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  1. So I'm working on a team of heroes, a little quirky. They're (hopefully) a bit different than your average team but can clearly do that as well. The members I have a fairly firm grasp on are: Erbauer: The son of a Greek God and a German Civil Planner. An architect in his secret ID this guy is a Thor pastiche but his weapon is an "Omni-Tool" that can take many forms but he defaults it to an over sized monkey-wrench. He has construction based powers which are by and large non combat, though he can summon walls of building material as temporary defenses. He can construct shelters/buildings in hours, as well as repair or upgrade structures and buildings. Hygeineomancer: (Almost went with Hygenie...) This man answers the question of What If.... Dr Strange was a germaphobic landscaper rather than surgeon. His spells include the ability to instantly (and constantly) clean his uniform, clean others at a touch and transform a large area into a well groomed landscape. (I thought of this guy on my walks to and from work there are places that need magical cleaning because the city or the owners don't.) He also has traditional spells but he's quirky enough to worry about cleaning. The Plowman: Another mystically oriented brick. Not a demigod but from the lands of legend. A large, burly man with over-sized arms and fists who can Summon a giant plow and an even more giant white Ox. He backs typical brick behavior with the ability to churn any earth into fertile soil. Captain Innovation: A former soldier turned dancer turned MMA fighter then gifted the ability to constantly sense new ways of doing things. She mostly pushes her combat abilities this way, but has been studying technologies and has added gadgeteer to her portfolio. Madam Tesla: Steam Punk styled Cyperkinetic, Gadgeteer, and (most importantly)Electricity wielder. Also creates robots. Code Red: Robot. Created by Madam Tesla. A medical Bot capable of surviving hostile environments. Feel free to offer ideas...I've got a few that I'm pondering. Codex - Master of the Writen Word Judgement - mentalist
  2. And now for another installment of Rogues Gallery! I'd day my biggest weakness is a definite preference for making heroes to villains. Sometimes I need a shot in the butt. So Here's another one of my heroes and I'm looking for off the cuff villains for her. Enter, Tsovinar. Or Nar of the Sea. Nar is the National Heroine of the First Republic of Armenia. A Valkyrie/Thor mashup - she was a fiery tempered goddess of the Armenian people and at some point in the distant past before the rise of the Abrahamic religions Nar was imprisoned in an earthly prison while most of the other deities of the day sequestered themselves to the Lands of Legend to let humanity sort its own problems out. (Hint: We did a lousy job) Despite being imprisoned and immobile, Nar was not in suspended animation, nor was she unable to sense the world around her. She witnessed much of European history. (she burned some of her powers casting her senses far beyond her prison to view the world as she was terribly bored) Freed from her prison in 2008 she found the land claimed by her former worshipers and set herself up as their sworn protector. She also teaches history at Yereven State University in a thinly veiled but generally accepted secret identity. Nar is part of a Central and Eastern European coalition of heroes, but she travels the world to see what she missed from her tiny living space. Nar is a brick, with a weapon that can be spear/maul/etc. She's also a storm goddess and has a VPP of Weather Magic. She's a bit lower powered than many of my Gods and Goddesses but that's not saying much. As for her villains: The only one I have for certain is a super genius who is obsessed with her. I don't think he's entirely certain if he thinks he's in love with her or wants to destroy her, but he reacted strongly to her initial appearance. A master geneticist he transformed himself into a 10' tall giant of a man and goes by the name Bel the Tyrant. Basically a Smart Hulk. I suspect there's some Russian villains who would encounter her - I wrote up a flying speedster named Sverkhzvukovoy (supersonic) but I don't see him as being one of her rogues...maybe a team or minion. Any Ideas?
  3. Welcome to another in the ongoing thinking out process of my Else Earth Campaign setting. In today's thread, to beat the heat I'm staying indoors and working on some companies that move and shake in my world. So Far I've got these. More or less. Table of Contents: Blacksmith Enterprises (BSE) – prop weapons and armor for entertainment industry Clockwerk Sun Inc (CLKW) – Aerospace and Defense Crucible Industries (CI) – Super Soldiers/Metahuman testing and Medical Deitech Unlimited (DEIT) – Genetics, Cybernetics Elite Enterprises (EIN) – Many things Epic Entertainment (Not traded publicly) Hollister Arms (Privately Held) – Firearms, Robotics, Powered Armor Hyperion Institute - (HHQ) Magewerks (MAGE) - Technology Omniware (OMNI) – Information Security. Orion Technologies (OT) – Genetics and Biology Pulse Tech (PULS) - weapons Utopia Institute (UI) – Think Tank Vulcan Industrial - Technology Holding Company
  4. Welcome back heroic friends for another game of: Rogues Gallery! Today's heroine is Caileigh Devereaux, Lady Psi-Clops. A mentalist who can summon four multi colored eyes, she's named Inky, Blinky, Floater, and Iris, or as she likes to call them: the Four Eyes. So yeah, she's a little quirky. Her background is in academia, focusing on both Neuroscience and Arcane and Occult studies (going about learning her powers with a wide net) her hobbies are card games, and she's a big Eurovision fan. She's had her powers since she was a teenager. She's originally from Europe - She's been in the hero game a while, in her late twenties but she's been operating since she was 17. In Else Earth, there is a large organization dedicated to the study (and cultivation) of psionics called the Hyperion Institute. They're considered a watcher. Any ideas for villains or other antagonists to bedevil her? Here's her Character Sheet. Lady Psi-Clops Player: Val Char Cost 10 STR 0 18 DEX 16 18 CON 8 10 BODY 0 25 INT 15 25 EGO 15 20 PRE 10 8/16 PD 6 8/16 ED 6 5 SPD 30 15 REC 11 75 END 11 40 STUN 10 12m RUN 0 4m SWIM 0 4m LEAP 0 Characteristics Cost: 200 Cost Power 60 Ocular Psionics: Multipower, 60-point reserve 6f 1) Mental Scanning: Mind Scan 12d6 (Human class of minds) (60 Active Points) 1f 2) Perceive Psionic Traces: Retrocognitive Clairsentience (Mental Group) (40 Active Points); Retrocognition Only (-1), No Range (-1/2), Time Modifiers (-1/2) 2f 3) Sensory Link: Clairsentience (Sight, Smell/Taste And Hearing Groups), Increased Arc Of Perception (360 Degrees), Mobile Perception Point (can move up to 12m per Phase) (50 Active Points); Blackout (-1/2), Only Through The Senses Of Others (-1/2) 6f 4) Mind Blast: Mental Blast 6d6 (Human class of minds) (60 Active Points) 6f 5) Telepathy: Telepathy 12d6 (Human class of minds) (60 Active Points) 3f 6) Universal Mental Link II: Mind Link , Human class of minds, Any Willing Target, Number of Minds (x8) (30 Active Points) Gear 16 1) Combat Gear: Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (-1/2) Mentalism 27 1) Detect Minds: Detect Minds 14- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense, Targeting 30 2) Mental Imperviousness: Damage Negation (-6 DCs Mental) 20 3) Mind Shield: Mental Defense (20 points total) 59 4) The Mind's Eyes: Summon 4 276-point Psychic Manifestations, Slavishly Devoted (+1) (132 Active Points); Increased Endurance Cost (x2 END; -1/2), Concentration (0 DCV; -1/2), Extra Time (Full Phase, Only to Activate, -1/4) Powers Cost: 236 Cost Skill 10 +1 with All Attacks 3 Charm 13- 2 Gambling (Card Games) 14- 3 High Society 13- 3 Language: Latin (completely fluent) 3 Lipreading 14- 3 Scholar 1 1) KS: Arcane and Occult Lore (2 Active Points) 11- 1 2) KS: Card Games (2 Active Points) 11- 1 3) KS: Pop Culture (2 Active Points) 11- 1 4) KS: Psychich Phenomena (2 Active Points) 11- 1 5) KS: The Psionic World (2 Active Points) 11- 3 Scientist 1 1) SS: Biology 11- (2 Active Points) 2 2) SS: Neurobiology 14- (3 Active Points) 2 3) SS: Parapsychology 14- (3 Active Points) 1 4) SS: Psychology 11- (2 Active Points) Skills Cost: 41 Cost Talent 3 Lightsleep 6 +2/+2d6 Striking Appearance (vs. all characters) 4 Speed Reading (x10) 5 Eidetic Memory 5 Lightning Reflexes (+5 DEX to act first with All Actions) Talents Cost: 23 Total Character Cost: 500 Pts. Disadvantage 15 Hunted: Rogues Gallery Frequently (As Pow; Harshly Punish) 10 Hunted: The Hyperion Institute Infrequently (Mo Pow; NCI; Watching) 15 Psychological Complication: Code vs Killing (Common; Strong) 10 Psychological Complication: Adrenaline Junky (Common; Moderate) 15 Social Complication: Secret Identity Frequently, Major 5 Distinctive Features: "Pastel Punk" Stylings (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Unluck: 1d6 Disadvantage Points: 75 Base Points: 400 Experience Required: 100 Total Experience Available: 100 Experience Unspent: 0 Background/History: Picture yourself in a camp by the water...Wait. I was born a poor white child....no. My nameis Caileigh and my parents are pretentious but kind and giving. I was born in Bristol and despite my completely unsheltered upbringing I became a model student and strange, if likeable child. When I turned fourteen however I began experiencing headaches, hallucinations, and blackouts. My parents contacted the Hyperion Institute because, like the ad says, unchecked psionics are dangerous to themselves and others. So I spent three years at a Hyperion Institute academy and learned enough to not endanger those around me and then when I was old enough to make the decisions for myself, I left, whipped up a costume and began fighiting crime! The stress of my first attempt at crime fighting is what allowed me to summon the Four Eyes. Though HI has posited that they are subconscious constructs of my mind, I found that a tepid at best response. After all, they have telekinetic abilities (out of necessity) that I lack. I attended Uni, saving the world on the side and eventually moved to the States to study Neuroscience at John's Hopkins and did self study on Parapsychological and Occult lore. Though I've not really found anything to definitively prove the Eyes' origins, I have encountered Lord Ocular who's annoyingly familiar manner and Arcane trappings lead me to believe mum had a wilder youth than she lets on and that Dad is a saint. Also - magic. So now, a decade or so of playing the game later and I am an accomplished saver of worlds. I joined the Legacy Guard in 2013 and have found a home away from home so to speak. Personality/Motivation: Caileigh is headstrong, quick to make judgements, a lover of games, strategy, and learning in general. She loves having her powers, though won't abuse them. They eyes are another matter entirely, though. She considers them her 'siblings' in a way and is very protective of them. Quote: Eye see you! Powers/Tactics: Caileigh is a telepath with very impressive mental defenses. She can summon the Four Eyes and sense through them. Beyond that she's a relatively vulnerable human. Campaign Use: Appearance: Pink-haired, pixieish punk rocker. Her costume is two-toned purple with white gloves, boots, and accents. She has Green eyes, stands about 5'3'' and weighs a shade over 120.
  5. I'm looking for some slang terms for some of the various archetypes out there and their more common sub categories. For instance, we call Strong guys Bricks, other games have called them tanks. But PS236 has the common FISS (Flying Invulnerable Strength Speed)* and Mutants and Masterminds calls them Paragons which I love. Archetype: Brick (Tank) - Someone with Superhuman Strength as their main powerset. Paragon - A Brick with Flight, often superhuman senses, speed, and a penchant for capes. Hulk (Brute) - A Brick who is massive and bulging with muscles, often less human in appearance Godlike - A Brick who is big but wouldn't get distinctive features from it. Amazon - A female brick who doesn't quite fit the Hulk category - tend to be tall and powerful but not drastically so. Mentalists (Psis) Mover - telekinetic, those who affect energy tend to be named differently (Burner for pyrokinetic, Chiller for Cryokinetic, etc - these often cross over into the energy projectors whose abilities aren't psionic in nature) Emo - Empath Creeper - Telepath Headcase - Multiple "disciplines" Controller - Mind Control or Illusions Speedster - sadly and unoriginally they tend to be classified by their SFX Runner - Running Flyer- you can see where this is going... Some random ones... Size Changers: Growth: Giant, Big Shrinking: Bug Both: Big Bug Language is ever changing and these terms popped up more for use with modern communications that breed a need for briefer, more succinct descriptive terms. Anyway, feel free to throw some out if you think mine suck or to cover the myriad of powers I didn't. *Thanks Assult
  6. So I'm working on a villain, he's a three headed werewolf type. What abilities should I give to represent his multicranial nature? So far: 360 senses for all but touch. (essentially: All with a -0 limitation since it was cheaper than buying everything but touch group) Mental Defense Extra Limbs with limited manipulation +2 Speed, one per head. Striking Appearance +3...Horrifying - so this is the intimidation version Now he's hit 400 pts and I'd have to massage some abilities to make changes but I could if I found something awesome enough.
