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Enforcer84

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Micron (5e, 250 pts)

 

MICRON

Dr. Leon Paulson

 

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

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

10 CON 0 11-

10 BODY 0 11-

15+30 INT 5 12- / 18- PER Roll 12-/18-

12 EGO 4 11- ECV: 4

13 PRE 3 12- PRE Attack: 2 ½d6

12 COM 1 11-

 

3+3 PD 1 Total: 3/6 PD (3/9 rPD)

3+3 ED 1 Total: 3/6 ED (3/9 rED)

3 SPD 5 Phases: 4, 8, 12

4 REC 0

20 END 0

20 STUN 0 Total Characteristic Cost: 35

 

Movement: Running: 6"/12"

Flight: 0"/12"/0"/24"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

10 Form Cohesion: Damage Resistance (12 PD/12 ED) (12 Active Points); Linked to Shrinking (-¼) 0

6 Lightly Armored Costume: Armor (3 PD/3 ED) (9 Active Points); OIF (-½) 0

 

48 Gadget Pool: Variable Power Pool (Gadget Pool), 40 base + 20 control cost, (60 Active Points); OAF (-1), VPP Can Only Be Changed Between Adventures (-½)

 

17 Micro-Mentalist: +30 INT (30 Active Points); Linked (Microsize; -½), Incremental (+5 INT per level of shrinking) (-¼)

19 Microflight: Flight 12" (24 Active Points); Linked to Shrinking (2" per 10 points of Shrinking) (-¼) 2

60 Microsize: Shrinking (0.0281 m tall, 0.0003 kg mass, -12 PER Rolls to perceive character, +12 DCV, takes +18" KB) 6

 

Micro-Mental Abilities, all slots Only if 1 or more levels of shrinking active (-¼)

2 1) Absolute Range Sense (3 Active Points); Only if 1 or more levels of shrinking active (-¼)

2 2) Absolute Time Sense (3 Active Points); Only if 1 or more levels of shrinking active (-¼)

4 3) Eidetic Memory (5 Active Points); Only if 1 or more levels of shrinking active (-¼)

2 4) Lightning Calculator (3 Active Points); Only if 1 or more levels of shrinking active (-¼)

3 5) Speed Reading (x10) (4 Active Points); Only if 1 or more levels of shrinking active (-¼)

 

Perks

1 Fringe Benefit: Licensed Doctor

 

Skills

3 Concealment 12- (18-)

3 Forensic Medicine 12- (18-)

3 Inventor 12- (18-)

2 PS: Doctor 11-

3 PS: Research 12- (18-)

3 Paramedics 12- (18-)

3 Scientist

2 1) SS: Biochemistry 12- (18-) (3 Active Points)

2 2) SS: Biology 12- (18-) (3 Active Points)

2 3) SS: Biophysics 12- (18-) (3 Active Points)

2 4) SS: Medicine 12- (18-) (3 Active Points)

2 5) SS: Size Physics 12- (18-) (3 Active Points)

3 Security Systems 12- (18-)

3 Shadowing 12- (18-)

3 Stealth 12-

2 Systems Operation (Medical Systems) 12- (18-)

 

Total Powers & Skill Cost: 215

Total Cost: 250

 

200+ Disadvantages

20 Hunted: Lords of the Wasteland 8- (Mo Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

20 Hunted: Publicity Seeking Supervillain 11- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

15 Hunted: Show's Producers 14- (As Pow; PC has a Public ID or is otherwise very easy to find; Watching)

15 Hunted: The Mite 8- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

20 Psychological Limitation: Hypocratic Oath (Common; Total)

10 Psychological Limitation: Likes the Spotlight (Common; Moderate)

15 Psychological Limitation: Smug and overconfident (Very Common; Moderate)

10 Psychological Limitation: Wants to help those in need (Common; Moderate)

10 Reputation: Reality TV Superhero, 11-

15 Social Limitation: Secret Identity (Frequently; Major)

 

Total Disadvantage Points: 250

 

Background/History: Dr. Paulson was a research scientist at Orion Technologies looking into cellular research. Part of the technologies they used were experimental micron-splicers, piloted nano-machines that could effect things on a cellular level. The technology was radical, and ripe for theft. A group of unscrupulous business rivals hired the Mite to retrieve the nano-chamber where the research was done.

 

Dr Paulson happened to be there when she struck (her preliminary search missed him as he had been in the mens room. Surprised at a witness to her crime she blasted him (a low level beam to stun him and allow her to escape). The blast knocked him to the ground and into a container of the nanites. For reasons no one can fathom, Dr. Paulson shrunk immediately. Just over two centimeters in height, he attempted to stop the theft. Discovering he could fly, Dr Paulson rammed the Mite in the chin as she tried to unhook the nano-chamber. The surprise attack knocked her unconscious. Dr Paulson quickly programmed some of the nano-machines to set off the security alarms. Mite was apprehended and Dr. Paulson sat in the lab, stuck at two centimeter's tall trying to figure a way out of his mess.

 

Working tirelessly, he figured out how to return to full height. He was amazed at how easy calculations and reading had become. In addition to shrinking, he had been endowed with superhuman brain function! Excitedly he figured out how to return to full height. And forgot everything else. Sadly, his heightened mental abilities seemed to be linked to his size. The smaller he was the smarter he was!

 

Vowing to use his new powers for the good of his fellow man, Dr. Paulson took the name Micron. He had little idea as to how to be a superhero so when he saw an add for Project: Superteam!, he leaped at it.

 

Personality/Motivation: A doctor, Leon is a bit smug and overconfident, but he is a good guy, takes his Hypocratic Oath very seriously, and tirelessly helps others. His areas of study are the biological sciences and he's studying furiously in his shrunken states to learn other areas as well. This, he hopes will make him a more effective crime fighter.

 

Quote: "Let me give that a little thought."

 

Powers/Tactics: Micron enters combat with at least one level of shrinking on. This not only makes him a bit harder to hit but it allows him to be twice as smart and access his Micro-Mentalist abilities.

His gadget pool is geared towards his fields of expertese, he uses biological and biochemical gadgets (glues, knock out gas, itching powder, etc.)

 

Campaign Use: If you want to make him less effeective, drop his gadget pool. To increase Micron's abilities, increase the gadget pool for more expensive weapons, and give him some more sciences to choose from (mechanics and electronics are a must). As always increase his Characteristics to campaign norms and adding martial arts and CSL's will work too.

