Jump to content

[Else Earth] Hero A Day...Sorta (2014)


Enforcer84

Recommended Posts

Empyrean

 

Val   Char   Cost    Roll     Notes

  95    STR      55      28-      Lift 13.1ktons; 19d6 [12]

  27    DEX     34      14-

  40    CON     30      17-

  18    INT        8       13-      PER Roll 13-/18-

  24    EGO     14      14-

  40    PRE      30      17-      PRE Attack:  8d6

 

  11    OCV     40     

   9     DCV     30     

   6     OMCV  9      

  10    DMCV 21     

   6     SPD      40                  Phases:  2, 4, 6, 8, 10, 12

 

  35    PD        18                  Total:  35 PD (15 rPD)

  35    ED        18                  Total:  35 ED (15 rED)

  20    REC     16

  80    END     12

  25    BODY  15

  80    STUN   30      Total Characteristic Cost:  420

 

Movement:    Running:  12m/24m

                         Flight:  25m/100m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

                         Teleportation:  0m/1m/0m/2m

 

Cost   Powers                                                                                   END

125    Sun God Powers:  Multipower, 125-point reserve                 

8f       1)  Blinding Presence:  Sight Group Flash 9d6, Personal Immunity (+¼), Reduced Endurance (0 END; +½), Area Effect: Radius (+1) (124 Active Points); No Range (-½)                               0

7f       2)  Burning Down Inside:  Blast 10d6, Penetrating (+½) (75 Active Points) 7

1f       3)  Create Light:  Sight Group Images, +4 to PER Roll (22 Active Points); Only To Create Light (-1)    2

6f       4)  Extinguish Fire:  Dispel Fire Powers 16d6,  (+¼) (60 Active Points)         6

6f       5)  Falling Star :  Energy Blast 12d6, Area Of Effect (1m Radius; +¼) (75 Active Points); Can Be Missile Deflected (-¼)                                                                                                       7

5f       6)  Fiery Prison:  Killing Attack - Ranged 2d6, Area Of Effect (1m Radius; +¼), Reduced Endurance (0 END; +½), Continuous (+1) (82 Active Points); Targets Only Take Damage If They Touch Cage Or Move In/Out Of The Affected Hex (-½)     0

12f     7)  Fire Bolt:  Energy Blast 20d6, Reduced Endurance (Half END; +¼) (125 Active Points)   5

7f       8)  Fire Fan:  Energy Blast 12d6, Area Of Effect (1m Line; +¼) (75 Active Points)  7

12f     9)  Heat Beam:  Energy Blast 10d6, Reduced Endurance (0 END; +½), No Normal Defense (LS:Vacuum, Fire Powers) (+1) (125 Active Points)                                                                              0

1f       10) Kindle:  RKA 1 point, Sticky (only affects flammables; +¼), Constant (+½), Reduced Endurance (0 END; +½), Uncontrolled (+½), Indirect (Source Point can vary from use to use, path can change with every use; +1) (19 Active Points); Limited Range 40m (-¼)                                                                                      0

4f       11) Light Form:  Desolidification , Reduced Endurance (0 END; +½) (60 Active Points); Cannot Move through Solid Objects (-½)                                                                                                  0

4f       12) Photonic Wall:  Force Wall 8 PD/8 ED, 0 BODY (up to 1m long, 1m tall, and ½m thick), 8 points Flash Defense (44 Active Points)                                                                                          4

5f       13) Pyrokinetic Fist:  Telekinesis (50 STR), Fine Manipulation, Reduced Endurance (Half END; +¼) (106 Active Points); Only Works On Limited Types Of Objects Very Limited Group of Objects (-1), Cannot Be Used With Multiple-Power Attacks (-¼)                                                                                                       4

           Notes:  This ability summons a great fist of flame and heat. The fist can do crushing damage, "Punching" damage and has a special effect of Fire for vulnerabilities. Somehow, it does not burn victims of its grasp

10f     14) Searing Heat:  RKA 3d6+1, Increased STUN Multiplier (+½), Reduced Endurance (0 END; +½) (100 Active Points)                                                                                                       0

5f       15) Wall of Fire:  (Total: 59 Active Cost, 47 Real Cost) Force Wall 10 ED, 0 BODY (up to 1m long, 1m tall, and ½m thick), Transparent to PD Attacks (+½) (22 Active Points) (Real Cost: 22) plus Killing Attack - Ranged 1d6, Damage Shield (+½), Continuous (+1) (37 Active Points); No Knockback (-¼), Linked (Force Wall; -¼) (Real Cost: 25)        6

                                                                                                                   

75      Wayfarer's Path:  Multipower, 75-point reserve                    

4f       1)  Atmospheric Flight:  Flight 25m, Improved Noncombat Movement (x4), Position Shift, Reduced Endurance (½ END; +¼) (44 Active Points)                                                                       1

1f       2)  Atmospheric Lightspeed Travel:  Teleportation 1m, Megascale (1" = 100,000 km; +1 ½), Can Be Scaled Down 1" = 1km (+¼) (3 Active Points)                                                                1

4f       3)  Cosmic Travel:  Faster-Than-Light Travel (15 Light Years/hour) (44 Active Points)            0

                                                                                                                   

           Cosmic Deity                                                                                

26      1)  Deitific Resilience:  +15 ED, Hardened (+¼), Resistant (+½) (26 Active Points)  

26      2)  Deitific Resilience:  +15 PD, Hardened (+¼), Resistant (+½) (26 Active Points)  

5         3)  Eyes of Fire and Heat:  Infrared Perception (Sight Group)         0

10      4)  Eyes of Light and Fire:  Sight Group Flash Defense (10 points)                0

30      5)  Flame Immunity:  Energy Damage Reduction, Resistant, 75% (60 Active Points); Limited Power: Fire Only (-1)          0

3         6)  I'm not going anywhere:  Knockback Resistance -3m 0

5         7)  Is it cold in here? I didn't notice:  +10 ED (10 Active Points); Limited Power: only vs. cold attacks (-1)       

9         8)  Regeneration:  Healing BODY 2d6 (20 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 ¼)             2

13      9)  Solar Strength:  +30 STR (30 Active Points); No Figured Characteristics (-½), Increased Endurance Cost (x2 END; -½), Only In Daylight (-¼)                                                                          6

10      10) Supernatural Being:  Power Defense (10 points)         0

12      11) The minds of Gods are hard to interact with, No?:  Mental Defense (12 points total)        0

50      12) You'll have to do better than that.:  Life Support  (Eating Character does not eat; 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; Self-Contained Breathing; Sleeping Character does not sleep), Inherent (+¼) (50 Active Points)            0

                                                                                                                   

           Legion of Justice Comm-Link, all slots IAF (-½)                     

7         1)  Advanced Radio Sensors:  +5 PER with Radio Group (10 Active Points); IAF (-½)              0

6         2)  Basic Communications :  High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As  Sight and Hearing As well as Radio (-½), IAF (-½)                                0

2         3)  GPS:  Detect Location 9- (Unusual Group) (3 Active Points); IAF (-½)   0

6         4)  Laser Scanner:  Detect Information from a Bar Code 9- (Radio Group), Discriminatory, Analyze (12 Active Points); Sense Affected As  Sight as well as Radio (-½), IAF (-½)              0

10      5)  Legion Database Link-Up:  Mind Link , Machine class of minds, Ada (LoJ AI), Any distance, No LOS Needed (20 Active Points); Sense Affected As  Sight, Hearing, and Radio Groups (rather than Mental) (-½), IAF (-½)           0

8         6)  Remote Security Camera Link-Up:  Clairsentience (Sight Group) (20 Active Points); Only Through Security Cameras (-½), Sense Affected As  Sight  As well as Radio (-½), IAF (-½) 2

 

           Warrior Arts

           Maneuver        OCV   DCV    Notes

4         Block                +2      +2      Block, Abort

4         Disarm              -1       +1      Disarm; 105 STR to Disarm

5         Far Shot           +1       -1      Strike

3         Grappling          -1       -1      Grab Two Limbs, 105 STR for holding on

3         Legsweep         +2       -1      20d6 Strike, Target Falls

4         Ranged Disarm +0     +0      Disarm, +3 DC to Disarm

3         Strikes               +1      +0      21d6 Strike

3         Throw               +0      +1      19d6 +v/5, Target Falls

4         Trip                    -1       -1      v/5, Target Falls

1         Weapon Element:  Blades

1         Weapon Element:  Clubs

1         Weapon Element:  Polearms and Spears

1         Weapon Element:  Two-Handed Weapons

 

           Perks

10      Base of Operations:  Vehicles & Bases

10      Bleeding Cash:  Money:  Wealthy

9         Legion of Justice :  Fringe Benefit:  Membership: Legion of Justice, Passport, Security Clearance: Level 5

3         Not much of a file on me:  Anonymity: Extra-Terrestrial Being with No Criminal Record

6         OMG It's you!!:  Reputation:  Member of Famous Superteam (A large group) 14-, +2/+2d6

3         Well-Connected

20      1)  Fraternity:  Contact:  Gods of Olympus (Contact has extremely useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11-

26      2)  Fraternity:  Contact:  New Asgard (Contact has extremely useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (27 Active Points) 13-

3         3)  Friendly Rivals:  Contact:  The Frontline (Contact has useful Skills or resources, Good relationship with Contact) (4 Active Points) 11-

11      4)  Green Card Society:  Contact:  Enclave (Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 11-

1         5)  I Believe the Children Are Our Future...:  Contact:  Promethean Academy (2 Active Points) 11-

2         6)  I know of them:  Contact:  Other Deities acting on Earthrealm (Contact has useful Skills or resources) (3 Active Points) 11-

 

           Talents

6         Easy on the Eyes:  +2/+2d6 Striking Appearance (vs. all characters)

25      I Speak Your Language:  Universal Translator 18-

5         Long Memory:  Eidetic Memory

3         Musically Inclined:  Perfect Pitch

3         Northstar Detection:  Bump Of Direction

 

           Skills

10      +1 with All Combat

40      +5 with Fire Powers

3         Analyze:  Combat 13-

3         Conversation 17-

3         Gambling 13-

3         High Society 17-

3         Interrogation 17-

3         Jack of All Trades

2         1)  PS: Artist (Painter) (3 Active Points) 12-

2         2)  PS: Chef (3 Active Points) 13-

2         3)  PS: Musician (Guitarist) (3 Active Points) 14-

2         4)  PS: Musician (Scitar) (3 Active Points) 14-

2         5)  PS: Musician (Vocalist) (3 Active Points) 17-

3         Linguist

0         1)  Language:  Bathran (Idiomatic, native accent) (4 Active Points)

3         2)  Language:  English (Idiomatic, native accent) (4 Active Points)

3         3)  Language:  Greek (Idiomatic, native accent) (4 Active Points)

2         4)  Language:  Old Norse (completely fluent) (3 Active Points)

17      Power:  Sun God Tricks 20-

3         Scholar

2         1)  KS: Active Deities (3 Active Points) 13-

2         2)  KS: Bathran Mythology (3 Active Points) 13-

2         3)  KS: Cooking Styles (3 Active Points) 13-

2         4)  KS: Greek Mythology (3 Active Points) 13-

2         5)  KS: Legends And Lore (3 Active Points) 13-

2         6)  KS: Musical Styles (3 Active Points) 13-

2         7)  KS: Norse Mythology (3 Active Points) 13-

2         8)  KS: The Superhuman World (3 Active Points) 13-

3         Streetwise 17-

1         TF:  Flying Beasts

3         Tactics 13-

3         Teamwork 14-

5         WF:  Common Melee Weapons, Common Missile Weapons, Lances

 

Total Powers & Skill Cost:  863

Total Cost:  1283

 

400+     Matching Complications

10      Distinctive Features:  Well-built man with reddish skin, flaming head Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses

15      Hunted:  Rogues Gallery Infrequently, As Powerful, NCI, Harshly Punish

10      Hunted:  Department of Metahuman Affairs 8- (Mo Pow; NCI; Watching)

10      Psychological Limitation:   Thrill Seeker Common, Moderate

15      Psychological Limitation:  In love with Freya Common, Strong

15      Social Limitation:  Secret Identity Frequently (11-), Major

883    Experience Points

 

Total Complications Points:  1283

 

Background/History:  Hallax the Sun-Bringer was a God on the world of Moara. He had ruled alongside his extended divine family for countless generations. Slowly, the people of Moara began to lessen their need, and then their deference to the gods. Like Earth pantheons before them the God's of Moara took leave of their world allowing their people to grow while taking a large number of their truly faithful with them to another plane. Hallax decided to journey the stars.