  7. White Rose Val Char Cost Roll Notes 15 STR 5 16- Lift 3200.0kg; 7d6 [1] 20 DEX 20 13- OCV: 7/DCV: 7 20 CON 10 13- 18 INT 8 13- PER Roll 13- 13 EGO 3 12- ECV: 3 - 5 20 PRE 10 13- PRE Attack: 4d6 7 OCV 20 7 DCV 20 3 OMCV 0 5 DMCV 6 5 SPD 30 Phases: 3, 5, 8, 10, 12 10+7 PD 8 Total: 10/17 PD (0/7 rPD) 10+7 ED 8 Total: 10/17 ED (0/7 rED) 10 REC 6 40 END 4 15 BODY 5 40 STUN 10 Total Characteristic Cost: 173 Movement: Running: 15m/60m Leaping: 8m/16m Swimming: 4m/8m Swinging: 20m/40m Cost Powers END 20 Billy Club: Multipower, 30-point reserve, (30 Active Points); all slots OAF (-1) Notes: (x2 number of items) 1f 1) Club: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-¼) 1 1f 2) Hanging Onto Projections: Clinging (normal STR) (10 Active Points); OAF (-1), Requires A Roll (Characteristic roll; STR; -½), No Movement Allowed (-½), Cannot Resist Knockback (-¼) 0 1f 3) Hurled Club: Blast 6d6 (30 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use any slot in Multipower until Charge is recovered; -½), Range Based On Strength (-¼) [1 rc] 1f 4) Lever: +20 STR, Reduced Endurance (0 END; +½) (30 Active Points); OAF (-1), Only For Leverage-Based Tasks (-½) 1f 5) Swingline: Swinging 20m (10 Active Points); OAF (-1), Lockout (cannot use any slot in Multipower until Charge is recovered; -½) 1 Athletics 7 1) Acrobatic: Leaping +4m (8m forward, 4m upward) (Accurate) 1 8 2) Swift: Running +3m (15m total), x4 Noncombat 1 Gear 14 1) Armored Costume: Resistant Protection (7 PD/7 ED) (21 Active Points); OIF (-½) 0 10 2) Stealth Suit: +6 with Stealth (12 Active Points); IIF (-¼) 9 3) Throwing Disc: Blast 6d6 (30 Active Points); 4 Charges (-1), OAF (-1), Range Based On Strength (-¼) [4] Kung Fu (Wu Shu) Maneuver OCV DCV Notes 8 +2 HTH Damage Class(es) 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm; 55 STR to Disarm roll 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Escape +0 +0 60 STR vs. Grabs 5 Flying Kick +1 -2 13d6 Strike 3 Joint Lock/Grab -1 -1 Grab Two Limbs, 55 STR for holding on 5 Kick -2 +1 13d6 Strike 4 Knife Hand -2 +0 HKA 4d6 +1 3 Legsweep +2 -1 10d6 Strike, Target Falls 4 Punch +0 +2 11d6 Strike 3 Throw +0 +1 9d6 +v/10, Target Falls 4 Tien-hsueh Strike -1 +1 3d6 NND 4 Tiger/Dragon Claw +0 +0 13d6 Crush, Must Follow Grab 4 Uproot/Sand Palm +0 +0 60 STR to Shove 1 Weapon Element: Blades 1 Weapon Element: Chain Weapons 1 Weapon Element: Clubs 1 Weapon Element: Hook Sword 1 Weapon Element: Polearms 1 Weapon Element: Staffs 1 Weapon Element: Three-Section Staff 1 Weapon Element: Wind and Fire Wheels Perks 1 Certified Computer Forensic Analyst: Fringe Benefit: License to practice a profession Talents 1 Hot Nerd: Lightning Reflexes (+1 DEX to act first with All Actions) 3 Maths: Lightning Calculator Skills 3 +1 with Kung Fu 3 Acrobatics 13- 3 Breakfall 13- 5 Computer Programming 14- 3 Concealment 13- 3 Contortionist 13- 3 Criminology 13- 3 Deduction 13- 3 Electronics 13- 3 Interrogation 13- 3 Inventor 13- 1 Language: English (imitate dialects) (5 Active Points) 1 Mimicry 8- 3 PS: Network Security Analyst 13- 3 SS: Computer Sciences 13- 3 Scholar 1 1) KS: Chinese Philosophy (2 Active Points) 11- 2 2) KS: Computer Forensics (3 Active Points) 13- 1 3) KS: Extreme Sports (2 Active Points) 11- 1 4) KS: Kung Fu (2 Active Points) 11- 2 5) KS: The Metahuman World (3 Active Points) 13- 2 6) KS: West Coast Underworld Figures (3 Active Points) 13- 2 Security Systems 13- (3 Active Points); Only Versus Computer Security Systems (-½) 3 Sleight Of Hand 13- 3 Stealth 13- 5 Streetwise 14- 3 Systems Operation 13- 7 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Hook Sword, Three-Section Staff, Wind and Fire Wheels Total Powers & Skill Cost: 227 Total Cost: 400 400+ Matching Complications 10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 15 Hunted: Her Father's Crime Family Frequently (Mo Pow; NCI; Watching) 5 Hunted: Rival Hacker Infrequently (As Pow; Mildly Punish) 10 Psychological Complication: Meticulous, pays attention to every detail. Dislikes "spontenaity." (Common; Moderate) 15 Psychological Complication: Thrillseeker (Common; Strong) 15 Social Complication: Secret Identity Frequently, Major 5 Unluck: 1d6 Total Complications Points: 400 Background/History: Victoria Hunter is a transplanted english rose, who moved to Seattle in 2004 to work for Microsoft and establish herself as a top Forensic Analyst in the computer/network realms. There's another reason she came to the states however, she has a past she's not proud of. Victoria is the younger daughter of British criminal mastermind Cameron Winslow (from one of his specially chosen mistresses.) taught the family business from the technical end early on in life, despite her initial reluctance to harm others. As expected, Victoria proved an intellectual and physical prodigy, quickly grasping the complex computer science and network intrusion she was being expected to learn. Indeed she surpassed her teachers early, they were older and slightly slower to embrace and adapt new technologies and methods. By the time she was eighteen, Victoria had managed to squirrel away enough money and evidence to implicate her father in all manner of crimes, as well as a few secret identities and forged school diplomas. She disappeared in the night, leaving a warning not to come after her and a sample of the evidence she'd gathered. Once in America, she set about protecting herself, and to do that she'd need money. She got in at the ground floor in Microsoft's network security team and got to work. She found that this was...less exciting than extracating herself from a crime family, and took up a hobby - crime fighting. She took the name "White Rose" from one of her online identities. Personality/Motivation: Victoria's initial rush from fighting crime has germinated into a full blown passion for helping those unable to help themselves. She joined the Guardians of the Northwest without hesitation and is using their resources to improve her methodology. She gets along quite well with the team and finds herself rather attracted to the team's (other) nerd. Quote: Powers/Tactics: Keen intellect, intense training, and some slick gadgets. Right now she's two out of three and working on the gadgetry. Campaign Use: Appearance: Lovely young woman with platinum blond hair and green eyes. she dresses with to catch the eyes of passersby for the most part, often wearing tight t-shirts with suggestive logos or body-hugging dresses. She's not affraid to use her looks to get what she wants. When in her normal identity she maintains her native UK accent - kind of a posh London accent with a bit of eye-poppong profainity thrown in. The white rose wears a dusky gray bodysuit with a cowl that lets her hair free and a white rose on her left breast. Her gloves, boots, and accessories are white. She eschews a cape - though she quite likes them.
  8. With the first big boom in costumed heroes happening in the 30's - that's Four-Score plus years of metahuman champions and villains. The birthrate for metahumans skyrocketed as well and thus there has been need for places where young naturalized metas can learn to use their powers in addition to all the other things kids gotta learn. Firstly, there are the government run facilities. Depending on the nation in question (and all first world nations and more than a few emerging nations have something) it can be less scholastic and more bootcamp. There are nine known (At least in the Superheroic Community) privately funded schools, three in the US, two in the UK, One in Australia, one in Ethiopia and one in Japan, the schools are all accredited academically and have something of an interscholastic relationship with one another. They are: The Prescott Academy, Portland, OR. Founded in 1989 by Professor James Prescott, brother to the Golden Paladin a "mutant" hero in the 70s and early 80's. Professor Prescott's brother died in 1985 and he started the school to give back and to help take care of John's children. the Prescott Academy is K-12 education, with students living on campus or at home depending on preference. New Salem Academy, Salem, MA. Originally the Salem Academy, founded in irony by wizards in Salem Town in 1700 after the witch trial fervor had dissipated the Academy was closed from 1887 to 1954 due to corrupting influences and the locale labelled as haunted. In 1954 the campus was exorcised and razed, a new school built on the grounds of the old. The New Salem Academy opened it's doors in 1961 to a new generation of magically gifted youths. The school focuses on magic and supernatural having opened up enrollment to therianthropes, demigods, half-fey, and other supernatural youngsters even if they weren't active practitioners of magic. Accepts ages 11 and up. St. Martin School for Advanced Studies, Kalispell, MO. Founded by Dr. James Peterson, St. Martin's accepts k-12 students and promises their parents a safe, small town experience. Woodbridge, Hull, England. Founded by former British Superhero Skyforge in 1971, Woodbridge is one of the most publically known of the metahuman prepschools. Receiving charter to run as a Primary and Secondary school they accept students age 5 to 16. They have a positive reputation but the old joke "If one explodes, it's only Hull." occasionally still pops up. Osburn School, Aberdeen Scotland, UK. Another school centered on Magic and the Supernatural, founded in 1627. Thanks to a generous (and private) donation from Magewerks, Osburn has Earth's only school for Technomancy. Takes ages 3-18. Wippering Academy, Darwin, Northern Territory, AUS. Founded relatively recently by Philanthropist and former "Techie for the Heroes of Australia" Bart Talbott, this T-12 school is a high-tech bastion of learning and understanding that occasionally has to fend off advances from the government who want to absorb it. Kyoto National Academy, Kyoto, Japan. If Woodbridge is publically known, the KNA is legendary. Founded in 1960 by two Japanese heroes from WWII and the Hyrn Invsasion, the school initially operated on a much more low-key level. But in 1975, the school was attacked by the Iron Dragon Society who sought to collect the young metahumans for their own purposes. The faculty and students repulsed the very public attack and ever since has been the subject of fanciful stories with several manga and anime using it as a backdrop. Many of the students go on to become famous and popular no matter what side of good or evil they end up or even if they take part at all. The Utopia Institute Preparatory Academy, Addis Ababa, Ethiopia. Founded in 2000 by the Utopia Institute as part of their bid to eliminate disease, hunger, and suffering in Africa, this academy accepts students from any african nation with metahuman biology. If your child's hair glows green, they receive a full scholarship. This is a k-12 American-Style education system with emphasis on sciences and technology. Hyperion Institute Academy of the Mind, Stockholm, SWE. A school that trains espers, psionics, and mentalists in better using their powers as well as psionic etiquette. In addition, there are three academies that are unnamed, non-accredited and for the most part known only to a few. These cater to the children of supervillains. Divinity Academy - created by the mysterious group of megalomaniacs known as the Divine Right, the Academy is a highly secretive, decentralized set of campuses scattered throughout the world, though mostly in Europe. Using the "Dark Net" much of the actual education is done online with power training and other criminal activities taught at safe-houses and hidden complexes. Includes a very thorough and self-serving education in history, political science, sociology and the arts. It's a breeding ground for one day master villains. The Minion Academy for Young Monsters - created by the Myrmidon as a side offering to his clients to help their children cope with metahuman powers, learn to deal with underlings and heroes alike. Campuses are located in Los Angeles, Athens (Greece), London, Moscow, and Saskatchewan (Alberta, Canada) St Mary's Academy for Girls - a legitimate girls school in NYC run by a headmistress always on the look-out for young, impressionable metahuman girls she can add to her Clique.
  9. Ishtar Val Char Cost Roll Notes 75 STR 65 24- Lift 819.2tons; 15d6 [7] 26 DEX 32 14- OCV: 12/DCV: 9 50 CON 40 19- 20 INT 10 13- PER Roll 13- 20 EGO 10 13- ECV: 5 - 8 35 PRE 25 16- PRE Attack: 7d6 12 OCV 45 9 DCV 30 5 OMCV 6 8 DMCV 15 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 25+8 PD 23 Total: 25/33 PD (0/8 rPD) 25+8 ED 23 Total: 25/33 ED (0/8 rED) 25 REC 21 100 END 16 25 BODY 15 100 STUN 40 Total Characteristic Cost: 456 Movement: Running: 24m/48m Flight: 30m/60m Leaping: 49m/784m Swimming: 4m/8m Cost Powers END 113 Goddess of Fertility : Variable Power Pool (Magic Pool), 75 base + 75 control cost 0 1) Blessings of Abundant Fertility: Minor Transform 2d6 (Barren Soil to Fertile Soil, Time), Area Of Effect (1m Radius; +½), Two-Dimensional (-¼), MegaScale (1" = 1 km; +¼) (15 Active Points) Real Cost: 15 1 0 2) Blessings of Bountiful Fertility: Minor Transform 3d6 (Infertile Subject to Fertile Subject, Time) (15 Active Points) Real Cost: 15 1 0 3) Control Fetus's Gender: Cosmetic Transform 1d6 (fetus into fetus of other gender) (3 Active Points); Limited Target (fetus inside character; -2) Real Cost: 1 1 0 4) Curse of the Barren: Minor Transform 3d6 (Fertile Subject to Infertile Subject, Application of "Blessings of Freya") (15 Active Points) Real Cost: 15 1 0 5) Divine Motives: Telepathy 15d6 (Human class of minds) (75 Active Points); Only to Determine Individual's Romantic Inclinations (-1), Empathy Single Emotion (-1), No Range (-½), Receive Only (-½) Real Cost: 19 7 0 6) Love Potion Number One: Mind Control 15d6 (Human class of minds) (75 Active Points); Mandatory Effect EGO +20 (-½), Fall in love with Designated Target X (-½) Real Cost: 37 7 113 Goddess of War: Variable Power Pool (Magic Pool), 75 base + 75 control cost 90 Mobility of the Divine: Multipower, 90-point reserve 3f 1) Brick Flight: Flight 30m (30 Active Points) 3 9f 2) Realm Jumping: Extra-Dimensional Movement (Related Group of Dimensions, Any Location), x32 Increased Weight, Reduced Endurance (0 END; +½) (90 Active Points) 0 Notes: The Related Realms are the Lands of Legend 1f 3) Super Strong Legs: Running +12m (24m total) (12 Active Points) 1 4f 4) Weak Legs: Leaping +45m (49m forward, 24 ½m upward) (x16 Noncombat) (38 Active Points) 4 75 War Arts: Multipower, 75-point reserve 2f 1) Bearhug: Blast 6d6, Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); All Or Nothing; +1) (60 Active Points); Must Follow Grab (-½), No Range (-½), Requires A Roll (Brick Tricks roll; -½), Side Effects (if character fails roll, opponent takes character's full STR damage; -¼) 6 3f 2) Crushing Grip: Killing Attack - Ranged 2d6, Attack Versus Alternate Defense (any sort of rigid Resistant PD; All Or Nothing; +½), Does BODY (+1) (75 Active Points); Must Follow Grab (-½), Requires A Roll (Brick Tricks roll; -½), No Range (-½) 7 Notes: Rounding changes price to 30 2f 3) Shockwave: Area Of Effect (26m Radius Explosion; +½) for up to 60 Active Points of STR, Only Does Knockdown, Not Knockback (+0), Hole In The Middle (the 1m radius area the character stands in when he uses the power; +¼) (37 Active Points); Extra Time (Full Phase, -½), Only Affects Targets On The Ground (-¼) 4 2f 4) The Big Wrap-Up: Entangle 6d6, 6 PD/6 ED (60 Active Points); OIF (appropriate materials of opportunity; -½), No Range (-½), Extra Time (Full Phase, at least a Full Phase, and often longer, depending on how long it takes to get the materials; -½), Defense Depends On Materials Used (-½), Side Effects (Side Effect only affects the environment near the character; may cause considerable damage to the environment; -0) 6 2f 5) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (the 1m radius area the character stands in when he uses the power; +¼), Does Knockback (+¼), Area Of Effect (18m Radius Explosion; +½) (48 Active Points); Extra Time (Full Phase, -½), Restrainable (-½), No Range (-½) 5 19 Warrior Garb: Resistant Protection (8 PD/8 ED) (24 Active Points); Only In Alternate Identity (-¼) 0 Assyrian Goddes Physiology 13 1) Bracing: Knockback Resistance -20m (20 Active Points); Costs Endurance (-½) 2 5 2) Really Deep Breath: Life Support (Self-Contained Breathing) (10 Active Points); Stops Working If Character Speaks, Is Stunned, Or Is Knocked Out (-½), Extra Time (Extra Segment, Only to Activate, -¼), Can Only Be Activated In Breathable Atmosphere (-¼) 0 35 3) Shapechanging: Shape Shift (Sight, Touch, Hearing and Smell/Taste Groups, any shape), Instant Change 3 50 4) Speak with Follower: Mind Link , Human class of minds, Any Willing Target, Any dimension, No LOS Needed, Number of Minds (x8) 0 15 5) Stronger Divine Protections: Power Defense (15 points) 0 15 6) Stronger Will: Mental Defense (15 points total) 0 60 7) Super Tough Body: (Total: 60 Active Cost, 60 Real Cost) Energy Damage Reduction, Resistant, 50% (Real Cost: 30) plus Physical Damage Reduction, Resistant, 50% (Real Cost: 30) 0 13 8) Super-Physiology: Life Support (Extended Breathing: 1 END per 20 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0 Divine Combat Maneuver OCV DCV Notes 4 Charge +0 -2 17d6 +v/10 Strike, FMove 4 Choke Hold -2 +0 Grab One Limb; 2d6 NND 5 Disarming Throw +0 +0 Grab Weapon, 80 STR to take weapon away; Target Falls 5 Fist Grab +1 +1 Grab One Limb, Block 3 Legsweep +2 -1 16d6 Strike, Target Falls 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm; 85 STR to Disarm 4 Escape +0 +0 90 STR vs. Grabs 3 Grappling -1 -1 Grab Two Limbs, 85 STR for holding on 4 Shove +0 +0 90 STR to Shove 1 Weapon Element: Axes, Maces, Hammers, and Picks 1 Weapon Element: Blades 1 Weapon Element: Polearms and Spears Talents 12 A Vision of Loveliness: +4/+4d6 Striking Appearance (vs. all characters) 7 Quicker: Lightning Reflexes: +2 DEX to act first with All Actions (+7 DEX to act first with All Actions) 3 Immortal Internal Clock: Absolute Time Sense 3 Bump Of Direction 22 Knows the Ways of War: Combat Sense (Discriminatory, Sense) 13- Skills 4 +2 with any single attack 50 +5 with All Combat 36 Adept: +3 Overall 3 AK: Native Divine Realm 13- 3 Analyze: Combat 13- 3 Breakfall 14- 3 Charm 16- 3 Climbing 14- 3 Contortionist 14- 3 Disguise 13- 3 High Society 16- 3 Interrogation 16- 3 Linguist 2 1) Language: Akan (completely fluent) (3 Active Points) 2 2) Language: Arabic (Classical) (completely fluent) (3 Active Points) 0 3) Language: Assyrian (idiomatic) (4 Active Points) 1 4) Language: Babylonian (completely fluent) (3 Active Points) 2 5) Language: Egyptian, Ancient (completely fluent) (3 Active Points) 3 6) Language: English (idiomatic) (4 Active Points) 3 Navigation 13- 3 PS: Model 16- 2 PS: Soldier/Warrior 11- 3 Persuasion 16- 23 Power: Divine Magic Control 23- 3 Riding 14- 3 Scholar 7 1) KS: History of War (8 Active Points) 18- 2 2) KS: Mesopotamian Mythology (3 Active Points) 13- 7 3) KS: Sexual Positons and Techniques (8 Active Points) 18- 2 4) KS: The Fashion World (3 Active Points) 13- 3 Stealth 14- 3 Survival 13- 3 Tactics 13- 3 Teamwork 14- 3 Tracking 13- 10 Two-Weapon Fighting 13 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Early Firearms, Siege Engines, Small Arms, Off Hand Total Powers & Skill Cost: 959 Total Cost: 1415 400+ Matching Complications 15 Distinctive Features: Godly Mein (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Enraged: When Denied or Humiliated (Uncommon), go 11-, recover 14- 10 Hunted: Assyrian Gods Frequently (As Pow; NCI; Watching) 10 Hunted: Rival Pantheons 11- (As Pow; NCI; Watching) 15 Psychological Complication: Self-Centered and Vain (Common; Strong) 0 Rivalry: Professional (Inanna; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry) 10 Social Complication: Famous Model Frequently, Minor 5 Unluck: 1d6 1015 Experience Points Total Complications Points: 1415 Background/History: Though she believes she's gotten a bad wrap from historians and slanderous demi-god-kings, Ishtar is very much a goddess of Love and war and all is fair within her realms. She found eternal Babylon eternally boring and explored the Lands of Legend and even convinced those with the power to send her to other worlds. This opened her eyes and pushed her boundries, not so much as the ethics of her lifestyle but new beings and new ways to explore it. Returning to Earthrealm she settled into the modern world and used her beauty to get what she wanted, becoming a model. Though she had no qualms about taking what she wanted, there are many being of rival power walking this modern Earth, and the mortals have ascended technologies that can cause her pain, so she plays along, fascinated by the changing world around her. Personality/Motivation: Unlike her contemporary Freya, Ishtar feels no need to protect mortals; but is willing to aid those who worship her, even if they have distorted who she is to fit their silly religions. Similarly, she's not really inclined ot set up a realm here and sow destruction. There are those who even she fears and they would not stand for it. So she sates her taste for sex with mortals and immortals alike, only occasionally wondering why no one really cares for her. When really bored or wanting to let off steam she'll find a foe to test her mettle, she's not really concerned which side of the mortal laws they fight for. The key word for Ishtar is passion; she does everything passionately loving, fighting, hating, forgiving. The other "Super Models" more tolerate her than like her. Quote: Powers/Tactics: Female version of Marvel's Hercules. Ishtar is a brawler and loves it. She will sommon weapons with her War Goddess power pool if she feels she needs them. But even in a rage, she prefers the feel of crushing her foes with her bare hands. Campaign Use: Appearance: A proud goddess of Assyria, Babylon, and Akkadia, Ishtar is a statuesque beauty with a fuller physique. She is a woman of action and her muscles are not hidden in a waif-like form, instead she exudes power as well as femininity. Her hair is the color of the starless sky and her eyes are crystal blue, denoting her other-worldly origins. She has flawless olive skin and perfect teeth. When she is dressed for war she wears a black metal breastplate withi inlaid gold in the designs of lions and doves. On her right shoulder is a pauldron shaped like a golden lion. She wears sandals and bracers of gold and a simple circlet of silvery-white metal to bind her long hair - which is usually braided when she fights. Her arms and legs are bare but she wears a flowing white skirt with tiny golden, eight-pointed stars along the hem.