 

Appearance: Good looking guy with wavy brown hair and a lean build. He is a little older (entering his later thirties) than many contestants. He wears a green costume with white gloves, boots, and belts & harnesses. His helmet is mostly for show, but it is white with green trim and a black visor. His mouth and nose are still visible, but his chin is covered. A metallic green M is sported on his chest. His costume is slick and modern looking.

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Mister Mako (5e, 350 points)

 

MISTER MAKO

Chad Wallace

 

Val Char Cost Roll Notes

40 STR 30 17- Lift 6400.0kg; 8d6 [4]

20 DEX 30 13- OCV: 7/DCV: 7

25 CON 30 14-

15 BODY 10 12-

13 INT 3 12- PER Roll 12-

11 EGO 2 11- ECV: 4

20 PRE 10 13- PRE Attack: 4d6

9 COM 0 11-

 

20 PD 12 Total: 20 PD (12 rPD)

20 ED 15 Total: 20 ED (12 rED)

5 SPD 20 Phases: 3, 5, 8, 10, 12

14 REC 2

50 END 0

50 STUN 2 Total Characteristic Cost: 166

 

Movement: Running: 6"/12"

Leaping: 8"/16"

Swimming: 20"/40"

 

Cost Powers END

15 Jaws: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) 1

 

Sharkattack!

32 1) Water Currents Sense: Detect A Class Of Things 12- (Unusual Group), Discriminatory, Increased Arc of Perception, Range, Sense, Targeting Sense 0

14 2) Bring in the Boys: Summon 2 100-point Sharks, Friendly (+¼) (31 Active Points); Arrives Under Own Power (-½), Summoned Being Must Inhabit Locale (-½), Extra Time (Delayed Phase, -¼) 3

12 3) Aquatic Empathy: Animal Handler (Aquatic Animals) 18-

5 2) Breathe Underwater: Life Support (Expanded Breathing) 0

3 3) Deep Sea Adaption: Life Support (Safe in High Pressure; Safe in Intense Cold) 0

18 4) Improved Swimming: Swimming +18" (20" total) 2

12 5) Protective Skin: Damage Resistance (12 PD/12 ED) 0

5 8) Underwater Eyes: Nightvision 0

 

Talents

2 Aquatic Adaption: Environmental Movement (no penalties underwater)

6 Underwater Reflexes: Lightning Reflexes: +7 DEX to act first with All Actions (12 Active Points); Underwater Only (-1)

 

Skills

10 +2 with HTH Combat

8 +4 with Jaws

2 AK: Atlantic Coast 11-

12 Navigation (Marine) 17-

3 Paramedics 12-

2 SS: Oceanography 11-

12 Survival (Marine) 17-

8 TF: Jetskis, Rafts, Skiing (water), Small Motorized Boats, Small Rowed Boats, Surfing, Swimming Beasts, Windsurfing

3 Tracking 12-

 

Total Powers & Skill Cost: 185

Total Cost: 350

 

200+ Disadvantages

5 Distinctive Features: Razor sharp pointed teeth. (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Enraged: When smells blood (Uncommon), go 8-, recover 11-

20 Hunted: Lords of the Wasteland 8- (Mo Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

20 Hunted: Publicity Seeking Supervillain 11- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

15 Hunted: Show's Producers 14- (As Pow; PC has a Public ID or is otherwise very easy to find; Watching)

10 Psychological Limitation: Bully (Common; Moderate)

10 Psychological Limitation: Likes to scare people (Common; Moderate)

10 Psychological Limitation: Obsessed with Shark movies (Common; Moderate)

10 Psychological Limitation: Self Important (Common; Moderate)

10 Reputation: Reality TV Superhero, 11-

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

15 Social Limitation: Public Identity (Frequently; Major)

10 Unluck: 2d6

 

Total Disadvantage Points: 350

 

Background/History: Chad Wallace literally got his powers from being bitten by a radioactive shark. He has the scars to prove it. He decided to become the worlds greatest superhero and when he saw the ads for a Superhero Reality show based in Miami he jumped at the chance. Mister Mako knows he's going to win. He loves showing the world how feeble some of these losers are. He is still nursing a bruised ego from when the Unnamed Metal Man threw him across the training room.

Personality/Motivation: Mister Mako isn't in heroing for the right reasons. He is very impressed with his powers and his "image" he has several aquatic inspired tattoos on his arms and back. He likes to scare his fellow contestants, is sure that he's the greatest thing since sliced bread and will set the world on fire. He is rapidly becoming very unpopular with the other contestants.

 

Quote: "Daa-DUN Daa-DUN Da-DUN Da-DUN!"

 

Powers/Tactics: A hybrid man/shark with razor sharp teeth, low level superhuman strength and resiliance, impressive swimming and underwater abilities. He likes to grab foes and bite them.

 

Campaign Use: He's not nearly as tough as he thinks he is, but compared to the rest he is a beast.

 

Appearance: A normal enough looking man with grayish green hair and yellow eyes. He has alot of aquatic themed tattoos on his upper arms, shoulders, and back. He wears a gray and white shark inspired costume. His most notable feature is his sharp pointed teeth. He wears a sharktooth on a chain around his neck at all times. He doesn't wear gloves or shoes.

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Ms Mist (5e, 250)

 

MS. MIST

Penny Walters

 

Val Char Cost Roll Notes

7 STR -3 10- Lift 66.0kg; 1d6+1

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

18 CON 16 13-

10 BODY 0 11-

20 INT 10 13- PER Roll 13-

15 EGO 10 12- ECV: 5

15 PRE 5 12- PRE Attack: 3d6

14 COM 2 12-

 

4 PD 3 Total: 4 PD (0 rPD)

4 ED 0 Total: 4 ED (0 rED)

4 SPD 16 Phases: 3, 6, 9, 12

7 REC 4

36 END 0

36 STUN 13 Total Characteristic Cost: 88

 

Movement: Running: 8"/16"

Leaping: 1"/2"

Swimming: 2"/4"

 

Cost Powers END

12 Fog Control: Elemental Control, 24-point powers

26 1) Choking Fog: Energy Blast 3d6, No Normal Defense (LS: Self-Contained Breathing; +1), Area Of Effect (3" Radius; +1) (45 Active Points); Does Not Work In High Winds Or Rain (-¼) 4

10 2) Obscuring Fog: Change Environment 4" radius (-4 to Sight Group PER Rolls) (24 Active Points); Does Not Work In High Winds Or Rain (-¼) 2

22 3) Pea Soup Fog: Darkness to Sight Group 4" radius (40 Active Points); Does Not Work In High Winds Or Rain (-¼) 4

19 4) Fog Form: Desolidification (affected by Fire & Air Attack) (40 Active Points); Cannot Pass Through Solid Objects (-½) 4

