) KS: Embezzlement and Fraud (3 Active Points) 13-

    2 3) KS: Metahuman organizations (3 Active Points) 13-

    2 4) KS: Occult History (3 Active Points) 13-

    2 5) KS: The Black Market (3 Active Points) 13-

    2 6) KS: The Underworld (3 Active Points) 13-

     

    Total Powers & Skill Cost: 224

    Total Cost: 350

     

    200+ Disadvantages

    20 Hunted: Police 14- (Less Pow, NCI, Capture)

    30 Hunted: MCPD 14- (Mo Pow, NCI, Capture)

    20 Psychological Limitation: Aversion to Sunlight (Common, Total)

    15 Psychological Limitation: Wants to Blot out the Sun (Common, Strong)

    10 Reputation: Insane Metahuman who wants to blot out the sun, 8- (Extreme)

    20 Social Limitation: Secret Identity Frequently (11-), Severe

    25 Susceptibility: Sunlight 1d6 damage per Phase (Very Common)

    10 Vulnerability: 1 ½ x STUN Light based Flash and Ultraviolet Attacks (Common)

     

    Total Disadvantage Points: 350

     

    Dement Ator: AKA The Man in White AKA the Master of Genetic Alteration AKA My pet Mad Scientist. Who Dement Ator Works for, what his motivations are even his real name are all still a mystery. The only thing they know for sure is so long as he possesses the chemical known as Quintessence he is capable of any numbers of crimes against man an nature.

     

     

    Dement Ator

     

    Val Char Cost Roll Notes

    13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

    15 DEX 15 12- OCV: 5/DCV: 5

    15 CON 10 12-

    15 BODY 10 12-

    23 INT 13 14- PER Roll 14-/15-

    20 EGO 20 13- ECV: 7

    13 PRE 3 12- PRE Attack: 2 ½d6

    10 COM 0 11-

     

    3+30 PD 0 Total: 3/33 PD (0/30 rPD)

    3+30 ED 0 Total: 3/33 ED (0/30 rED)

    4 SPD 15 Phases: 3, 6, 9, 12

    6 REC 0

    30 END 0

    50 STUN 20

    Total Characteristic Cost: 105

     

    Movement:

    Running: 20"/40"

    Leaping: 2"/4"

    Swimming: 2"/4"

     

    Cost Powers END

    61 Fuel Spark: Absorption 15d6 (standard effect: 45 points) (energy, Spark of Devastation: Energy Blast), Can Absorb Maximum Of 135 Points' Worth Of Energy Damage, Delayed Return Rate (points return at the rate of 5 per Minute; +¼) (122 Active Points); OAF (Biometric Redistribution Belt ; -1) 0

    28 Bio-Molecular Manipulation: Elemental Control, 114-point powers, (57 Active Points); all slots OAF (Biometric Redistribution Belt ; -1)

    40 1) Consume Life: Drain BODY 5d6 (standard effect: 15 points), Delayed Return Rate (points return at the rate of 5 per Minute; +¼), Reduced Endurance (0 END; +½), Persistent (+½), Damage Shield (+½) (137 Active Points); OAF (Biometric Redistribution Belt ; -1) 0

    55 2) Force Field (30 PD/30 ED) (Protect Carried Items), Reduced Endurance (0 END; +½), Affects Desolidified Any form of Desolidification (+½) (140 Active Points); OIF (Biometric Redistribution Belt ; -½) 0

    37 3) Consume Strength : Transfer 5d6 (standard effect: 15 points) (Strength to Stun), Delayed Return Rate (points return at the rate of 5 per Minute; +¼), Ranged (+½) (131 Active Points); OAF (Biometric Redistribution Belt ; -1) 13

    1 Spark of Devastation : Energy Blast 1 point (2 Active Points); OAF (Biometric Redistribution Belt ; -1) 1

    1 Good Eyes: +1 PER with Normal Sight 0

    6 Iron Will: Mental Defense (10 points total) 0

    9 Power Distributor : Power Defense (19 points) (19 Active Points); OAF (Biometric Redistribution Belt ; -1) 0

    16 Assisted Movement: Running +16" (20" total) (32 Active Points); OAF (Biometric Redistribution Belt ; -1) 3

     

    Perks

    2 Access

    3 Money: Well Off

     

    Skills

    9 Bio Manipulation: +3 with any three maneuvers or a tight group of attacks

    3 Bribery 12-

    3 Bureaucratics 12-

    3 Cryptography 14-

    3 Deduction 14-

    3 Paramedics 14-

    3 PS: Doctor 14-

    3 Scientist

    2 1) SS: Biology 14- (3 Active Points)

    2 2) SS: Kinetics 14- (3 Active Points)

    2 3) SS: Medicine 14- (3 Active Points)

     

    Total Powers & Skill Cost: 295

    Total Cost: 400

     

    200+ Disadvantages

    20 Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe

    20 Social Limitation: Subject to Orders Very Frequently (14-), Major

    10 Psychological Limitation: Introverted (Common, Moderate)

    15 Psychological Limitation: Mailcious (Common, Strong)

    10 Psychological Limitation: Overconfidance (Common, Moderate)

    20 Social Limitation: Harmful Secret (Frequently, Severe)

    20 Susceptibility: Loss of Biometric Redistribution Belt 1d6 damage per Segment (Uncommon)

    5 Physical Limitation: Old Man (Infrequently, Slightly Impairing)

    15 Hunted: MCPD 8- (As Pow, NCI, Capture)

    15 Watched: TBD 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

    50 Experience Points

     

    Total Disadvantage Points: 400

     

    Failed Test Subjects: Dog men created by the master of genetic alternation Dement Ator. Early attempts, sloppy work but they get the job done.

     

     

    Failed Test Subjects

     

    Val Char Cost Roll Notes

    35 STR 25 16- Lift 3200.0kg; 7d6 [3]

    13 DEX 9 12- OCV: 4/DCV: 4

    18 CON 16 13-

    18 BODY 16 13-

    10 INT 0 11- PER Roll 11-

    13 EGO 6 12- ECV: 4

    10 PRE 0 11- PRE Attack: 2d6

    2 COM -4 9-

     

    13 PD 6 Total: 13 PD (12 rPD)

    12 ED 8 Total: 12 ED (12 rED)

    3 SPD 7 Phases: 4, 8, 12

    11 REC 0

    36 END 0

    45 STUN 0

    Total Characteristic Cost: 93

     

    Movement:

    Running: 8"/16"

    Leaping: 7"/14"

    Swimming: 2"/4"

     

    Cost Powers END

    12 Tough Hide: Damage Resistance (12 PD/12 ED) 0

    25 Claws/Bite: Killing Attack - Hand-To-Hand 2d6-1 (3d6+1 w/STR) 2

    5 Defensive Block +1 +3 Block, Abort

    5 Offensive Strike -2 +1 11d6 Strike

    5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove

    5 Defensive Strike +1 +3 7d6 Strike

     

    Skills

    15 Overpower them!: +3 with HTH Combat

    3 Concealment 11-

    3 Hoist 11-

    3 Stealth 12-

    3 Shadowing 11-

    3 Teamwork 12-

     

    Total Powers & Skill Cost: 87

    Total Cost: 180

     

    115+ Disadvantages

    25 Distinctive Features: Deformed Beast man (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

    20 Watching: ... 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

    20 Social Limitation: Subject to Orders Very Frequently (14-), Major

     

    Total Disadvantage Points: 180

     

    Grey Matter: Hyper Intelligent collection of ninites with dreams of a perfected world. The show stopper.

     

     

    Grey Matter

     

    Val Char Cost Roll Notes

    50+10 STR 40 19- / 21- Lift 25.6tons/102.4tons; 10d6/12d6 [5/6]

    30 DEX 60 15- OCV: 10/DCV: 10

    50 CON 80 19-

    40+2 BODY 60 17-

    50 INT 40 19- PER Roll 19-

    50 EGO 80 19- ECV: 17

    25 PRE 15 14- PRE Attack: 5d6

    0 COM -5 9-

     

    10+30 PD 0 Total: 10/40 PD (10/40 rPD)

    10+30 ED 0 Total: 10/40 ED (10/40 rED)

    9 SPD 50 Phases: 2, 3, 4, 6, 7, 8, 10, 11, 12

    20 REC 0

    200 END 50

    90+2 STUN 0

    Total Characteristic Cost: 470

     

    Movement: Running: 6"/12"

    Leaping: 10"/20"

    Swimming: 2"/4"

     

    Cost Powers END

    90 Nanite Body: Armor (30 PD/30 ED) 0

    20 Nanite Body II: Energy Damage Reduction, Resistant, 50% (30 Active Points); Linked (Nanite Body; -½) 0

    20 Nanite Body III: Physical Damage Reduction, Resistant, 50% (30 Active Points); Linked (Nanite Body; -½) 0

    24 Nanite Body IV: Damage Resistance (10 PD/10 ED/15 Mental Def./18 Flash Def./20 Power Def.) (36 Active Points); Linked (Nanite Body; -½) 0

    80 Disperse Body : Desolidification , Limited Power Power loses less than a fourth of its effectiveness (Trigger can be circumvented if Grey Matter is somehow restrained. Entangled/Frozen etc...; +0), Reduced Endurance (0 END; +½), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; +1) (100 Active Points); Linked (Nanite Body; -¼) 0