  10. Mr. Lei Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 20 DEX 20 13- 20 CON 10 13- 13 INT 3 12- PER Roll 12- 11 EGO 1 11- 15 PRE 5 12- PRE Attack: 3d6 10 OCV 35 7 DCV 20 3 OMCV 0 4 DMCV 3 4 SPD 20 Phases: 3, 6, 9, 12 10+10 PD 8 Total: 10/20 PD (0 rPD) 10+10 ED 8 Total: 10/20 ED (0 rED) 10 REC 6 40 END 4 12 BODY 2 40 STUN 10 Total Characteristic Cost: 165 Movement: Running: 40m/160m Leaping: 4m/8m Swimming: 4m/8m Teleportation: 30m/30m Cost Powers END 60 Four Celestials Combat Maneuvers: Multipower, 60-point reserve 2f 1) Counterpunch: Hand-To-Hand Attack +4d6, Area Of Effect (1m Surface; +¼), Reduced Endurance (½ END; +¼), Constant (+½) (40 Active Points); Requires A Roll (Attack roll; -½), Hand-To-Hand Attack (-¼), Not When Grabbed/Grabbing (-¼) 1 5f 2) Five Phoenix Strike: Hand-To-Hand Attack +6d6, Variable Advantage (+½ Advantages; +1) (60 Active Points); Hand-To-Hand Attack (-¼) 6 4f 3) Lung Ch’uan (Dragon Fist): Killing Attack - Hand-To-Hand 2d6 (2 ½d6 w/STR), +2 Increased STUN Multiplier (+½) (45 Active Points) 4 2f 4) Phoenix Ascendant: Killing Attack - Ranged 1d6, Area Of Effect (1m Surface; +¼), Constant (+½) (26 Active Points); No Range (-½) 3 2f 5) Tortoise Strength: +40 STR (40 Active Points); Only To Disarm, Escape, And Grab (-¾) 4 66 Four Celestials Defense: Multipower, 66-point reserve 1f 1) Tortoise’s Shell Technique: +10 ED (10 Active Points); Costs Endurance (-½) 1 1f 2) Tortoise’s Shell Technique: +10 PD (10 Active Points); Costs Endurance (-½) 1 2f 3) Ultimate Blocking Technique: Barrier 12 PD, 0 BODY (up to 2m long, 2m tall, and ½m thick), Non-Anchored, Hardened (+¼), Reduced Endurance (½ END; +¼), One-Way Transparent (+½) (66 Active Points); Costs Endurance (to maintain; -½), No Range (-½), Self Only (-½), Restrainable (-½), Requires A Roll (Skill roll; Martial Arts Tricks; -½), Nonresistant Defenses (-¼), Only Works Against Hand-To-Hand Attacks (-¼) 3 1f 4) Ultimate Dodging Technique: Desolidification (40 Active Points); Only To Protect Against Limited Type Of Attack (-1), Increased Endurance Cost (x2 END; -½), Requires A Roll (Skill roll; Martial Arts Tricks; -½) 8 50 Four Celestials Movements: Multipower, 50-point reserve 1f 1) Hing Kung: Flight 8m, Invisible Power Effects (doesn’t leave tracks, trip seismic alarms, or the like; +¼) (10 Active Points); Only In Contact With A Surface (-¼) 1 3f 2) Tian Long Ba Bu: Running +28m (40m total), x4 Noncombat, Combat Acceleration/Deceleration (+¼), Reduced Endurance (½ END; +¼) (49 Active Points); Requires A Roll (Skill roll; Martial Arts Tricks; -½) 2 1f 3) Wind Running: Teleportation 30m (30 Active Points); Increased Endurance Cost (x5 END; -2), Requires A Roll (Skill roll; Martial Arts Tricks; -½), Must Pass Through Intervening Space (-¼), no Noncombat movement (-¼) 15 10 The Dragon’s Power Flows To Me: Aid STR, EGO, REC, PD, or ED 3d6, Variable Effect (any one of these Characteristics at a time; +½) (27 Active Points); Only to Aid Self (-1), Extra Time (Full Phase, -½), Can Only Have One Type Of Aid Active At A Time (-¼) 3 7 Tortoise’s Shell Technique: Mental Defense (10 points total) (10 Active Points); Costs Endurance (-½) 1 Kung Fu (Wu Shu) Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm; 30 STR to Disarm roll 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Escape +0 +0 35 STR vs. Grabs 5 Flying Kick +1 -2 8d6 Strike 3 Joint Lock/Grab -1 -1 Grab Two Limbs, 30 STR for holding on 5 Kick -2 +1 8d6 Strike 3 Legsweep +2 -1 5d6 Strike, Target Falls 4 Punch +0 +2 6d6 Strike 3 Throw +0 +1 4d6 +v/10, Target Falls 4 Tien-hsueh Strike -1 +1 2d6 NND 4 Tiger/Dragon Claw +0 +0 8d6 Crush, Must Follow Grab 4 Uproot/Sand Palm +0 +0 35 STR to Shove 1 Weapon Element: Axes, Maces, and Picks 1 Weapon Element: Blades 1 Weapon Element: Chain Weapons 1 Weapon Element: Clubs 1 Weapon Element: Hook Sword 1 Weapon Element: Polearms 1 Weapon Element: Staffs 1 Weapon Element: Three-Section Staff 1 Weapon Element: Whips 1 Weapon Element: Wind and Fire Wheels Talents 3 Ch'i Calm: Resistance (+3 to roll) 2 Off-Hand Defense 10 Phoenix Awareness: Lightning Reflexes (+10 DEX to act first with All Actions) 6 Breaking Boards and Breaking Hearts: +2/+2d6 Striking Appearance (vs. all characters) Skills 8 +1 with HTH Combat 3 Acrobatics 13- 3 Breakfall 13- 3 Charm 12- 3 Climbing 13- 3 Combat Driving 13- 3 Concealment 12- 3 Contortionist 13- 3 High Society 12- 3 Jack of All Trades 1 1) PS: Bodyguard (2 Active Points) 11- 3 2) PS: Calligraphy (4 Active Points) 13- 3 3) PS: Cooking (4 Active Points) 13- 1 4) PS: Driver (2 Active Points) 11- 3 5) PS: Lion Dancing (4 Active Points) 13- 1 6) PS: Sifu/Sensei (2 Active Points) 11- 3 Linguist 0 1) Language: Cantonese (idiomatic) (4 Active Points) 3 2) Language: English (idiomatic) (4 Active Points) 2 3) Language: Mandarin (idiomatic) (4 Active Points) 2 4) Language: Wu (idiomatic) (4 Active Points) 3 Navigation 12- 3 Paramedics 12- 3 Persuasion 12- 17 Power: Martial Arts Tricks 20- 3 Riding 13- 3 Scholar 1 1) KS: Buddhism (2 Active Points) 11- 2 2) KS: Chinese Healing (3 Active Points) 12- 3 3) KS: Ch’i-Centering Techniques (4 Active Points) 13- 3 4) KS: Kung Fu (4 Active Points) 13- 3 Shadowing 12- 3 Sleight Of Hand 13- 3 Stealth 13- 3 Streetwise 12- 8 TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Carts & Carriages, Equines, Railed Vehicles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles 3 Traveler 1 1) AK: Eastern China (2 Active Points) 11- 1 2) AK: West Coast of the United States and Canada (2 Active Points) 11- 1 3) CK: Hong Kong (2 Active Points) 11- 1 4) CK: San Fransisco (2 Active Points) 11- 1 5) CK: Seattle (2 Active Points) 11- 1 6) CK: Shanghai (2 Active Points) 11- 1 7) CK: Tai Pei City (2 Active Points) 11- 1 8) CK: Vancouver, BC (2 Active Points) 11- 6 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons Total Powers & Skill Cost: 435 Total Cost: 600 400+ Matching Complications 10 Distinctive Features: Style Limitations: Rare Kung Fu Stylings (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 10 Hunted: Other "Masters" out to prove themselves Infrequently (As Pow; Harshly Punish) 20 Psychological Complication: Modern Knight's Code (Common; Total) Notes: Will Sacrifice Self for those under his protection. Topple those who abuse the weak. Defend the innocent. Always keep your word. Respect your elders. 15 Psychological Complication: Protective of Abigail Knight (Common; Strong) 15 Social Complication: Secret Identity Frequently, Major 200 Experience Points Total Complications Points: 600 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: A handsome chinese man with a hard-won physicque of granite and classical hollywood features. Mr Lei dresses like a chauffeur with a domino mask. He his slacks, hat, mask, gloves, jacket are all white. His shirt and tie are black as are his shoes. Clearly, this guy is an homage to Kato. Sooo. Now I have to make the crime fighter he protects. The Four Celestials Kung Fu are a Hero Universe creation so I may have to tinker with them to make them more friendly to my world. Also he lacks resistant defenses of any kind (save the blocking technique, and the Dodge is desolidificaton) so I might be ok there. The Phoenix Ascendant ability is to bath himself in flames - he doesn't do this very often.