 

5 Darkvision: Nightvision 0

4 Athletic: Running +2" (8" total) 1

10 Fortunate One: Luck 2d6 0

 

Comic Book Martial Arts

Maneuver OCV DCV Notes

4 Block +2 +2 Block, Abort

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

5 Kick -2 +1 5d6 Strike

4 Punch +0 +2 3d6 Strike

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

 

Skills

3 Acrobatics 12-

3 Breakfall 12-

3 Concealment 13-

3 Fog Tricks 13-

2 Gambling (Poker) 13-

2 KS: The Superhuman World 11-

3 Lockpicking 12-

3 Paramedics 13-

3 SS: Metahuman Biology 13-

3 Shadowing 13-

3 Stealth 12-

3 Tracking 13-

 

Total Powers & Skill Cost: 162

Total Cost: 250

 

200+ Disadvantages

10 Distinctive Features: Ash gray hair, pale skin, cool to the touch (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

20 Hunted: Publicity Seeking Supervillain 11- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

15 Hunted: Show's Producers 14- (As Pow; PC has a Public ID or is otherwise very easy to find; Watching)

20 Hunted: The Wastelords 8- (Mo Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

20 Psychological Limitation: Code vs Killing (Common; Total)

15 Psychological Limitation: Dedicated and hard working (Very Common; Moderate)

10 Psychological Limitation: Eager to prove herself (Common; Moderate)

15 Psychological Limitation: Overconfident (Very Common; Moderate)

10 Reputation: Reality TV Superheroine, 11-

15 Social Limitation: Secret Identity (Frequently; Major)

 

Total Disadvantage Points: 250

 

Background/History: Penny is tight lipped about how she got her powers but she says she was born to the Superhero biz. Many have taken this to mean that one or both of her parents were or are superheroes. She has some odd training, both martial arts and genetic sciences. She seems to have studied superheroes and their physiologies. She is a popular contestant with a cheery personality and eagerness to improve.

Personality/Motivation: Penny is among the younger contestants. It's obvious that she's been training a long time though her physical skills are low compared to others. She has been training diligently. She is upbeat, cheerful, and determined. She constantly jokes about developing her "Dark" Persona for crimefighting. She is no nonsense on the job though and works well with others.

 

Quote: "Right. I can do that."

 

Powers/Tactics: Ms. Mist's abilities are predominately support oriented. Her choking fog is her only attack but it is quite effective. She has shown an (unfortunate) eagerness to use her martial arts prowess thus far (in both her "Combat Simulations").

 

Campaign Use: Ms. Mist is pretty pedestrian combat wise. I don't think she should be adjusted downward. I suppose you could remove the Choking Fog ability and make her completely support oriented. To improve her is much easier. Pick a spot and build up. Her Defenses are atrocious. Her Characteristics could all be improved. She should eventually fall somewhere between your crime fighting detective and mysterious super thief.

 

Appearance: An attractive young woman (Penny has lied about her age she is only 16) with ash gray hair worn to her shoulders, brown eyes and a slightly pale complexion. She wears a costume that is light gray with brown boots, gloves, and belt and a hooded cape and cowl that is black. She speaks with an attractive Irish accent.

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Phaeton (5e, 250)

 

PHAETON

Bobby Marshall

 

Val Char Cost Roll Notes

5+50 STR -5 10- / 20- Lift 50.0kg/51.2tons; 1d6/11d6

5+13 DEX -15 10- / 13- OCV: 2/6/DCV: 2/6

5+20 CON -10 10- / 14-

5+5 BODY -10 10- / 11-

13 INT 3 12- PER Roll 12-

11 EGO 2 11- ECV: 4

5+16 PRE -5 10- / 13- PRE Attack: 1d6/4d6

12 COM 1 11-

 

1+19 PD 0 Total: 1/20 PD (1/10 rPD)

1+20 ED 0 Total: 1/21 ED (1/10 rED)

1+3 SPD 0 Phases: 7/3, 6, 9, 12

2+14 REC 0

10+40 END 0

11+40 STUN 0 Total Characteristic Cost: -39

 

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 1"/2"

Swimming: 2"/4"

 

Cost Powers END

16 Avatar of the Sun: Elemental Control, 40-point powers, (20 Active Points); all slots Only In Heroic Identity (-¼)

11 1) Celestial Flight: Faster-Than-Light Travel (4 Light Years/hour) (40 Active Points); Costs Endurance (Tiring; -½), Only In Heroic Identity (-¼) 4

16 2) Flare Blast: Sight Group Flash 8d6 (40 Active Points); Only In Heroic Identity (-¼) 4

16 3) Light Bolt: Energy Blast 8d6 (40 Active Points); Only In Heroic Identity (-¼) 4

16 4) Solar Flight: Flight 20" (40 Active Points); Only In Heroic Identity (-¼) 4

 

27 Solar Strength: +40 STR (40 Active Points); Only In Daylight (-¼), Only In Heroic Identity (-¼) 4

The Power of Hyperion

13 1) Eyes Of Light: Sight Group Flash Defense (20 points) (20 Active Points); Only Versus Flashes Based On Light (-¼), Only In Heroic Identity (-¼) 0

6 2) Kiss of the Sun: Cosmetic Transform 2d6 (Clothes Into Any Other Clothing), Improved Target Group (+¼) (12 Active Points); Limited Target Limited (-½), No Range (-½) 1

8 3) Resilience of the Sun God: Damage Resistance (10 PD/10 ED) (10 Active Points); Only In Heroic Identity (-¼) 0

15 4) Space Worthy: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); Only In Heroic Identity (-¼) 0

141 5) Superhuman Form: (Total: 160 Active Cost, 141 Real Cost) +10 STR (10 Active Points); Only In Heroic Identity (-¼) (Real Cost: 8) plus +13 DEX (39 Active Points); Only In Heroic Identity (-¼) (Real Cost: 31) plus +20 CON (Real Cost: 40) plus +5 BODY (10 Active Points); Only In Heroic Identity (-¼) (Real Cost: 8) plus +16 PRE (16 Active Points); Only In Heroic Identity (-¼) (Real Cost: 13) plus +9 PD (Real Cost: 9) plus +16 ED (Real Cost: 16) plus +2 SPD (20 Active Points); Only In Heroic Identity (-¼) (Real Cost: 16) 1

 

Skills

2 KS: The Superhuman World 11-

2 KS: Olympian Myths 11-

 

Total Powers & Skill Cost: 289

Total Cost: 250

 