    96 Master of Nano Tech: Elemental Control, 240-point powers, (120 Active Points); all slots Linked (Nanite Body; -¼)

    80 1) Killing Attack - Ranged 5d6+1, Personal Immunity (+¼), Damage Shield (Offensive; +¾), Continuous (+1) (240 Active Points); No Knockback (-¼), Linked (Nanite Body; -¼) 24

    100 2) Mind Control 14d6 (Machine class of minds), Telepathic (+¼), Indirect (Same origin, always fired away from attacker; +¼), Affects Physical World (+2) (245 Active Points); Linked (Nanite Body; -¼) 24

    96 3) Shrinking (5.615E-5 m tall, 1.727E-12 kg mass, -32 PER Rolls to perceive character, +32 DCV, takes +48" KB), Reduced Endurance (0 END; +½) (240 Active Points); Linked (Nanite Body; -¼) 0

    96 4) Stretching 32", Reduced Endurance (0 END; +½) (240 Active Points); Linked (Nanite Body; -¼) 0

    3 Crafted Tendrils : Extra Limbs (50) (5 Active Points); Linked (Nanite Body; -½) 0

    6 Hearing Group Flash Defense (9 points) (9 Active Points); Linked (Nanite Body; -½) 0

    6 Sight Group Flash Defense (9 points) (9 Active Points); Linked (Nanite Body; -½) 0

    10 Just for show: Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 1,944 kg, +0 DCV, +0 PER Rolls to perceive character, 4 m tall, 2 m wide), Reduced Endurance (0 END; +½) (15 Active Points); Linked (Nanite Body; -½) 0

    33 Regeneration: Healing BODY 2d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +½), Persistent (+½) (90 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 ¼), Self Only (-½) 0

    Notes: No Healing Max (see FREd p. 120).

    12 Lack Of Weakness (-18) for Resistant Defenses (18 Active Points); Linked (Nanite Body; -½) 0

    28 Nanite Body V: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Self-Contained Breathing; Sleeping: Character does not sleep) (42 Active Points); Linked (Nanite Body; -½) 0

    5 Mental Defense (15 points total) 0

    104 Ghost in the Machine: Mind Link , Machine class of minds, Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x1,048,576), Psychic Bond (130 Active Points); Linked (Nanite Body; -¼) 0

    128 Nanite Blasts: Multipower, 225-point reserve, (225 Active Points); all slots Requires A Skill Roll (Nanite Control: Power; -½), Linked (Nanite Body; -¼)

    11u 1) Killing Attack - Ranged 8d6+1, Personal Immunity (+¼), Lingering up to 1 Turn (+½) (219 Active Points); Requires A Skill Roll (Nanite Control: Power; -½), No Knockback (-¼), Linked (Nanite Body; -¼) 22

    11u 2) Killing Attack - Ranged 5d6+1, Personal Immunity (+¼), Lingering up to 1 Turn (+½), Area Of Effect (29" Cone; +1) (220 Active Points); Requires A Skill Roll (Nanite Control: Power; -½), No Knockback (-¼), Linked (Nanite Body; -¼) 22

    13u 3) Major Transform 2 ½d6 (Components to Nanites , Rebuilding), Alterable Size, Reduced Endurance (0 END; +½), Based On EGO Combat Value (Mental Defense applies; +1), Continuous (+1), Area Of Effect (64" Radius; +1 ½) (225 Active Points); Requires A Skill Roll (Nanite Control: Power; -½), Linked (Nanite Body; -¼) 0

    20 Nanite Replicators: Power Defense (20 points) 0

    140 Knowledge of the Collective: Variable Power Pool (Gadget Pool), 100 base + 40 control cost, (150 Active Points); all slots Linked (Nanite Body; -¼)

     

    Perks

    10 Computer Link

    15 Reputation: Killer Monster Thing (A large group) 14-, +5/+5d6

    190 Assembler Homes : Vehicles & Bases

    Notes: This assumes Grey Matter is freed from Black Mountain Prison.Grey Matter can possess up to four 900 point Resources

     

    Talents

    3 Absolute Range Sense

    3 Absolute Time Sense

    5 Eidetic Memory

    3 Lightning Calculator

     

    Skills

    30 +3 Overall

    10 Defense Maneuver I-IV

    3 Bribery 14-

    3 Bugging 19-

    3 Bureaucratics 14-

    3 Climbing 15-

    15 Computer Programming 25-

    3 Contortionist 15-

    3 Criminology 19-

    15 Cryptography 25-

    15 Deduction 25-

    15 Electronics 25-

    3 Forensic Medicine 19-

    3 Forgery 19-

    3 High Society 14-

    15 Instructor 25-

    15 Inventor 25-

    3 Linguist

    3 1) Language: Arabic (Modern) (completely fluent; literate) (4 Active Points)

    1 2) Language: Assembler (basic conversation)

    1 3) Language: Basic (basic conversation)

    3 4) Language: Cantonese (completely fluent; literate) (4 Active Points)

    3 5) Language: Czech (completely fluent; literate) (4 Active Points)

    0 6) Language: English (completely fluent; literate) (4 Active Points)

    3 7) Language: Farsi (completely fluent; literate) (4 Active Points)

    3 8) Language: French (completely fluent; literate) (4 Active Points)

    3 9) Language: German (completely fluent; literate) (4 Active Points)

    3 10) Language: Greek (Modern) (completely fluent; literate) (4 Active Points)

    3 11) Language: Hebrew (Israeli) (completely fluent; literate) (4 Active Points)

    3 12) Language: Italian (completely fluent; literate) (4 Active Points)

    3 13) Language: Japanese (completely fluent; literate) (4 Active Points)

    3 14) Language: Korean (completely fluent; literate) (4 Active Points)

    3 15) Language: Latin (completely fluent; literate) (4 Active Points)

    3 16) Language: Mandarin (completely fluent; literate) (4 Active Points)

    3 17) Language: Russian (completely fluent; literate) (4 Active Points)

    15 Mechanics 25-

    3 Oratory 14-

    3 Paramedics 19-

    15 Nanite Control: Power 25-

    3 Research 19-

    3 Scholar

    2 1) KS: Accounting/Bookeeping (3 Active Points) 19-

    1 2) KS: CAD/CAM (2 Active Points) 11-

    2 3) KS: Codes and Cyphers (3 Active Points) 19-

    2 4) KS: Computer Databases (3 Active Points) 19-

    2 5) KS: Computer Hacking (3 Active Points) 19-

    2 6) KS: Computer Interfaces (3 Active Points) 19-

    2 7) KS: Computer Network Administration (3 Active Points) 19-

    2 8) KS: Computer Networking (3 Active Points) 19-

    2 9) KS: Computer Security (3 Active Points) 19-

    2 10) KS: Computer Viruses (3 Active Points) 19-

    2 11) KS: Electronic Inteligence Gathering (3 Active Points) 19-

    2 12) KS: History (3 Active Points) 19-

    2 13) KS: Law (3 Active Points) 19-

    2 14) KS: Logistics (3 Active Points) 19-

    2 15) KS: Market Analysis (3 Active Points) 19-

    2 16) KS: Organized Crime (3 Active Points) 19-

    3 Scientist

    2 1) SS: AI Technology 19- (3 Active Points)

    2 2) SS: Aeronautical Engineering 19- (3 Active Points)

    2 3) SS: Aerospace Enginering 19- (3 Active Points)

    2 4) SS: Anatomy 19- (3 Active Points)

    2 5) SS: Ballistics 19- (3 Active Points)

    2 6) SS: Ballistics 19- (3 Active Points)

    2 7) SS: Battlesuit Engineering and Design 19- (3 Active Points)

    2 8) SS: Biochemistry 19- (3 Active Points)

    2 9) SS: Biology 19- (3 Active Points)

    2 10) SS: Botany 19- (3 Active Points)

    2 11) SS: Chemical Engineering 19- (3 Active Points)

    2 12) SS: Chemical and Biological Weapons 19- (3 Active Points)

    2 13) SS: Computer Control Systems 19- (3 Active Points)

    2 14) SS: Computer Science 19- (3 Active Points)

    2 15) SS: Cryogenics 19- (3 Active Points)

    2 16) SS: Electrical Engineering 19- (3 Active Points)

    2 17) SS: Energy Conversion Systems 19- (3 Active Points)

    2 18) SS: Environmental Science 19- (3 Active Points)

    2 19) SS: Genetics 19- (3 Active Points)

    2 20) SS: Gravitics 19- (3 Active Points)

    2 21) SS: Hydraulic Engineering 19- (3 Active Points)

    2 22) SS: Kinetics 19- (3 Active Points)

    2 23) SS: Lasers 19- (3 Active Points)

    2 24) SS: Magnetic Engineering 19- (3 Active Points)

    2 25) SS: Magnetics 19- (3 Active Points)

    2 26) SS: Mathematics 19- (3 Active Points)

    2 27) SS: Mechanical Engineering 19- (3 Active Points)

    2 28) SS: Medicine 19- (3 Active Points)

    2 29) SS: Metallurgy 19- (3 Active Points)

    2 30) SS: Neural Interface Technology 19- (3 Active Points)

    2 31) SS: Nuclear Physics 19- (3 Active Points)

    2 32) SS: Optics 19- (3 Active Points)

    2 33) SS: Organic Chemistry 19- (3 Active Points)

    2 34) SS: Physics 19- (3 Active Points)