  11. Mr. Lei's Employer. Madame Mystique Val Char Cost Roll Notes 12 STR 2 11- Lift 132.0kg; 2d6+1 [1] 16 DEX 12 12- 18 CON 8 13- 30 INT 20 15- PER Roll 15- 15 EGO 5 12- 18 PRE 8 13- PRE Attack: 3 ½d6 8 OCV 25 6 DCV 15 4 OMCV 3 6 DMCV 9 4 SPD 20 Phases: 3, 6, 9, 12 8 PD 6 Total: 8 PD (0 rPD) 8 ED 6 Total: 8 ED (0 rED) 10 REC 6 40 END 4 12 BODY 2 30 STUN 5 Total Characteristic Cost: 156 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 30 Arsenal Ecclectic: Multipower, 60-point reserve, (60 Active Points); all slots OAF (-1) 2f 1) Hypnotic Spinner: Mind Control 10d6 (50 Active Points); OAF (-1), Limited Normal Range (20m; -¼) 5 1f 2) Multi-Shot Signal Flare Gun: Sight Group Images, +/-4 to PER Rolls, Area Of Effect (16m Radius; +¾) (38 Active Points); OAF (-1), Set Effect (signal flare of define appearance; -1), 4 Continuing Charges lasting 1 Minute each (-¼) [4 cc] 2f 3) Smoke Grenade: Darkness to Sight Group 12m radius (60 Active Points); OAF (-1), Range Based On Strength (-¼), 6 Continuing Charges lasting 1 Turn each (removed by high winds or rain; -¼) [6 cc] 1f 4) Throwing Disc: Blast 6d6 (30 Active Points); 4 Charges (-1), OAF (-1), Range Based On Strength (-¼) [4] 35 Gas Pistol: Multipower, 80-point reserve, (80 Active Points); all slots OAF (-1), Limited Range (20m; -¼) 3f 1) Knockout Gas: Blast 6d6, Area Of Effect (1m Radius; +¼), Attack Versus Alternate Defense (defense is Life Support [self-Contained Breathing or appropriate Immunity]; All Or Nothing; +1) (67 Active Points); OAF (-1), 10 Charges (-¼), Limited Range (20m; -¼) [10] 3f 2) Paralysis Gas: Entangle 3d6, 4 PD/4 ED, Area Of Effect (1m Radius; +¼), Takes No Damage From Attacks All Attacks, STR only to break out (+1) (79 Active Points); OAF (-1), 10 Charges (-¼), Limited Range (20m; -¼) [10] 3f 3) Tear Gas: Sight Group Flash 4d6, Area Of Effect (1m Radius; +¼), Attack Versus Alternate Defense (defense is solid, sealed coverings over the eyes or appropriate Life Support [immunity]; All Or Nothing; +½), Delayed Recovery (each BODY equals 1 Turn of effect, see APG 99; +2) (75 Active Points); OAF (-1), 10 Charges (-¼), Limited Range (20m; -¼) [10] Curious Abilities 10 1) Angel's Watch Over Me: Luck 2d6 0 10 2) Mystical Defenses: Power Defense (10 points) 0 10 3) Psychic Defenses: Mental Defense (10 points total) 0 Madam Mystique Costume, all slots OIF (-½) 20 1) Armored Costume: Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-½) 0 17 2) Broadcast Tracking: Detect Source Of Radio Transmissions 9- (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (25 Active Points); OIF (-½) 0 12 3) Camouflage Suit: Sight Group Images, +/-6 to PER Rolls (28 Active Points); No Range (-½), Set Effect (only to camouflage wearer; -½), IIF (-¼) 3 6 4) Communications: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As Sight Group, Hearing Group, and Radio Group (-½), OIF (-½) 0 8 5) Silence Suit I: Invisibility to Hearing Group (10 Active Points); IIF (-¼) 1 Kung Fu (Wu Shu) Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm; 22 STR to Disarm roll 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Escape +0 +0 27 STR vs. Grabs 5 Flying Kick +1 -2 6d6 Strike 3 Joint Lock/Grab -1 -1 Grab Two Limbs, 22 STR for holding on 5 Kick -2 +1 6d6 Strike 4 Knife Hand -2 +0 HKA 2d6 3 Legsweep +2 -1 3d6 Strike, Target Falls 4 Punch +0 +2 4d6 Strike 3 Throw +0 +1 2d6 +v/10, Target Falls 4 Tien-hsueh Strike -1 +1 2d6 NND 4 Tiger/Dragon Claw +0 +0 6d6 Crush, Must Follow Grab 4 Uproot/Sand Palm +0 +0 27 STR to Shove 1 Weapon Element: Blades 1 Weapon Element: Clubs 1 Weapon Element: Polearms 1 Weapon Element: Staffs 1 Weapon Element: Three-Section Staff Perks 2 Fringe Benefit: Private Investigator License 1 Fringe Benefit: Weapon Permit 1 Fringe Benefit: License to practice Medicine 6 Well-Known In Detective Circles: Reputation: famed detective (throughout the Law Enforcement World) 14-, +2/+2d6 9 Money: Wealthy 1 Sweet Car: Vehicles & Bases (0 Active Points) 1 Home Base: Vehicles & Bases (0 Active Points) 3 Well-Connected 3 1) Comissioner Rhiannan Phillips: Contact: Police Commissioner of San Fransisco (Contact has access to major institutions, Contact has useful Skills or resources) (4 Active Points) 11- 1 2) Madam Zachareena: Contact: Psychic Medium (Contact has useful Skills or resources, Contact limited by identity) (2 Active Points) 11- 2 3) Contact: Mayor of Seattle (Contact has access to major institutions, Contact has useful Skills or resources, Contact limited by identity) (3 Active Points) 11- 11 4) Contact: San Fransiscso Public Utilitiees Commission (Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 12- Talents 5 Anticipation: Lightning Reflexes (+5 DEX to act first with All Actions) 3 Awareness: Lightsleep 6 Combat Awareness: Combat Luck (3 PD/3 ED) 6 Lovely Lady: +2/+2d6 Striking Appearance (vs. all characters) 3 Voice of an Angel: Perfect Pitch 4 Voraceous Reader: Speed Reading (x10) 3 Absolute Time Sense 5 Eidetic Memory 3 Lightning Calculator Skills 12 +1 Overall 3 Acting 13- 3 Bugging 15- 3 Charm 13- 3 Computer Programming 15- 3 Concealment 15- 3 Contortionist 12- 3 Conversation 13- 5 Criminology 16- 13 Deduction 20- 3 Disguise 15- 3 Electronics 15- 3 Forensic Medicine 15- 3 Inventor 15- 3 Jack of All Trades 2 1) PS: Chef (3 Active Points) 15- 2 2) PS: Librarian (3 Active Points) 15- 2 3) PS: Private Detective (3 Active Points) 15- 2 4) PS: Stage Magician (3 Active Points) 13- 3 Linguist 1 1) Language: Cantonese (fluent conversation) (2 Active Points) 0 2) Language: English (idiomatic) (4 Active Points) 2 3) Language: French (idiomatic) (4 Active Points) 3 4) Language: German (idiomatic) (4 Active Points) 2 5) Language: Italian (completely fluent) (3 Active Points) 1 6) Language: Latin (completely fluent) (3 Active Points) 1 7) Language: Manderin (fluent conversation) (2 Active Points) 2 8) Language: Spanish (completely fluent) (3 Active Points) 3 Lockpicking 12- 3 Mimicry 15- 3 Paramedics 15- 3 Persuasion 13- 3 Scholar 4 1) KS: Arcane And Occult Lore (5 Active Points) 17- 2 2) KS: Magic Tricks (3 Active Points) 15- 2 3) KS: The Law Enforcement World (3 Active Points) 15- 2 4) KS: The Metahuman World (3 Active Points) 15- 2 5) KS: The Mystic World (3 Active Points) 15- 2 6) KS: The Psychic World (3 Active Points) 15- 2 7) KS: The Weird World (3 Active Points) 15- 3 Scientist 2 1) SS: Chemistry 15- (3 Active Points) 2 2) SS: Medicine 15- (3 Active Points) 2 3) SS: Psychology 15- (3 Active Points) 2 4) Science Skill: Ballistics 15- (3 Active Points) 2 5) Science Skill: Forensic Computing 15- (3 Active Points) 3 Security Systems 15- 5 Shadowing 16- 7 Sleight Of Hand 14- 7 Stealth 14- 3 Streetwise 13- 3 Systems Operation 15- 3 Traveler 1 1) CK: city of character's choice (2 Active Points) 11- 1 2) CK: city of character's choice (2 Active Points) 11- 1 3) CK: city of character's choice (2 Active Points) 11- 5 WF: Common Melee Weapons, Small Arms, Staffs Total Powers & Skill Cost: 484 Total Cost: 640 400+ Matching Complications 10 Hunted: by a single enemy, monster, or other being with psychic or weird powers 8- (As Pow; Harshly Punish) 10 Hunted: by a single occult enemy, monster, or the like 8- (As Pow; Harshly Punish) 10 Hunted: the police 8- (Mo Pow; NCI; Watching) 10 Psychological Complication: Attracted to Wei Xiang Kwok (Common; Moderate) 20 Psychological Complication: Sworn to Protect the Innocent and uphold family honor (Common; Total) 15 Social Complication: Secret Identity Frequently, Major 240 Experience Points Total Complications Points: 640 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: Idea for her so far is that the Madame is (like her Green Hornet progenitor) the latest in a family line of crime fighters, some with fancy costumes and codenames, some without. A child prodigy she was wealthy enough to indulge her whims. She attended medical school at 14 and became a Doogie Houser MD style doctor in three short but intense years. Then decided to become a stage magician. Then a chef. When she was 21 she received a piece of her inheritance withheld by her Grandfather who had passed away when she was still a teenager. This was a map and a passcode. Once she figured out the trick she found herself in the lair of Mr Mystery, a sixties era crime fighter who had lived in a pulp era vibe. Abigail inherited this and became Madame Mystique and began fighting crime in her home town of San Francisco and then later up and down the pacific coast. She met her partner during a case when she hired him to be her Chauffeur and he turned out to be much more. So now they fight crime together. visually I see her as something between Zatanna and Madam Mirage
  12. Guardian Val Char Cost Roll Notes 60 STR 50 21- Lift 102.4tons; 12d6 [6] 13 DEX 6 12- OCV: 7/DCV: 6 25 CON 15 14- 15 INT 5 12- PER Roll 13- 11 EGO 1 11- ECV: 3 - 4 15 PRE 5 12- PRE Attack: 3d6 7 OCV 20 6 DCV 15 3 OMCV 0 4 DMCV 3 4 SPD 20 Phases: 3, 6, 9, 12 25 PD 8 Total: 25 PD (15 rPD) 25 ED 8 Total: 25 ED (15 rED) 25 REC 11 50 END 6 15 BODY 5 50 STUN 15 Total Characteristic Cost: 193 Movement: Running: 12m/24m Flight: 20m/40m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END Enhanced Physiology 22 1) +15 ED, Resistant (+½) (22 Active Points) 22 2) +15 PD, Resistant (+½) (22 Active Points) 3 3) Enchanced Senses: +1 PER with all Sense Groups 0 10 4) Enhanced Speed: Lightning Reflexes (+10 DEX to act first with All Actions) 5 5) Full Spectrum Vision: Ultraviolet Perception (Sight Group) 0 16 6) Hyper Efficient Physiology: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) 0 5 7) Light Enhancement: Nightvision 0 25 8) Solar Flight: Flight 20m, Position Shift; Leaves A Trail (-0) 2 5 9) Thermal Vision: Infrared Perception (Sight Group) 0 Photosynthetic Absorption 5 1) +10 REC (10 Active Points); Limited Power Power loses about half of its effectiveness (Only in Direct Sunlight; -1) 4 2) Healing: Regeneration (1 BODY per Hour) (8 Active Points); Limited Power Power loses about half of its effectiveness (Only in Direct Sunlight; -1) 0 3 3) Superceded Life Support: Life Support (Eating: Character does not eat; Sleeping: Character does not sleep) (6 Active Points); Limited Power Power loses about half of its effectiveness (Only in Direct Sunlight; -1) 0 7 4) Absorption 5 BODY (energy, END and STR), Increased Maximum (x2 points) (+¼), Expanded Effect (x2 Characteristics or Powers simultaneously) (+½), Absorption As A Defense (Normal; +½) (11 Active Points); Limited Special Effect Solar/Light Based Attacks (-½) 0 Talents 6 Golden Boy: +2/+2d6 Striking Appearance (vs. all characters) 3 Enhanced Processing: Lightning Calculator 5 Enhanced Memory: Eidetic Memory 3 Navigator: Bump Of Direction Skills 3 +2 with Security Systems (4 Active Points); Only Versus Computer Security Systems (-½) 3 Bureaucratics 12- 7 Computer Programming 14- 3 Deduction 12- 3 Electronics 12- 3 Inventor 12- 3 Jack of All Trades 1 1) PS: Graphic Illustrator (2 Active Points) 11- 2 2) PS: Network Security Analyst (3 Active Points) 12- 2 3) PS: Researcher (3 Active Points) 12- 3 Linguist 0 1) Language: English (idiomatic) (4 Active Points) 1 2) Language: French (completely fluent) (3 Active Points) 1 3) Language: Irish (fluent conversation) (2 Active Points) 1 4) Language: Norwegian (fluent conversation) (2 Active Points) 2 Mechanics 10- 3 SS: Computer Sciences 12- 3 Scholar 2 1) KS: Basketball (NCAA, NBA, Euroleague) (3 Active Points) 12- 2 2) KS: Cybercriminals and Hacktivists (3 Active Points) 12- 1 3) KS: Networks and Network Security (2 Active Points) 11- 2 4) KS: The Infosec World (3 Active Points) 12- 1 5) KS: The Metahuman World (2 Active Points) 11- 3 Security Systems 12- 3 Systems Operation 12- Total Powers & Skill Cost: 207 Total Cost: 400 400+ Matching Complications Total Complications Points: 400 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: I'm going the other way with this build. Starting from 400 and adding til I get to 1000 for this heavy hitter. This is my "Solar Powered" Flying Brick - for the most part, the Solar stuff is a gimick - IE he doesn't really lose his power without it but darkness attacks will do more damage (Vulnerability) and on the off chance he encounters a solar powered foe he's got a leg up. I'm at work and don't have my 6e with me - anyone know how much he absorbs? Is it just 10 AP?
  13. So it's 2015, assuming your campaign Earth experienced an uptick in Costumed Capers during WWII as is tradition, where are we? For Else Earth I have a few big events/Things that Are: The First Invasion, this occurred in 1950, I can't remember at the moment which Alien Race it was. They were turned back by a surprisingly united Earth that had wearied punching one another and eagerly tore into this new threat. The aftermath included extra terrestrial technology crashing onto Earth and (eventually) providing a swift kick in the pants of innovation. The mere presence of super-geniuses on both sides of the ethical spectrum have pushed Aerospace, Medical, Military, Pharmaceutical, and Layman Technology faster than we've done ourselves. Inspiration: Let's face it, there's a lot to be depressed about in the real world. My Earth has fewer of them. I've scaled back the cynicism (we've fought off TWO Alien Invasions and countless world domination attempts from within!) I perceive and have adjusted the reality to my more idealistic youth's worldview. Certain tensions are lessened in a world where people fly about in their underwear. The Second Invasion was less impactful but still provided a much needed "us vs them" moment for a new generation. The Upshot to this being: Fossil Fuels are all but done. The Alien technology coupled with superhero ingenuity, and enough forward thinking to nip this problem before it got to where we are today. The Oil and Energy Crises of the 70's was a wake up call that was answered by the west OPEC's economic heyday lasted until about the turn of the century. Brazil, Norway, and Tanzania are techno-giant superpowers. The Invasion in 1950 left some intact tech for humanity to find. The largest chunks found in the ocean off the coasts of Brazil, California, the UK, China, Africa...and Norway. Much of the Cold War USSR vs USA involved the Soviets trying to get access to the amount of alien technology we had uncovered and reverse engineered. The Soviets had the misfortune of their alien tech mostly hitting the earth and not the water and therefor unsalvageable. Tanzania is a recent entry. Though they had the alien technology they had lacked the resources to do much with it until the Utopia Institute stepped in and helped out. UI has its international headquarters in Dar es Salaam Electric Cars and driverless cars are the present. No flying cars though, that'd be much harder to manage. Several of the deadlier diseases have become much more treatable, but the Anti-Vaccination movement has taken root. "Designer Genetics" for the wealthy, which could be anything from anti-aging, prolonged health, and cosmetic enhancements. (ok mostly cosmetic enhancements) The US, UK, Norway, Brazil, Japan, China, Tanzania and Russia (and some of their former satellite nations) have short range "Space Fighters" NASA's Budget is no longer an issue. There are four international space stations, the largest being the International Cooperative Aerospace Research University Station (ICARUS), as well as a few military and privately owned space stations. We've been to Mars and Venus is in our sights There's a general acceptance of Mystical Weird Stuff. The United Nations includes representatives from other planets, and Atlantis. How about you guys?