200+ Disadvantages

15 Accidental Change: When knocked unconscious 14- (Uncommon)

20 Hunted: Publicity Seeking Supervillain 11- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

15 Hunted: Show's Producers 14- (As Pow; PC has a Public ID or is otherwise very easy to find; Watching)

20 Hunted: Wastelords 8- (Mo Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

15 Psychological Limitation: Naive (only eleven you know) (Very Common; Moderate)

10 Psychological Limitation: Sees the world as black and white; becomes confused when confronted by gray areas (Uncommon; Strong)

20 Psychological Limitation: True Hero (Common; Total)

10 Reputation: Reality TV Superhero, 11-

10 Social Limitation: Minor (Occasionally; Major)

15 Social Limitation: Secret Identity (Frequently; Major)

 

Total Disadvantage Points: 250

 

Background/History: Phaeton is a popular contestant. He's also eleven years old. Sure its an old story of youth finds artifact, youth transformed into adult superhero. But Bobby doesn't care. He's living out his dreams. Perhaps one day he will grow into the powers that he now possesses when he shouts the word's "Hyperion's Might!"

 

Personality/Motivation: True heroism; sure Bobby is young and naive and it plays itself out on national television. But he is powerful and heroic and good natured. It goes over well with the ladies. Bobby is scared to death of the ladies however...

 

Quote: "Do not press the might of the Titan of the Sun!"

"Holy mackeral!"

 

Powers/Tactics: A tried and true superbrick during the day, an energy projector only at night. Phaeton's Solar strength allows him to lift over 20 tons when in the light of the sun. He can cast his sun beams from his eyes at any time. He is resistant to damage and can fly at great speeds.

 

Campaign Use: A Captain Marvel homage. I love the Big Red Cheese. He and Ratri have an interesting relationship; both powered by former mythological powers. Night and Day in powertypes but similarly heroic.

 

If you want to tone him down, cut his STR a bit and get rid of his Celestial Flight.

To beef him up, simply buy up his Superpowered Form to make him more formidable.

 

Appearance: As Bobby, a skinny boy about 5'3'' and 70 lbs soaking wet. As Phaeton, 6'6'' 250 lbs of manly muscle. The Phaeton costume is white with a golden sun on the chest, a golden cape, golden bands on his wrists and ankles, and a golden belt. He wears no mask.

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Planewalker (5e, 250)

 

PLANEWALKER

Maria Hanson

 

Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

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

18 CON 16 13-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

11 EGO 2 11- ECV: 4

13 PRE 3 12- PRE Attack: 2 ½d6

10 COM 0 11-

 

5 PD 2 Total: 5 PD (0 rPD)

4 ED 0 Total: 4 ED (0 rED)

4 SPD 17 Phases: 3, 6, 9, 12

11 REC 8

40 END 2

27 STUN 1 Total Characteristic Cost: 71

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

Teleportation: 0"/60"/0"/120"

 

Cost Powers END

30 Transport Powers: Elemental Control, 60-point powers

25 1) Aportation Punch: (Total: 61 Active Cost, 48 Real Cost) Teleportation 8", Limited Range (9") (+¼), Usable As Attack (+1) (36 Active Points) (Real Cost: 36) plus Hand-To-Hand Attack +5d6 (25 Active Points); Hand-To-Hand Attack (-½), Linked (Teleportation; -½) (Real Cost: 12) 6

30 2) Aportation: Teleportation 12", Ranged (+½), Usable As Attack (+1) (60 Active Points) 6

53 3) Improved Gate: Teleportation 20", Usable By Other (+¼), Area Of Effect (One Hex; +½), Continuous (+1) (110 Active Points); Gate (-½) 11

30 4) Teleportation: Teleportation 20" (40 Active Points) 4

 

Skills

3 Navigation (Dimensional, Land) 13-

3 Persuasion 12-

3 SS: Dimensional Engineering 13-

3 Teleportation Tricks 13-

 

Total Powers & Skill Cost: 180

Total Cost: 251

 

200+ Disadvantages

20 Hunted: Publicity Seeking Supervillain 11- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

15 Hunted: Show's Producers 14- (As Pow; PC has a Public ID or is otherwise very easy to find; Watching)

20 Hunted: Wastelords 8- (Mo Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

20 Psychological Limitation: Code vs Killing (Common; Total)

10 Psychological Limitation: Disdain for bullies (Common; Moderate)

15 Psychological Limitation: Intensly interested in learning new ways to use her abilties (Very Common; Moderate)

10 Psychological Limitation: Seeks the origin of her abilities (Common; Moderate)

10 Psychological Limitation: Self absorbed (Common; Moderate)

10 Reputation: Reality TV Superheroine, 11-

15 Social Limitation: Secret Identity (Frequently; Major)

5 Unluck: 1d6

 

Total Disadvantage Points: 251

 

Background/History: Maria is not sure how she got her powers. She's always had them. She has studied her powers intently and dedicated her academic career to the study of dimensional engineering. She has developed as few tricks with her abilities and at this point in her career sees the Project: Superteam! experience as a step towards understanding. She hopes to gain insight to her powers and develop them even further.

 

She is less enamored with the physical training aspect but goes along with it.

 

Personality/Motivation: At this point in the game, Maria is more interested in finding the secrets of her powers than being a superhero. But the general idealism and optimism of the other contestants is beginning to rub off on her. She's having a ball working with other superbeings and is really developing comraderie with some of the other women involved.

 

Quote: "I'll get it."

 

Powers/Tactics: A teleporter, Planewalker has precious little by way of combat variety, however the abiltity to teleport others makes her dangerous, she can set up her team mates beautifully. Her Aportation Punch is moderately effective in combat.

 

Campaign Use: If you want to make her more of a novice drop the Aportation and Aportation Punch. To improve her, bulk up her characteristics, and give her a few more Teleport tricks. Some defenses or combat luck would be a good idea too.

 

Appearance: An attractive woman of Hispanic and African descent with long hair. Her costume consists of a white jump suit, tailored to her figure with blue bands on her arms and legs, blue boots, black fingerless gloves, opaque blue goggles, and a black and blue 8-point star shadowed on her chest.