 

He was one of the few, even among the Gods, who could venture unaided into space. He spent the next millennia in exploration. Then he found Earth.

Hallax saw this as a release from his boredom. Hallax found Earth to be marvelous. He had never seen so many beings of great power before. Heroes and monsters all over again; he wanted to participate. After studying the world for some time, Hallax took the nomme de gurre, Empyrean and tried to do good. However, a neophyte group of superheroes mistook him for a villain and he was attacked. The misunderstanding was cleared up and Empyrean agreed to accompany the group on their endeavors (mostly on the request of the beautiful goddess, Freya).

 

Empyrean has stayed with the LoJ ever since. He knows that sometimes the runaway egos on the team grate on the rest of the superhero community and suspects that Lockdown may one day go completely off his rocker, but he stays with them and does what he can to bridge the gap between

the arrogance and heroism.

 

Personality/Motivation:  Empyrean is a surprisingly easy going being formerly worshipped as a god. He is for the most part without arrogance and tends to laugh in the face of Superion's attitudes and Lockdown's burgeoning paranoia.

 

He enjoys being a hero more than he did a god and is very comfortable "mixing with the mortals" as he calls it. He has been sweet on Freya ever since he first laid eyes on her, and it’s not simply because of her nature and gifts. He admires her spirit and her warrior wanton attitude. They spend a lot of time together but are not a couple (Yet).

 

Quote:  "I glow bright like the sun and I will burn you if you aren't careful."

"Hey, I used to sit on a throne of gold and have naked virgins attending to my every need; I don't need this job, I do it because I love it."

 

Powers/Tactics:  Sun God. He has intense light/fire abilities and a powerful physical presence. He tends to keep his abilities toned down at the beginning of battle to avoid unnecessary death and destruction, but if he ever deems it NECCESSARY, then all hell will break loose.

 

In addition to his powers he's a skilled warrior with centuries of experience. He works well with his team following Freya's lead (or occasionally Man O'War's to give the guy a break) and does his best to keep destruction to a minimum. He's not above calling out his team mates for crazy/stupid acts that endanger innocents.

 

Campaign Use:  Empyrean is the shining example in the Lords of Justice. His demeanor is in direct contrast to the bulk of his comrades, and he should be the one who gets along with others and reminds heroes that the LoJ are on the side of the angels, even if they are annoying.

 

He's the more easy going power house, more approachable than Superion, Magus, or even Freya.

 

Appearance:  Imposingly tall man with reddish skin, white hair and golden eyes. Hallax bears a "Van Dyke" style beard and moustache and a ready smile. Muscular and well built, a tad leaner than Superion - he wears a costume befitting a "space God:" Bronze leggings, belt and shouders that hover above him held there by his will alone, a white half robe with a broad bandolier across his chest. A crown of flames adorns his head. Finally, when he uses his powers golden flames iwth tips of red are the order of the day.

 

post-198-0-91739900-1403829417_thumb.jpg

Link to comment
Share on other sites

  • Replies 183
  • Created
  • Last Reply

Top Posters In This Topic

Helmsman

 

   Val     Char   Cost    Roll           Notes

60+20  STR      50      21- / 25-   Lift 102.4tons/1.6ktons; 12d6/16d6 [3]

    26      DEX     32      14-

    40      CON     30      17-

    13      INT        3       12-            PER Roll 14-/19-

    17      EGO      7       12-

    25      PRE      15      14-            PRE Attack:  5d6

 

    11      OCV     40     

     9       DCV     30     

     3       OMCV  0      

     6       DMCV  9      

     6       SPD      40                        Phases:  2, 4, 6, 8, 10, 12

 

    25      PD        13                        Total:  25 PD (10 rPD)

    25      ED        13                        Total:  25 ED (10 rED)

    20      REC     16

    80      END     12

    13      BODY   3

    80      STUN   30      Total Characteristic Cost:  343

 

Movement:       Running:  12m/24m

                            Flight:  0m/14m/0m/28m

                            Leaping:  4m/8m

                            Swimming:  17m/68m

 

Cost   Powers                                                                                   END

217    Hydrokinesis:  Variable Power Pool, 87 base + 130 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (282 Active Points); Limited Special Effect Hydrokinesis (-½)    

0         1) Gyser Blast:  Energy Blast 10d6, Double Knockback (+¾) (87 Active Points) Real Cost: 87              9

0         2) Dehydrate:  Energy Blast 5d6, No Normal Defense (+1) (50 Active Points); Victim At Least 50% Immersed In Water Gets A Free Recovery Of This Damage Each Phase (-½) Real Cost: 33    5

0         3) Drowning:  Killing Attack - Ranged 1d6, No Normal Defense (+1), Does BODY (+1), Continuous (+1) (60 Active Points) Real Cost: 60                                                                                       6

0         4) Fire Extinguisher:  Dispel Fire Powers 16d6,  (+¼) (60 Active Points) Real Cost: 60            6

0         5) Red Sea Effect:  Telekinesis (80 STR), Affects Porous (130 Active Points); Only To Part Waters (-2) Real Cost: 43      13

0         6) Hydrokinisis:  Telekinesis (34 STR) (51 Active Points); Only Works On Water Very Limited Group of Objects (-1), can't "crush": Slightly (-¼) Real Cost: 23                                        5

0         7) Sea Web:  Entangle 5d6, 5 PD/5 ED (50 Active Points) Real Cost: 50      5

0         8) Wall of Waves:  Force Wall 8 PD/12 ED, 0 BODY (up to 1m long, 1m tall, and ½m thick) (30 Active Points) Real Cost: 30                                                                                                       3

                                                                                                                   

           Minor Hydrokineses                                                                   

3         1)  Water Column:  Flight 8m (8 Active Points); Only Within 8" Of Water (-1 ½)        1

10      2)  Water Walkway:  Flight 6m, Usable Simultaneously (up to 8 people at once; +1) (12 Active Points); Only In Contact Of Surface Of Water Of Designated Body Of Water (-¼)       1

                                                                                                                   

           Aquatic Physiology                                                                     

15      1)  Aquatic Might:  +20 STR, Reduced Endurance (0 END; +½) (30 Active Points); Limited Power Only Underwater (-1)              

6         2)  Aquatic Regeneration:  Regeneration (3 BODY per Day) (12 Active Points); Limited Power Only Under Seawater (-1)                                                                                                       0

14      3)  Aquatic man:  Life Support  (Eating Character only has to eat once per week; Expanded Breathing: Water; Longevity 400 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Low Pressure/Vacuum; Sleeping Character only has to sleep 8 hours per week)                                                                                     0

15      4)  Efficient Strength:  Reduced Endurance (½ END; +¼) (15 Active Points) applied to STR

3         5)  Have A Drink:  Life Support  (Eating Character does not eat), Usable Simultaneously (up to 16 people at once; +1 ¼) (7 Active Points); Only To Provide Water To Drink (-1), 1 Continuing Charge lasting 1 Day (-0) [1 cc]

14      6)  Peerless Swimmer:  Swimming +13m (17m total) (x4 Noncombat), Reduced Endurance (½ END; +¼) (14 Active Points)                                                                                                       1

                                                                                                                   

           Meta Senses                                                                                 

18      1)  Delphine Sonar:  (Total: 18 Active Cost, 18 Real Cost) Active Sonar (Hearing Group) (Real Cost: 15) plus Ultrasonic Perception (Hearing Group) (Real Cost: 3)                           0

5         2)  Depth Vision:  Ultraviolet Perception (Sight Group)      0

6         3)  Keen Senses:  +2 PER with all Sense Groups                  0

5         4)  Thermal Vision:  Infrared Perception (Sight Group)      0

5         5)  Underwater Eyes:  Nightvision                                          0

31      6)  Water Currents Sense:  Detect A Class Of Things 14-/17- (Unusual Group), Discriminatory, Increased Arc of Perception, Range, Sense, Targeting Sense                                                0

                                                                                                                   

           Metauhman Toughness                                                             

15      1)  Toughness:  +10 PD, Resistant (+½) (15 Active Points) 

15      2)  Toughness:  +10 ED, Resistant (+½) (15 Active Points) 

7         3)  Bracing:  Knockback Resistance -10m (10 Active Points); Costs Endurance (-½)               1

30      4)  Tougher than he looks:  Energy Damage Reduction, Resistant, 50%      0

30      5)  Tougher than he looks:  Physical Damage Reduction, Resistant, 50%   0

                                                                                                                   

           Legion of Justice Comm-Link, all slots IAF (-½)                   

7         1)  Advanced Radio Sensors:  +5 PER with Radio Group (10 Active Points); IAF (-½)              0

6         2)  Basic Communications :  High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As  Sight and Hearing As well as Radio (-½), IAF (-½)                                0

1         3)  GPS:  Detect Location 9- (Unusual Group) (2 Active Points); IAF (-½)   0

6         4)  Laser Scanner:  Detect Information from a Bar Code 9- (Radio Group), Discriminatory, Analyze (12 Active Points); Sense Affected As  Sight as well as Radio (-½), IAF (-½)              0

10      5)  Legion Database Link-Up:  Mind Link , Machine class of minds, Ada (LoJ AI), Any distance, No LOS Needed (20 Active Points); Sense Affected As  Sight, Hearing, and Radio Groups (rather than Mental) (-½), IAF (-½)        0

8         6)  Remote Security Camera Link-Up:  Clairsentience (Sight Group) (20 Active Points); Only Through Security Cameras (-½), Sense Affected As  Sight  As well as Radio (-½), IAF (-½) 2

 

           Aikido

           Maneuver        OCV   DCV    Notes

16      +4 HTH Damage Class(es)

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

4         Escape              +0      +0      95 STR  / 115 STR vs. Grabs

3         Hold                  -1       -1      Grab Two Limbs, 90 STR  / 110 STR for holding on

5         Strike                +1      +3      16d6 / 20d6 Strike

3         Throw               +0      +1      16d6 / 20d6 +v/5, Target Falls

1         Weapon Element:  Polearms and Spears

 

           Perks

10      Base of Operations:  Contribution for the Bastion of Justice

20      I have People?:  Followers: PR Guy, Literary Agent, Personal Assistant

9         Legion of Justice :  Fringe Benefit:  Membership: Legion of Justice, Passport, Security Clearance: Level 5

6         Love me!:  Reputation:  Member of Incredibly Famous Superteam; Top Model; Romance Author (A large group) 14-, +2/+2d6

15      Oceanview Villa:  Personal Base

15      Superhero Superstar:  Money:  Filthy Rich

25      The Corsair:  Vehicle

3         Well-Connected

4         1)  Biggest Fan:  Contact:  Ultra Woman (Contact has access to major institutions, Contact has significant Contacts of her own, Contact has useful Skills or resources, Contact is embarrassed by her love of his novels) (5 Active Points) 11-

1         2)  I'm not Shakespeare but I do alright.:  Contact:  The Literary World, small group (2 Active Points) 11-

 

           Talents

2         Master of the Seven Seas:  Environmental Movement (Underwater)

3         Expert Navigator:  Bump Of Direction

3         Master of the Seven Seas:  Lightning Reflexes: +6 DEX to act first with All Actions (+6 DEX to act first with All Actions) (6 Active Points); Limited Power Only Underwater (-1)

 