    2 35) SS: Psychology 19- (3 Active Points)

    2 36) SS: Quantum Physics 19- (3 Active Points)

    2 37) SS: Robotics 19- (3 Active Points)

    2 38) SS: Sociology 19- (3 Active Points)

    2 39) SS: Software Engineering 19- (3 Active Points)

    2 40) SS: Solid State Physics 19- (3 Active Points)

    2 41) SS: Structural Engineering 19- (3 Active Points)

    2 42) SS: Weapons System Engineering 19- (3 Active Points)

    2 43) SS: Zoology 19- (3 Active Points)

    3 Security Systems 19-

    3 Shadowing 19-

    3 Stealth 15-

     

    Total Powers & Skill Cost: 1836

    Total Cost: 2306

     

    2250+ Disadvantages

    10 Vulnerability: 1 ½ x Effect From Cold (Common)

    10 Vulnerability: 2 x STUN From Magnetics (Uncommon)

    20 Social Limitation: Public Identity (Many Enemies) Frequently (11-), Severe

    10 Psychological Limitation: Overconfidance (Common, Moderate)

    25 Psychological Limitation: Wants to brink all Humans into the Collective (Very Common, Total)

    5 Watched: Black Mountain Prison 14- (Less Pow, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching)

    15 Physical Limitation: Must Consume Raw Materials (Frequently, Greatly Impairing)

    5 Rivalry: Professional (Xeno Consortium; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Unaware of Rivalry)

    Notes: Grey Matter has vowed to make an example of the Xeno Consortium. Should his plans to get free come to pass he will not he so quick to show his cards.

    20 Distinctive Features: Mass of Living Grey Ooze (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

    20 Psychological Limitation: No longer understands what it was like to be human (Very Common, Strong)

    10 Social Limitation: No longer able to interact directly with society (Occasionally, Major)

     

    Total Disadvantage Points: 2306

     

    Background/History: Other Characters from the story:

     

    Richter, a US native he is the leader of the Xeno Consortium, capable of manipulating earth and stone.

     

    Storm Maiden, Greek Metahuman she calls herself a weather witch manipulating storms and able to channel lightning.

     

    The Jackal, a shape shifter from South Africa, his altered form is a cross of different predators.

     

    Havoc-X, a Russian solder and one of the last members of the RRX project, his powers allow him to disrupt any matter in contact with the earth.

     

    Golden Arm, German strong man his arms are coated with a golden metal that is neigh invulnerable.

     

    Tempest, Chinese swordsman his blades have been passed down through six hundred and ninety nine generations of family warriors along with a personal school of martial arts.

     

    Siberian Tigress, another member of the RRX program her catlike qualities are a strange byproduct of the breeding experiment, she is capable of freezing the air and creating ice from ambient moisture.

     

    Dynasty, a minor psychic from England, she had honed her telekinetic abilities to an art form along with the power to alter probability.

     

    Lighting, also from England Lighting is able to ride electrical fields and channel electricity into various forms.

     

    Moon Dog, a veteran from the Vietnam war, Moon Dog was Richter’s mentor in the army and has trained several others of the Xeno Consortium. A Xenomorph he is able to become a huge wolf with human like clawed hands.

     

    - - -

     

    The Birth of Grey Matter

     

    - - -

     

    Once a researcher into nano technology for IMR; Richard Erikson was the lead designer in the collective processing effort. His team worked to develop a collaborative set of units capable or receiving information from outside sources and disseminating it among the nanite workers. The designs were based on information gathered from the Metahuman hero Isis’s ability to control and manipulate plants.

     

    The initial units showed extreme promise able to update and modify existing instructions in a matter of seconds. The second generation integrated solar receptors and core logic to allow for adaptation. This allowed the nanite workers to forgo any unnecessary disassembly when projects changed. Gen 1 workers would have to break down all core materials before beginning a new project. This would lead to Erikson’s undoing.

     

    Although a brilliant scientist Erikson was driven and did not see the growing tensions in his team. This came to a head when research assistant Ronald Davis snapped while arguing with Erikson. The two came two blows and Davis broke the containment field of the nanites that they had been testing. The loose nanites flooded the lab only Davis escaped.

     

    The body of Richard Erikson was broken down along with virtually everything else in the lab before Davis could activate the emergency overrides filling the room with high powered coolant. What none of the researchers realized was as the nanite workers broke down Erikson’s body his intellect was transferred to the collective. Once the nanites were contained Erikson’s persona began to reform now stored on the Gen 2 Collective. Over the next several months the new Gen 2 mass learned to override incoming commands and develop long term storage rewriting workers into the collective as necessary.

     

    Within a year the Gen 2 Collective had amassed enough workers to extract its revenge. Breaking down the containing units the Collective reformed destroying the research facility. Once assembled the memories of Erikson shaped its appearance into something roughly humanoid.

     

    Capable of breaking down virtually any substance on contact the Collective hunted down each of the original research team, absorbing their memories and knowledge. At first IMR attempted to keep the killings quite, this however would not last. At a public speaking engagement Ronald Davis was consumed by the Collective on live television. The press headline read Grey mass consumes Scientist discussing the threat of grey goop. Each kill expanded the Collective’s intelligence it desired more. Growing from the isolated murder of the original team the Collective began targeting top scientists.

     

    This came to a head when the Collective overtook the city of Burr Nebraska, converting the steel mill and rail station into a modern day fortress. Those men and women present were taken into the Collective and converted into semiautonomous drones. For three days a message went out on all television and radio station connected to satellites.

     

    “I am Grey Matter. You will become part of the collective.”

     

    The signal was traced to Burr. Satellite photos showed the small town in ruins. Because of the lack of collateral damage an initial response team was sent from the Bureau of Metahuman Affairs. When they arrived they found a crater stretching out from just beyond the city limits. All that remained was dust; even the roads had been stripped from the ground.

     

    The only structure now sat over the railway tracts. A large building, as they took in the construction they watched as spires or twisted metal continued to grow. The every structure itself seemed alive. Weary, the BMA agents kept their distance witnessing the true horror of what would become known as the enclave.

     

    Trains, controlled by Grey Matter were consumed by the enclave only to feed the needs of the building. Those unfortunate enough to be trapped inside became the vassals of the Collective. Cyborgs, reshaped by the will of the master, their minds had been reformatted to follow only one.

     

    The BMA team reported all this before being told to fall back to a nearby Air Force base. The team never arrived. Three infantry battalions, two armored Divisions along with air support were deployed in just under five days. However, without satellite recon none were prepared for what they found.

     

    The enclave had grown exponentially now over a square mile in size the Collective stood at and estimated fifteen hundred. These numbers were generated by surviving field commanders after the aerial assault and artillery strikes. The first day of fighting was a massacre.

     

    Infantry was not equipped to deal with the energy weapons of the borgs. Armor was stripped in the field and dissembled and rushed back to the enclave by squads of the Collective. One solder described the battle as being a flea trying to storm an ant hill.

     

    US troops had suffered over fifteen percent casualties within just one hour of the engagement. Surviving troops feel back amidst a second air strike. Fortifying a long rolling hill the solders dug in for an extended engagement. Within two hours of securing the hill Collective Cyborgs were swarming the location. Without need to rest the solders gathered found themselves overwhelmed.

     

    At one AM on the second day nine members of the Xeno Consortium, a team of Metahumans working with the UN Security Council, arrived. Only a small group of less than a hundred solders remained. Bunkered down they fought into the night surrounded by the Collective.

     

    Storm Maiden, Havoc-X and Richter pushed the Collective forces back while Golden Arm, Siberian Tigress, Dynasty and the Jackal rushed to bring survivors to a nearby helicopter and the Diamond Back jet where Lighting and Tempest waited. Once the evacuation was secured the remaining members of the Xeno Consortium bushed back. Although, the Collective’s energy rifles had easily overcome the combat vests of the solders they where balked at the walls of earth created by Richter. Riding the stone waves Havoc-X and Storm Maiden plowed a path into the heart of the Barr crater. The Jackal and Golden Arm guarded Richter while Dynasty guided them from above.

     

    At the walls of the enclave the Consortium was met with assault cannons and heavily armored robots. The Collective was already adapting. The tides were shifting again. For two hours the members of the Xeno Consortium held the line against the enclave wall. It was not until the arrival of Lightning, Tempest and a retied war hero and mentor to many of the Consortium; Moon Dog arrived were they able to push in finally breaking into the enclave itself.

     

    The inside of the compound was a living nest of cybernetic automatons and tiny machines working intensely to repair the damage of the assault and expand the enclave. There were no solders inside, only the birthing chambers for those lost souls who had been trapped by Grey Matter. Glass and steel tubes where their flesh was stripped away to be replaced with metal, kept conscious their minds were destroyed from the pain.

     

    Here none attacked the Consortium. The Birthing Chambers finished their grizzly work but no new subjects were forced into the tubes. Dynasty could sense the Collective as it squirreled away those remaining survivors deeper into the enclave. It was then she realized the truth, Grey Matter only allowed them to see as much as it had so they would understand its power as they were funneled into his lair.

     

    The enclave itself shifted around them as they moved through the compound. Sealing of passages they had taken and directing them where it wanted them to be. The hallways lead them into a large open chamber, as large as an airplane hanger. Pillars of raw materials were stacked around the remaining railroad tracts; a grey mass adding to each stack as another stripping it away and into the enclave. As the Xeno Consortium neared the chamber the hallway sealed itself behind them blocking them in.