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Pride Master (5e, 350)

 

PRIDE MASTER

Curtis Katz

 

Val Char Cost Roll Notes

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

23 DEX 39 14- OCV: 8/DCV: 8

20 CON 20 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 14-

11 EGO 2 11- ECV: 4

15+10 PRE 5 12- / 14- PRE Attack: 3d6/5d6

14 COM 2 12-

 

8 PD 4 Total: 8 PD (0 rPD)

8 ED 4 Total: 8 ED (0 rED)

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

8 REC 0

40 END 0

30 STUN 0 Total Characteristic Cost: 106

 

Movement: Running: 13"/19"/26"/38"

Leaping: 4"/8"

Swimming: 2"/4"

Cost Powers END

60 King of Cats: Multipower, 60-point reserve

2u 1) All Together Now: Telepathy 5d6 (Animal class of minds), Area Of Effect (6" Radius; +1 ¼) (56 Active Points); No Range (-½), Limited Class Of Minds Felines (-½), Communication Only (-¼), Incantations (-¼), Visible (-¼) 6

3u 2) Alley Cat Army: Summon 64 50-point Housecats, Loyal (+½) (60 Active Points); Arrives Under Own Power (-½), Summoned Being Must Inhabit Locale (-½) 6

4u 3) Cat Herder: Mind Control 6d6 (Animal class of minds), Area Of Effect (3" Radius; +1) (60 Active Points); Limited Class Of Minds Felines (-½) 6

2u 4) Cat's love to spy on everything: Clairsentience (Sight, Hearing And Smell/Taste Groups) (40 Active Points); Only Through The Senses of Cats (-¾) 4

1u 5) Terrifying Roar: +10 PRE (10 Active Points); Only For Fear-Based Presence Attacks (-1), Incantations (must roar) (-¼)

2u 6) The Call Of Nature: Summon 4 100-point Feline, Expanded Class of Beings Felines (+¼), Loyal (+½) (52 Active Points); Arrives Under Own Power (-½), Summoned Being Must Inhabit Locale (-½), Incantations (-¼) 5

 

Claws

6 1) Claw Clinging: Clinging (normal STR) (10 Active Points); Costs Endurance (-½), Cannot Resist Knockback (-¼) 1

12 2) Claws: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); Reduced Penetration (-¼) 1

 

Feline Abilities

10 1) Black Cat Immunity: Luck 2d6 0

6 2) Cat-like Sensitivity: +2 PER with all Sense Groups 0

5 3) Catseyes: Nightvision 0

12 4) My friends are nearby: Detect Felines 14-/12- (Smell/Taste Group), Discriminatory, Sense 0

16 5) Swftness of the Cheetah: (Total: 26 Active Cost, 16 Real Cost) Running +7" (13"/19" total) (Real Cost: 14) plus Running +6" (13"/19" total) (12 Active Points); Increased Endurance Cost (10x END; -4) (Real Cost: 2) 11

 

Beast Fu

Maneuver OCV DCV Notes

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

3 Flying Tackle +0 -1 4d6 +v/5 Strike; You Fall, Target Falls; FMove

4 Knee Strike/Palm Strike +2 +0 6d6 Strike

3 Legsweep +2 -1 5d6 Strike, Target Falls

3 Low Kick/Swipe +1 +0 6d6 Strike

3 Pounce/Joint Lock -1 -1 Grab Two Limbs, 30 STR for holding on

4 Rake -2 +0 HKA 1d6 +1

5 Side Kick/Crescent Kick -2 +1 8d6 Strike

 

Talents

6 Catlike Reflexes: Lightning Reflexes: +4 DEX to act first with All Actions

2 Soft Step: Trackless Stride

 

Skills

6 +2 with Beast Fu

12 Cat Fancy: Animal Handler (Felines) 17- (19-)

11 I always Land on My Feet: Breakfall 18-

3 Contortionist 14-

3 Acrobatics 14-

3 Scholar

6 1) KS: Felines (7 Active Points) 16-

1 2) KS: The Martial World (2 Active Points) 11-

1 3) KS: The Superhuman World (2 Active Points) 11-

3 Seduction 12- (14-)

3 Shadowing 12-

3 Sleight Of Hand 14-

3 Stealth 14-

3 Streetwise 12- (14-)

3 Teamwork 14-

3 Tracking 12-

 

Total Powers & Skill Cost: 245

Total Cost: 351

200+ Disadvantages

5 Distinctive Features: Odd, cat-like behavior (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20 Hunted: Publicity Seeking Supervillain 11- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

15 Hunted: The Producers 14- (As Pow; PC has a Public ID or is otherwise very easy to find; Watching)

20 Hunted: The Wastelords 8- (Mo Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

20 Psychological Limitation: Cat-God Complex (Very Common; Strong)

15 Psychological Limitation: Defender of the defenseless! (Common; Strong)

15 Psychological Limitation: Overconfident (Very Common; Moderate)

15 Psychological Limitation: Protective of his feline "worshipers" (Common; Strong)

10 Reputation: Reality Show Superhero, 11-

15 Social Limitation: Secret Identity (Frequently; Major)

1 Experience Points

 

Total Disadvantage Points: 351

 

Background/History: According to Curtis, he's a descendant of Bast and a demi-god of the feline world. His powers back this up. According to his mother, he's a little odd, always had a fascination with cats and has seen the musical more times than his healthy. When Project: Superteam! set up shop in Miami, Curtis came from his home in Memphis and impressed the judges with his ability to control and summon cats.

 

Even more impressive was his actual combat ability. He was considered a favorite early on but his odd behavior made the more media savvy producers cringe. He was good for ratings but they felt he was too strange for a spot on the roster.

 

Personality/Motivation: Aside from believing he's a feline deity, Curtis has a number of weird, cat-like behaviors: he contorts himself when "relaxing," and though he didn't try to bathe himself with his tongue he did tend to lick his wounds and rub up against the various women during the show.

 

Despite his eccentricities, he was a dedicated defender of others and proved himself capable of being a friendly, likeable fellow.

 

Quote: I'm about to go Year of the Tiger on your ass.

Powers/Tactics: Pride master can summon, communicate, and control cats of any size or shape. As evidence of the four lions he "borrowed" from the miami zoo when the Wastelords attacked.

 

In addition he has retractable claws, superhuman senses and is a gifted natural athlete and combatant. He showed incredible physical potential over the course of the show.

 

Appearance: A handsome, leanly muscular man with shaggy, tawny, straw-colored hair and brown eyes. He is quite a bit hairier than your average superhero and has elongated canines and odd cat-like eyes.

 

When in costume he wore a black and gold bodysuit that left a significant portion of his chest exposed. He wore a domino mask.