  14. The Red Queen Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 18 DEX 16 13- OCV: 7/DCV: 7 20 CON 10 13- 18 INT 8 13- PER Roll 13- 13 EGO 3 12- ECV: 5 - 5 20 PRE 10 13- PRE Attack: 4d6 7 OCV 20 7 DCV 20 5 OMCV 6 5 DMCV 6 4 SPD 20 Phases: 3, 6, 9, 12 8+28 PD 6 Total: 8/36 PD (0/28 rPD) 8+28 ED 6 Total: 8/36 ED (0/28 rED) 10 REC 6 40 END 4 12 BODY 2 40 STUN 10 Total Characteristic Cost: 158 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Teleportation: 60m/60m Cost Powers END 80 Mistress of Time: Multipower, 80-point reserve 8f 1) Exhaustion: Blast 8d6, Attack Versus Alternate Defense (is temporal/dimensional manipulation powers or Life Support [Diminished Sleep]; All Or Nothing; +1) (80 Active Points) 8 4f 2) Fast Time Bubble: Aid SPD 7d6, Ranged (+½) (63 Active Points); Recipient Must Spend 2 END Per Point Of Extra SPD Gained Per Phase While Aid Remains In Effect (-½) 6 6f 3) Rapid Healing: Healing Simplified 6d6 (60 Active Points) 6 5f 4) Rapid Transit: Teleportation 60m (60 Active Points); no Noncombat movement (-¼) 6 6f 5) Slow Time Bubble: Drain SPD 6d6 (60 Active Points) 6 2f 6) Stand There While I Hit You: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-¼) 3 5f 7) Temporal Acceleration: Killing Attack - Ranged 1d6, Constant (+½), Attack Versus Alternate Defense (is temporal/dimensional manipulation powers or Life Support [Longevity]; All Or Nothing; +1), Does BODY (+1) (52 Active Points) 5 7f 8) Temporal Disharmony: Blast 6d6, Constant (+½), Attack Versus Alternate Defense (is temporal/dimensional manipulation powers or Life Support [Longevity]; All Or Nothing; +1) (75 Active Points) 7 Notes: total cost should be 75 points Mistress of Time 10 1) Best Possible Future: +2 Overall (24 Active Points); Extra Time (Half Phase, -½), Costs Endurance (-½), Increased Endurance Cost (x2 END; -½) 4 23 2) Chronosense: Detect Time 23- (no Sense Group), Discriminatory, Analyze 0 33 3) Foresight: Danger Sense (immediate vicinity, out of combat, Function as a Sense) 19- 17 4) Forewarned Is Foredefended: +5 DCV (25 Active Points); Instant (-½) 7 5) Gone Out For Food: Life Support (Eating: Character does not eat), 1 Continuing Charge lasting for 1 Day (+¼), Usable Simultaneously (up to 8 people at once; +1) (7 Active Points) 0 5 6) Outside Of Time: Life Support (Longevity: Immortal) 0 60 7) Summon Timegate: Extra-Dimensional Movement (Any Point in Time, Physical Location Same As Starting Location), Usable By Other (+¼), Reduced Endurance (½ END; +¼), Area Of Effect (1m Radius; +¼), Constant (+½) (151 Active Points); Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Gate (-½) 6 50 8) Time Shift Field: Resistant Protection (20 PD/20 ED), Hardened (+¼) (75 Active Points); Costs Endurance (-½) 7 28 9) Time View: Retrocognitive, Precognitive Clairsentience (Sight And Hearing Groups) (70 Active Points); Precognition/Retrocognition Only (-1), No Range (-½) 7 Regalia 24 1) Armored Costume: Resistant Protection (8 PD/8 ED/8 Flash Defense: Sight Group) (36 Active Points); OIF (-½) 0 6 2) Crown of 4G Reception: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½), Sense Affected As More Than One Sense Sight and Hearing as well as Radio (-½) 0 16 3) Energy Blade: Killing Attack - Hand-To-Hand 2d6-1, Armor Piercing (+¼), Penetrating (+½) (44 Active Points); OAF (-1), No STR Bonus (-½), No Knockback (-¼) 4 17 4) Scepter of Office: Hand-To-Hand Attack +6d6 (30 Active Points); OIF (-½), Hand-To-Hand Attack (-¼) 3 Generic Martial Arts Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 5 Kick -2 +1 7d6 Strike 4 Punch +0 +2 5d6 Strike 3 Throw +0 +1 3d6 +v/5, Target Falls Perks 11 Funds: Money: Filthy Rich Talents 3 Regal Beauty: +1/+1d6 Striking Appearance (vs. all characters) 8 Story Time: Speed Reading (x1,000) 15 Anticipation: Lightning Reflexes (+15 DEX to act first with All Actions) Skills 3 Acting 13- 3 Breakfall 13- 3 Bribery 13- 3 Computer Programming 13- 3 Concealment 13- 3 Conversation 13- 5 Cramming 3 Deduction 13- 3 Disguise 13- 3 Electronics 13- 3 Forgery 13- 3 High Society 13- 3 Jack of All Trades 2 1) PS: Designer (3 Active Points) 13- 2 2) PS: Musician: Vocalist (3 Active Points) 13- 4 3) PS: Painter (5 Active Points) 15- 2 4) PS: Writer (3 Active Points) 13- 3 Linguist 0 1) Language: English (idiomatic) (4 Active Points) 1 2) Language: French (completely fluent) (3 Active Points) 2 3) Language: Greek (Byzantine) (completely fluent) (3 Active Points) 1 4) Language: Latin (completely fluent) (3 Active Points) 3 Lockpicking 13- 3 Mechanics 13- 4 Navigation (Hyperspace, Space, Temporal) 13- 3 Persuasion 13- 3 Scholar 2 1) KS: Painting (3 Active Points) 13- 2 2) KS: The Artistic World (3 Active Points) 13- 2 3) KS: The Black Market (3 Active Points) 13- 2 4) KS: The Metahuman World (3 Active Points) 13- 2 5) KS: World History (3 Active Points) 13- 3 Scientist 1 1) SS: Anthropology 11- (2 Active Points) 4 2) SS: Archaeology 15- (5 Active Points) 2 3) SS: Geology 13- (3 Active Points) 1 4) SS: Mathematics 11- (2 Active Points) 1 5) SS: Physics 11- (2 Active Points) 2 6) SS: Temporal Physics 13- (3 Active Points) 7 Scientist and 4 points' worth of relevant SSs (such as Geology) in addition to those listed below 3 Security Systems 13- 3 Stealth 13- 5 Streetwise 14- 3 Survival 13- 5 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Two-Wheeled Motorized Ground Vehicles 9 WF: Beam Weapons, Common Melee Weapons, Energy Weapons, Electric Whip, Energy Blades, Garrote Total Powers & Skill Cost: 609 Total Cost: 767 400+ Matching Complications 10 Distinctive Features: Out of Time (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 20 Hunted: Various Authorities Frequently (As Pow; NCI; Harshly Punish) 20 Physical Complication: Amnesia (Infrequently; Fully Impairing) 10 Psychological Complication: Cares about her Underlings (Common; Moderate) 15 Psychological Complication: Must Restore Her Life (Common; Strong) 367 Experience Points Total Complications Points: 767 Background/History: Yuliana knows her name and has a nagging sense of purpose beyond crime. But falling into crime ot help restore her lost memories was too easy - and not unfamiliar. She's not sure how she got her powers but they are as natural as breathing and allowed her to search the timestream for clues to who she is but invariably, she's drawn back to the present and another scheme to restore herself. Personality/Motivation: Regal and controlled, the Red Queen comes across as almost agreeable. She treats her underlings well, even to the point of protecting them. She treats defeated foes with mercy when she can, making their imprisonment tolerable or their death's quick and painless. But she's on a mission and ruthless when crossed. Crime is a means to an end but the closer she feels she's getting to her lost memories the more desperate and irrational she will become. Quote: Powers/Tactics: The Red Queen commands the ebb and flow of time itself. She can sense time see possible futures, travel to the past or future, and age those foolish enough to cross her. In addition she's highly skilled has access to advacnced technology (from possible futures) and has an inordinate amount of resources. Campaign Use: The Red Queen rarely works with other villains - they tend to try and betray or control her. She uses agents and invests in them. Some of her Agents have Metahuman level enhancements or gear, and a few have natural powers. They are all quite loyal. Her background is a mystery to even me at the moment. I'm hedging towards a time elemental taken possession of a woman. Not sure from what era she's from. I think the Future. Appearance: Yuliana is a red-haired russian beauty with silver eyes and a fair complexion. She dresses impeccably if a little racy in most situations. The Red Queen gear is high-tech composit scale male that is metallic crimson. She has darker or lighter red accents. A breast plate, shoulder plates, guantlets, and boots are also metallic red but a lighter shade than her base armor. She has a loin cloth of white with red designs, and a crown of silver with red stones. She wears no mask and no one knows who she is anyway.
  15. The Governess Val Char Cost Roll Notes 70 STR 60 23- Lift 409.6tons; 14d6 [7] 17 DEX 14 12- 30 CON 20 15- 20 INT 10 13- PER Roll 13- 15 EGO 5 12- 40 PRE 10 17- PRE Attack: 8d6 10 OCV 35 8 DCV 25 5 OMCV 6 5 DMCV 6 5 SPD 30 Phases: 3, 5, 8, 10, 12 8+12 PD 6 Total: 8/20 PD (0/12 rPD) 8+12 ED 6 Total: 8/20 ED (0/12 rED) 18 REC 14 90 END 14 20 BODY 10 90 STUN 35 Total Characteristic Cost: 306 Movement: Running: 32m/256m Leaping: 54m/108m Swimming: 4m/8m Cost Powers END 60 Combat Tricks: Multipower, 60-point reserve 1f 1) Agile Haymaker: Hand-To-Hand Attack +4d6 (20 Active Points); Extra Time (Extra Segment, -½), Hand-To-Hand Attack (-¼) 2 3f 2) Bearhug: Blast 6d6, Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); All Or Nothing; +1) (60 Active Points); Must Follow Grab (-½), No Range (-½), Side Effects (if character fails roll, opponent takes character's full STR damage; -¼) 6 2f 3) Crushing Grip: Killing Attack - Ranged 1d6+1, Attack Versus Alternate Defense (any sort of rigid Resistant PD; All Or Nothing; +½), Does BODY (+1) (50 Active Points); Must Follow Grab (-½), No Range (-½) 5 3f 4) Flick Of Unconsciousness: Blast 8d6, Attack Versus Alternate Defense (rigid Resistant PD covering the head, or any innate Resistant PD protecting the head; All Or Nothing; +½) (60 Active Points); No Range (-½), Requires A Roll (Brick Tricks roll; -½), Side Effects (if character fails roll, opponent takes character's full STR damage; -¼) 6 2f 5) Insta-Barrier: Barrier 8 PD/8 ED, 8 BODY (up to 12m long, 4m tall, and 1m thick), Opaque Sight Group (60 Active Points); OIF (appropriate materials of opportunity; -½), No Range (-½), Defense Depends On Materials Used (-½), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; always causes considerable damage to the environment; -0) 6 Notes: Cost was not including 1m thick, it is 60 active points and 24 real. 1f 6) Intimidation: +20 PRE (20 Active Points); Only To Make Fear/Intimidation Based PRE Attacks (-1), Extra Time (Full Phase, -½) 2f 7) The Big Wrap-Up: Entangle 6d6, 6 PD/6 ED (60 Active Points); OIF (appropriate materials of opportunity; -½), No Range (-½), Extra Time (Full Phase, at least a Full Phase, and often longer, depending on how long it takes to get the materials; -½), Defense Depends On Materials Used (-½), Side Effects (Side Effect only affects the environment near the character; may cause considerable damage to the environment; -0) 6 2f 8) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (the 1m radius area the character stands in when he uses the power; +¼), Does Knockback (+¼), Area Of Effect (18m Radius Explosion; +½) (48 Active Points); Extra Time (Full Phase, -½), Restrainable (-½), No Range (-½) 5 30 Robotic Mobility: Multipower, 30-point reserve 3f 1) Pedal to the Metal: Running +20m (32m total), x8 Noncombat (30 Active Points) 3 3f 2) Powerful Legs: Leaping +50m (54m forward, 27m upward) (Accurate) (30 Active Points) 3 Robotic Form 40 1) Conventional Warfare Immunity: Damage Negation (-5 DCs Physical, -5 DCs Energy) (50 Active Points); Only Works Against Conventional Modern Weaponry (Up to and Including Nukes) (-¼) 0 Notes: This is mostly just her ability to survive Gunfire/Missile/Etc attacks. Conventional weapons is Code for NON-Player Fire power 60 2) Machine Body: (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30) 0 36 3) Machine Body: Resistant Protection (12 PD/12 ED) 0 10 4) Machine Mind: Mental Defense (10 points total) 0 27 5) Merge With The Machine: Telepathy 8d6 (Machine class of minds) (40 Active Points); No Range (-½) 4 10 6) Nano Defenses: Power Defense (10 points) 0 40 7) Robo-Form: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) 0 58 8) Self-Repairing: (Total: 91 Active Cost, 58 Real Cost) Regeneration (1 BODY per Turn), Can Heal Limbs, Resurrection (Real Cost: 41) plus +50 BODY (50 Active Points); Only To Prevent Death (-2) (Real Cost: 17) 0 True Universal Translator 5 1) UT BOdy Language II: Detect Subject's Current Emotional State (INT Roll) 13- (Sight Group) 0 5 2) UT Body Language I: Detect Body Language Falsehood (INT Roll) 13- (Sight Group) 0 19 3) UT Decipherment: Cryptography 21- 3 4) UT Lie Detector: Detect Spoken Falsehood (INT Roll) 13- (Hearing Group) 0 10 -10) UT Math: Science Skill: Mathematics 21- (11 Active Points) 10 6) UT Read Symbolism: Detect Symbolic Meaning (INT Roll) 13- (Sight Group) 0 20 7) Universal Translator 13- Perks 6 Well-Cared For: Money: Wealthy 1 Fringe Benefit: Licensed Nanny/Governess Talents 3 Authoritative Appeal: +1/+1d6 Striking Appearance (vs. all characters) 3 Precise Range: Absolute Range Sense 3 Precise Timing: Absolute Time Sense 1 Two-Fisted Teacher: Ambidexterity (-2 Off Hand penalty) 3 Internal Compass: Bump Of Direction 3 Math Whiz: Lightning Calculator 10 Hypercombatant: Lightning Reflexes (+10 DEX to act first with All Actions) 8 Scanning: Speed Reading (x1,000) Skills 3 Bureaucratics 17- 3 Charm 17- 3 Combat Driving 12- 3 Combat Piloting 12- 3 Computer Programming 13- 5 Conversation 18- 5 Cramming 5 Deduction 14- 3 Demolitions 13- 2 Gambling (Card Games) 13- 5 High Society 18- 3 Interrogation 17- 3 Jack of All Trades 2 1) PS: Administrator (3 Active Points) 13- 2 2) PS: Cook (3 Active Points) 12- 2 3) PS: Dancer (3 Active Points) 12- 2 4) PS: Instructor (3 Active Points) 17- 2 5) PS: Singer (3 Active Points) 17- 3 Linguist 0 1) Language: English (imitate dialects) (5 Active Points) 2 2) Language: French (idiomatic) (4 Active Points) 3 3) Language: Spanish (idiomatic) (4 Active Points) 3 Oratory 17- 3 Paramedics 13- 3 Persuasion 17- 3 Scholar 4 1) KS or SS: favored subject of study (5 Active Points) 15- 2 2) KS: Folk Music (3 Active Points) 13- 7 3) KS: History (8 Active Points) 18- 2 4) KS: International Cuisine (3 Active Points) 13- 2 5) KS: Literature (3 Active Points) 13- 1 6) KS: Politics (2 Active Points) 11- 2 7) KS: The Metahuman World (3 Active Points) 13- 2 8) KS: The Military/Mercenary/Terrorist World (3 Active Points) 13- 2 9) KS: The Technology World (3 Active Points) 13- 2 10) KS: Victorian Era Dance (3 Active Points) 13- 3 Scientist 1 1) SS: Biology 11- (2 Active Points) 2 2) SS: Chemistry 13- (3 Active Points) 2 3) SS: Medicine 13- (3 Active Points) 2 4) SS: Metahuman Medicine 13- (3 Active Points) 2 5) SS: Physics 13- (3 Active Points) 8 TF: Common Motorized Ground Vehicles, Riding Animals, Helicopters, Small Motorized Boats, Small Planes, Small Wind-Powered Boats, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles 3 Traveler 1 1) AK: The American South (2 Active Points) 11- 2 2) AK: The United Kingdom and Its Territories (3 Active Points) 13- 1 3) CK: Fort Worth, Texas (2 Active Points) 11- 1 4) CK: London (2 Active Points) 11- 1 5) CK: New Orleans (2 Active Points) 11- 1 6) CK: New York (2 Active Points) 11- 1 7) CK: Oxford (2 Active Points) 11- Total Powers & Skill Cost: 639 Total Cost: 945 400+ Matching Complications 0 Distinctive Features: Robot (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 10 Hunted: Enemies of the Child Infrequently (As Pow; Harshly Punish) 5 Physical Complication: Heavy (Infrequently; Barely Impairing) 20 Psychological Complication: Absolute Loyalty to her Charge (Common; Total) 10 Psychological Complication: Pinochio Dreams - Wishes she had a "real" body (Common; Moderate) 10 Vulnerability: 1 ½ x STUN Magnetic Based Attacks (Common) 20 Vulnerability: 2 x Effect Magnetic Based Attacks (Common) 545 Experience Points Total Complications Points: 945 Background/History: Chantal was once a real woman. She had been hired by Arthur Bell, the Step-Child in 1847 to serve as his "Governess" and be his adult by proxy. His last caretaker was getting older and he wanted a younger, more attractive model. Chantel made the grade and was brainwashed into absolute loyalty. Over the next decade, her master grew surprisingly (to him) fond of her and he decided to keep her around. Bargaining with one of the master technicians of the day he had her brain removed and placed in an advanced (for the time) robot body. Chantal went a bit crazy and caused some damage before the Step Child and his agents got her under control. As the decades turned to centuries, Arthur has continually upgraded and updated the body that houses Chantal's brain. Personality/Motivation: Chantal is a fairly stern, dour woman who can put on her old charm when she needs to but kind of hates her lot in life. The more advanced robotic forms have given her some easing of the loss of her body and she's been able to see so much and do so much that she's finally come to grips with it. Though she is absolutely loyal to "Master Arthur" and dotes on him, she has in recent decades begun wishing for a normal body and a normal life. She keeps this hidden from her charge. Quote: "Of Course, Master Arthur." "It's time for your Piano, Master Arthur." Powers/Tactics: A powerful robotic body and keen intellect with almost 2 centuries of experience in social situations and 150 years of experience as a robot bodyguard. Campaign Use: Lieutenant to one of my creepier Master Criminals, the Governess could be used as a somewhat tragic figure or just a standard sub-boss level threat. She's powerful but I spent a lot of points on non-combat things. She should not be a match for a whole team of supers but can give your team brick fits. Appearance: Chantal appears to be an attractive woman on the cusp of middle age, she has sharp, stern features and wears her clothing to reflect this. Her usual outfit is a grey jacket with white blouse, grey vest, and a skirt that goes to her knees. She wears black heels, glasses, a black choker, and her long hair in a bun. it's not a perfect picture but it works.