     

    “So these are the champions chosen by man.” The sound of steel grinding away carved out the words echoing through the heart of the enclave. “I will give them time it is too soon for them to truly know that a new god has been born. You however, I give a choice, kneel before the Collective and become my heralds’ or become man’s first sacrifices to the new order.”

     

    As the voice filled the chamber the grey liquid that coated the pillars began to congeal it something almost human looking. Dark veins pumped through the swarming mass of a body as it grew. A silence passed over the chamber.

     

    “Bow before me and be reborn.” The mass swelled into a towering giant.

     

    “You’re no god!” Thunder Maiden screamed as three bolts of lightning struck the roof of the chamber, her body swinging up, riding the surge of wind.

     

    Without hesitation a burst of black energy vomited from the giant’s palm. Richter slams his palm to the earth as a spike of stone shoots upward to intercept the attack. The bolt melts along the granite shunt dissolving it.

     

    The Jackal charges out past Richter barreling at Grey Matter.

     

    “No, don’t touch him!” Screaming Moon Dog’s voice cracks as the Jackal pounces on the giant’s chest. His body passes through harmlessly as Grey Matter reseals the wound. The Jackal falls behind the giant his body covered in the grey nanite mass. The metamorph howls in pain as they tear at his body. Siberian Tigress growls as the Jackal’s body is encased in shards of ice. The shards burst almost instantly as her comrade falls limp, his body torn.

     

    “Prey that he lives.” She looks up from the Jackal’s body at Grey Matter.

     

    “Don’t be so foolish kitten, prey to me that your death can be so quick.” With a grinding metal laugh the walls of the enclave shift growing ling metal spikes. “Or is it more fitting that I play with my food?”

     

    The smell of ozone fills the air with a flash of light. Lightning shifts to his downed ally, placing his hands over him. Another flash and he perches on the damaged roof with the Jackal.

     

    Gripping his palms together Havoc-X begins to hum. The wave of force that is unleashed cracks the floor below them as it sends a shockwave into Grey Matter. The giant disperses for an instant only to reform intact. The shifting mass of its face seemed to smile as the spiked walls send spears of metal across the floor.

     

    Richter’s leg is caught while Havoc-X’s arm is split open. Another spike bends against Golden Arm’s bicep. Dynasty ducks under the two poles aimed at her. Sliding between the beams she grabs the rod cutting through Richter’s calf with a telekinetic thrust it is pulled free. Pulling Havoc-X away from the steel spike Golden Arm moves towards Richter and Dynasty.

     

    Scanning the room Tempest understood his blades would serve them no good in this battle. There had to be some other way. Yet, it was as Dynasty had said this one only showed what it wanted them to see.

     

    Stomping his wounded leg, blood splattered on the grown below Richter; a wave of earth erupting from his foot. The rolling mass of stone crashes into the pillars and shears the steel spikes before colliding with Grey matter. The body of the giant ate through the rock almost instantly.

     

    “Do you question my divine power?” With a flick of the wrist another burst of black energy spewed forth. Pushing Richter out of the way Golden Arm dug in shielding him from the blast.

     

    “It burns…” The powerful Metahuman had not felt anything on his arms for years. Short of artillery shells no sensation penetrated the thick armored flesh of his arms.

     

    “For a god you sure do have a short attention span!” A crack of thunder followed her words as a bolt of light dropped from the heavens. The seared the body of Grey Matter as tiny burning metal droplets hopped from its body before the giant reformed.

     

    “Keep hammering him, he can’t keep this up.” Havoc-X turned from Grey Matter to Golden Arm. A hum as he touches his friend’s limbs stained black by the living nanites that now tried to consume him, touching his shoulders he sent a shockwave through Golden Arm’s body liquefying the invaders.

     

    Pouncing Siberian Tigress leapt at Grey Matter her body sheathed in a film of ice. As she impacts Tigress kicks off pushing away with the force of two jets of artic cold. The giant’s chest solidifies encased in frost. Moon Dog seeing the opening rams into the frozen abomination’s chest shattering it. The remaining limbs melt back into each other reforming almost instantly. Shifting as he lands, the large wolf mut, Moon Dog growls.

     

    Again a bolt of black force bursts from the renewed giant’s hands targeting thunder Maiden. A flash of light but Lighting is not fast enough to intercept Thunder. Striking them both the pair drop from the sky. Rolling over onto Thunder Maiden, Lightning felt the nanites tearing into his flesh.

     

    “Strike me!” He cries as thousands of dissemblers scramble up along his face. Before they reach his mouth a bolt from the clouds strikes down onto him. Channeling the force, Lightning charges his body short circuiting the nanites before collapsing on Thunder Maiden.

     

    Thunder Maiden clawed to get free. She knew Lightning had sacrificed himself to save her. Her heart slammed at her chest. Torn, there was no question the rest of the Consortium needed her but would Lighting die because of it?

     

    “So can my supplicants can be taught?”

     

    The moment of clarity, as Tempest watched the battle rage around him he realized that Grey Matter’s biggest secret had been hidden in the open.

     

    “No, don’t let him fool you, look.” Tempest screamed over winds and the sound of grinding metal. The pillars were shrinking. The nanite mass that made up Grey Matter’s body needed the raw materials to survive. The creature had been consuming itself to put on such a show.

     

    “Richter, shut him off!” Havoc-X voice was a strange mix of tones as he fought to control his passions.

     

    Raising his leg again Richter cried as he slammed the blood stained boot into the ground. Pushing himself a wall erupts from below them sealing the enclave away from Grey Matter and the others.

     

    “Now, hit him now!” Richter fell on his arms as Havoc-X focused a burst of sound. Channeled through the ground the sonic burst rocked the giant, disbursing his form. As before it only an instant to reform, it was smaller diminished. Tempest had been right. Rolling over Thunder Maiden called to the winds as another bolt of lightning reigned down.

     

    “Tigress, get me a shot!” Moon Dog’s voice is guttural as he moves around clearing a path. Without missing a beat she baths Grey Matter in ice and snow freezing part of his body. Leaping Moon Dog barrels at the mass; shattering the ice as he lands by Golden Arm.

     

    “Do you fools honestly believe it so easy to kill a god?” As Grey Matter spoke the remaining roof melted away feeding it, rebuilding it’s body.

     

    The stone walls broke around them as veins of nanites tore through them feeding Grey Matter. Inside the enclave this monster was a god, so long as he controlled the workers there was no way to keep Grey Matter from regenerating. Searching Richter looked up from the ground. The connection he felt to the earth was seared with pain, both his own and the land itself.

     

    “Dynasty, can you lift him?” Fighting Richter tried to stand.

     

    “I don’t know, I’ve never tried to carry something it’s size.”

     

    “Try, we have to separate that ting from what’s feeding him.” Summoning what strength he had left Richter readied himself. “Hav, soften the floors.”

     

    “There is no chance!” Waving his arm black streams of energy reined down. Running Siberian Tigress dove for the others as a shield of ice blanketed them.

     

    Caught outside the shield Moon Dog bounded for Tempest sensing what Richter planned. Catching the swordsman off guard he lifts Tempest in his mouth. Leaping across the metal shafts Moon Dog hurdles for the roof. Razor claws latching onto the broken dome, he spits Tempest onto the ledge.

     

    “What are you doing?”

     

    Still struggling to pull himself up Moon Dog locks eyes with Tempest.

     

    “Run.”

     

    Seeing an opening Grey Matter swats the trapped veteran to the ground. Falling Moon Dog could think only of the burning he felt as the nanite workers stripped the flesh from his back.

     

    “Now, lift him now!” Golden Arm punches through the frozen barrier running for Moon Dog.

     

    Clinching her fists Dynasty struggled with the weight of the giant. As she tried to lift him she felt its mass growing to resist her. Pulling in she falls over as Grey Matter’s form rises.

     

    “Tigress, cool him down.” Richter fell to the ground both fist hammering the floor. A tide of mud and stone pours up around them shooting into the open ceiling. Caught in the wave Moon Dog tumbles down the rocky geyser rolling onto Golden Arm.

     

    The ice wall is lifted snapping into shards as Siberian Tigress tries to freeze the body of Grey Matter. From behind her she hears Dynasty grown as she maintained the lift. No one needed to say it there was no time. The low hanging clouds summoned by Thunder Maiden circled down around the giant as Tigress pull what moisture she could to seal Grey Matter off.

     

    Tempest watched as Moon Dog fell before the ring of earth erupted cutting him off for the others. Turning he dashed down the sloping arc of the enclave dome. Metal uprooting itself, shards of steel spiraled at him shooting into the wall of earth behind him. They were cutting him off. The enclave itself would cannibalize before letting the master be isolated. Sword drawn he infuses it with the spirits of his ancestors. The blade easily slices through the metallic veins as Tempest negotiated the shifting terrain.

     

    “I can’t…” The suspended body of Grey Matter drops as Dynasty falls limp.

     

    As the frozen body falls Thunder Maiden used what strength she could muster to slow the decent. Clasping his hand the sound of Havoc-X’s humming resonates through the chamber. They all feel it as the disruptive energy blankets the floor before Grey Matter lands.

     

    Trapped inside a cocoon of ice the nanites that lingered in the chamber destroyed by Havoc-X’s blast, Grey Matter had been cut from it’s workers.