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Professor Powerful (5e, 350)

 

PROFESSOR POWERFUL

Professor Jonah Prentis

 

Val Char Cost Roll Notes

45 STR 35 18- Lift 12.8tons; 9d6 [4]

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

25 CON 30 14-

13 BODY 6 12-

15 INT 5 12- PER Roll 17-

11 EGO 2 11- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

12 COM 1 11-

 

20 PD 11 Total: 20 PD (10 rPD)

20 ED 15 Total: 20 ED (10 rED)

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

14 REC 0

50 END 0

50 STUN 1 Total Characteristic Cost: 147

 

Movement: Running: 6"/12"

Flight: 15"/120"

Leaping: 9"/18"

Swimming: 2"/4"

 

Cost Powers END

15 Superhuman Senses: +5 PER with all Sense Groups 0

7 I used to Box in College: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-½) 1

40 Superflight: Flight 15", x8 Noncombat 4

10 Supertough Skin: Damage Resistance (10 PD/10 ED) 0

 

Skills

9 +3 with Punch/Grab/Haymaker

5 Cramming

2 CuK: Ancient Greece 11-

2 CuK: Roman Empire 11-

3 Deduction 12-

3 Scholar

1 1) KS: Classic Literature (2 Active Points) 11-

1 2) KS: Classical Civilizations (2 Active Points) 11-

1 3) KS: Heraldry (2 Active Points) 11-

1 4) KS: Legends And Lore (2 Active Points) 11-

2 5) KS: Medival History (3 Active Points) 12-

1 6) KS: The Superhuman World (2 Active Points) 11-

Total Powers & Skill Cost: 103

Total Cost: 250

 

200+ Disadvantages

15 Dependent NPC: Brian and Deborah Prentiss (Son and Daughter-in-law 8- (Normal; Unaware of character's adventuring career/Secret ID)

5 Dependent NPC: Diana Prentiss (Granddaughter) 8- (Normal; Useful Noncombat Position or Skills)

5 Hunted: AARP 11- (Less Pow; NCI; Watching)

10 Hunted: Dr Diabolic 8- (As Pow; Harshly Punish)

20 Hunted: Publicity Seeking Supervillain 11- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

15 Hunted: Show's Producers 14- (As Pow; PC has a Public ID or is otherwise very easy to find; Watching)

10 Psychological Limitation: Absent-Minded (must make an INT Roll to remember anything important that's not directly related to his area of expertise) (Common; Moderate)

20 Psychological Limitation: Code of the Hero (Common; Total)

15 Psychological Limitation: Obsessed; Must Study Ancient Cultures At Every Opportunity (Common; Strong)

10 Psychological Limitation: Quick to action (Common; Moderate)

15 Social Limitation: Professor Johan Brian Prentiss (Frequently; Major)

10 Vulnerability: 1 ½ x STUN Magic (Common)

 

Total Disadvantage Points: 250

 

Background/History: Jonah was too young to serve in WWII but was a soldier in Korea and has seen his share of combat. He had often dreamt of flying through the air using superhuman powers to help those in need. He’d seen more than a few heroes and villains on TV and even up close in his long life. Jonah married young and lost his wife to pneumonia in 1964. He has one son and entered into teaching when he was in his late thirties.

 

It seemed that Professor Prentiss was destined to be nothing more than a stogy septuagenarian college professor; that is, until he vacationed in Rome. A few of the classical studies professors decided to take a trip to Greece. While there, Jonah, along with his academic rival, gained superhuman powers after exposure to an alien artifact, they thought was a WWII era gun shell of some sort. Giddy with power, the two old men flew into the air. After a long discussion as to what to do with their newfound abilities, they decided to become hero and villain (flipping a coin) and see who was the better super-man.

 

Professor Prentiss has let his grand-daughter in on the secret, but his annoying hippie commune son and daughter in law are completely in the dark. He decided to appear on the Project: Superteam! And impressed the judges with his strenght and flight. However he found many of the youngsters in his group vexing. He was the only one to suspect Phaeton's secret and he took the fight to Mister Mako when the psychopath attacked Planewalker.

 

Personality/Motivation: Decades out of his time, Professor Prentiss is none the less living his dream. He knows he's not the most powerful hero out there, but he's clever and as he becomes more experienced he's becoming very effective. Though he gripes about everything, he's got a true soft spot for the youth; it's why he went into teaching. That and he's something of an old perv so hanging out with superheroines is the cat's pajamas.

 

Quote: "Now calm down, son. We can handle this in a civilized manner or I can, what's that term? Open a bottle of whoop-ass on you?"

Powers/Tactics: Professor Powerful is a generic flying brick. Especially in the early goings of his career and his limited (?) appearance on Superteam! If you want to use him after that, have him develop some brick tricks and more combat abilities (ie fill him out to 350pts)

 

Campaign Use: Sure he looks like a grizzled veteran hero, but he's not. He will sometimes act in wide eyed wonder (and maybe fear) at the life he's landed in. But he's a true hero and he comes with his own arch nemesis!

 

Dr. Diabolic is more the former than the latter. He, like Professor Powerful, is in it for fun and thrills. He generally doesn't even beak many laws. (Dr. Diabolic is very similar you could use the same sheet for both of them)

 

Professor Powerful can provide some humorous moments.

 

Appearance: Jonah Prentiss is a man in his mid seventies. Before his transformation he was a vibrant, yet small, man. Now, despite his obvious age, he's hale and full of vigor. He has a powerful if not ripped physique; and though his face shows his age, he’s a handsome man. His hairline is quite receded and the graying has almost taken over completely, but since his transformation it seems to have darkened a little.

 

His costume resembles something from the 50's Sci-Fi serials. It has a somewhat military feel. Dark brown pants with a black stripe, black boots, a white shirt under a brown jacket. The jacket is buttoned and has an upturned gauntlet, in gray, as its device. He wears a gold cape, no mask, and no gloves.

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Ratri (5e, 250pts)

 

RATRI

Adonna Seals

 

Val Char Cost Roll Notes

13+20 STR 3 12- / 16- Lift 151.6kg/2425.1kg; 2 ½d6/6 ½d6 [1]

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

15 CON 10 12-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

15 EGO 10 12- ECV: 5

20 PRE 10 13- PRE Attack: 4d6

16 COM 3 12-

 

6+4 PD 3 Total: 6/10 PD (0 rPD)

6 ED 3 Total: 6 ED (0 rED)

4 SPD 16 Phases: 3, 6, 9, 12

6+4 REC 0

30 END 0

25+12 STUN 0 Total Characteristic Cost: 73

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

20 Child of the Night Powers: Elemental Control, 40-point powers

20 1) Body Of The Shadow: Desolidification (affected by darkness or light powers) (40 Active Points) 4

17 2) Merge With Shadows: Invisibility to Sight Group, Mind Scan, Combat Sense and Mental Awareness , No Fringe (41 Active Points); Only In Darkness/Shadows (-¼) 4