           Skills

16      +2 with HTH Combat

12      +4 with Underwater Combat

2         -16)  AK: Atlantis 11-

8         Animal Handler (Aquatic Animals) 17-

3         Bureaucratics 14-

3         Charm 14-

3         Combat Driving 14-

3         Combat Piloting 14-

2         -10)  CuK: Atlantis 11-

3         Demolitions 12-

3         High Society 14-

3         Jack of All Trades

2         1)  PS: Model (3 Active Points) 14-

1         2)  PS: Sailor (2 Active Points) 11-

2         3)  PS: Writer (3 Active Points) 12-

2         Navigation (Marine) 12-

3         Persuasion 14-

3         Riding 14-

3         Scholar

1         1)  KS: Aikido (2 Active Points) 11-

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

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

1         4)  KS: Romance (2 Active Points) 11-

2         5)  KS: Sexual Positions and Techniques (3 Active Points) 12-

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

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

3         Survival 12-

3         Systems Operation 12-

17      TF:  Common Motorized Ground Vehicles, Riding Animals, Balloons & Zeppelins, Large Military Ships, Large Motorized Boats, Large Rowed Boats, Large Wind-Powered Boats, Rafts, Skiing (water), Small Military Ships, Small Motorized Boats, Small Planes, Small Rowed Boats, Small Wind-Powered Boats, Submarines, Surfing, Windsurfing

3         Teamwork 14-

3         Trading 14-

2         WF:  Common Melee Weapons

 

Total Powers & Skill Cost:  771

Total Cost:  1114

 

400+     Matching Complications

5         Distinctive Features: Handsome:  Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses

10      Hunted:  Fans out of touch with reality 11- (Frequently) (Less Pow; PC has a Public ID or is otherwise very easy to find; Mildly Punish)

20      Hunted:  Lords of Justice Rogues Gallery 11- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

15      Psychological Complication:  Protective of his Fans and Defensive of his Career (Common; Strong)

10      Psychological Limitation:  Lecherous Gloryhound (Common; Moderate)

15      Social Limitation:  Public Identity (Frequently; Major)

714    Experience Points

(56 points unspent)

 

Total Complications Points:  1114

 

Background/History:  Damon Helmsman is the king of Atlantis - well, if you read the novels featuring his super heroic persona - he is. In reality, Damon is David Pitt, a naturalized Metahuman born of a Washington Fisherman and an Atlantean biologist. Growing up, he exhibited far greater strength than his hybrid parentage would suggest and in his teens he developed the ability to create and manipulate water in amazing ways. This helped his father out for sure. Even better, his powers seemed to come with super charm and unreasonably good looks.

 

David was always a creative, intelligent young man with more than a dash of self-interest. He used his good looks to get what he wanted and when he hit the age of twenty-three, he hit upon his masterstroke. David reimaged himself as an exiled prince of a far away kingdom. He knew enough about Atlantis from his mother and a few trips the family had taken and he had a friend of his, an aspiring writer pen a few romance novels featuring Damon Helmsman, a wayward prince of Atlantis, David himself provided the cover heartthrob material. It was a win-win.

 

Then he stopped a bank robbery. It was almost accidental but he didn’t want to see anyone hurt and the idiot had tried to pistol-whip the ‘smug pretty boy.’ His search for a publisher became a breeze. David's friend, who had no intention of being a romance novelist, turned the writing over to David himself. It turns out that he's a decent story teller and his mother’s homeland provided quite the backdrop for Damon Helmsman to romp around in.

 

In 2002, he was invited by Superion to join the Legion of Justice. His popularity and novelization franchise meant he came with a built in revenue stream. He jumped at the chance, and landed in the big time. Although the job is much more dangerous and difficult than he had anticipated - Helmsman kind of suspected the Legion were a publicity gimmick - he has found that being an actual hero is an adrenaline rush, the women on both sides of the fence are, by and large, gorgeous, and his popularity and wealth has skyrocketed.

 

Personality/Motivation:  Damon Helmsman is the guy at the gym that dates married women. He is arrogant, glory seeking, and aside from a burgeoning enjoyment of his dangerous profession, he's something of a cross between Fabio, Marvel's Namor, and Ashton Kutcher. David is a tad more restrained in reality; the public personae isn’t completely off, but it’s an amplification of a man who likes to party but knows when to get serious.

 

Since hitting the big time as a superhero, his books have not come as quickly as they had before, but he has so much more material now. He’s penned novelizations of the Legion’s exploits and backgrounds in a manner they approve of. He is a top selling author and there is a sizable chunk of his fan base that believes the stories over the surprisingly modest protests that he's the son of a fisherman.

 

Helmsman gets along well with his fellow Legionnaires, though Magnus is dismissive of him, Lockdown tries to ignore him, and Freya is completely unimpressed with his advances. He and Glamour have an on-again-off-again relationship that mostly is "on-again" when they're bored.  Superion likes having another party animal on board and David gets along pretty well with the younger group, being closer to their age. His peers are trying to move him towards the light.

 

He makes an effort to act as a proud and noble man with a fiery temper; but he's rather easy-going. The anger is a show and the recklessness is calculated; David doesn’t make many rash mistakes.

 

Quote:  "An interesting proposition, Glacia, but I am afraid I have to turn you over to the police. Perhaps a congical visit?"

 

Powers/Tactics:  Aquatic based brick with significant Hydrokinetic abilities. He can create and manipulate water in several combat worthy ways. However, he does enjoy beating his foes with his bare hands. To that end, he's a mid-card brick with high mobility and speed.

 

Helmsman isn't "sea-locked", he can operate anywhere with great effect, so he has that going for him. When operating with the Lords he uses his Hydrokinetic powers to befuddle opponents, realizing that he's low man on the brick totem pole. But he gets a few licks in when he can. He gets noticably more effective underwater, and really enjoyes shining in his element.

 

Campaign Use:  Just another of the really annoying "Big Leaguers" out there. He can easily be inserted as a romantic foil or pursuer for a PC. He could conceivably be encountered on one of his book tours too.

 

Helmsman's literary fame is something of a double edged sword for him. He is wildly popular with his fans but many of his foes, allies, the press, you name it mock him relentlessly. His signing tours are often circuses of security, super battles, and crazy autograph seekers. For his part, Helmsman is fiercely protective of his fan-base and goes to great lengths to keep things safe for them.

 

Appearance:  Helmsman is one of the most attractive men alive. He drips with raw sexuality and his eyes send women's hearts into palpatations.  Tall, lean, and possessing an athletic, tanned physique and a "pretty" face. Damon's eyes are aqua, his hair is jet black with dark green  highlights. He wears it very long. He seems to be aging very slowly as he still looks to be in his late twenties but is pushing fifty.

 

He dresses in tailored suits often with a nautical theme. As the Helmsman, he wears skintight blue leggins, black swashbuckler style boots, a red sash at his waist, black fingerless gloves, silver bracers and ties his hair back with a blue clip. He otherwise goes barechested.

 

The water and effects summoned by his Hydrokinesis is silvery-blue and can be seen even when he's underwater.

 

 

post-198-0-67749200-1403829620_thumb.jpg

Link to comment
Share on other sites

Well, in honor of my nation's birthday, I'll discus and post some of the Flag-Suitiest Heroes and Villains ever to grace Else Earth. 

 

The Minutemen Project

 

Begun in the run-up to World War II the Minute Men project was originally a "Holding Pen" for the ubiquitous Super Soldier projects the US had been conducting following the appearance of Atlas and the German answer Engel Krieger. (Angel Warrior - bad Google translation unless someone wants to help me) 

 

Though Project: Hercules was mostly an abject failure, there were five viable metahumans created among the horrors: American Eagle, Lady Liberty (1), the All-American, Major Patriot, and Lt. Triton. Rebuffed by Atlas (who wasn’t about to take the name American Atlas) the men in charge of the Minutemen were approached by Maiden America, who had weathered the great depression and saw her powers waxing – though the top brass was reluctant to add another woman (and a civilian at that!) to the team, they relented when she demonstrated her might by rending a tank with her bare hands.

 

The original Minutemen fought almost exclusively in America, doing battle with 5th column saboteurs and Axis invaders. The team acquitted itself nicely throughout the war (even before America had formally entered) and had enough swagger to stare down their Russian counterparts shortly after the war. They were joined by Stars & Stripes in 1944.

 

When the Thule Invasion occurred in 1949 the Minutemen spearheaded America’s response and grew to thirteen members adding naturalized metas: Lone Star, The Volunteer, Arrowhead, Crimson Blur, and Miss Victory as well as genius inventor Nathanial Johnson; who wore what was believed to be the first suit of powered armor, calling himself Iron Knight. Finally they were joined by Thule Agent Provocateur turned Earth Sympathizer Rillandra of Ten Thousand Shadows.

 

The fifties weren’t kind to the Minutemen as tensions grew between them, American Eagle’s continued mutation eventually turned him against humanity and he was slain in combat with Maiden America who left the team in the aftermath. Stars & Stripes had felt uncomfortable as a costumed hero and went back to being a soldier, serving in Korea and Vietnam as his bionics kept him fit beyond his years.

 

The team folded for good in 1969, the members were aging and tired of being portrayed as government stooges. The public sentiment had drifted away from in flag-suited heroes and the men in charge decided the project had outlived its usefulness.

 

Things changed in the 1980’s, the Reagan Administration began putting out feelers for a new version of the Minutemen. Though the plan eventually lost steam to his Star Wars plans, it had been strong enough that a number of possible candidates were found.

 

In 1995, the Minutemen Squadron was reborn under President Bill Clinton and greatly expanded. Consisting of members from each of the 50 states the huge Superteam was a potent reminder that in the Metahuman arms race, America had won hands down. More PR stunt than anything else, the Minutemen Squadron was used often in environmental catastrophes where a large team of metahumans with specialized training would be the most good. They also handled security, enforcement for the Department of Metahuman Affairs, and occasionally more clandestine operations were performed.

 

The Minutemen Squadron project ended tragically, when the most powerful member, the god-like Adamant attempted to use the Squadron’s resources to allow him to take over the United States. He had many loyal followers among the Squadron and when his plan went into action in 2001 it was a Metahuman bloodbath. All told 31 of the 51 members of the Squadron were killed, including Adamant and most of his team who fought to the death rather than surrender.

 

From the ashes of the Squadron, however, returned a team. Stars & Stripes, one of the first heroes killed had had his consciousness preserved by Cipher, another of the loyal Squadron before he too was killed. After four years he was given a new cloned Metahuman body that had all the powers of his bionic one amplified. He gathered a few of the surviving members of the Squadron and managed to convince Maiden America to return to the team as well as slain member STEALTH’s younger sister to replace her brother. This version of the team however was given the rights to the name without being government employees.

 

The current lineup consists of:

 

·         Maiden America: The Spirit of the United States born in human form.

·         Stars & Stripes: a 60 year veteran of war and Superhero combat (and still teased by Maiden America for being a rookie) given a powerful superhuman body.

·         Allegiance: a powerful mentalist whose powers are mostly Mind Control. Walks a very fine line with the public.

·         Voice of America: a rock and roll singer who can bring the house down.

·         STEALTH: powered armor, personal flight suit.

·         American Ninja: a tongue-in-cheek “ninja” who can summon duplicates of himself.

·         Lady Liberty III: the Niece of Lady Lib II and great granddaughter of the first. Her cousin refused the honor and moved to France where she is Mademoiselle Eiffel.

·         Banner: Metahuman with enhanced Presence and Willpower. Expert hand to hand fighter.

·         The Marine: American born Atlantean

·         X-15: Flying speedster.

