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Found 3 results

  1. 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.
  2. 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...
  3. 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.
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