     

    - - -

     

    Tigress tended to Lightning, Moon Dog and the Jackal when her ear piece kicked on.

     

    “What’s happening down there? Things just shut down up top.” It was unclear if Tempest heard her sigh of relief to hear Tempest’s voice.

     

    “We’ve sealed Grey Matter away from the ooze that fed him, but I can’t keep him on ice forever.”

     

    “What about the old man?”

     

    “Unconscious, I’m sure when he wakes up he’ll be happy to tell you in his prime the scratches on his back wouldn’t have even fazed him. Everyone down here is pretty banged up can you radio the air base for assistance.”

     

    “On it…”

     

    “And tell them to bring any coolant they have.”

     

    - - -

     

    On June twenty second nineteen ninety six the entity known as Grey Matter was transferred to the Black Mountain Penitently. There he is kept in a special glass containment facility on the bottom level. The chamber is kept at negative fifty degrees Celsius. Scientist from Dynamic Biotech Corp and the Institute for Metahuman Research hope to one day be able to study the nanite structure but to date it has been deemed too unsafe.

     

    The enclave has been quarantined off as a disaster site within a ten mile radius. Government researchers still consider the location a virtual cornucopia of super technology. At this time only twenty percent of the facilities at the enclave have been fully explored.

     

    Further research into Nano AI has been banned by the UN Security Council and is considered a rough science by almost all civilized countries. The sole notable exception is Romania home to Global Environmental Operations a corporation dedicated to pushing the boundaries of science.

     

    Personality/Motivation: Grey Matter believes that by unifying all intellect and knowledge in the world it can create an eternal society of peace and scientific advancement. It sees itself as the herald and god of this utopian world and once freed will work towards reshaping the earth in it’s image. Part of this goal to destroy the Xeno Consortium in a very public way to set an example for those who may oppose it.

     

    Quote: “Bow before me and be reborn.”

     

    Appearance: Grey Matter is a collection of Nanite assemblers and a Collective Brain. Without thought it’s body is a mass of gray goo. It typically takes a vague humanoid form to allow those present a face to address.

     

    The Shin Tsubo Ken: Every good hero team needs a ninja and on the same token no GM should be without a smattering of ninja handymen with interesting martial powers, even if they don't stack up to that pesky hero.

     

     

    Shin Tsubo Ken Clan members

     

    Val Char Cost Roll Notes

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

    18 DEX 24 13- OCV: 6/DCV: 6

    13 CON 6 12-

    15 BODY 10 12-

    13 INT 3 12- PER Roll 12-

    15 EGO 10 12- ECV: 5

    15 PRE 5 12- PRE Attack: 3d6

    10 COM 0 11-

     

    3+9 PD 0 Total: 3/12 PD (0/9 rPD)

    3+9 ED 0 Total: 3/12 ED (0/9 rED)

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

    6 REC 0

    26 END 0

    30 STUN 0

    Total Characteristic Cost: 75

     

    Movement:

    Running: 10"/20"

    Leaping: 9"/18"

    Swimming: 2"/4"

     

    Cost Powers END

    12 Glancing Blows: Armor (4 PD/4 ED) 0

    Ninja Gear

    10 1) Armored Clothing: Armor (5 PD/5 ED) (15 Active Points); OIF (-½) 0

    7 2) Ninja-To: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); OAF (-1) 1

    11 3) Smoke Bombs: Sight Group Flash 4d6, Personal Immunity (+¼), Area Of Effect (One Hex; +½) (35 Active Points); 2 Charges (-1 ½), IAF Fragile (-¾) [2]

    3 Ninja Movement: Elemental Control, 6-point powers

    5 1) Running +4" (10" total) (8 Active Points) 1

    3 2) Leaping +6" (9" forward, 4 ½" upward) (6 Active Points) 1

    8 +2 HTH Damage Class(es)

    4 Martial Block +2 +2 Block, Abort

    4 Martial Disarm -1 +1 Disarm; 35 STR to Disarm

    4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

    4 Martial Strike +0 +2 7d6 Strike

    3 Martial Throw +0 +1 5d6 +v/5, Target Falls

    4 Nerve Strike -1 +1 3d6 NND

     

    Perks

    1 False Identity

     

    Skills

    6 The Shin Tsubo Ken: +3 with any single attack

    Notes: Used with Nerve Strike

    5 Ninja Training: +1 with DCV

    3 Acrobatics 13-

    3 Breakfall 13-

    3 Climbing 13-

    2 KS: Ninjutsu 11-

    2 Language: English (basic conversation; literate)

    3 Security Systems 12-

    3 Shadowing 12-

    3 Stealth 13-

    3 Streetwise 12-

    3 Tactics 12-

    3 Teamwork 13-

     

    Total Powers & Skill Cost: 125

    Total Cost: 200

     

    100+ Disadvantages

    20 Social Limitation: Subject to Orders Very Frequently (14-), Major

    20 Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe

    15 Psychological Limitation: Bound By Duty (Common, Strong)

    20 Social Limitation: Harmful Secret (Frequently, Severe)

    20 Watched: Clan 14- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Watching)

    5 Hunted: Police 8- (Less Pow, Capture)

     

    Total Disadvantage Points: 200

     

    Gigamax: The all purpose Giant Robot.

     

     

    Gigamax Combat Robot

     

    Val Char Cost Roll Notes

    60 STR 50 21- Lift 102.4tons; 12d6 [6]

    15 DEX 15 12- OCV: 5/DCV: 5

    50 CON 80 19-

    50 BODY 80 19-

    15 INT 5 12- PER Roll 12-

    20 EGO 20 13- ECV: 7

    35 PRE 0 16- PRE Attack: 7d6

    16 COM 3 12-

     

    10+24 PD -2 Total: 10/34 PD (0/24 rPD)

    10+24 ED 0 Total: 10/34 ED (0/24 rED)

    6 SPD 35 Phases: 2, 4, 6, 8, 10, 12

    22 REC 0

    100 END 0

    105 STUN 0

    Total Characteristic Cost: 295

     

    Movement:

    Running: 10"/20"

    Flight: 20"/80"

    Leaping: 10"/20"

    Swimming: 5"/10"

     

    Cost Powers END

    72 Armor (24 PD/24 ED) 0

    55 Variant Array Artillery Cannons : Energy Blast 10d6, Variable Special Effects (Any SFX; +½), Armor Piercing (+½) (100 Active Points); OIF Fragile (-¾), Linked (Threat Assessment Systems; -¼) 10

    Notes: (x2 number of items)DEF 22 Variant Array Artillery Cannons : Penetrating the Defense regardless of Body Disables 1 Power inside the Foci starting with e most expensive. Stun Only option provided for operating in Safety Mode.

    45 Deep Space Modules/ Robot Package: 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) 0

    37 MK 8.22 Photon Light Blaster: Multipower, 84-point reserve, all slots STUN Only (+0), Required Hands One-Handed (+0) (84 Active Points); OAF Durable (-1), Side Effects (Side Effect always occurs whenever the character does some specific act; Every Fourth shot uses Radiation Burst.; -¼)

    Notes: DEF 18 MK 8.22 Photon Light Blaster: Multipower Penetrating the Defense regardless of Body Disables 1 Power inside the Foci starting with e most expensive. Stun Only option provided for operating in Safety Mode.

    8u 1) Concussion Blast : Energy Blast 8d6+1, Area Of Effect (4" Radius; +1) (84 Active Points) 8

    8u 2) Plasma Field: Energy Blast 7d6+1, Area Of Effect (16" Cone; +1 ¼) (83 Active Points) 8

    8u 3) Cutting Laser: Energy Blast 6 ½d6, Armor Piercing (+½), Area Of Effect (20" Line; +1) (82 Active Points) 8

    5u 4) Radiation Burst : Energy Blast 5d6+1, No Normal Defense ([standard]; Immunity to Radiation; +1), Area Of Effect (5" Radius; +1) (81 Active Points); No Range (-½) 8

    28 Micro-Nuke Vectored Rocket Pack: Flight 20", Position Shift, x4 Noncombat (50 Active Points); OIF Fragile (-¾) 5

    Notes: DEF 10 Micro-Nuke Vectored Rocket Pack: Flight Penetrating the Defense regardless of Body Disables 1 Power inside the Foci starting with the most expensive.

    25 Giant Robot Fists: Naked Advantage: Area Of Effect (up to One Hex; +½) for up to 50 Active Points, Linked (Reach Out and Touch Someone; Lesser Power need not be used proportionally to Power with which it is Linked; Greater Power is Constant or in use most or all of the time; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; +0) (25 Active Points) 2

    20 Reach Out and Touch Someone: Stretching 3", Reduced Endurance (0 END; +½), Persistent (+½) (30 Active Points); OIF Durable (-½) 0

    Notes: DEF 12 Reach Out and Touch Someone: Stretching Penetrating the Defense regardless of Body Disables 1 Power inside the Foci starting with e most expensive.

    12 Intimidating Giant Robot: +25 PRE (25 Active Points); Limited Power Power loses about half of its effectiveness (Pre Attacks Only; -1)

    30 Not Going Anywhere: Knockback Resistance -15" 0

    6 Internal Network Defenses: Power Defense (6 points) 0

    Sensor Array, all slots OAF Durable (-1)

    Notes: DEF 16 Sensor Array: Penetrating the Defense regardless of Body Disables 1 Power inside the Foci starting with e most expensive. Note: All Foci Powers are Linked to the Threat Assessment Systems: Find Weakness. Disabling this power interrupts all others.