Link to comment
Share on other sites

Maiden America


 

Val   Char   Cost    Roll     Notes

  70    STR      60      23-      Lift 409.6tons; 14d6 [7]

  27    DEX     34      14-

  60    CON     50      21-

  20    INT      10      13-      PER Roll 13-

  25    EGO     15      14-

  40    PRE      30      17-      PRE Attack:  8d6

 

  10    OCV     35     

  10    DCV     35     

   3     OMCV  0      

   8     DMCV 15     

   7     SPD      30                  Phases:  2, 4, 6, 7, 9, 11, 12

 

  40    PD        38                  Total:  40 PD (40 rPD)

  40    ED        38                  Total:  40 ED (40 rED)

  26    REC     22

125  END     21

  20    BODY  10

125  STUN   53      Total Characteristic Cost:  496

 

Movement:    Running:  12m/24m

                         Flight:  25m/50m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

99      Mighty Lungs:  Multipower, 149-point reserve,  (149 Active Points); all slots Requires A Brick Tricks Roll (11- roll; -½)  

10f     1)  Blast Of Breath:  EB 17d6, Double Knockback (+¾) (149 Active Points); Requires A Brick Tricks Roll (11- roll; -½)  15

10f     2)  Blowing Away The Mist:  Dispel Gas/Smoke/Mist Powers 16d6,  (+2) (144 Active Points); Requires A Brick Tricks Roll (11- roll; -½)                                                                                      14

10f     3)  Blowing Out Fires:  Dispel Fire Powers 16d6,  (+2) (144 Active Points); Requires A Brick Tricks Roll (11- roll; -½)      14

60      Two Centuries of Fighting Experience:  Multipower, 60-point reserve        

1f       1)  Armful:  Telekinesis (10 STR), Affects Porous, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; when character picks up appropriate substances; +¼), Reduced Endurance (0 END; +½) (44 Active Points); Only Works On Difficult-To-Grasp Substances (see Ultimate Brick) (-1), Instant (-½), No Range (-½), Requires A Brick Tricks Roll (11- roll; -½)                                                            0

2f       2)  Bearhug:  EB 6d6, NND (+1) (60 Active Points); Must Follow Grab (-½), No Range (-½), Requires A Brick Tricks Roll (11- roll; -½), Side Effects (if character fails roll, opponent takes character's full STR damage; -¼)               6

3f       3)  Flick Of Unconsciousness:  EB 6d6, NND (+1) (60 Active Points); No Range (-½), Requires A Brick Tricks Roll (11- roll; -½), Side Effects (if character fails roll, opponent takes character's full STR damage; -¼)               6

1f       4)  Stronger Than A Locomotive:  +40 STR (40 Active Points); Only To Stop Moving Objects (-2), No Figured Characteristics (-½)                                                                                                  4

2f       5)  The Big Wrap-Up:  Entangle 6d6, 6 PD/6 ED (60 Active Points); OIF (appropriate materials of opportunity; -½), No Range (-½), Extra Time (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 (may cause considerable damage to the environment; -0)           6

2f       6)  Thunderclap:  Hearing Group Flash 8d6, Hole In The Middle (1 hex in center; the one hex the character is standing in when he uses the power; +¼), Does Knockback (+¼), Explosion (-1 DC/3"; +½) (48 Active Points); No Range (-½), Extra Time (Full Phase, -½), Restrainable (-½)                                                   5

           Brick Tricks                                                                                  

47      1)  Applied Strength:  Variable Advantage (+½ Advantages; +1) for up to 70 Active Points of Strength (70 Active Points); Requires A Brick Tricks Roll (11- roll; -½)                             7

30      2)  I Ignore Your Puny Energy Blast:  Missile Deflection, +5 OCV 3

26      3)  Rocket Launch Punch:  Double Knockback (+¾) for up to 70 Active Points of STR (52 Active Points); Requires A Brick Tricks Roll (11- roll; -½), Increased Endurance Cost (x2 END; -½)                10

30      4)  Shockwave:  Hole In The Middle (the hex the character stands in when he uses the power; +¼), Explosion (+½) for up to 70 Active Points of STR, Only Does Knockdown, Not Knockback (-0), Side Effects (may cause considerable damage to the environment; -0) (52 Active Points); Extra Time (Full Phase, -½), Only Affects Targets On The Ground (-¼)      5

13      5)  Speed To Spare:  +2 SPD (20 Active Points); Costs Endurance (-½)        2

52      6)  Swift Hand of Justice:  Autofire (5 shots; +½) for up to 70 Active Points of Strength, Reduced Endurance (½ END; +½) (52 Active Points)                                                                              1

17      7)  You Can't Stop Progress:  Indirect (Source Point is the same for every use, path is from Source Point to target; +¼) for up to 70 Active Points of STR (17 Active Points)                          2

           Meta-Senses                                                                                 

12      1)  From Sea to Shining Sea:  +8 versus Range Modifier for Sight Group    0

3         2)  I hear something!:  Ultrasonic Perception (Hearing Group)        0

10      3)  In Tune With Her Surroundings:  Increased Arc Of Perception (240 Degrees) with all Sense Groups               0

12      4)  Parabolic Hearing:  +8 versus Range Modifier for Hearing Group         0

30      5)  Protected Senses:  Sight Group Flash Defense (15 points), Hearing Group             0

5         6)  Purple Mountain's Majesty:  Ultraviolet Perception (Sight Group)           0

8         7)  Raised on Radio:  Radio Perception/Transmission (Radio Group)           0

5         8)  Rocket's Red Glare:  Infrared Perception (Sight Group) 0

5         9)  The Darkness Won't Protect You:  Nightvision               0

           Minute Men Gear                                                                        

6         1)  Concealed Radio:  Radio Perception/Transmission (Radio Group) (8 Active Points); IIF (-¼)          0

           The Spirit of America                                                                 

20      1)  American Ingenuity:  Luck 4d6                                         0

29      2)  Fast Healing:  Regeneration (2 BODY per Week), Can Heal Limbs, Resurrection               0

15      3)  Free Will:  Mental Defense (15 points total)                  0

10      4)  Just Catching My Breath:  +20 REC (20 Active Points); Only When Character Takes A Full Phase Recovery (-1)     

75      5)  On Wings of Eagles She Flies:  Flight 25m, Variable Advantage (+1 Advantages; +2) (75 Active Points)      7

30      6)  She Will Live On:  Life Support  (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare 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

15      7)  Supertough Form II:  Power Defense (15 points)           0

30      8)  Unbreakable:  Hardened (+¼), Resistant (+½) (30 Active Points) applied to ED 

30      9)  Unbreakable:  Hardened (+¼), Resistant (+½) (30 Active Points) applied to PD  

           Perks

8         Base Contribution:  Vehicles & Bases

3         Part of the Team:  Fringe Benefit:  Membership: The Minutemen

11      Savings:  Money:  Filthy Rich

12      The Icon:  Reputation:  One of the world's most recognizable Metahumans (A large group) 14-, +4/+4d6

3         Well-Connected

3         1)  Contact:  Britannia (Contact has significant Contacts of his own, Good relationship with Contact) (4 Active Points) 11-

2         2)  Contact:  Fräulein Furchtlos  (Good relationship with Contact) (3 Active Points) 11-

3         3)  Contact:  Magni, God of Strength (Contact has significant Contacts of his own, Good relationship with Contact) (4 Active Points) 11-

4         4)  Contact:  Mother Russia (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 11-

17      5)  Contact:  United States Armed Forces (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact limited by identity, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 11-

17      6)  Contact:  White House (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited by identity), Organization Contact (x3) (18 Active Points) 12-

2         7)  Favor: Empress (3 Active Points)

1         8)  Favor: The Creator (2 Active Points)

 

           Talents

12      American Glamour:  +4/+4d6 Striking Appearance (vs. all characters)

5         I've seen a lot in my life, I remember it all:  Eidetic Memory

3         Keen Sense of Time:  Absolute Time Sense

3         Keen Vision:  Absolute Range Sense

10      Language of the First People:  Universal Translator 13- (20 Active Points); Only languages of the First Nations or Native Peoples of American Territories/States (-1)

 

           Skills

30      +3 with All Combat

48      +4 Overall

3         Analyze:  Large Structures 13-

25      Brick Tricks 25-

3         Bureaucratics 17-

3         Charm 17-

3         Concealment 13-

3         Conversation 17-

3         High Society 17-

3         Jack of All Trades

1         1)  PS: Brewer (2 Active Points) 11-

1         2)  PS: Dock Worker (2 Active Points) 11-

1         3)  PS: Riveter (2 Active Points) 11-

1         4)  PS: Secretary (2 Active Points) 11-

1         5)  PS: Teacher (2 Active Points) 11-

3         Linguist

1         1)  Language:  Arapaho (fluent conversation) (2 Active Points)

1         2)  Language:  Blackfoot (fluent conversation) (2 Active Points)

1         3)  Language:  Crow (basic conversation)

0         4)  Language:  English (imitate dialects) (5 Active Points)

1         5)  Language:  French (completely fluent) (3 Active Points)

1         6)  Language:  Gaelic (fluent conversation) (2 Active Points)

2         7)  Language:  German (idiomatic) (4 Active Points)

2         8)  Language:  Italian (completely fluent) (3 Active Points)

2         9)  Language:  Japanese (completely fluent) (3 Active Points)

1         10)  Language:  Korean (fluent conversation) (2 Active Points)

1         11)  Language:  Mandarin (fluent conversation) (2 Active Points)

0         12)  Language:  Portuguese (fluent conversation) (2 Active Points)

1         13)  Language:  Scottish Gaelic (basic conversation)

2         14)  Language:  Spanish (completely fluent) (3 Active Points)

1         15)  Language:  Vietnamese (fluent conversation) (2 Active Points)

3         Navigation (Air, Land) 13-

3         Oratory 17-

3         Paramedics 13-

3         Persuasion 17-

3         Scholar

5         1)  KS: America (6 Active Points) 16-

9         2)  KS: American History (10 Active Points) 20-

4         3)  KS: American Politics (5 Active Points) 15-

2         4)  KS: Legends And Lore (3 Active Points) 13-

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

2         6)  KS: World Politics (3 Active Points) 13-

3         Streetwise 17-

3         Survival 13-

3         TF:  MinuteMen Vehicles

3         Teamwork 14-

3         Traveler

9         1)  AK: United States of America (10 Active Points) 20-

2         2)  CK: Anchorage, Ak (3 Active Points) 13-

2         3)  CK: Atlanta, GA (3 Active Points) 13-

3         4)  CK: Boston, MA (4 Active Points) 14-

2         5)  CK: Charlotte, NC (3 Active Points) 13-

2         6)  CK: Chicago, IL (3 Active Points) 13-

2         7)  CK: Honalulu, HI (3 Active Points) 13-

2         8)  CK: Houston, TX (3 Active Points) 13-

2         9)  CK: Los Angeles, CA (3 Active Points) 13-

2         10)  CK: New Orleans, LA (3 Active Points) 13-

2         11)  CK: New York, NY (3 Active Points) 13-

2         12)  CK: Philidelphia, PA (3 Active Points) 13-

2         13)  CK: Portland, OR (3 Active Points) 13-

2         14)  CK: Seattle, WA (3 Active Points) 13-

2         15)  CK: Washington DC (3 Active Points) 13-

 

Total Powers & Skill Cost:  1125

Total Cost:  1620

 

400+     Matching Complications

20      Hunted:  Maiden America's Rogues Gallery 11- (As Pow; NCI; Harshly Punish)

5         Hunted:  Tabloid Media 11- (Less Pow; Mildly Punish)

5         Psychological Limitation:  Mood can be effected by America's well being (Uncommon; Moderate)

20      Psychological Limitation:  Patriot; Dedicated to American Ideals (Common; Total)

15      Reputation:  Nationalist American Symbol, 11- (Extreme)

10      Vulnerability:  2 x STUN Weapons and Artifacts that were in existance before America (07/04/1776) (Uncommon)

1220  Experience Points

 

Total Complications Points:  1620

 

Background/History:  Elisabeth “Betsy” Warren was born early July 4, 1776. A bundle of energy growing up, she quickly convinced her father to teach her the family trade of brewing. When she was a mere lass of eleven she realized her superhuman strength and resilience when she was involved in an accident at the brewery. She kept these to herself and continued to work with her father and older brothers until she was sixteen.

 

At this point she had blossomed into a beautiful, graceful young woman and eager suitors began visiting her family’s home. Betsy was flattered but flustered with all the attention; and her father wasn’t at all ready to let his young daughter out of the home. None of the boys seemed good enough for her. To give the whole family a rest from the attentions of the local lotharios; Betsy was sent to visit relatives in Philadelphia for a summer.