20 3) Moonbeam: Energy Blast 8d6 (40 Active Points) 4

30 4) Nightfall: Darkness to Sight Group 4" radius, Personal Immunity (+¼) (50 Active Points) 5

30 5) Shadow Bonds: Entangle 4d6, 4 DEF (Stops A Given Sense Group Sight Group) (50 Active Points) 5

 

11 Lunar Strength: (Total: 20 Active Cost, 11 Real Cost) +5 STR (5 Active Points); Only At Night (-¼) (Real Cost: 4) plus +5 STR (5 Active Points); Only At Night During A Quarter Moon (-½) (Real Cost: 3) plus +5 STR (5 Active Points); Only At Night During A Gibbous Moon (-1 ¼) (Real Cost: 2) plus +5 STR (5 Active Points); Only At Night During A Full Moon (-2) (Real Cost: 2) 4

5 Nighteyes: Nightvision 0

4 Strongwilled: Mental Defense (7 points total) 0

 

Talents

3 Absolute Time Sense

 

Skills

3 Concealment 12-

2 KS: Arcane And Occult Lore 11-

3 Paramedics 12-

3 Seduction 13-

3 Shadowing 12-

3 Stealth 12-

 

Total Powers & Skill Cost: 177

Total Cost: 250

 

200+ Disadvantages

20 Hunted: Publicity Seeking Supervillain 11- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

15 Hunted: Show's Producers 14- (As Pow; PC has a Public ID or is otherwise very easy to find; Watching)

20 Hunted: Wastelords 8- (Mo Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

10 Psychological Limitation: Crush of Phaeton (Common; Moderate)

10 Psychological Limitation: Curious (Common; Moderate)

20 Psychological Limitation: Defender of the Innocent; will sacrifice self to save others (Common; Total)

10 Psychological Limitation: Quiet and conemplative (Common; Moderate)

10 Reputation: Reality TV Heroine, 11-

15 Social Limitation: Secret Identity (Frequently; Major)

10 Vulnerability: 1 ½ x Effect Light Based Flash Attacks (Common)

10 Vulnerability: 2 x STUN Sunlight Based Attacks (Uncommon)

 

Total Disadvantage Points: 250

 

Background/History: Adonna does not know which goddess of night gave her her powers and sent her to fight evil. She only knows it was one. In a dream a beautiful woman appeared, she offered Adonna power if she'd use it to protect the innocent. Adonna agreed and she bathed in a pool of silver moonlight. When she awoke she had tremendous powers. But she cannot remember who gave them to her. Ratri is the name of a benevolent night goddess from the Hindu religion. Adonna took that name and since she still maintains her powers has assumed that is the goddess who is her benefactor.

 

Personality/Motivation: Ratri is a dedicated heroine. She holds innocent lives as more value than her own and will enter into obviously lethal situations to save someone. She isn't sure what about this publicity stunt called Project: Superteam! attracted her; she assumes she must be here for a reason. She gets along well enough with the others but she has kept very much to herself. Her beauty and presence alone has attracted her attention.

 

She quickly developed a crush on the sweet, naive Phaeton.

 

Quote: "I feel something is amiss."

 

Powers/Tactics: Command over shadows and the night itself, Ratri can cast a beam of silvery light as her main offensive power, she can also summon tangible shadow to bind her foes. She lacks great defenses but can become a three dimensional shadow and avoid most attacks. She is physically more powerful at night and even more so depending on the phase of the moon. During the week of the full moon she can lift over two tons.

 

Campaign Use: Ratri is unusual in that she is an upbeat (comparatively) shadow wielding heroine. If you'd like to tone her powers down get rid of the Moonbeam first. To make her more formidable increase her Characteristics and give her some sort of resistant defenses.

 

Appearance: Something of a "goth" but not really. Adonna has pale skin and her hair and eyes are the color of night. If you look at her long enough, you swear you can see stars in there. She wears a black costume wth consists of bustier and long skirt. She wears silver arm braces and bracelets Her boots are long and black and she wears a tiara that is silver with a white opal shaped like a crescent moon at her brow.

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The Blaster (5e, 250pts)

 

THE BLASTER

James Walters

 

Val Char Cost Roll Notes

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

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

20 CON 20 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

11 EGO 2 11- ECV: 4

18 PRE 8 13- PRE Attack: 3 ½d6

12 COM 1 11-

 

7+3 PD 4 Total: 7/10 PD (0/3 rPD)

7+14 ED 3 Total: 7/21 ED (0/14 rED)

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

7 REC 0

40 END 0

35 STUN 7 Total Characteristic Cost: 83

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

133 The Blaster!: Energy Blast 20d6, Variable Advantage (+½ Advantages; +1) (200 Active Points); Inaccurate ½ OCV (-¼), Extra Time (Delayed Phase, -¼) 20

27 Toughened Form: Armor (3 PD/14 ED) 0

 

Talents

3 Quick on the Trigger: Lightning Reflexes: +2 DEX to act first with All Actions

 

Skills

2 KS: The Superhuman World 11-

2 PS: Short order Cook 11-

 

Total Powers & Skill Cost: 167

Total Cost: 250

 

200+ Disadvantages

15 Dependent NPC: Midge the Meddling Mother 11- (Normal)

20 Hunted: Publicity Seeking Supervillain 11- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

15 Hunted: Show's Producers 14- (As Pow; PC has a Public ID or is otherwise very easy to find; Watching)

20 Hunted: Wastelords 8- (Mo Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

20 Psychological Limitation: Code of the Badass (Common; Total)

15 Psychological Limitation: Overconfident (Very Common; Moderate)

10 Psychological Limitation: Wants to be respected (Common; Moderate)

15 Reputation: (DANGEROUS)Reality TV Hero, 11- (Extreme)

15 Social Limitation: Secret Identity (Frequently; Major)

5 Unluck: 1d6

Total Disadvantage Points: 250

Background/History: James Walters is without a doubt the most dangerous contestant on the show. His power demonstration nearly destroyed the studio. He claims to have gotten his powers in a lab accident but hasn't shown any affinity for lab work of any kind. His mother thought he'd be great for the team (and it would get him out of the house). He's always been a fan of superheroes and this gives him the opportunity to become one. Donning a costume his mom made him he is ready to battle evil!

 

Personality/Motivation: The Blaster is a true hero. Overconfident, heroic, and not at all concerned that he is a one trick pony. He rushes headlong into battle regardless of the fact that he strikes last and is a bad shot...

If he makes it through Training Day, he might become the hero he envisions himself.

 

Quote: "Don't worry, I can handle this."