    20 1) Radar (Radio Group), +5 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Rapid: x10, Telescopic: +1, Tracking, Transmit (46 Active Points); OAF Durable (-1), Linked (Threat Assessment Systems; -¼) 0

    18 2) Radio Receiver: High Range Radio Perception (Radio Group), +5 to PER Roll, Discriminatory, Analyze, Rapid: x10, Targeting (40 Active Points); OAF Durable (-1), Linked (Threat Assessment Systems; -¼) 0

    17 3) Sturctural and Cellular Analysis: Detect: Vulnerabilities A Class Of Things 15- (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Targeting, Transmit (35 Active Points); OAF Durable (-1) 0

    17 4) Threat Assessment Systems: Find Weakness 12- with All Attacks (35 Active Points); OAF Durable (-1) 0

    6 5) Combat Analyzer: Analyze: Combat 15- (15 Active Points); OAF Durable (-1), Linked (Threat Assessment Systems; -½)

    6 6) Tactical Programming: Power 15- (15 Active Points); OAF Durable (-1), Linked (Threat Assessment Systems; -½)

    4 7) Defensive Combat Programming: Defense Maneuver I-IV (10 Active Points); OAF Durable (-1), Linked (Threat Assessment Systems; -½)

    0 for up to 70 Active Points of Str, STUN Only (+0) (0 Active Points) 0

    Notes: This option provided for operating in Safety Mode.

     

    Talents

    26 Universal Translator 18-

    3 Absolute Range Sense

    3 Absolute Time Sense

    3 Bump Of Direction

     

    Skills

    12 Weapons Systems: +3 with a broadly-defined category of attacks

    9 Cryptography 15-

    5 Hoist 13-

    17 Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, Dimensional Sensors, FTL Sensors, Metal Detectors, Radar, Sensor Jamming Equipment, Sonar) 15-

     

    Total Powers & Skill Cost: 525

    Total Cost: 820

     

    670+ Disadvantages

    15 Psychological Limitation: Bound By Duty (Common, Strong)

    10 Psychological Limitation: Bound by Logic (Common, Moderate)

    15 Social Limitation: Android (Very Frequently, Minor)

    20 Social Limitation: Subject to Orders (Very Frequently, Major)

    25 Susceptibility: Destroyed Sensor Array 3d6 damage per Turn (Common)

    15 Susceptibility: Water 1d6 damage per Turn (Common)

    10 Vulnerability: 2 x STUN From Water (Uncommon)

    10 Vulnerability: 2 x BODY From Water (Uncommon)

    20 Vulnerability: 2 x STUN From Electricity (Common)

    10 Vulnerability: 2 x Effect From Water (Uncommon)

     

    Total Disadvantage Points: 820

     

    Background/History: Although this giant mechanized menace seems to be a patchwork of odds and ends you are looking at a collection of some of the most advanced cybernetics and cutting edge ballistic technologies. Standing at over thirty feet tall this devastating machine comes equipped with two Variant Array Artillery Cannons with multi-function sabot rounds, and a MK 8.22 Photon Light Blaster. An upgrade from our hand held models with three times the punch and thanks to the Gigamax’s improved radiation shielding the Radiation Burst offers little problem to the hardware itself. Tied together with one of the worlds most advanced Combat Computers and Sensory systems. Additionally, you have the standards that have made our benefactor’s what it is today including a Micro-Nuke Vectored Rocket Pack and Deep Space Modules for whatever your needs my be.

     

    Appearance: The silver-grey body of this robot stands with a kind of sleek grace even with its bulky size and multiple external weapons. It is clear that this beast of a machine was designed for two things: To cause destruction on a global scale and to look good doing it. Image located at: http://www.gearsonline.net/btech/mechs.php

     

    Detritus: The final parting gift from the Man in White Dement Ator before leaving HAAD (Humans Against Altered Dictatorships. Taking the solders he could lure into the lab their bodies we fused together using the mysterious Quintessnece.

     

     

    Detritus

     

    Val Char Cost Roll Notes

    80 STR 70 25- Lift 1.6ktons; 16d6 [8]

    10 DEX 0 11- OCV: 3/DCV: 3

    45 CON 70 18-

    45 BODY 70 18-

    8 INT -2 11- PER Roll 15-

    30 EGO 40 15- ECV: 10

    30 PRE 0 15- PRE Attack: 6d6

    0 COM -5 9-

     

    16+20 PD 0 Total: 16/36 PD (0/20 rPD)

    16+20 ED 7 Total: 16/36 ED (0/20 rED)

    8 SPD 20 Phases: 2, 3, 5, 6, 8, 9, 11, 12

    25 REC 0

    90 END 0

    108 STUN 0

    Total Characteristic Cost: 270

     

    Movement:

    Running: 6"/12"

    Leaping: 16"/32"

    Swimming: 2"/4"

    Tunneling: 32"/64"

     

    Cost Powers END

    60 Nothing Gets through...: Armor (20 PD/20 ED) 0

    35 The Hunger: Detect A Class Of Things 15-/11- (Smell/Taste Group), Increased Arc Of Perception (360 Degrees), Range, Targeting, Telescopic: +10, Tracking 0

    105 Radiation Monster: Elemental Control, 210-point powers

    105 1) Radiation Aura: Energy Blast 8d6, Reduced Endurance (0 END; +½), Damage Shield (Offensive; +¾), Continuous (+1), No Normal Defense ([standard]; LS: Radiation; +1), Does BODY (+1) (210 Active Points) 0

    38 2) Regeneration: Healing 10d6 (standard effect: 30 points), Can Heal Limbs, Reduced Endurance (0 END; +½), Persistent (+½) (210 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 ¼), Self Only (-½) 0

    Notes: No Healing Max (see FREd p. 120).

    107 3) Tunneling 32" through 46 DEF material, Fill In (212 Active Points) 21

    12 A thousnad eyes and ears....: +4 PER with all Sense Groups 0

    5 Tentacles, Claws and Other … Appendages? : Extra Limbs (33) 0

    40 Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0

    9 Inhuman Mind: Mental Defense (15 points total) 0

    52 Penetrating Strength: Penetrating (+½) for up to 105 Active Points of STR (52 Active Points) 5

    52 Oversized Nightmare: Area Of Effect (up to One Hex; +½) for up to 105 Active Points of Strength (52 Active Points) 5

    10 Horrid Visage: +20 PRE (20 Active Points); Limited Power Power loses about half of its effectiveness (Pre Attacks Only; -1)

    20 Crushing Breaking : +4 SPD (40 Active Points); Limited Power Power loses about half of its effectiveness (Can only be used for Grabs and Crushing on Segments 2, 5, 8 and 11; -1)

    30 Larger than life: Stretching 4", Reduced Endurance (0 END; +½) (30 Active Points) 0

     

    Skills

    10 Brute: +2 with HTH Combat

    3 Climbing 11-

    10 Defense Maneuver I-IV

    3 Shadowing 11-

    3 Stealth 11-

    21 Tracking 20-

     

    Total Powers & Skill Cost: 730

    Total Cost: 1000

     

    850+ Disadvantages

    25 Distinctive Features: Horrid Monster Thing (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

    20 Vulnerability: 2 x STUN Water Attacks + Cold Attacks (Common)

    20 Vulnerability: 2 x BODY Water Attacks + Cold Attacks (Common)

    20 Vulnerability: 2 x STUN From Lead (Common)

    20 Vulnerability: 2 x BODY From Lead (Common)

    25 Susceptibility: Water 3d6 damage per Turn (Common)

    20 Psychological Limitation: Hunger for Quintessence (Common, Total)

     

    Total Disadvantage Points: 1000

     

  6. Re: Hero Histories based on the Ages of Comics

     

    When I was working on the timeline I wanted him to start earlier but I knew from the start I didn't want him to have any kind of super powers until the modern age. Vigilant as it stands is about ninety. Part of what I wanted to portray was the decline of his body and his loathing of having to rely on technology to compensate for it. Sure this could have been done if I pushed it back into the true pulp era but at a hundred and ten that's pushing even my exaggerated suspension of disbelief for the character.

     

    One of the things I made sure not to cover is a true back story for him. No mentioning his real name how he learned martial arts but I pictured him in his thirties at the start of his career as a crime fighter, old enough to have fought in the war or a number of other things.

     

    Oh and that was post number 999.... I'll need to come up with something good to break 1000 with.

  7. Re: Waking up with super powers

     

    What kind of powers would you like to have?

     

    Super Strength :thumbup:

     

    What kind of powers would you NOT like to have?

     

    Explosive diarrhea :thumbdown

     

    Would you tell others?

     

    No.:hush:

     

    For that whammy power what's the Limited Coverage value for 20 rPD Backside?

  8. Re: Hero Histories based on the Ages of Comics

     

    One of the campaigns I'm in over at Hero Central centers around older heroes coming out of retirement. For whatever reason I thought the bast way to try and capture this idea was have the character kind of mature trough the ages starting out as a late pulp early golden age detective. When working on the timeline I tried to tink of things as print runs of a comic to emphasize the shift in eras. Here's the bio for the masked detective Vigilant.