 

While she was away, her family was tragically killed when their house burned down. Alone and penniless, Betsy spent months simply unable to function. Her aunt and uncle gladly took care of her through the ordeal and graciously allowed her to stay with them. For a while this worked out well; but one day Betsy, who’s well hidden superhuman abilities continued to grow, overheard her aunt discussing her father’s business with a familiar voice. Sneaking closer she saw the foreman who oversaw much of the brewery when her father was on business trips or otherwise unable to watch personally. She was happy to see him at first, and almost rushed to greet him.

 

“…the fire. No, ma’am no one suspects. I’m sure you and your husband will be able, as Elisabeth’s guardians, to take control and sell the brewery to Mr. Aringsahl with in a month.”

 

“But it would be cleaner if she had died in the fire.”

 

“True ma’am, but she was here. If anything happened to her so soon, people might get suspicious.”

 

It was all Betsy needed to hear. She quietly left the house and made her way woods nearby. Once there she simply ran as fast as she could for as long as she could.

 

Betsy traveled the countryside, up and down the coast, using a myriad of excuses as to why a young woman was traveling by herself. Her superhuman abilities came in handy when others attempted to take advantage of her. One day she returned to Boston to see that her aunt and uncle had indeed sold her father’s business. A cold fury came over her. Realizing that her disappearance probably aided them in their horrible schemes, she took a cue from some of the famous highway men and gentleman bandits and decided to become a costumed vigilante.

 

 Disguising her gender as best she could she confronted the foreman who’d murdered her family. Scaring him with demonstration of her inhuman strength and speed, she persuaded him to turn himself in to the authorities. He quickly fingered his accomplices. Fearing her aunt and uncle might escape the authorities, Betsy made her way back to Philadelphia. Realizing it would be harder to keep her identity secret from her aunt and uncle, she used her abilities to leave ominous messages, warning them to turn themselves in or face the consequences.

 

They attempted to flee the area after a few days and outside of the city limits they were confronted by a silent young man that refused to move out of their way. When James Harper’s bullet simply ricocheted of the young man’s outstretched hand, he and his wife realized that they had invoked God’s wrath upon themselves. They ran. Betsy was easily able to catch the two and, in the dead of night, deposited them in front of the local constable’s office tied and fearfully ranting about an angel of vengeance.

 

Betsy found comfort in bringing her family’s murderer’s to justice. She mostly felt, however,  a sense of wanderlust. She traveled again, often disguised as a young boy on errands from his family. She stopped aging at 25, stopped disguising herself as a boy when she was 50. She worked odd jobs or lived on the outside of cities and towns. As time wore on her abilities grew. There were legends about a beautiful angel who rescued miners, aided in fires, drove off bandits, and other fantastic feats over the years.

 

Betsy didn’t make an appearance as Maiden America until almost 160 years after her birth. Near the end of World War One, a few beings of power stirred and the media at the time occasionally covered them. When America entered World War Two, Maiden America was seen with greater and greater frequency. She battled super beings at home and in both the European and Pacific theatres. Since then, she’s been one of the most famous metas on the planet and has been in the public eye almost constantly.

 

Maiden America resisted Adamant’s requests to join the Minute Men Squadron. Something about the whole set up seemed confining and authoritarian to her. When the team’s tragic end played out, Maiden America was stunned. She used her abilities to track down Adamant and his lackeys but seriously underestimated his power and tactical skill and was fortunate to escape with her life. She was recruited by Stars & Stripes, a hero whom she’d known since the 1940’s. Together they gathered as many of the survivors of the Minute Men Squadron as they could find and went after Adamant. The traitorous Adamant did not survive the final battle.

 

After they had avenged the fallen heroes, Stars & Stripes convinced the others to stay together as a new, independent Minutemen team. Maiden America has been with the team ever since.

 

Personality/Motivation:  Elizabeth Warren is as old as America and she claims to be the embodiment of the American Spirit. To that end, she is a patriot and proud citizen. Her enhanced lifespan has allowed her to see her “Sister-land” grow and become the world power it is now. As the embodiment of America’s Ingenuity and forward thinking, she adapts well to changes in the world and sees herself as a progressive.

 

Betsy believes that America is the best country in the world and is so because of its compassion and idealistic outlook. She’s left of center, but she doesn’t think that the government should control and provide for everyone. She and Bart have butted heads for decades over American Politics and those on the outside or newly introduced to the team sometimes think that they hate each other.

 

However, Betsy has long admired Bart’s devotion to his ideals, and companions, and his ability to work with anyone, even those he can’t agree with. In truth, she has long thought him an ideal partner, but his bionic form (more so his belief that he was less than human because of it) made a personal relationship difficult. His new form, though a bit cartoonish in her opinion has given him a new lease on life and their team mates assume it’s only a matter of time before they get together.

 

Quote:  ”These colors never run. They have, however,  been known to kick butt!” “Don’t give me that Bart! Corporations aren't people!”

 

Powers/Tactics:  A classic brick in the Supergirl, Powergirl, or Mary Marvel mold. More so the latter as aside from her flight all of her powers can be described as Superphysiology. She lacks “Heat Vision” or similar (though calling it the Rockets Red Glare makes more sense stylistically than using that name for her infrared vision)

 

Though she’s the most potent member of the team she isn’t the strongest. She makes up for this by being the toughest to harm and having several effective options in combat.

 

Campaign Use:  Sure she’s a combat monster, but she’s also an expert on America. Maiden America is an icon, she inspires strong feelings whereever she goes. She has sworn to stay out of politics so she won't show up at any political rally, but she'll visit American Troops in foreign lands, schools, etc.. She also inspires rancour from those who have reason to hate America. She knows several other national spirits (they are predominately female for what ever reason) and they actually get along very well (if competively) despite haveing done battle at several times in their careers.

 

Appearance:  Debate: Blonde or Brunette?

Most patriotic characters are blonde, I don’t know why. I’m going brunette.

 

Anyway, Maiden America’s costume is a white body suit with a blue triangle; point down from her shoulders to just mid-torso. She has a white star in the middle. There are red stripes facing down that go to her waist. Her gloves and boots are blue with white stars at the shin and the forearm. She wears a red cape. No mask.

 

In her civilian id as Betsy Warren, she wears her long hair in a severe bun and glasses. She dresses in contemporary business casual fashions.

post-198-0-74970400-1404524679_thumb.jpg

Link to comment
Share on other sites

Stars and Stripes


 

Val   Char   Cost    Roll     Notes

  80    STR      70      25-      Lift 1.6ktons; 16d6 [4]

  28    DEX     36      15-

  35    CON     25      16-

  15    INT        5       12-      PER Roll 12-

  18    EGO      8       13-

  25    PRE      15      14-      PRE Attack:  5d6

 

  11    OCV     40     

  11    DCV     40     

   3     OMCV  0      

   6     DMCV  9      

   6     SPD      40                  Phases:  2, 4, 6, 8, 10, 12

 

  35    PD        13                  Total:  35 PD (20 rPD)

  25    ED         3                   Total:  25 ED (20 rED)

  20    REC     16

100  END     16

  30    BODY  20

115  STUN   48      Total Characteristic Cost:  404

 

Movement:    Running:  26m/208m

                         Leaping:  15m/30m

                         Swimming:  6m/24m

 

Cost   Powers                                                                                   END

10      I can't believe I'm still doing this!:  Luck 2d6                      0

                                                                                                                   

           Enhanced Sensory Units                                                            

12      1)  Advanced Thermal Vision:  Infrared Perception (Sight Group), Tracking, Transmit             0

5         2)  Improved Vision:  Increased Arc Of Perception (240 Degrees) with Sight Group   0

3         3)  Keen Hearing:  Ultrasonic Perception (Hearing Group) 0

5         4)  Light Enhancement:  Nightvision                                      0

9         5)  Parabolic Hearing:  +5 versus Range Modifier for Hearing Group         0

12      6)  Radio node:  High Range Radio Perception (Radio Group)       0

9         7)  Telescopic Vision:  +5 versus Range Modifier for Sight Group 0

                                                                                                                   

           Mobility Systems                                                                         

13      1)  Guided Leaps:  Leaping +11m (15m forward, 7 ½m upward) (Accurate), Reduced Endurance (½ END; +¼) (13 Active Points)                                                                                          1

7         2)  Like A Torpedo:  Swimming +2m (6m total) (x4 Noncombat), Reduced Endurance (½ END; +¼) (7 Active Points)    1

33      3)  The rails are off!:  Running +14m (26m total), x8 Noncombat, Reduced Endurance (½ END; +¼) (33 Active Points)                                                                                                       1

                                                                                                                   

           Prometheus Series Nanoweapon                                              

13      1)  Bracing:  Knockback Resistance -20m (20 Active Points); Costs Endurance (-½)               2

30      2)  Crazy Tough:  Physical Damage Reduction, Resistant, 50%     0

40      3)  Durable Epidermus:  +20 ED, Hardened (x2; +½), Resistant (+½) (40 Active Points)         

40      4)  Durable Epidermus:  +20 PD, Hardened (x2; +½), Resistant (+½) (40 Active Points)         

5         5)  Massive Frame:  Knockback Resistance -5m                 0

20      6)  Nanite Bioshielding:  Power Defense (20 points)          0

35      7)  Nanite Lifesupport :  Life Support  (Eating: Character only has to eat once per week; Expanded Breathing: Underwater; Extended Breathing: 1 END per 20 Minutes; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare 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

15      8)  Strongwilled:  Mental Defense (15 points total)            0

20      9)  Superefficient Musclature:  Reduced Endurance (½ END; +¼) (20 Active Points) applied to STR 

 

           Commando Training

           Maneuver        OCV   DCV    Notes

3         Akido Throw   +0      +1      16d6 +v/5, Target Falls

4         Boxing Cross   +0      +2      18d6 Strike

4         Choke               -2       +0      Grab One Limb; 2d6 NND

4         Escape              +0      +0      95 STR vs. Grabs

3         Grapple             -1       -1      Grab Two Limbs, 90 STR for holding on

4         Judo Disarm     -1       +1      Disarm; 90 STR to Disarm roll

4         Karate "Chop" -2       +0      HKA 6 ½d6

4         Kung Fu Block +2      +2      Block, Abort

1         Weapon Element:  Clubs

1         Weapon Element:  Knives

           Brick Tricks

           Maneuver        OCV   DCV    Notes

5         Fist Grab          +1      +1      Grab One Limb, Block

4         Root                  +0      +0      95 STR to resist Shove; Block, Abort

4         Shove               +0      +0      95 STR to Shove

 

           Perks

12      American Superheroic Icon:  Reputation:  Legendary Hero (A large group) 14-, +4/+4d6

3         Part of the Team:  Fringe Benefit:  Membership: The Minutemen

5         Retired Military:  Fringe Benefit:  Concealed Weapon Permit (where appropriate), Lieutenant(Retired), Military Rank

5         Salaried Superhero:  Money:  Well Off

5         Sanctioned Hero:  Fringe Benefit:  Security Clearance

3         Well-Connected

23      1)  Contact:  Crucible Technologies (Contact has access to major institutions, Contact has very useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (24 Active Points) 12-

5         2)  Contact:  Justice James Court (Supreme Court Judge) (Contact has access to major institutions, Contact has useful Skills or resources, Very Good relationship with Contact) (6 Active Points) 11-

4         3)  Contact:  Senator Arlen Specter (R -PA) (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 11-

11      4)  Contact:  Superhero Community, Organization Contact (x3) (12 Active Points) 13-

17      5)  Contact:  The Pentagon (Contact has extremely useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 11-

17      6)  Contact:  United States Marine Corps (Contact has extremely useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 11-

 

           Talents

5         I will remember...:  Eidetic Memory

3         Tough as Nails:  Resistance (3 points)

 

           Skills

3         +1 with Demolitions, Paramedics, Navigation

24      +2 Overall

32      +4 with HTH Combat

3         Breakfall 15-

3         Bureaucratics 14-

3         Climbing 15-

3         Demolitions 12-

3         Jack of All Trades

1         1)  PS: Instructor (2 Active Points) 11-

2         2)  PS: Logistics (3 Active Points) 12-

1         3)  PS: Marine 8-

2         4)  PS: Mission Planning (3 Active Points) 12-

1         5)  PS: Recon Marine 8-

3         Linguist

1         1)  Language (fluent conversation; character's choice) (2 Active Points)