-soon-

"Um...sorry about that."

Powers/Tactics: James Walters has the impressive and out of control ability to produce a massive energy discharge. He's not a very good shot but has a surprising amount of control over the effects of the shot.

Campaign Use: A powerful one trick pony. If you want to take him down a peg, Drop his blast to 15d6. If you want to make him more impressive, give him a few more abilities, and drop some CSL's on him.

 

Appearance: Dark brown hair and brown eyes, James is average height and has a heroic build, he's been training for a while it seems. (to look good) He wears jeans and tee-shirts and doesn't seem to know how to do laundry.

 

His costume is a curious mishmash of superhero trends of the recent past. He wears a dark blue body suit with black armor over his chest, thighs, and boots. Over this he wears a dark gray trench coat with black armor at the shoulders. The sleeves of the coat are rolled to his elbows and he wears white gloves with no fingers. His face is concealed by a headband with black goggles over his eyes.

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Undetermined (5e, 250pts)

 

UNDETERMINED

Kale Mahn

 

Val Char Cost Roll Notes

50 STR 15 19- Lift 25.6tons; 10d6 [3]

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

40 CON 20 17-

12 BODY 4 11-

10 INT 0 11- PER Roll 11-

11 EGO 2 11- ECV: 4

18 PRE 8 13- PRE Attack: 3 ½d6

14 COM 2 12-

 

17+18 PD 3 Total: 17/35 PD (0/18 rPD)

17+18 ED 4 Total: 17/35 ED (0/18 rED)

3 SPD 6 Phases: 4, 8, 12

18 REC 0

80 END 0

63 STUN 5 Total Characteristic Cost: 81

 

Movement: Running: 6"/12"

Leaping: 10"/20"

Swimming: 2"/4"

 

Cost Powers END

131 Body Of Metal: (Total: 142 Active Cost, 131 Real Cost) Armor (18 PD/18 ED) (54 Active Points); Visible (-¼) (Real Cost: 43) plus Knockback Resistance -4" (Real Cost: 8) plus +25 STR, Reduced Endurance (½ END; +¼) (31 Active Points) (Real Cost: 31) plus +20 CON (Real Cost: 40) plus +4 PD (Real Cost: 4) plus +5 ED (Real Cost: 5) 1

 

Skills

3 Hoist 11-

3 Mechanics 11-

2 PS: Cook 11-

4 PS: Landscaper 13-

3 PS: Surfer 12-

3 Scholar

2 1) KS: College Football (3 Active Points) 12-

1 2) KS: Flower Arranging (2 Active Points) 11-

1 3) KS: Landscaping (2 Active Points) 11-

3 Streetwise 13-

2 Survival (Tropical) 11-

8 TF: Common Motorized Ground Vehicles, Rafts, Small Rowed Boats, Surfing, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Windsurfing

3 Teamwork 12-

 

Total Powers & Skill Cost: 169

Total Cost: 250

 

200+ Disadvantages

20 Hunted: Lords of the Wasteland 8- (Mo Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

20 Hunted: Publicity Seeking Supervillain 11- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

15 Hunted: Show's Producers 14- (As Pow; PC has a Public ID or is otherwise very easy to find; Watching)

20 Psychological Limitation: Code vs Killing (Common; Total)

10 Psychological Limitation: Easygoing, slow to anger (Common; Moderate)

10 Psychological Limitation: Lost in his own little world (Common; Moderate)

10 Psychological Limitation: Respectful and protective of the elderly, women, and children (Common; Moderate)

10 Reputation: Reality TV Superhero, 11-

15 Social Limitation: Public Identity (Frequently; Major)

20 Vulnerability: 2 x STUN Electrical Attacks (Common)

 

Total Disadvantage Points: 250

 

Background/History: Kale Mahnn is from Hawaii. Samoan on his mother's side and Hawiian/Scottish on his father's side, he grew up a big boy. When his mutant powers kicked in at the age of 13 he hid them. They weren't useful for a life of surfing and would prevent him from playing football at the University of Hawaii. After college he got a job as a landscaper and settled into the rest of his life.

 

Then he met Jillian Park. Jillian was lovely, vivacious, and they fell in love almost immediately. Their courtship was fast and they were sending wedding invitations out nine months later. Although he was initially concerned how she would feel about his mutant power to change into a walking metallic statue, he decided to tell her the day before the wedding. Kale was surprised to find that Jillian was not only fine with his mutant abilities but she constantly told him he should do something with them. But Kale wasn't into the tights game and he simply wanted to be a family man.

 

Jillian was diagnosed with cancer three days after their first anniversary; in six months she was gone. Kale's life had gone through such joy and pain in those three years that he didn't know what to do. He decided to honor Jillian's wish of him "doing something" with powers and when he saw the ads for Project: Superteam!, he decided it would be a start. Kale still has trouble wrapping his brain around the superhero stuff; he is the only contestant without a codename, he simply hasn't come up with a name or costume. He wears work boots, blue jeans, and an old University of Hawaii football jersey.

 

Personality/Motivation: Kale wants to be a hero to honor his lost love. He is one of the favorites on the show due to the overwhelming sympathy his story illicits. He gets along well with everyone, and although he often shakes his head in disbelief over some of the characters and antics going on around him, he does as good a job as he can.

 

Sadly, he's still greiving and is kind of lost in his own melodrama.

 

Quote: "What do you think about Copper-Top? No? Okay...What do you want me to lift?"

 

Powers/Tactics: Kale can become a being of living metal. This gives him tremendous strength, endurance, and resiliance. He was alway big and strong and this simply expands upon that. He has begun to pick up some "Brick" style skills (Hoist) and the trainers are trying to get him to perform Brick Tricks. He has shown to be one of the most durable contestants so far.

 

Campaign Use: Project: Superteam! group is supposed to be somewhat light-hearted, somewhat silly, but with potential. Many of these guys have no skill levels to speak of, and often have skills and powers that do not at complement each other. If you want to make them even closer to "Normals" drop his base STR to 15 or 20. His DEF can drop to about 20 as well. If you want these guys to be a bit more formidable...good luck! Just kidding! Besides the obvious Stat Increase, you could add some versatility to him by giving him Brick Tricks, or the Brick Martial arts, but CSL's are a must.

 

Appearance: Kale is tall and muscular. He is the handsome muscle-beach dude archetype rather than the heavyset behemoth archetype. He has black hair, brown eyes and tanned skin. When activates his powers his body becomes metallic resembling copper in color with his "hair" a glossy black. His eyes inexplicably become metallic green when he transforms. His standard costume is mentioned in his Background/History.

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