  16. Blanc Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 30 DEX 40 15- 20 CON 10 13- 15 INT 5 12- PER Roll 12- 13 EGO 3 12- 15 PRE 5 12- PRE Attack: 3d6 10 OCV 35 10 DCV 35 3 OMCV 0 5 DMCV 6 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 12+6 PD 10 Total: 12/18 PD (0/6 rPD) 12+6 ED 10 Total: 12/18 ED (0/6 rED) 10 REC 6 40 END 4 15 BODY 5 40 STUN 10 Total Characteristic Cost: 234 Movement: Running: 14m/28m Leaping: 12m/24m Swimming: 4m/8m Cost Powers END 60 Martial Arts Savant: Multipower, 60-point reserve 1f 1) Applied Strength: +30 STR (30 Active Points); Only for Disarm, Grabbing, Escaping (-1) 3 2f 2) Fast Strikes: Hand-To-Hand Attack +2d6, Variable Advantage (+1 Advantages; +2) (30 Active Points); Hand-To-Hand Attack (-¼) 3 4f 3) Killing Strikes: Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR), Variable Advantage (+1 Advantages; +2) (45 Active Points); Hand-To-Hand Attack (-¼) 4 5f 4) Power Strikes: Hand-To-Hand Attack +6d6, Variable Advantage (+½ Advantages; +1) (60 Active Points); Hand-To-Hand Attack (-¼) 6 4f 5) Standard Strikes: Hand-To-Hand Attack +4d6, Variable Advantage (+¾ Advantages; +1 ½) (50 Active Points); Hand-To-Hand Attack (-¼) 5 Athletic 9 1) Acrobatic: Leaping +8m (12m forward, 6m upward) (Accurate) 1 2 2) Fast: Running +2m (14m total) 1 Master of Martial Defense 17 1) Blocking: Damage Negation (-5 DCs Physical) (25 Active Points); Nonpersistent (-¼), Only Works Against Attacks She Can Sense (-¼) 0 14 2) Ch'i Defense: Damage Negation (-5 DCs Energy) (25 Active Points); Costs Endurance (-½), Only Works Against Attacks She Can Sense (-¼) 2 Talents 12 Combat Dancer: Combat Luck (6 PD/6 ED) 3 Striking Looks: +1/+1d6 Striking Appearance (vs. all characters) Skills 3 Acrobatics 15- 3 Analyze: Style 12- 3 Breakfall 15- 3 Climbing 15- 3 Paramedics 12- 3 Scholar 1 1) KS: Eastern Medicine (2 Active Points) 11- 1 2) KS: Eastern Philosophies (2 Active Points) 11- 7 3) KS: Martial Arts Styles (8 Active Points) 17- 2 4) KS: The Martial Arts World (3 Active Points) 12- 4 WF: Common Martial Arts Melee Weapons, Common Melee Weapons Total Powers & Skill Cost: 166 Total Cost: 400 400+ Matching Complications 5 Distinctive Features: White Hair and "Tattoo" (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Hunted: Rogues Gallery Frequently (As Pow; NCI; Harshly Punish) 10 Hunted: The Seven Elders Infrequently (Mo Pow; NCI; Watching) 20 Psychological Complication: Code of Honor (Common; Total) 10 Psychological Complication: Likes to Show Off Her Skills (Common; Moderate) 10 Psychological Complication: Seeks new Martial Arts Knowledge/Challenges (Common; Moderate) Total Complications Points: 400 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: Tall and lean, Celeste has long straight hair the color of snow and big blue eyes. She tends to dress in bright colors in her "normal" identity, her costume consisting of an elegant, layerd white bodysuit with a sarong/skirt, long gloves and short boots. She has a "birthmark" of a white oriental dragon on her back.
  17. Haven't decided which galaxy they're from yet. The T'Shol are a near human race from a high gravity world otherwise similar to Earth. They developed exceptional technologies excelling in genetics and medicine. Rather than attempting to fight diseases by wiping them out, the T'Shol instead developed processes to allow their bodies to adapt to pathogens while not creating carriers. In effect they absorbed the invading germs and used them for nourishment. At their Apex, the T'Shol had begun colonizing their solar system, having developed sub-light speed space travel. Unfortunately, due to unforeseen ecological upheaval they were forced to lead their homeworld of Bayatoul I setting off in 5 colossal space arks to hastily researched substitutes. The arks were sent in five different directions, the populous split evenly among them. Though the Ark known as Heterus (named for a T'Shol leader from their golden age) successfully landed on a near identical world, renamed Bayatoul II, the fates of the other four arks is unknown; furthermore, the exact location of the original Bayatoul was erased due to a malfunction at launch. For eleven generations, the T'Shol tilled their new world, their Technology began to stagnate, the people becoming more maintenance and repair oriented than innovative. Eventually, Bayatoul II began to suffer the same fate as her predecessor and the T'Shol once again boarded the still operable ark and set off for a new world. In 2003, they approached Earth and attempted to conquer the "mostly suitable" planet to serve as their third home world. They were rebuffed and their ark left the solar system looking for another world to colonize. Appearance: The T'Shol are very human-like. They're on average taller, and broader with softer features. Though they were once far more ethnically diverse they are now relatively homogeneous in skin color with a wide variety of hair and eye colors not seen in humans - mostly cosmetic enhancements that bred true run amok. Cybernetics and other enhancements are popular and due to their adaptive natures they tend to be attractive, symmetrical, and seemingly fit. Technology: Though they have highly advanced technology by Earth standards, the T'Shol are in a gradual, yet steady decline. Cybernetics, nanites, and genetic engineering are common and often used as accessories for the wealthy. The amount of modifications one has is a status symbol. Their military uses beam weapons, powered armor, drones, and even induced mental or physical super powers. Culture: The T'Shol believe very much in living in the now. They readily adapt to and absorb new forms of art and entertainment always looking to keep amused and comfortable. In times of plenty, they tend to live lavishly, sharing with their communities. In times of scarcity, they share reluctantly, curbing their excesses until they can find something to exploit. GM NOTES:
  18. Utopia Institute NYSE: UI 123.11/Share 15% growth over value in 2014 Founded in 1830 as a privately owned and funded "Think Tank," the Utopia Group was the love child of enlightened idealists and men with more money than sense. Charged with finding the answers to mankind's problems on Earth, the institute was for it's first 100 years a laughing stock of wasted money, time, and effort. Their findings were regularly denounced (even if later proven correct) and the Institute found itself on the outside looking in at important debates and discussions of the day. However, the money rolled in from dedicated backers and some of their recommendations found homes in important places. In the 1930's however, control of the group fell into the hands of one Warren J Goode and things were never the same. Goode was (as his name suggests) an altruistic man and something of a savant; he could not only see issues and solutions but could express them in a way that put cynics at ease. The "Group" became the "Institute" and never looked back. The private funding also went Public in 1950 and the Institute began a more active role in making a better world; by 1980, the Utopia Institute had it's fingers in manufacturing, environmental engineering, renewable energy, sustainable agriculture, medicine and hunger relief. Some of their efforts have had to be reigned in by superhuman champions: in 1974 they tried to clean the oceans with a trash eating bacteria which mutated into a massive collective and tried to destroy Tokyo; an attempt in 1990 at transforming large swaths of arid desert in Africa into a fertile agriculture belt was more successful but had the unintended consequence of disturbing a number of tombs of former kings who lead an army of undead to destroy the villages and cities involved; (the Kings were later appeased and their burial grounds returned and maintained) and finally their attempt to invite an alien race to join our "peaceful coalition of planets" begat the 2003 Invasion. Despite these setbacks, and rumors that they're far more interested in profit and influence than saving mankind, UI is considered a force for good in the world and have helped move innovation and ethics forward. They even fund their own team of metahuman champions, the Solution. GM's Notes: Chad's Notes: The Utopia Institute is very much nicked from White Wolf's Superhero game which I had a copy of back in 1991. They made the perfect backers for my favorite team of obnoxious heroes, "The New Peace Armada!" (exclamation point included) which is a name I got from the random super team name generator in Heroic Almanac 1. It was a name that conjured an image of a team of New Age Hippies who caused as much trouble as villains but were really trying to help. Originally my team consisted of The Champion of the Poor, (Alien Enemies) Titaness, (Enemies Unbound?) Granite, (example character from 4th Edition (Hand to Hand attack IIRC)) and a few characters I made up (A PETA Supporter, A Hippie Druid, An angry and violent pacifist, and a nudist), after Enemies Assembled came out I made Aries their leader. Eventually I changed their name and when I moved away from the official CU I decided to make them a tad more serious. I love Aries but decided I couldn't use him so transformed him into the Green Knight, The Champ became Ultra Woman (my Power Girl Pastiche), the Druid became Silver Druid turned him into a recovering cardboard corporate villain copy, Titaness became Asteriope, I bumped a few others for Jungle Woman, Runaway, and Morningstar.
  19. Oberon Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 17 DEX 14 12- OCV: 8/DCV: 7 20 CON 10 13- 20 INT 10 13- PER Roll 13- 18 EGO 8 13- ECV: 6 - 6 20 PRE 10 13- PRE Attack: 4d6 8 OCV 25 7 DCV 20 6 OMCV 9 6 DMCV 9 4 SPD 20 Phases: 3, 6, 9, 12 8 PD 6 Total: 8 PD (0 rPD) 8 ED 6 Total: 8 ED (0 rED) 10 REC 6 40 END 4 15 BODY 5 40 STUN 10 Total Characteristic Cost: 182 Movement: Running: 14m/28m Flight: 24m/48m Leaping: 4m/8m Swimming: 5m/10m Cost Powers END 36 Micro Combat: Multipower, 45-point reserve, (45 Active Points); all slots Unified Power (Shrinking Powers; -¼) 2f 1) Internal Agony: Blast 6d6, Penetrating (+½) (45 Active Points); Only When Desolidfied Inside Target (-1), No Knockback (-¼), Unified Power (Shrinking Powers; -¼) 4 1f 2) Miniaturization Point Defense: Deflection (20 Active Points); Only Versus Physical Projectiles (-¼), Unified Power (Shrinking Powers; -¼) 2 8 Radio Implant: Radio Perception/Transmission (Radio Group) (10 Active Points); Restrainable (-¼) 0 Athletic 2 1) Running +2m (14m total) 1 1 2) Swimming +1m (5m total) 1 Shrinking Powers, all slots Unified Power (Shrinking Powers; -¼) 16 1) Microflight: Flight 24m (24 Active Points); Linked (To Shrinking; -¼), Unified Power (Shrinking Powers; -¼) 2 19 2) Miniature size: Shrinking (0.1156 m tall, 0.0208 kg mass, -8 PER Rolls to perceive character, +8 DCV, takes +24m KB) (24 Active Points); Unified Power (Shrinking Powers; -¼) 2 6 3) Skilled Deflection: +4 OCV with Deflection (8 Active Points); Unified Power (Shrinking Powers; -¼) Son of Gair 4 1) Life Support (Longevity: 1600 Years) 0 5 2) Luck 1d6 0 Hwarang-Do Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Choke -2 +0 Grab One Limb; 2d6 NND 4 Finger Strike -1 +1 2d6 NND 4 Hand Strike/Elbow Strike/Snap Kick +0 +2 6d6 Strike 5 Joint Break -1 -2 Grab One Limb; HKA 2 ½d6 , Disable 3 Joint Lock +0 -1 Grab One Limb; 10 STR for holding on 5 Kick -2 +1 8d6 Strike 5 Throw -2 +0 HKA 2 ½d6 , Target Falls 1 Weapon Element: Blades 1 Weapon Element: Clubs 1 Weapon Element: Polearms 1 Weapon Element: Staffs Talents 5 Lightning Reflexes (+5 DEX to act first with All Actions) 3 Lightsleep 3 Rugged Good Looks: +1/+1d6 Striking Appearance (vs. all characters) Skills 3 Breakfall 12- 3 Bugging 13- 3 Computer Programming 13- 3 Deduction 13- 3 Defense Maneuver I 3 Demolitions 13- 3 Electronics 13- 3 Inventor 13- 3 Lockpicking 12- 3 Mechanics 13- 3 Paramedics 13- 3 Scholar 1 1) KS: Hwarang-Do (2 Active Points) 11- 1 2) KS: Korean Healing (2 Active Points) 11- 2 3) KS: The Academic World (3 Active Points) 13- 1 4) KS: The Fey Court (2 Active Points) 11- 3 Scientist 2 1) SS: Biochemistry 13- (3 Active Points) 2 2) SS: Biology 13- (3 Active Points) 2 3) SS: Biophysics 13- (3 Active Points) 1 4) SS: Chemistry 11- (2 Active Points) 1 5) SS: Mathematics 11- (2 Active Points) 2 6) SS: Microbiology 13- (3 Active Points) 1 7) SS: Physics 11- (2 Active Points) 3 Security Systems 13- 3 Stealth 12- 5 WF: Beam Weapons, Common Melee Weapons, Staffs 3 Weaponsmith 13- Total Powers & Skill Cost: 218 Total Cost: 400 400+ Matching Complications 10 Hunted: Clan Gair Frequently (Mo Pow; Limited Geographical Area; PC has a Public ID or is otherwise very easy to find; Watching) 20 Hunted: Rogues Gallery Frequently (As Pow; NCI; Harshly Punish) 15 Psychological Complication: Devoted to Brìghde (Common; Strong) 20 Psychological Complication: Easy-going Champion of Justice (Common; Total) 5 Susceptibility: Cold Iron 1d6 damage Instant (Uncommon) Total Complications Points: 400 Background/History: Glen O'Brien was all about living life to the fullest. Before he'd attended college at the age of 22, he's already spent seven years exploring the world with his parents, studying martial arts in South Korea and computers in Japan. Glenn took after his father's family nad was a big boy, in body and in mind. He finally focused on Biochemistry when he went to University. That he would be a hero was certain, he'd red the books, dreamed the dreams. Glenn developed his "Hornet" identity slowly, beginning in his youth when he first came up with the idea. Creating the gear and the abilities took time, but not too much. Though he didn't know it at the time, the catastrophic failure of his first solo mission would be the best thing that ever happened to him. He'd tried to stop a robbery by self-proclaimed wizards at the National War Museum of Scottland, they were after a sword they thought had great power. Hornet thought they were mad. If it was truely a artifact of great power someone would have known right? He leapt in to do the hero thing and was blown off the Earth by a jumpy summoner. Wherever he was, it wasn't Edinburgh. For almost three days he wandered aimlessly, there was edible plants a plenty and he'd hunted before. On the fourth day, he found a lake and decided he needed to bathe. And it was at this moment of submerged, naked vulnerability that he met Brìghde. Well, met may be a strong term. Was spied upon. For a moment, their eyes locked and poor Glen forgot the world. She was the most beautiful thing he'd ever seen. Then it all came back to him and he panicked - assumed his Hornet size and flew away. It was the dating version of fight or flight and he would have kicked himself later on if she hadn't sprouted wings and given chase. This chase began a series of adventures that culminated in marriage, return to Earthrealm and a move the the States to scratch the one last itch he'd had. Brìghde was determined to join her husband in his hapless pursuit of justice and so the Hornet retired only to be replaced by Oberon. Personality/Motivation: Glen is rough, ready for a laugh, and happily married. Oberon is one half Doc Savage and one half Peter Venkman with a dash of Hank Pym thrown in. He's clever and charming and lovably annoying. He's also a champion of the meek and protector of those who can't protect themselves. He loves the bizarre nature of being a costumed hero. (He hates the nickname his mom has for him "Bren-Glen") Quote: Powers/Tactics: Dr. O'Brien gave himself his powers, planning on an insect themed career but now has changed his wasp wings for fey and his gold and black costume for silver and purple. Campaign Use: Appearance: Tall and rugged with broad shoulders and chest, Glen keeps his hair trimmed close and sports the circle beard. He tends to dress like an off duty lumberjack and constantly changes cranial accessories, either in a mad attempt to be the hipsterest person ever or a personal satire on the movement. No one knows. Oberon's uniform is a silvery material that looks like finely wrought chain mail with royal purple gloves, half mask, boots, and loin cloth. He werars a gold belt. When he shrinks he grows butterfly style wings. Author's Notes: Yeah I finished this one a bit quickly...he has no resistant defenses and precious little defenses at all. I'll need to fix that.