2         2)  Language:  French (completely fluent) (3 Active Points)

2         3)  Language:  German (completely fluent) (3 Active Points)

2         4)  Language:  Japanese (completely fluent) (3 Active Points)

2         5)  Language:  Korean (completely fluent) (3 Active Points)

2         6)  Language:  Vietnamese (completely fluent) (3 Active Points)

3         Navigation (Land, Marine) 12-

5         Paramedics 13-

2         SS:  Hydrography 11-

3         Scholar

2         1)  KS: American Football (Steelers Fan) (3 Active Points) 12-

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

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

1         4)  KS: Marines History And Customs (2 Active Points) 11-

1         5)  KS: Nano Technology (2 Active Points) 11-

2         6)  KS: Politics (3 Active Points) 12-

1         7)  KS: Recon History And Traditions (2 Active Points) 11-

1         8)  KS: The Military/Mercenary/Terrorist World (2 Active Points) 11-

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

3         10)  KS: US Military History (4 Active Points) 13-

3         Stealth 15-

10      Survival (Marine, Temperate/Subtropical, Tropical, Desert, Mountain) 12-

3         Systems Operation 12-

3         TF:  MinuteMen Vehicles

5         TF:  Parachuting, Advanced, Parachuting, Basic, SCUBA, Small Motorized Boats, Small Rowed Boats

5         Teamwork 16-

3         Tracking 12-

6         WF:  Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Knives, Shoulder-Fired Weapons

 

Total Powers & Skill Cost:  662

Total Cost:  1065

 

400+     Matching Complications

10      Distinctive Features:  Cartoonishly overdeveloped Physical Form (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15      Hunted:  S&S Rogues Gallery (many immortal nazis!) Infrequently (As Pow; NCI; Harshly Punish)

10      Physical Limitation:  Massive: 2-4 Times heavier than normal (Infrequently; Slightly Impairing)

10      Psychological Limitation:  Loves Maiden America (Common; Moderate)

15      Psychological Limitation:  Tradition minded (Very Common; Moderate)

15      Social Limitation:  Public Identity (Frequently; Major)

665    Experience Points

 

Total Complications Points:  1065

 

Background/History:  Bart Williams was born in 1922, he was a marine who fought in the Pacific during WWII. Bart was escorting an American scientist who was overseeing field tests of a new form of mechanized armor for us Troops.

 

The scientist, Dr. John Harrowick, found Bart to be a delightful travel companion as well as a great soldier. He reminded the older scientist of his brother who had died in the first World War. When their envoy was attacked, Bart managed to protect the professor, but it nearly cost him his life.

 

Unwilling to lose his brother a second time, Dr Harrowick pressed for and recieved permission to attempt to save Bart using experimental bionic enhancements. Bart was reported killed in action and his family was notified. The process was successful and Bart, whose physical abilities were now far beyond normal human, was given a colorful, patriotic costume and fought in the states, in the pacific, and even in Europe, as Stars & Stripes, The American Man of Steel!

 

When the war ended, Bart, not wanting his family to have to deal with his barely human status, turned to the life of a soldier. He appeared as Stars & Stripes whenever asked, worked as a miltary sponsored Superhero, and also continued to serve as a Marine. He fought in Korea, Vietnam, and even the first Gulf War.

 

When in service to the Marines, he didn't wear his costume, he simply served as a regular, albiet specatacular soldier. In 1995, he was a member of the disasterous Minute Men Squadron. When Adamant went rogue, he considered the old cyborg one of the weaker members of the team and after dismantling him left him to die.

 

Fortunately for Bart, another member of the team Cipher, a telepath who could communicate with both human minds and machine "intelligences", was working on repairs for Stars & Stripes when Adamant attacked. The young hero, not a fighter was beaten to a pulp for trying to aid the older hero, but before he succumbed to his wounds he managed to "upload" Bart's consciousness to one of the mainframes.

 

For the next four years, Bart was exiled to cyberspace. During this time he spent most of his energies on tracking Adamant and trying to alert agencies and hero teams of his activities. As time went by, Bart became more and more depressed and he began to consider just letting himself expire. Eventually, a team at Crucible Industries created a body and a way to download Bart to the organic brain (The technology was developed based on Cipher's notes trying to do the same thing when they were team mates).

 

A new lease on life restored Bart's sense of duty and his desire for vengence against Adamant. He was one of the first recruited by Maiden America and hunt down the defectors. Stars & Stripes readily agreed to join the team but let it be known that Adamant would be his responsibility. Like they had in the past, Maiden America and Stars & Stripes butted heads alot outside of the battlefield. But eventually they found the muderous traitor and true to his word Stars & Stripes took out Adamant. The villain, unable to accept that the "Old dog" could defeat him refused to stand down and soon died at Bart's hand.

 

The group decided to stay together, called themselves the New Minutemen and Bart was given the task of trainer and field commander.

 

Personality/Motivation:  Bart is 85 years old, and he is 7 years old. He thoroughly enjoys his new body, revelling both in it's power and it's sensation. He feels alive for the first time since 1943. He takes his role as teacher and leader very seriously. He's buried so many friends and he often wonders if he's got the strength to keep doing it. A conservative and traditionalist by nature he and Maiden America but heads almost on every non combat decision. However, they often surprise eachother where they agree and the tension between the two is as much romantic and sexual as it is philisophical.

 

The team has a strict "hands off" policy when it comes to politics and so while there are lively debates amongst themselves in private, in public they all stay neutral.

 

Quote:  "I can't believe I am still fighting friggin' Nazis!"

"I've fought alongside some of the bravest, most noble men and women this world has had to offer. I've buried friends, lovers, and family. I've seen horror and dispair so crushing I wept; I've seen it all, Adamant, and I am still here. I'm still fighting, and I'm still stronger than you."

 

Powers/Tactics:  A former marine with decades of experience and continued training, a superhero for the majority of the 20th century, Stars & Stripes is direct and efficient. He no longer uses firearms as his new form allows him to get up close and personal quickly and effectively. He is one of the most experienced combatants out there.

 

Thanks to his newfound might (he was originally capable of lifting 25 tons), he's had to relearn how to be gentle.

 

Campaign Use:  Veteran Hero, icon, teacher, leader, comrade. He can fill all these roles.

 

Appearance:  Bart's new body is tall (two meters) and massively built. Though he isn't superbulky, he is overly muscular and powerfully built. The body resembles Bart's original body on some levels, having used bits of his genetic material as building blocks. He has close-cropped black hair and blue eyes.

 

The Stars and Stripes uniform is, rather obviously, a flag suit: white with blue gloves and boots. The cowl and right side of the upper torso is blue with white stars the rest of the torso has horizontal red stripes.

 

post-198-0-84726000-1404525167_thumb.jpg

as a bonus, My own art.

post-198-0-40687200-1404525221_thumb.png

Link to comment
Share on other sites

Allegiance

 

Val   Char   Cost    Roll     Notes

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

  18    DEX     16      13-

  20    CON     10      13-

  18    INT        8       13-      PER Roll 13-/17-

  20    EGO     10      13-

  20    PRE      10      13-      PRE Attack:  4d6

 

   7     OCV     20     

   7     DCV     20     

   8     OMCV 15     

   8     DMCV 15     

   4     SPD      20                  Phases:  3, 6, 9, 12

 

   8     PD          6                   Total:  8 PD (0 rPD)

   8     ED         6                   Total:  8 ED (0 rED)

   8     REC      4

  40    END      4

  13    BODY   3

  40    STUN   10      Total Characteristic Cost:  187

 

Movement:    Running:  15m/30m

                         Flight:  24m/48m

                         Leaping:  6m/12m

                         Swimming:  6m/12m

 

Cost   Powers                                                                                   END

33      Mental Energy:  Endurance Reserve  (100 END, 10 REC) (33 Active Points)             0

                                                                                                                   

           Mentalism, all slots Unified Power (Mentalism; -¼)             

32      1)  Induce Pain:  Ego Attack 4d6 (Human class of minds) (40 Active Points); Unified Power (Mentalism; -¼)   4

64      2)  Enhanced Mental Scanning:  Mind Scan 12d6, +10 OMCV (80 Active Points); Unified Power (Mentalism; -¼)          8

32      3)  Telepathy:  Telepathy 8d6 (Human class of minds) (40 Active Points); Unified Power (Mentalism; -¼)         4

135    4)  The American Way:  Mind Control 15d6 (Human class of minds), Area Of Effect (32m Radius; +1), Selective (+¼) (169 Active Points); Unified Power (Mentalism; -¼)                  17

                                                                                                                   

           Athletics and Willpower                                                             

13      1)  Mental Bastion:  Power Defense (20 points) (20 Active Points); Only Works Against mental/psionic powers (-½)        0

27      2)  Group Mind Shield:  Mental Defense (40 points total), Usable Nearby (+1) (40 Active Points); Costs Endurance (-½)                                                                                                       4

6         3)  Acrobatic:  Leaping +2m (6m forward, 3m upward) (Accurate)              1

1         4)  Athletic:  Swimming +2m (6m total)                                1

2         5)  Defensive Control:  +4 with any single attack (8 Active Points); Only Versus Designated Person's Attacks (-1), Costs Endurance (-½), Instant (-½), Only Versus Beings With Minds (-½)               1

20      6)  Mind Shield:  +20 Mental Defense (40 points total)     0

10      7)  Luck Favors the Bold:  Luck 2d6                                      0

3         8)  Swift:  Running +3m (15m total)                                      1

                                                                                                                   

           Costume                                                                                        

7         1)  Cling-Boots:  Clinging (normal STR) (10 Active Points); OIF (-½)           0

7         2)  Defensive Cape:  Resistant Protection (6 PD/6 ED) (18 Active Points); OAF (-1), Requires A Roll (11- roll; -½)             0

18      3)  Armored Costume:  Resistant Protection (9 PD/9 ED) (27 Active Points); OIF (-½)              0

7         4)  Glider Cape:  Flight 24m (24 Active Points); OAF (-1), Gliding (-1), Costs Endurance (-½)                2

                                                                                                                   

           Cowl                                                                                               

5         1)  Audial Dampers:  Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-½)       0

5         2)  Auditory Enhancers:  +4 PER with Hearing Group (8 Active Points); OIF (-½)     0

6         3)  Cowl Radio:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½), Sense Affected As  Hearing Group As Well As Radio Group (-¼)                                                   0

3         4)  Nightsight Lenses:  Nightvision (5 Active Points); OIF (-½)       0

5         5)  Polarized Lenses:  Sight Group Flash Defense (8 points) (8 Active Points); OIF (-½)           0

3         6)  Thermalsight Lenses:  Infrared Perception (Sight Group) (5 Active Points); OIF (-½)           0

                                                                                                                   

           Psychic Senses                                                                             

15      1)  Combat Awareness:  Combat Sense 13-                           

27      2)  Detect Minds:  Detect Minds  13-/17- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense, Targeting                                                                                      0

17      3)  Psychic Translator:  Universal Translator 18- (25 Active Points); Must Involve Minds (-½)             

4         4)  Telepathic Combat Reading:  Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-½), Psionic (-½), Requires A Mentalism Roll  (11- roll; -½)                              1

 

           Karate

           Maneuver        OCV   DCV    Notes

4         Atemi Strike     -1       +1      2d6 NND

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         Knifehand Strike ("Chop")     -2            +0           HKA 2 ½d6

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

4         Punch/Snap Kick      +0      +2                6d6 Strike

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

1         Weapon Element:  Karate Weapons

1         Weapon Element:  Staffs

 

           Perks

2         Stipend:  Money:  Well Off

6         Reputation:  Popular Hero (A large group) 14-, +2/+2d6

3         Fringe Benefit:  Membership: Minutemen

3         Fringe Benefit:  Security Clearance: Metahuman Tactical Response

 

           Talents

3         Psionic Swiftness:  Lightning Reflexes: +3 DEX to act first with All Actions (+3 DEX to act first with All Actions)

 