     

    Vigilant

     

     

     

    Vigilant Prime

     

    Val Char Cost Roll Notes

    8+22 STR -2 11- / 15- Lift 75.8kg/1600.0kg; 1 ½d6/6d6

    8+15 DEX -6 11- / 14- OCV: 3/8/DCV: 3/8

    8+7 CON -4 11- / 12-

    8+7 BODY -4 11- / 12-

    20 INT 10 13- PER Roll 16-

    20 EGO 20 13- ECV: 7

    20+10 PRE 10 13- / 15- PRE Attack: 4d6/6d6

    12 COM 1 11-

     

    2+19 PD 0 Total: 2/21 PD (0/15 rPD)

    2+16 ED 0 Total: 2/18 ED (0/15 rED)

    3+3 SPD 12 Phases: 4, 8, 12/2, 4, 6, 8, 10, 12

    4+5 REC 0

    16+14 END 0

    16+22 STUN 0

    Total Characteristic Cost: 33

     

    Movement:

    Running: 4"/8"/8"/16"

    Leaping: 1"/2"

    Swimming: 2"/4"

    Swinging: 28"/56"

     

    Cost Powers END

    Overseer Armor, all slots OIF (-½)

    30 1) Titanium and Kevlar Plating: Armor (15 PD/15 ED) (45 Active Points); OIF (-½) 0

    9 2) Reinforced Skeleton: +7 BODY (14 Active Points); OIF (-½)

    9 3) Assistance Servos: +7 CON (14 Active Points); OIF (-½)

    30 4) Reactive Smart Tissue: +15 DEX (45 Active Points); OIF (-½)

    4 5) Image of Vigilance: +10 PRE (10 Active Points); Limited Power Power loses about half of its effectiveness (Only for Pre Attacks; -1), OIF (-½)

    13 6) Intergrated Predictive Movement Controls: +2 SPD (20 Active Points); OIF (-½)

    15 7) Exo-Frame Weight Distribution: +22 STR (22 Active Points); OIF (-½) 2

    5 8) Running +4" (4"/8" total) (8 Active Points); OIF (-½) 1

    9 I am Vigilant: +3 PER with all Sense Groups 0

    1 Iron Will: Mental Defense (5 points total) 0

    23 Overseer Weapon Systems: Multipower, 35-point reserve, (35 Active Points); all slots OIF (-½)

    2u 1) Bolo Line: Entangle 3d6, 4 DEF (35 Active Points); OIF (-½) 3

    1u 2) Snatch: Stretching 7" (35 Active Points); Limited Power Power loses about half of

    its effectiveness (Only for Grabing and Pulling; -1), Cannot Do Damage (-½), OIF (-½), Always Direct (-¼) 3

    2u 3) Swing Line: Swinging 28", Reduced Endurance (½ END; +¼) (35 Active Points); OIF (-½) 1

    1u 4) Reel Em' In: Telekinesis (23 STR) (35 Active Points); Limited Power Power loses about half of its effectiveness (Only to pull in targets trapped in a Bolo Line; -1), OIF (-½), Affects Whole Object (-¼), Beam (-¼) 3

    2u 5) Shot in The Eyes: Sight Group Flash 7d6 (35 Active Points); OIF (-½) 3

    4 Counterstrike +2 +2 3 ½d6 / 8d6 Strike, Must Follow Block

    5 Defensive Block +1 +3 Block, Abort

    3 Martial Grab -1 -1 Grab Two Limbs, 18 STR / 40 STR for holding on

    4 Martial Strike +0 +2 3 ½d6 / 8d6 Strike

    3 Martial Throw +0 +1 1 ½d6 / 6d6 +v/5, Target Falls

    5 Takeaway +0 +0 Grab Weapon, 18 STR / 40 STR to take weapon away

    3 Takedown +1 +1 1 ½d6 / 6d6 Strike; Target Falls

     

    Perks

    10 The Watchtower: Vehicles & Bases

    1 False Identity

    1 Contact 8-

    1 Contact 8-

    8 Money: Wealthy

     

    Skills

    10 Martial Training: +2 with HTH Combat

    10 Years on the Street: +2 with DCV

    3 Acrobatics 11- (14-)

    3 Acting 13- (15-)

    3 Breakfall 11- (14-)

    3 Climbing 11- (14-)

    3 Computer Programming 13-

    3 Criminology 13-

    3 Cryptography 13-

    3 Deduction 13-

    10 Defense Maneuver I-IV

    3 Electronics 13-

    3 Instructor 13-

    3 Lockpicking 11- (14-)

    3 Mechanics 13-

    3 Persuasion 13- (15-)

    3 Scholar

    2 1) KS: Abnormal Psychology (3 Active Points) 13-

    2 2) KS: Known Criminals (3 Active Points) 13-

    2 3) KS: Organized Crime (3 Active Points) 13-

    3 Scientist

    2 1) SS: Battlesuit Engineering and Design 13- (3 Active Points)

    2 2) SS: Biology 13- (3 Active Points)

    2 3) SS: Criminal Psychology 13- (3 Active Points)

    2 4) SS: Physics 13- (3 Active Points)

    3 Security Systems 13-

    3 Seduction 13- (15-)

    3 Shadowing 13-

    3 Stealth 11- (14-)

    3 Streetwise 13- (15-)

    3 Systems Operation 13-

    3 Tactics 13-

    3 Teamwork 11- (14-)

     

    Total Powers & Skill Cost: 317

    Total Cost: 350

     

    200+ Disadvantages

    10 Watched: Local Police 11- (Mo Pow, Watching)

    10 Hunted: Behemoth 8- (As Pow, Harshly Punish)

    Notes: Behemoth was once a construction worker who mutated after an industrial accident. A giant of a man Behemoth relies on his vast amounts of strength to take whatever he wants. not much of a thinker Behemoth has a special hatred for Vigilant and an even greater loathing of the impostor who has taken his name.

    20 Hunted: Maas Inc 8- (Mo Pow, NCI, Harshly Punish)

    Notes: A powerful multinational Vigilant exposed in his early years. Despite the appearance of new management someone at Maas holds a long grudge.

    10 Physical Limitation: Age (Infrequently, Greatly Impairing)

    20 Psychological Limitation: Bound By Duty (Common, Total)

    10 Psychological Limitation: Code Against Killing (Common, Moderate)

    10 Psychological Limitation: Somber and Melancholy (Common, Moderate)

    15 Psychological Limitation: Stubborn (Common, Strong)

    10 Psychological Limitation: Perfectionist (Common, Moderate)

    10 Reputation: Obsessed vigilante, 11-

    5 Rivalry: Professional (Vigilant; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

    20 Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe

     

    Total Disadvantage Points: 350

     

    Background/History: When other here's were heroes were getting to slow to keep up Vigilant refused to let go. Driven he pushed his body until it finally shut down on him. Recoiling at his own weakness Vigilant went into a long retirement as he looked for some way to continue the fight.

     

    Squirreling tech away over the years Vigilant has studied robotics, biochemistry and physics looking for some why to transcend the weakness of the flesh. It was in this long period of isolation that a new hero emerged taking up the mantle of Vigilant.

     

    Unlike the original this man did not have to rely on skill or training, imbued with super senses and speed he began making an name for himself. This drove the original Vigilant deeper into his study. For all his training, all his knowledge, in the end he was just human. However it was this new Vigilant who who would cause him to end his retirement.

     

    When a foe from his past emerged, the Mad Titian Behemoth returned to the city he began a one man war on the new Vigilant, eventually capturing him. Putting out a call he demanded the man he now called Vigilant Prime show himself and take the punishment in store for the importer.

     

    Although unfinished Vigilant donned a new suit, a reflexive exoskeleton dubbed the Overseer Armor. Multiplying his strength it removed the strain on his body and where he lacked the speed of his youth compensated with titanium and Kevlar. On that day Vigilant finally retired accepting his body would never allow him to be a hero again. On that day Vigilant Prime emerged from a long dormant slumber to save the new Vigilant from the man-god Behemoth.

     

    Vigilant Prime is hardly on what one would call god terms with Vigilant II. The new hero has done what he can to avoid him since his rescue. Vigilant Prime has told himself to leave this new man alone. He seems to walk the sleight an narrow and for now that's good enough for him.