  20. Canadian Shield Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 20 DEX 20 13- OCV: 7/DCV: 7 20 CON 10 13- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 - 3 20 PRE 10 13- PRE Attack: 4d6 7 OCV 20 7 DCV 20 3 OMCV 0 3 DMCV 0 4 SPD 20 Phases: 3, 6, 9, 12 10+6 PD 7 Total: 10/16 PD (1/7 rPD) 10+6 ED 7 Total: 10/16 ED (1/7 rED) 10 REC 6 40 END 4 15 BODY 5 40 STUN 10 Total Characteristic Cost: 149 Movement: Running: 16m/64m Leaping: 12m/24m Swimming: 10m/20m Cost Powers END 12 Armored Costume: Resistant Protection (6 PD/6 ED) (18 Active Points); OIF (-½) 0 75 The Maple Leaf Shield: Multipower, 150-point reserve, (150 Active Points); all slots OAF (-1) 1f 1) Cover Your Eyes!: Sight Group Flash Defense (20 points), Hardened (+¼) (25 Active Points); OAF (-1), Lockout (cannot use other Multipower slots while using this one; -½), Nonpersistent (-¼), Requires A Roll (14- roll; -¼) 0 7f 2) Protection I: Resistant Protection (25 PD/25 ED), Requires A Use Questionite Shield Roll (no Active Point penalty; +0), Hardened (x2; +½), Impenetrable (+½) (150 Active Points); OAF (-1), Nonpersistent (-¼) 0 1f 3) Protection II: Deflection (20 Active Points); OAF (-1), Lockout (cannot use other Multipower slots while using this one, and not until thrown shield is retrieved; -½) 2 1f 4) Shield Bash: HA +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-¼) 3 1f 5) Shield Edge: HKA 1d6 (2d6+1 w/STR); OAF (-1) 1 1f 6) Thrown Shield I: Blast 10d6; 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use other Multipower slots until shield is retrieved; -½), Range Based On STR (-¼) [1 rc] 2f 7) Thrown Shield II: Blast 10d6, Area Of Effect (40m Line; +¾); 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use other Multipower slots until shield is retrieved; -½), Range Based On STR (-¼) [1 rc] 2f 8) Thrown Shield III: Blast 10d6, Area Of Effect (16m Radius; +¾); 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use other Multipower slots until shield is retrieved; -½), Range Based On STR (-¼), Requires A Use Questionite Shield Roll (Skill roll, -1 per 20 Active Points modifier; -¼) [1 rc] 1f 9) Thrown Shield IV: HKA 1d6 (2d6 w/STR), Range Based On STR (+¼) (19 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use other Multipower slots until shield is retrieved; -½) [1 rc] Athletics 9 1) Acrobat: Leaping +8m (12m forward, 6m upward) (Accurate) 1 3 2) Swimmer: Swimming +6m (10m total) 1 9 3) Running +4m (16m total), x4 Noncombat 1 Augmented Skeleton 4 1) Bone Lacing (Heavier): Knockback Resistance -4m 0 3 2) Bone Lacing (Increased Sturdiness): Resistant Protection (1 PD/1 ED) 0 12 3) Reinforced Skeleton: Resistant Protection (20 PD/20 ED) (60 Active Points); Only To Protect Against Breaking Bones (-3), Only Works Against BODY Damage (-1) 0 Enhanced Physiology 3 1) Efficient Biology: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Sleeping: Character only has to sleep 8 hours per week) 0 4 2) Environmental Protection: Life Support (Safe in Intense Cold; Safe in Intense Heat) 0 9 3) Healing Factor - Of course, I'm Canadian.: Regeneration (2 BODY per Week), Can Heal Limbs 0 2 4) Longevity: Life Support (Longevity: 400 Years) 0 5 5) Strong Life Force: Power Defense (5 points) 0 5 6) Strong Will: Mental Defense (5 points total) 0 10 7) Toxin and Disease Immunity: Life Support (Immunity All terrestrial poisons; Immunity: All terrestrial diseases) 0 Generic Martial Arts Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 5 Kick -2 +1 8d6 Strike 4 Punch +0 +2 6d6 Strike 3 Throw +0 +1 4d6 +v/5, Target Falls 1 Weapon Element: Shield Perks 3 Fringe Benefit: Federal/National Police Powers: Canada Talents 3 Real Good Looking, Eh?: +1/+1d6 Striking Appearance (vs. all characters) Skills 3 Acrobatics 13- 3 Breakfall 13- 3 Bureaucratics 13- 3 Charm 13- 3 Oratory 13- 2 PS: Field Agent 11- 3 Paramedics 11- 13 Power: Use Shield 18- 3 Scholar 2 1) KS: The Espionage World (3 Active Points) 11- 1 2) KS: The Metahuman World (2 Active Points) 11- 1 3) KS: The Military/Mercenary/Terrorist World (2 Active Points) 11- 2 WF: Small Arms Total Powers & Skill Cost: 251 Total Cost: 400 400+ Matching Complications 15 Hunted: Canadian Security Intelligence Service Frequently (Mo Pow; NCI; Watching) 20 Hunted: Rogues Gallery Frequently (As Pow; NCI; Harshly Punish) 15 Psychological Complication: Canadian Patriot (Common; Strong) 10 Psychological Complication: Competitive (Common; Moderate) 15 Social Complication: Subject to Orders Frequently, Major Total Complications Points: 400 Background/History: Ian is the second Canadian Shield to be assigned to the Guardians of the Northwest, serving as Canada's representative on the team. He replaced John Kellog who was tragically killed while the team tried to contain the damage of the 2014 tsunami caused by Dr. Tectonic. Ian was a natural for the program, a three year CSIS veteran field agent, his parents had served in the military and he had been a highly decorated student and athlete. He took to the program like a fish to water and flew threw his training; joining the team a mere four months after his predicessors sacrifice. Personality/Motivation: Ian loves his new job. He's an adrenaline junkie and hypercompetitive which makes being on a hero team a series of entertaining and intense games of one-upmanship. Quote: Powers/Tactics: A near peak physical specimen, Ian has been given the Canadian Shield treatment and has already exhibited positive effects on his physiology. In addition to the tell-tale healing factor and increased phisical efficiency, he's had his skeleton strengthened which will allow for further increased power as he trains. He's been trained in gymnastics and unarmed combat as befitting the weilder of the shield. Ian is also a skilled orator and bureaucrat, knowing how best to portray his (and his team's) strengths to the powers that be. Campaign Use: Appearance: Tall, dark and handsome, Ian has the physique of a super-soldier built for mobility. He has dark brown hair and blue eyes. He weras the traditional red and white costume for the Candian Shield - adding the military uniform for "ceremonial occasions." The uniform is a white cowl and shoulders tapering into a chveron at his navel. The red Maple Leaf on this chest. The rest of the costume is red with white boots, gloves, and belt. Chad's Notes: Yeah this one was easy. I've been inspired by art and photos. (But would still like to see Major Tom's version) My version lacks the trunks...the white stops at belly button...the leaf is on the chest rather than the cowl. Otherwise...
  21. Titania Val Char Cost Roll Notes 10+60 STR 0 11- / 23- Lift 100.0kg/409.6tons; 2d6/14d6 20 DEX 20 13- OCV: 7/DCV: 7 35 CON 5 16- 20 INT 10 13- PER Roll 14- 12 EGO 2 11- ECV: 4 - 4 20+20 PRE 10 13- / 17- PRE Attack: 4d6/8d6 7 OCV 20 7 DCV 20 4 OMCV 3 4 DMCV 3 4 SPD 20 Phases: 3, 6, 9, 12 10+12 PD 8 Total: 10/22 PD (10 rPD) 10+12 ED 8 Total: 10/22 ED (10 rED) 10 REC 6 60 END 8 15+12 BODY 5 50+24 STUN 15 Total Characteristic Cost: 163 Movement: Running: 12m/60m/24m/120m Flight: 20m/40m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 120 Gigantic Size: Growth (+60 STR, +20 CON, +20 PRE, +12 PD, +12 ED, +12 BODY, +24 STUN, +15m Reach, +48m Running, -24m KB, hands/feet are Area Of Effect (2m Radius) attacks, 50,001-400,000 kg, +8 to OCV to hit, +8 to PER Rolls to perceive character, 17-32m tall, 9-16m wide), Costs Endurance Only To Activate (+¼) (150 Active Points); Extra Time (Delayed Phase, Only to Activate, -¼) 12 Growth Stats 0 1) +60 STR (Custom Adder) 0 2) +20 CON (Custom Adder) 0 3) +20 PRE (Custom Adder) 0 4) +12 PD (Custom Adder) 0 5) +12 ED (Custom Adder) 0 6) +12 BODY (Custom Adder) 0 7) +24 STUN (Custom Adder) 0 8) Running +48m (12m/60m total), Custom Adder 10 Fey Mind: Mental Defense (10 points total) 0 10 Fey Physiology: Power Defense (10 points) 0 17 Fey Flight: Flight 20m, Position Shift (25 Active Points); Lockout (Can't use when Growth is Active; -½), Leaves A Trail (-0) 2 5 Fey Toughness: Resistant (+½) (5 Active Points) applied to PD 5 Fey Toughness: Resistant (+½) (5 Active Points) applied to ED 3 Keen Senses: +1 PER with all Sense Groups 0 11 Fey Physiology: Life Support (Eating: Character only has to eat once per week; Longevity: Immortal; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week) 0 Talents 6 Fey Allure: +2/+2d6 Striking Appearance (vs. all characters) 3 Lightsleep 3 Absolute Time Sense Skills 5 AK: Lands of Legend 15- 7 Animal Handler 15- (19-) 3 High Society 13- (17-) 3 Oratory 13- (17-) 3 Paramedics 13- 3 Persuasion 13- (17-) 3 Riding 13- 3 Scholar 1 1) KS: Fey Court (2 Active Points) 11- 4 2) KS: Flora And Fauna (5 Active Points) 15- 1 3) KS: Herbalism And Healing-Lore (2 Active Points) 11- 3 Survival 13- 3 Tracking 13- 2 WF: Common Melee Weapons Total Powers & Skill Cost: 237 Total Cost: 400 400+ Matching Complications 10 Distinctive Features: Fey Attributes and Attraction (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Hunted: Rogues Gallery Frequently (As Pow; NCI; Harshly Punish) 10 Psychological Complication: Capricious and Hedonistic (Common; Moderate) 15 Psychological Complication: Totally Devoted to "Oberon" (Common; Strong) 5 Susceptibility: Cold Iron 1d6 damage Instant (Uncommon) 5 Susceptibility: Cold Iron 1d6 damage Instant (Uncommon) 10 Vulnerability: 2 x STUN Cold Iron (Uncommon) Total Complications Points: 400 Background/History: There was the delightful way the mortal had reacted to her presence. That was the first thing that Brìghde fell for. The man, tall and ruggedly handsome for a mortal, had been bathing in the loch when she spied him. He made an adorable chirping sound as he went to cover himself. Then he seemed to disappear but she caught sight of him again...flying away as a tiny fey. Perhaps he was a wizard? The daughter of Clan Gair gave chase, giggling as she went. When the tiny man tried to escape by flying higher, she simply followed him into the air. There was the manner of his speech, but with time and fey magic all things are possible. It took him mere weeks to realize he'd been caught. It took Brìghde a month to realize that she had been just as insnared. ​Destiny, it seemed had brought Glen O'Brein and the daughter of Clan Gair together. They had a marvelous time in one another's company; defeating a witch, rescuing her siblings, and eventually recovering the lost crown of her father's father. It was for the last bit that Glen was given her hand in marriage and took it gladly. Brìghde followed him back to Earthrealm and used her birthright of Giant-Size to aid him in protecting his homeland. It was his idea for them to take the names Oberon and Titania, she accepted but only after seeing a performance of the play. Personality/Motivation: As one would expect from a Fey, Titania is prone to (thanfkully benign) whimsy and flights of fancy. She is used to being taken care of and the world of a selfless superheroine is new to her - but she's trying. Right now it's fun - even when she's in danger - and she gets to be with Glen which is the most important thing to her. She's frightfully protective of her husband. Quote: Powers/Tactics: Get Big, smack down. Campaign Use: Appearance: Even at her normal size, Titania is imposing, broad shoulders but hauntingly beautiful elfin features with large eyes the color of silver. Her hair is dark blue and straight, crashng down like waves when she moves violently. She conceals her fey features when she wants to be indescreet. And favors form-fitting, "Exciting" clothing. As Titania she wears a white leather uniform with gold buckles and accents, blue gloves, boots, and belt.
  22. Amazing Man Val Char Cost Roll Notes 50 STR 40 19- Lift 25.6tons; 10d6 [5] 20 DEX 20 13- 25 CON 15 14- 10 INT 0 11- PER Roll 11- 13 EGO 3 12- 20 PRE 10 13- PRE Attack: 4d6 8 OCV 25 7 DCV 20 3 OMCV 0 5 DMCV 6 4 SPD 20 Phases: 3, 6, 9, 12 25 PD 8 Total: 25 PD (15 rPD) 20 ED 8 Total: 20 ED (10 rED) 15 REC 11 50 END 6 15 BODY 5 50 STUN 15 Total Characteristic Cost: 212 Movement: Running: 14m/28m Flight: 20m/80m Leaping: 12m/24m Swimming: 4m/8m Cost Powers END Acrutraments of Power 13 1) Aegis Bucklers: Deflection (20 Active Points); Restrainable (-½) 2 20 2) Hermes's Boots: Flight 20m, Position Shift, x4 Noncombat (30 Active Points); OIF (-½) 3 Olympian Demi-God 3 1) Dense Flesh: Knockback Resistance -3m 0 27 2) Olympian Resiliance: Life Support (Eating Character only has to eat once per week; Extended Breathing 1 END per Turn; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping Character only has to sleep 8 hours per week) 0 4 3) Powerful Legs: Leaping +8m (12m forward, 6m upward) 1 10 4) Strong Souled: Power Defense (10 points) 0 5 5) Strong Will: Mental Defense (5 points total) 0 2 6) Swift: Running +2m (14m total) 1 15 7) Toughness: +10 ED, Resistant (+½) (15 Active Points) 22 8) Toughness: +15 PD, Resistant (+½) (22 Active Points) Pankration Maneuver OCV DCV Notes 4 Crush +0 +0 14d6 Crush, Must Follow Grab 3 Grab -1 -1 Grab Two Limbs, 60 STR for holding on 3 Kick/Punch +1 +0 12d6 Strike Talents 9 Greek God of Ooooh: +3/+3d6 Striking Appearance (vs. all characters) Skills 8 +1 with HTH Combat 3 High Society 13- 3 Linguist 1 1) Language: English (completely fluent) (3 Active Points) 0 2) Language: Greek (Byzantine) (idiomatic) (4 Active Points) 1 3) Language: Greek (Modern) (completely fluent) (3 Active Points) 3 4) Language: Latin (idiomatic) (4 Active Points) 3 Oratory 13- 3 Persuasion 13- 3 Riding 13- 3 Scholar 2 1) KS: Military History, Earth (3 Active Points) 11- 1 2) KS: Olympian (2 Active Points) 11- 1 3) KS: Pankration (2 Active Points) 11- 1 4) KS: The Metahuman World (2 Active Points) 11- 3 Survival 11- 5 Tactics 12- 4 WF: Common Melee Weapons, Common Missile Weapons Total Powers & Skill Cost: 188 Total Cost: 400 400+ Matching Complications 10 Distinctive Features: Distractingly Handsome Greek God (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Lady Phobos Infrequently (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish) 5 Hunted: Minions of Ares Infrequently (As Pow; PC has a Public ID or is otherwise very easy to find; Watching) 20 Psychological Complication: Follows the Heroic Code (Common; Total) 15 Psychological Complication: Supreme Confidence (Common; Strong) 10 Social Complication: Public Identity Frequently, Minor Total Complications Points: 400 Background/History: Jessica Preston was a UCLA student studying abroad in 1985 when she met the man of her dreams. He was tall, dark, handsome - had the body of a Greek god. They chatted and flirted for days when he came to the restaurant she was working at. It wasn't until the terrorist strike that she realized he was anything more than a really REALLY good-looking Greek man with loads of money. A small, armed group of xenophobic nationalists - frustrated at what they saw as the failure of Europe and "inspired" by the wisdom of Nikolaos Michaloliakos (Who would later form the Golden Dawn Party) began blowing things up and occasionally shooting people who disagreed with their views. They targeted the restaurant that Jessica worked at because the owner hired foreign students and refused to vocally support their cause. The day the nationalists decided to show they meant business happened to be one of the days the handsome Ares was there. Jessica had believed his stories about being a soldier were fanciful, and that he was giving her a fake name an American could pronounce. It turned out he was even more than what he'd said. When the mayhem erupted, Jessica tried to reason with the nationalists, noting that the owner wasn't even there, that the customers were mostly the elderly and that she was the only foreign-born employee there and that they'd seen fit to flirt with her on their previous visits. The leader of the little group clubbed her with his rifle and would have shot her if the man in the expensive suit hadn't sent him sprawling to the floor with a casual shove. As Jessica rose unsteadily to her feet, she saw Ares embarrassing the nationalists in what could only be described as a dance of violence. Though he didn't kill them; that he clearly could have was evident. He returned to her side and touched her wound. Her head swam for a moment and then her vision cleared. Ares was standing before her resplendent in golden armor. What happened next was months of romance and warfare. Jessica was taught to take care of herself, as well as others. In turn, she filled Ares in on America and other European countries. In the end, the thrill dulled, Jessica was grateful and smitten but she had to go home at some point and Ares would grow weary of her company eventually. Shortly after arriving back in the States she realized she was pregnant and decided to go with the "little present from European Vacation" and set about raising her son. Iason Aerios Preston was born early the following year and after a relatively rambunctious but normal childhood, his father appeared before him. Jessica and Ares shared some quiet moments together and then Iason was taken to his father's homeland to be trained. When he returned he was a man. He settled into the Capes and Masks scene rather easily, using his tremendous physical gifts and magic items to aid the mortals of his mother's realm. He recently moved further north and joined the Guardians of the Northwest. (Though they technically operate all over the Pacific) Personality/Motivation: Amazing Man is an ardent follower of an Ancient Greek heroic code. He, more so than his fellow Guardians is willing to use lethal force on a terrible foe. But he also knows that killing willy nilly is frowned upon and the son of the Soldier and nephew of the Goddess of Wisdom isn't going sully his name and reputation being a heartless butcher. Iason is extremely confident in his abilities. He's a little bit sexist - the fact that Invicta is stronger than he kind of upsets him - inspiring him to work harder. He gets along well with everyone on the team and really admires Invicta, on many levels. She thinks he's a bit full of himself. She's right. Quote: Powers/Tactics: Demi-God of the Soldier, trained by Athena and Ares to harness his gifts. He's superhuman physically but other than that, he's mostly skill based. His powers may or may not grow as he gains experience, but he's shown instinctive ability for combat and leadership. Campaign Use: Appearance: Tall and leanly muscular, Iason is powerful without being bulky, graceful, and finely featured. His black hair is slightly wavy, his eyes are the color of a clear blue sea, and he has a slight accent that only makes him sound exotic. He tends to dress in outfits that show off his physique but he cleans up damn well if he has to. Amazing Man wears a golden breast plate with a stylized eagle on it over a white bodysuit with blue and red panels on the sides. His "bucklers' are great silver armguards depicting ancient Athens. His boots are blue and have silvery wings etched on the sides that glow when he flies. Not totally sold on Amazing Man as a moniker. But considering he's a ripoff of Wonder Woman I'm not going to shed too many tears there.