           Skills

8         +1 with HTH Combat

18      +3 with all Mental Powers

3         Acrobatics 13-

3         Analyze:  Combat 13-

3         Breakfall 13-

3         Bureaucratics 13-

3         Climbing 13-

3         Combat Driving 13-

3         Conversation 13-

3         Criminology 13-

3         Forensic Medicine 13-

3         High Society 13-

3         Interrogation 13-

0         Language:  English (idiomatic) (4 Active Points)

3         Language:  Japanese (completely fluent)

17      Mentalism 20-

3         Oratory 13-

3         Paramedics 13-

3         Persuasion 13-

3         Scholar

1         1)  KS: Eastern Philosophy (2 Active Points) 11-

1         2)  KS: Karate (2 Active Points) 11-

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

1         4)  KS: Psionic Ettequite (2 Active Points) 11-

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

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

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

3         Security Systems 13-

3         Shadowing 13-

3         Sleight Of Hand 13-

3         Stealth 13-

3         Streetwise 13-

3         Tactics 13-

3         Teamwork 13-

2         WF:  Common Melee Weapons

2         WF:  Off Hand

 

Total Powers & Skill Cost:  681

Total Cost:  868

 

400+     Matching Complications

10      Hunted:  Department of Metahuman Affairs Infrequently (Mo Pow; NCI; Watching)

15      Hunted:  Minute Men Rogues Gallery 11- (As Pow; Harshly Punish)

20      Psychological Limitation:  Ethical Mentalist (Common; Total)

15      Psychological Limitation:  Patriotic (Common; Strong)

15      Social Limitation:  Secret Identity (Frequently; Major)

468    Experience Points

 

Total Complications Points:  868

 

Background/History:  Brad Canon discovered his psychic powers early in life. For a while he used them to get what he wanted; reading thoughts here, a nudge there, life was pretty good. Sure he felt a little guilty occasionally but he never did anything really bad. It's entirely possible that he would have eased into a life of crime simply by being lazy. But fate, in the guise of the Hyperion Institute, had other ideas. Recruiting agents from the institute underestimated Brad's abilities; when his parents declined to send Brad to the institute for an advanced education, they attempted to psionically induce agreement.

 

Brad, afraid for his parents, summoned his own power to protect them. He managed to stun the psionic member of the recruitment team before another agent could render him unconscious with a taser.  However, with the control on his parent's broken they lept to his defense. Brad's father, a former marine, occupied the agents while his wife called the police. When the psionic agent recovered, he stunned the entire family, and tried to plant false memories to aid in their escape.

 

Brad realized then the direction he had been headed. He swore to never again use his powers for personal gain. His father's company transferred him to Japan for a few years and this is where Brad studied martial arts and eastern philosophy. He began yoga, tai ch'i, and other meditative techniques in addition to the discipline of Karate. When he graduated from college he joined the Metahuman Tactical Response, as a psionic expert. He was tapped for the Minutemen Squadron and survived Adamant's culling. Changing his name from the American Way, to Allegiance, he joined the new Minutemen.

 

Personality/Motivation:  Allegiance has a powerful mind and thus he tends to intensely feel his emotions and beliefs. He will not kill and uses his psionic powers in an ethical manner. He is a loyal Patriot but also something of a Japanophile. As he's now one of the "Old Guard" heroes, he takes his role of mentor (particularly to young mentalists) very seriously.

 

He follows the Psionic World very closely, and keeps up to date on laws, organizations, and technology that might have an impact on the world's mentalists.

 

Quote:  "Put that Gun down!"

"Come over here and say that!"

 

Powers/Tactics:  In his early career, Allegiance relied more on his physical strength and fighting skills; but as he's now pushing 40, he's relying on his mental powers more and more. He blends the pure mentalism with hand to hand combat skills boosted by his mental powers. His costume is protective and provides sensory and communication options.

 

Allegiance generally fights as a martial artist, using his mind control to convince foes to focus on him rather than innocents or potential hostages. He's become quite adept at using his mind control for "suggestive" situations.

 

Campaign Use:  Wanted to make a heroic Mind Controller, I sort of succeeded?

 

Appearance:  Allegiance wears a blue top with white stars on the chest and each of the shoulder. His lower body is red with blue boots (with white stars) and his sleeves are white. He wears a full face mask (blue with a white star at the forehead).

Brad is a handsome fellow, tall and broad shouldered with short black hair and green eyes. He dresses in tailored suits whenever possible.

 

post-198-0-31819800-1404525925_thumb.jpg

Link to comment
Share on other sites


Voice of America


 

Val   Char   Cost    Roll     Notes

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

  26    DEX     32      14-

  30    CON     20      15-

  18    INT        8       13-      PER Roll 13-/18-

  18    EGO      8       13-

  30    PRE      20      15-      PRE Attack:  6d6

 

   9     OCV     30     

   9     DCV     30     

   3     OMCV  0      

   6     DMCV  9      

   5     SPD      30                  Phases:  3, 5, 8, 10, 12

 

12+10            PD     10         Total:  12/22 PD (0/10 rPD)

12+10            ED     10         Total:  12/22 ED (0/10 rED)

  10    REC      6

  60    END      8

  15    BODY   5

  40    STUN   10      Total Characteristic Cost:  246

 

Movement:    Running:  13m/52m

                         Leaping:  8m/16m

                         Swimming:  6m/24m

                         Teleportation:  20m/40m

 

Cost   Powers                                                                                   END

75      All Hear The Voice:  Multipower, 75-point reserve               

1f       1)  The Voice Amplified:  Hearing Group Images, +4 to PER Roll (17 Active Points); Set Effect (-1), Does Not Work In Vacuum (-¼)                                                                                               2

2f       2)  The Voice Carries:  Teleportation 20m (20 Active Points); Not Into/Through Areas Where Soundwaves Cannot Propagate (-¼)                                                                                                  2

1f       3)  The Voice Manipulated:  Hearing Group Images, -4 to PER Roll (17 Active Points); Does Not Work In Vacuum (-¼)                                                                                                       2

6f       4)  The Voice of Anger:  Energy Blast 12d6, Reduced Endurance (½ END; +¼) (75 Active Points); Not In Vacuum (-¼) 3

5f       5)  The Voice of Authority:  Dispel Sonic Powers 14d6,  (+¼) (52 Active Points)         5

4f       6)  The Voice of Command:  Mind Control 12d6 (Human class of minds), Reduced Endurance (½ END; +¼) (75 Active Points); Does Not Provide Mental Awareness (-¼), Normal Range (-¼), Limited Range (20"; -¼)         3

4f       7)  The Voice of Discomfiture:  Drain CON 2d6, Area Of Effect (1m Radius; +½), Continuous (+1) (50 Active Points); Does Not Work In A Vacuum (-¼)                                                           5

3f       8)  The Voice of Discomfort:  Hearing Group Flash 12d6 (36 Active Points); Does Not Work In Vacuum (-¼)    4

3f       9)  The Voice of Nothingness:  Darkness to Hearing Group 6m radius, Alterable Size, Reduced Endurance (½ END; +¼), Personal Immunity (+¼) (34 Active Points)                          1

6f       10) The Voice of Rage:  Killing Attack - Ranged 4d6, Reduced Endurance (½ END; +¼) (75 Active Points); Does Not Work In Vacuum (-¼)                                                                               3

           Athletic Training                                                                          

7         1)  Acrobatic Training:  Leaping +4m (8m forward, 4m upward) (Accurate)             1

6         2)  Road Work:  Running +1m (13m total), x4 Noncombat            1

6         3)  Underwater Training:  Swimming +2m (6m total) (x4 Noncombat)       1

           Bioengineered Toughness Treatments                                    

5         1)  Exotic Defenses:  Power Defense (5 points)                    0

1         2)  Extended Life Span:  Life Support  (Longevity: 200 Years)      0

6         3)  Resiliant Flesh:  Hardened (+¼), Inherent (+¼) (6 Active Points) applied to ED 

6         4)  Resiliant Flesh:  Inherent (+¼), Hardened (+¼) (6 Active Points) applied to PD  

5         5)  Strong Mind:  Mental Defense (5 points total)               0

           Minute Men Gear                                                                        

2         1)  Light Enhancing Lenses in Glasses:  Nightvision (5 Active Points); OAF (-1)        0

20      2)  Micro Radio implant:  High Range Radio Perception (Radio Group), Concealed (-5 with High Range Radio Perception PER Rolls), Telescopic:  +5                                                               0

5         3)  Polarized Lenses:  Hearing Group Flash Defense (10 points) (10 Active Points); OAF (-1) 0

14      4)  Resistant Uniform:  Resistant Protection (7 PD/7 ED) (21 Active Points); OIF (-½)              0

           Personal Sonic Powers                                                                

20      1)  Combat Hearing:  Targeting Sense with Hearing Group 0

10      2)  Enhanced Hearing:  +5 PER with Hearing Group         0

18      3)  Parabolic Hearing:  +12 versus Range Modifier for Hearing Group       0

20      4)  Protected Hearing:  Hearing Group Flash Defense (20 points) 0

8         5)  Pump up the Volume:  Absorption 3 BODY  (energy, Energy), Delayed Return Rate (5 Points per Minute; +1),  (+2) (12 Active Points); Limited Phenomena (Sonics Only) (-½)                  0

20      6)  Silent Self:  Invisibility to Hearing Group , No Fringe   2

30      7)  Sonic Resistance:  Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Rare attack (-1)                                                                                                       0

12      8)  Sonic Skillfulness:  +6 with single Skill or Characteristic Roll   

3         9)  Ultrasonic Hearing:  Ultrasonic Perception (Hearing Group)    0

 

           Kung Fu (Wu Shu)

           Maneuver        OCV   DCV    Notes

5         Block                +1      +3      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/5, Target Falls

1         Weapon Element:  Chain Weapons

1         Weapon Element:  Clubs

 

           Perks

6         America's Superteam:  Reputation:  Member of Popular Superteam (A large group) 14-, +2/+2d6

3         Part of the Team:  Fringe Benefit:  Membership: The Minutemen

15      Safe Home/Studio:  Vehicles & Bases

5         Salaried Superhero:  Money:  Well Off

2         World Traveller:  Fringe Benefit:  International Driver's License, Passport

3         Well-Connected

11      1)  Contact:  Crucible Technologies (Contact has extremely useful Skills or resources, Contact limited by identity), Organization Contact (x3) (12 Active Points) 11-

8         2)  Contact:  Music Industry, Organization Contact (x3) (9 Active Points) 12-

17      3)  Contact:  The Voice of the Future (Caritable Foundation) (Contact has useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (18 Active Points) 12-

 

           Talents

6         Combat Training:  Combat Luck (3 PD/3 ED)

4         Deceptively Quick:  Lightning Reflexes: +4 DEX to act first with All Actions (+4 DEX to act first with All Actions)

3         Rock Star Looks:  +1/+1d6 Striking Appearance (vs. all characters)

3         Singer's Voice:  Perfect Pitch

 

           Skills

8         +1 with HTH Combat

24      +3 with Ranged Combat

3         Acrobatics 14-

3         Breakfall 14-

3         Charm 15-

3         Climbing 14-

3         Conversation 15-

3         High Society 15-

3         Jack of All Trades

2         1)  PS: Musician: Flutist (3 Active Points) 14-

4         2)  PS: Musician: Guitarist (5 Active Points) 16-

2         3)  PS: Musician: Keyboardist (3 Active Points) 14-

3         4)  PS: Musician: Vocalist (4 Active Points) 16-

3         5)  PS: Songwriter (4 Active Points) 13-

1         Language:  Gaelic (basic conversation)

2         Language:  Spanish (fluent conversation)

3         Lipreading 13-

3         Lockpicking 14-

13      Mimicry 18-

3         Oratory 15-

3         Paramedics 13-

6         Penalty Skill Levels:  +2 vs. Range Modifier with All Attacks

3         Persuasion 15-

3         Scholar

1         1)  KS: Kung Fu (2 Active Points) 11-

2         2)  KS: Music History (3 Active Points) 13-

2         3)  KS: Music Theory (3 Active Points) 13-

2         4)  KS: Musical Styles (3 Active Points) 13-

1         5)  KS: Superpowers (2 Active Points) 11-

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

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

2         8)  KS: The Music Industry (3 Active Points) 13-

3         Security Systems 13-

3         Shadowing 13-

3         Sleight Of Hand 14-

3         Sonic Power Tricks 13-

3         Stealth 14-

3         Streetwise 15-

4         Survival (Urban) 14-

3         Systems Operation 13-

5         TF:  Common Motorized Ground Vehicles, MinuteMen Vehicles, Two-Wheeled Motorized Ground Vehicles

3         Tactics 13-

3         Teamwork 14-

11      Ventriloquism 17-

4         WF:  Common Martial Arts Melee Weapons, Common Melee Weapons

 