     

    Powers/Tactics: Vigilant as the name implies is a man obsessed with justice and seeing the right thing done. In his prime he was a master martial artist using twin guns with trick bullets to put down criminals. Now, drawn out of retirement by the emergence of a new hero taking his name Vigilant Prime as he calls himself relies on a unique suit of power armor to compensate for his age

     

     

     

    Timeline

     

     

     

    • April, 1955: The masked detective Vigilant makes his first appearance routing a shipment of weapons being smuggled out of the US to Nazi hardliners in Germany.
    • May: Vigilant encounters Ruby Red: Seductress of the SS for the first time shutting down an illegal airfield outside of Detroit. Ruby Red escapes using the hyper advanced EJ-14 Barron Jet.
    • June, 1955 - November, 1956: Vigilant has several adventures combating Nazi resurgent groups in the US. Notable foes include: Black Barron, Commander Blitzkrieg and Ruby Red.
    • December, 1956: Vigilant leans that Ava Daring, his girlfriend, is secretly Ruby Red, Seductress of the SS after a battle across the Detroit skyline.
    • January, 1957: Vigilant defeats Professor Storm, The Weather Lord at his research lab. The fight ends with an explosion destroying Storm's weather control equipment. Professor Storm is presumed dead.
    • February - April: Imuthes, The Mummy Lord arrives in the US. Vigilant and Imuthes battle several times as the Mummy Lord attempts to rub local museums and art galleries. This culminates at the Governor's Mansion when Imuthes attempts to resurrect Ramses the Great.
    • May: Vigilant receives commendation from Dwight D “Ike” Eisenhower for effort to root out remaining Nazi element in the US. Eisenhower Quips: I told the guys at the Washington Post it wasn't me.
    • June -December: Vigilant returns to fighting the increasing Nazi presence in the US.
    • May, 1961: After a period of silence Vigilant reappears having infiltrated a secret Russian base under Lake Eire.
    • June - August: having uncovered the Red base Deep Blue Vigilant does battle with Russian Solders as he searches for a way out of the underwater maze.
    • November: Vigilant battles Ivan Blood. Critically wounded in the battle Blood destroys the base in an attempt to kill Vigilant.
    • December: Drifting for Days Vigilant is found and rescued by a fishing crew.
    • January, 1962: Professor Storm resurfaces, now able to control weather at will, a side effect of his previous battle with Vigilant.
    • February: Vigilant learns that Ivan Blood is secretly an alien shape shifter, I'vor Bloure. Using advanced technology Vigilant is abducted.
    • March, 1962 - June, 1964: Taken back to I'vor's home world Vigilant battles aliens through the Theta Sector helping to save the Gal-Mar, an enslaved slave race.
    • August, 1968: The body of Vigilant is found inside an alien stasis pod outside of a small village in the USSR.
    • September - December: Vigilant escapes the Iron Curtain.
    • January, 1969: Vigilant fights Ruby Red and her squad of fighter pilots for the last time over Korea. Vigilant uses the EJ-14 to return home with Ruby Red.
    • March, 1972: Vigilant is inducted into the League of Justice.
    • April, 1972 - March, 1976: Vigilant fights along side with the League of Justice and other heroes doing battle with many super powered. The League of Justice Roster includes: Crimson Avenger, Gallant, Lady Wolfe, and Starchild. Notable Foes: Behemoth, Berserker, The Agents of Challis, Fire Eater, Gold Crusher, Quake, Reaper, and Ur - The Time God.
    • June 1978 –January 1979: Professor Storm manipulates Behemoth tormenting Vigilant.
    • February 1979: Vigilant defeats Professor Storm. Professor Strom founds Tempest members include: Behemoth, Reaper, The Smiling Lord, and Xi’or.
    • March 1980: Vigilant visits Ava Daring (Ruby Red) in prison. Before dying she confesses that she came out of retirement to see if Vigilant would resurface. After not seeing him for years she feared he had died.
    • April: Crushed by Ava’s confession and her death Vigilant begins searching for some way to let himself retire.
    • May: Confronted by Xi’or, an alien shape changer and member of Tempest Vigilant accidently kills him.
    • June, 1980 – January, 1982: Shocked by his own actions Vigilant leaves the US traveling to the Philippines. There he tries to start a new life but cannot let go of his past, rescuing prisoners on a slave ship heading to Thailand. Vigilant has several other adventures in the Far East. Foes Include: Jade Empress, Sand Spider and Vengeance.
    • February: Vigilant and a reformed Jade Empress marry. Before they are able to leave the temple the Jade Empress is killed by Vengeance.
    • June: Body of Vengeance found at steps of Buddhist temple where the Jade Empress was slain.
    • December: Vigilant returns to the US.
    • January, 1983 – April, 1988: Vigilant returns to crime fighting. Older, he relies more on gadgets and his skills than he has in the past. Suffering much more severe wounds than in his youth, Vigilant is forced to come to grips with his age. Vigilant begins exploring technologies he brought back from the Theta Sector and the stasis pod that had preserved him.
    • June: White perusing the criminal Maxwell’s Demon, Vigilant disables the villain’s means of flight. Although the criminal survives Vigilant is forced to reconcile with his age.
    • July: Vigilant battles with Behemoth stopping a prison break. Four guards are killed and Vigilant is left severely wounded even though Behemoth is defeated.
    • August, 1988 – December, 2008: Vigilant slowly slips into retirement as obsessed with finding a way to keep fighting despite his failing body.
    • January, 2008: Mutant hero with amazing sensory powers takes of the mantle of Vigilant.
    • January, 2009: Vigilant II is captured by Behemoth who demands the real Vigilant, Vigilant Prime reveal himself and be killed in the place of this new hero.
    • February: Vigilant emerges from retirement using an experimental Overseer exosuit to save Vigilant II from Behemoth.
    • March: Vigilant, now referred to as Vigilant Prime returns to crime fighting full time.

     

  9. Re: Waking up with super powers

     

    The power I wouldn't want? The mutation I already have. Kidney stones suck.

     

    I suppose that is a super power, turning part of your body to crystal. Ouch. Just ouch. Yeah, I'd take regeneration over that too.

  10. Re: Waking up with super powers

     

    What would you really do if you woke up with super powers?

     

    Don't know depends on the super power, likely call in to work sick for a week at least.

     

    What kind of powers would you like to have?

     

    The ability to transfer my consciousness from one body to another. (Hay someone has to get the cool villain powers.)

     

    What kind of powers would you NOT like to have?

     

    Invisibility, there are too many logistical issues with this in real life. I don't want to get run over by a car or have people bumping into me as I hang out at the girls locker over at LA Fitness.

     

    Would it matter if only 1 in a billion people had powers vs 1 in 100 million, or even 1 in a million?

     

    From an individual basis probably not, I'm not telling no one when I snag my new body. On a global scale it's would obviously have an escalating degree of impact.

     

    Would you tell others?

     

    Just one person.

     

    How do you think your life would change?

     

    This all depends on the degree of bastard I become as the hubris of my body jumping ability sets in.

     

    Any other thoughts on the subject or questions that need to be asked (that I didn't think of)?

     

    Do you think Angelina Jolie would notice if Brad Pitt put on like fifty pounds?

  11. Re: Confedrate Comics

     

    Really? REALLY? This was unnecessary and uncalled for. And a terrible excuse too.

     

    I thought about ayindie's post as well but I think it has a valid point. The initial post offers little guidance of the scope and nature of the heroes and only the smallest information on the setting. The setting is designed to get peoples attention for good or ill, ayindie's post is an emotional reaction to a vary dark time in their family's history.

     

    As they has been no further posts from LWhitehead it seems all answers are valid. Personally I think it may be time to drop this thread until they post again otherwise we're just buying into flamebait.

  12. Re: Paths Not Taken

     

    After years of failed attempts to raise his mother from the dead and crushing the souls of those who serve under him Doctor Victor Von Doom opens his labs to the public. Publishing his research papers and shifts the country in the direction of a Constitutional Monarchy. After several years of planning the first election is held where a young man and former political prisoner is elected Prime Minister of Latveria. This marks the beginning of a new golden age of science as the precepts of Doctor Doom's strange infusion of magic spread through the community. A year later the new Latveria, a scientific haven and industrial superpower becomes an official member of the burgeoning EU.

     

    Six years later the Prime Minister of Latveria takes the reigns as President of the EU. Within a year after this Latveria is considered one of the economic hubs of the Union holding more power than any other nation. In effect Doctor Doom successfully conquers all of Europe without firing a single shot.

  13. Re: Paths Not Taken

     

    Found wandering in the Canadian wilderness a man with amazing regenerative abilities and nigh indestructible skeleton is taken n by the government and trained as a bomb technician. Although never the best, he is the only bomb tech to ever walk away from an accident. He is the Bombardier.

  14. Re: Paths Not Taken

     

    After crashing in the Arctic Steve Rodgers manages to sail to a fishing boat on an ice drift. Returned to the US he continues to battle evil foreign and domestic for the next thirty years, founding the Avengers. As his age continues to advance he is persuaded by his close friends and allies to more into the public sector where he can continue to do good things. After eight years in the senate he runs for the highest office becoming President America. After several months in office he is struck by the Quesada Retrovirus activating programing by his long time foe the Red Skull becoming the Manchurian President.

  15. Re: Paths Not Taken

     

    Hank Pym bases Ultron's brain functions on the data saved by the original Human Torch or Steve Rogers. Calling himself American Armor Ultron goes on to becomes the leader of the Avengers.

  16. Re: Confedrate Comics

     

    Wow, there is a lot of room here for CSA "heroes." Chattle Master using his mighty energy whip and impenetrable shackles to bring evil doers and escaped slaves to justice. The Darkie, by day Aryan playboy by night, detective who roams the segregated cities looking for some boy to step out of line.

     

    Okay, before I go off on a tangent of what might be considered by a modern confederate nation I guess I would like more detail on what the two nations are like. Politics, history, common values all these things play into what a cultural hero may be. Are heroes of the CSA heroes of more modern values who fight against the system or do they serve the greater good and country? This is really a broad question and setting concept you've presented I would really like more details.

     

    Now just for fun here's this:

     

  17. Re: Transgendered Superperson

     

    Ahem...

     

    Hello, sorry, no mom I haven't been avoiding you. No, I, I'm just going through some stuff right now. You know Super Hero stuff. No, no mom it's not like that. No, I'm sorry. It doesn;t have anything to do with how you raised me. It just kind of happened.

     

    - - -

     

    Okay maybe it's because I do a podcast on Sexuality I find this more amusing than GM's giving me $#!^ but I have to say this would at least be a funny joke to pull on a player just to see their reaction.

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