  23. Invicta Val Char Cost Roll Notes 60 STR 50 21- Lift 102.4tons; 12d6 [6] 13 DEX 6 12- OCV: 7/DCV: 6 30 CON 20 15- 13 INT 3 12- PER Roll 16- 11 EGO 1 11- ECV: 3 - 3 18 PRE 8 13- PRE Attack: 3 ½d6 7 OCV 20 6 DCV 15 3 OMCV 0 3 DMCV 0 4 SPD 20 Phases: 3, 6, 9, 12 26 PD 24 Total: 26 PD (26 rPD) 25 ED 23 Total: 25 ED (25 rED) 15 REC 11 60 END 8 15 BODY 5 60 STUN 20 Total Characteristic Cost: 234 Movement: Running: 12m/24m Flight: 30m/60m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 12 Sharp: +4 PER with all Sense Groups 0 12 Superhuman Speed!: Lightning Reflexes (+12 DEX to act first with All Actions) 44 Flight 30m, Position Shift, Usable as running (+¼) (44 Active Points) 4 Kinda Invincible 13 1) Bracing: Knockback Resistance -20m (20 Active Points); Costs Endurance (-½) 2 13 2) Stubborn Invulnerability: Damage Negation (-2 DCs Physical, -2 DCs Energy) (20 Active Points); Nonpersistent (-¼), Only Works Against Attacks she can sense (-¼) 0 12 3) Superhuman Physiology: Life Support (Extended Breathing: 1 END per Turn; Longevity: 400 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0 12 4) Toughness: Resistant (+½) (12 Active Points) applied to ED 13 5) Toughness: Resistant (+½) (13 Active Points) applied to PD Perks 3 Well-Connected 1 1) Blogger!: Contact: Heroic Times Website (Contact limited by identity) (2 Active Points) 12- 1 2) Freelance Journalist: Contact: Local Newspaper (Contact limited by identity, Good relationship with Contact) (2 Active Points) 11- 1 3) Police Commissioner: Contact: Police Commissioner John Richardson (Contact has access to major institutions, Contact limited by identity) (2 Active Points) 11- 1 Fringe Benefit: Press Pass Talents 6 Easy on the Eyes: +2/+2d6 Striking Appearance (vs. all characters) Skills 3 Conversation 13- 3 PS: Reporter 12- 2 PS: Research 11- 3 Paramedics 12- 3 Scholar 1 1) KS: Metahuman History (2 Active Points) 11- 1 2) KS: Soccer, International (2 Active Points) 11- 1 3) KS: The Metahuman World (2 Active Points) 11- 1 4) KS: What's Going On In The City (2 Active Points) 11- 1 5) KS: Who's Who In The City (2 Active Points) 11- 3 Streetwise 13- Total Powers & Skill Cost: 166 Total Cost: 400 400+ Matching Complications 15 Psychological Limitation: Annoyingly Curious; Often Sticks Her Nose In Where It Doesn't Belong (Common; Strong) 15 Social Complication: Secret Identity Frequently, Major 20 Psychological Complication: True Hero's Code (Common; Total) 10 Vulnerability: 1 ½ x Effect Magic (Common) 20 Vulnerability: 2 x BODY Magic (Common) Total Complications Points: 400 Background/History: Though she doesn't know it, Gabby was born in another dimension; one where the rules of reality were different. The alternate Earth began to collapse as their reality was shattered by the extra-dimensional menace known as the Gatecrasher. In a last ditch effort to save their infant daughter, she was warded magically and sent to an alternate world where she'd be safe. The infant was found in the "wilds" of northwest Washington, by a couple of graphic designers. The child was turned over to the authorities but the young couple kept tabs, they began the process of adoption as soon as they were given the go ahead. An inquisative (nosey) child, Gabby was the delight of her parents' eyes, and proved to be an excellent big sister to her brother Gordon as she grew. The wards that had protected her changed her physiology enough that she grew fantastically strong and tough later even being able to fly. Taking her cue from many others in similar situations, she took on a heroic mantle when she felt she was old enough to help. Personality/Motivation: Gabby is defined by two things, her innate goodness, and her curiosity. In short, she wants to know what's wrong and how she can help. This occasionally manifests itself in a mothering attitude that upsets people who are not children. She is also rather private, which her friends are quick to point out as being "majorly hypocritical."' Quote: Powers/Tactics: A fairly standard Paragon, First Hero Archetype, or FISS (Flight, Invulnerable, Strength, Speed) depending on your preference, Invicta's powers stem from the wards placed on her as a child. Her strength, speed, senses, and flight are "unusual" byproducts of the superhuman endurance and magical protections. Curiously enough, he wards are weaker against true magic. Perhaps it's the different realities clashing. As a side effect of her powers, when she wishes to be unnoticed (ie in her secret ID) she usually is. Campaign Use: Decided I needed a Northwest team. Went 400pt. JLI Influenced. Appearance: Gabrielle Gardner is a tall, atheletic woman in her mid twenties with long brown hair and brown eyes. She dresses in tasteful business causal fashions, wears hiptster glasses and keeps her hair wrangled at all times. As Invicta. she's a tad more glamorous, her hair is free and she draws more attention to herself in her red, white, blue and gold costume. The costume is a white one piece with red boots, gloves, and cape, a blue chevron-esque field from her neck and shoulders to her stirnum and then a gold star on her chest.
  24. Tank Val Char Cost Roll Notes 40 STR 15 17- Lift 6400.0kg; 8d6 [3] 13 DEX 6 12- OCV: 8/DCV: 6 25 CON 15 14- 10 INT 0 11- PER Roll 11- 11 EGO 1 11- ECV: 3 - 5 20+10 PRE 10 13- / 15- PRE Attack: 4d6/6d6 8 OCV 25 6 DCV 15 3 OMCV 0 5 DMCV 6 4 SPD 20 Phases: 3, 6, 9, 12 10+16 PD 8 Total: 10/26 PD (0/16 rPD) 10+16 ED 8 Total: 10/26 ED (0/16 rED) 10 REC 6 50 END 6 15 BODY 5 50 STUN 15 Total Characteristic Cost: 161 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 57 Body Of Iron: (Total: 85 Active Cost, 57 Real Cost) Resistant Protection (13 PD/13 ED/13 Power Defense), Hardened (+¼) (75 Active Points); Extra Time (Full Phase, Only to Activate, -¼), Perceivable (skin becomes angluar and rock-like in appearence; -¼) (Real Cost: 50) plus +10 PRE (10 Active Points); Linked (Resistant Protection; -½) (Real Cost: 7) 0 10 Strength of Iron: +15 STR (15 Active Points); Linked (Resistant Protection; -½) 1 14 Flesh of Iron: Damage Negation (-5 DCs Physical) (25 Active Points); Linked (Body Of Iron; -½), Only Works Against Martial Arts Attacks and Firearms (-¼) 0 13 Body of Iron: Life Support (Extended Breathing: 1 END per Turn; Immunity: All terrestrial diseases; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (20 Active Points); Linked (Body Of Iron; -½) 0 Dirty Infighting/Fisticuffs/Cinematic Brawling Maneuver OCV DCV Notes 4 Block/Chin Block +2 +2 Block, Abort 3 Clinch -1 -1 Grab Two Limbs, 50 STR for holding on 4 Cross/Punch/Backhand +0 +2 10d6 Strike 4 Disarm -1 +1 Disarm; 50 STR to Disarm 4 Eye Gouge -1 -1 Flash 4d6 5 Hoist ’n’ Heave -2 -2 Grab Two Limbs, 60 STR to Throw 5 Hook/Roundhouse/Two-Fisted Smash -2 +1 12d6 Strike 3 Jab +2 +1 8d6 Strike 4 Kidney Blow -2 +0 HKA 3d6 +1 4 Low Blow -1 +1 2d6 NND 4 Put The Boot In +0 -1 12d6 Strike, Prone 3 Tackle +0 -1 8d6 +v/10 Strike; You Fall, Target Falls; FMove 3 Throw +0 +1 8d6 +v/10, Target Falls 1 Weapon Element: Clubs Perks 2 Good Reptuation: Positive Reputation: A professional's Professional (A medium-sized group) 14-, +1/+1d6 1 Life Savings: Money: Well Off 3 Well-Connected 3 1) Contact: Angel McMurty - Lady of the Evening (Good relationship with Contact) (4 Active Points) 12- 3 2) Contact: Chicago Area Criminal Gang (Contact has useful Skills or resources) (4 Active Points) 12- 2 3) Contact: Corrupt Police Officer (Contact has useful Skills or resources) (3 Active Points) 11- 1 4) Contact: Fight Promoter (2 Active Points) 11- 11 5) Contact: The Black Market (Contact has extremely useful Skills or resources), Organization Contact (x3) (12 Active Points) 8- Talents 10 Quick Left Hook: Lightning Reflexes (+10 DEX to act first with All Actions) 6 Survivor: Combat Luck (3 PD/3 ED) Skills 8 +1 with HTH Combat 6 +2 with Jab, Cross, Hook 2 CK: Chicago 11- 3 Charm 13- (15-) 3 Combat Driving 12- 3 Gambling 11- 3 Paramedics 11- 3 Scholar 1 1) KS: Boxing (2 Active Points) 11- 1 2) KS: Chicago Underworld (2 Active Points) 11- 1 3) KS: The Supervillain World (2 Active Points) 11- 3 Shadowing 11- 3 Stealth 12- 3 Streetwise 13- (15-) 2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles 2 WF: Small Arms Total Powers & Skill Cost: 234 Total Cost: 395 400+ Matching Complications 10 Distinctive Features: Man of Iron (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Hunted: the cops 8- (Mo Pow; NCI; Harshly Punish) 15 Psychological Complication: Tough Guy's Code of Honor (Common; Strong) 15 Psychological Limitation: Looking out for Number One (Common; Strong) 10 Social Limitation: Criminal Record (Frequently; Minor) 5 Unluck: 1d6 Total Complications Points: 395 Background/History: Tank Butler could have been, should have been another cautionary tale. An up and comer in the boxing world, he was a contender in the heavyweight ranks and may have made a name for himself, but he went down the criminal path. Lured by easy money and the high life he worked for various Chicago area criminal gangs as a tough guy to suppliment his fight purses. In a world of costumed crime fighters this meant you eventually went down. Tank faced a few of the masks head on, acquitting himself nicely but never winning. He spent some time i njail and when he got out the career as a fighter was gone - save for undeground fighting contests. These paid well when he won but it took him a few years to adapt to the unorthodox styles, so he went back to heavy work. It was while he was with a gang that had made the jump to henchmen that his life changed for the better. Proving himself to the costumed criminal running the show, Tank was sent to the Myrmidon's henchman university. He tested so well in fact, that he was recommended for possible augmentation. Given enhanced strength and enduriance and the ability to transform into a metallic statue was great. Tank took to the life of a super criminal with laid back cool. For the next several years he made quite the name for himself in Chicago as a pro's pro and an easy to work with mask. Personality/Motivation: Tank's first thought is "what's in it for me?" It is also often his second and third thoughts as well. Beyond that, he's always had Quote: Powers/Tactics: Campaign Use: Appearance:
  25. Next Stop on the Else Earth Galactic Survey...The Thrull. Because every universe needs a belligerent, aggressive race of warriors, I present the Thrull. First introduced to Earth during their wildly unsuccessful 1950 invasion (with seeds laid in the early thirties as benefactors of the Third Reich) The Thrull Empire is one built on blood, slavery, honor, (real and imagined) and steel. It is believed that the Thrull were a primitive culture that was visited by an advanced one and that the Thrull welcomed their strange visitors to study them for conquest absorbing them into Thrull culture before leaving their world to conquer others. The Thrull are aggressive, warlike and almost to a man, woman, or child, a Conan the Barbarian ins space. Thrull are warriors, conquerors, they are not administrators, engineers, or laborers. They take others for that - assimilating the necessary advances and then subsuming the conquered people into their culture at the bottom. Though waxing decadent on occasionally, the Thrull are shaken from any lull by the next generation's thirst to outdo their forefathers. Appearance: The average Thrull stands 2.15 meters tall and weighs 200kg. They are muscular with broad shoulders and a natural born arrogance. Humanoid but with broad, almost bovine faces and thick, prominent features they have skin tones that run from muddy red to burnt umber. Their hair is almost universally dark though fiery red or gold is not terribly uncommon and considered very desirable. Females are slightly smaller and leaner but not drastically so. Thrull have what appears to be two sets of ears, a smaller rounder set in front of a larger pointed set. They have three fingers and an opposable thumb and similarly built feet. Tattooing is very popular with tattoos marking important battles the norm. Dueling scars are sexy. Technology: Though they don't strike one as technologically oriented, the Thrull are keen on weapons and technologies that allow them to wage war. They're also interested in granting powers to individuals (particularly in the last century) and agriculture to support large numbers of troops/slaves/citizens. They're further along than Earth in most of these regards but we've caught up thanks to reverse engineering their relics from the failed invasion. Culture: To blatantly steal from World of Warcraft: "Strength and Honor." Emphasis theirs. The Thrull collective consciousness sees existence as a series of battles from which they will be the victors. Conflict is the linchpin of their society. They have art, philosophy, and sport but all have a competitive nature to them. Relationships are battles. The Thrull are a passionate people. They are also very proud. Befriending a Thrull is kind of hard, they might like you but it's in a patronizing "Look at the lesser race! Isn't that precious?" kind of way. However, you prove yourself to them and they will fend off the universe to protect you. Thrull grow up in a warrior culture with mandatory military service and expectations of further voluntary service. The weak and disfigured are granted merciful ends rather than living with the indignity of being a slave. GM Notes
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