Total Powers & Skill Cost:  632

Total Cost:  878

 

400+     Matching Complications

15      Hunted:  Minutemen Rogues Gallery Frequently (As Pow; Harshly Punish)

10      Hunted:  Scream Queen 8- (As Pow; Harshly Punish)

10      Hunted:  Tabloid Press Frequently (As Pow; PC has a Public ID or is otherwise very easy to find; Watching)

10      Psychological Limitation:  Enjoys hand to hand combat  (Common; Moderate)

10      Psychological Limitation:  Loves to perform, be in the spotlight (Common; Moderate)

15      Social Limitation:  Public Identity (Frequently; Major)

5         Unluck: 1d6

478    Experience Points

(10 points unspent)

 

Total Complications Points:  878

 

Background/History:  Ryan West was a child prodigy. In 1985 he was signed to a recording contract and a band, the Angels of New Brunswick, was formed around his guitar wizardry. A fan of Ace Frehley, Jeff Beck, and Jimmi Hendrix, Ryan at just age 15 was ready to burst on the scene. Then his metahuman voice activated during a recording session and destroyed the studio, as well as nearly killing three of his bandmates. Devastated and scared out of his mind, Ryan turned himself into the Department of Metahuman Affairs, and the DMA sent him to one of their 'Academies' where he learned to control his powers.

 

After he 'graduated', Ryan, grateful for the help he received from the government, joined the ill-fated, 50 member, Minute Men Squadron. When the MMS tragic and destructive fallout occurred 1995, Ryan, who'd been dubbed American Anthem, decided to work solo. Taking the new name, the Voice, he worked closely with fellow MMS refugee Dragon (who'd gone by the oh so creative name, America Dragon when serving in the giant Government sponsored team), who had been training Ryan in combat for almost three years. In the year 2000, when former MMS leader turned murderous psychopath, Adamant, began killing his former team mates, he led a gang of mercenary thugs after Dragon and the Voice. Dragon died from the wounds he received and the Voice was hospitalized but came through. Shortly after his release from the hospital, Ryan was approached by Maiden America, a seemingly immortal representation of the American Spirit. She sought his aid in finding Adamant and bringing him to justice. He readily agreed. After the hunt that eventually lead to Adamant's death at the hands of Stars & Stripes, the heroes that had sought to bring him to justice decided to stay together to form a new "Minutemen" team.

Ryan changed his heroic Identity again, this time to the Voice of America.

Ryan's training with his sonic powers eventually allowed him to return to singing. Over the years he'd continued writing music and playing guitar. In 2003, he was convinced by his old friend and one time fellow band-mate, James Liston (The band had long since forgiven him and had soldiered on without him), to release an album. The album was ten songs, one dedicated to and written for each team mate and a cover of Asia's Voice Of America to represent himself. Though he often says he would have been better represented by Sammy Hagar's VOA or Billy Idol's Rebel Yell. The album did exceptionally well and received lots of airplay on rock radio and classic rock radio as well as pop stations. Ryan has released three albums since, and they have sold quite well. While he's quite certain his position as a superhero has aided in this, the reviews have been mostly positive given his retro (70's & 80's style hard rock) sound. He has performed with a few all-star bands, as well as his former Angels of New Brunsiwick band-mates, but he would never tour as his schedule as a superhero is too erratic and even if the rest of his team were there, he feels his enemies would turn his audience into hostages in no time flat. He does find the accolades intoxicating though. All his profits from the album sales have been donated to his Voices of the Future charity that seeks to fun music classes for children and adults.

 

Personality/Motivation:  Ryan West has been in the superhero business for almost two decades. Originally he was something of a "young rebel", but even then, it was more of an image thing than any displeasure at his leaders. When the Minute Men Squadron broke up he was devistated. He thought they were going to change the world. Losing his friend Dragon was an even greater blow. When he signed on with Maiden America, Ryan planned to execute Adamant. But during the battle he realized he couldn't do it. He's comfortable in his role now and though he's approaching his 40's quicker than he'd like, he still seems like a kid.

Ryan has always loved rock n roll. He's from a musical family and spends much of his free time writing and recording. He has even been known to sing during combat. Belting out songs that he finds "appropriate" for his situations.

 

Quote:  "Okay, everyone, keep your heads up. This could be dangerous."

*Cracks Knuckles*"Sadly for you Scream Queen, Saturday Night's alright for fighting; prepare to get hit with my best shot!"

 

Powers/Tactics:  Paradoxically, The Voice of America tends to see himself as a martial artist with some fancy backup powers. His time with Dragon awakened a love of fisticuffs in him, and he tends to start the battle using his kung Fu skills. This is of course if that makes any kind of sense what so ever or if he's not ordered to use his powers by his field leader.

 

When he does use his powers, VoA likes to first use his Voice of Nothingness to disrupt enemy communications. He avoids the Voice of Rage unless it is against nonliving opponents or dire circumstances.

 

Campaign Use:  Member of the new Minutemen. One of the most popular (and patriotic) superteams in America.

He's also something of a rock star.

He's an expert on music and the music industry.

He can also be contacted for his knowledge about the various government sponsored super teams, and he's on the board of directors for Crucible Technologies.

 

Appearance:  A handsome man with astounding presence, Ryan is a shade over six feet, two inches tall and a lean 200lbs of fighting man. He has shoulder length black hair and blue eyes.

 

He dresses in modern fashions but tends to prefer leather jackets, tee shirts, and jeans. His current costume is a bit retro, black slacks a black tee shirt with a golden eagle on the chest, black combat boots and a gold belt. Over this he wears a long leather duster, white on the front and vertical red and white stripes on the back. The bottom has a blue field with offset stars on it. It runs about 18" up the back and wraps all the way to the front. He rolls the sleeves to above his elbow, wears black fingerless gloves, and special silver sunglasses.

 

post-198-0-02537300-1404526127_thumb.jpg

 

Link to comment
Share on other sites

STEALTH

 

Val   Char   Cost    Roll     Notes

  45    STR       0       18-       Lift 12.8tons; 9d6

  29    DEX      12      15-

  26    CON      1       14-

  15    INT        5       12-       PER Roll 12-

  13    EGO       3       12-

  23    PRE        3       14-       PRE Attack:  4 ½d6

 

   5     OCV      10     

   5     DCV      10     

   3     OMCV   0      

   4     DMCV   3      

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

 

2+23  PD          0                   Total:  2/25 PD (0/23 rPD)

2+23  ED          0                   Total:  2/25 ED (0/23 rED)

  14    REC       0

100   END       0

  15    BODY    0

  80    STUN    0       Total Characteristic Cost:  57

 

Movement:     Running:  22m/44m

                         Flight:  19m/76m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

50       H-4 Hummingbird Flight Systems:  Multipower, 75-point reserve,  (75 Active Points); all slots OIF (-½)              

3f        1)  Dogfight Mode:  Flight 19m, x4 Noncombat, No Turn Mode (+¼), Reduced Endurance (½ END; +¼), combat acceleration/deceleration (+¼) (42 Active Points); OIF (-½) 2

2f        2)  Pursuit Mode:  Flight 15m, MegaScale (1" = 1 km; +¼), No Turn Mode (+¼), Reduced Endurance (½ END; +¼), No Gravity Penalty (+½) (34 Active Points); OIF (-½)                              1

3f        3)  Whisper Mode:  Flight 15m, x8 Noncombat, No Turn Mode (+¼), Usable as Gliding (+¼), Invisible Power Effects (Inobvious to [one Sense Group]; +¼) (44 Active Points); OIF (-½)          4

                                                                                                                   

70       Weapons Systems:  Multipower, 105-point reserve,  (105 Active Points); all slots OIF (-½)       

7f        1)  Blaster Gauntlets:  Energy Blast 14d6, Autofire (2 shots; +¼) (105 Active Points); OIF (-½), 32 Charges (+¼)                [32]

3f        2)  Capturefoam Projector:  Entangle 4d6, 4 PD/4 ED, Area Of Effect (1m Radius; +¼) (60 Active Points); OAF (-1), Limited Range (20"; -¼), 32 Charges (+¼)                                                    [32]

3f        3)  Gravity Globes:  Entangle 4d6, 4 PD/4 ED, Indirect (Any origin, any direction; +1) (80 Active Points); 4 Boostable Charges (-¾), OIF (-½), Limited Range (30"; -¼)                             [4 bc]

7f        4)  Ion Pulse Cannon (Energy Blast):  Energy Blast 12d6, Reduced Endurance (½ END; +¼), Area Effect: One-hex (+½) (105 Active Points); OIF (-½)                                                            4

4f        5)  Missile Rack (RKA):  Killing Attack (RKA) 3d6+1, Explosion (+½) (75 Active Points); 4 Recoverable Charges (-½), OIF (-½)                                                                                                [4 rc]

2f        6)  Smoke Grenades:  Darkness to Sight Group 4m radius (25 Active Points); OIF (-½), 6 Boostable Continuing Charges lasting 1 Minute each (+¼)                                                               [6 bc]

                                                                                                                   

           Battlesuit: STEALTH Mk 2, all slots OIF (-½)                         

7         1)  +10 PRE (10 Active Points); OIF (-½)                                  

7         2)  +10 REC (10 Active Points); OIF (-½)                                 

17       3)  +13 DEX (26 Active Points); OIF (-½)                                 

10       4)  +15 CON (15 Active Points); OIF (-½)                                

20       5)  +3 SPD (30 Active Points); OIF (-½)                                   

23       6)  +35 STR (35 Active Points); OIF (-½)                                3

3         7)  +5 BODY (5 Active Points); OIF (-½)                                  

20       8)  +60 STUN (30 Active Points); OIF (-½)                              

11       9)  +80 END (16 Active Points); OIF (-½)                                 

7         10) Back Up Microlung:  Life Support  (Self-Contained Breathing) (10 Active Points); IAF (-½), 1 Recoverable Continuing Charge lasting 6 Hours (-0)                                                              [1 rc]

16       11) Combat Computer:  +3 with Powered Armor (24 Active Points); OIF (-½)             

14       12) Main Life Support Unit:  Life Support  (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (29 Active Points); OIF (-½), Costs Endurance (-½)     3

7         13) Motality Servos:  Running +10m (22m total) (10 Active Points); OIF (-½)               1

5         14) Psi Shields (Mental Defense):  Mental Defense (10 points total) (10 Active Points); Costs Endurance (-½), OIF (-½)   1

57       15) STEALTH Armor:  Resistant Protection (23 PD/23 ED) (Impermeable), Hardened (+¼) (86 Active Points); OIF (-½)       0

                                                                                                                   

           Sensor Suite, all slots OIF (-½)                                                  

6         1)  Comm Link:  High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Hearing/Sight (-½), OIF (-½)                                                     0

2         2)  Enhanced Audio Pickups:  Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-½)          0

13       3)  Guarded Sensors:  Sight Group Flash Defense (10 points), Hearing Group, Radio Group (20 Active Points); OIF (-½)   0

7         4)  Heads Up Display:  Radar (Radio Group) (15 Active Points); Sense Affected As More Than One Sense Sight & Radar (-½), OIF (-½)                                                                                        0

3         5)  UV Spectrum Vision:  Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½)        0

           Perks

6         Patriotic Heroine:  Reputation:  Well Respected Heroine (A large group) 14-, +2/+2d6

6         Fringe Benefit:  Concealed Weapon Permit, Membership: Minute Men, Passport

3         Well-Connected

5         1)  Friends in the Business:  Contact:  Orion Technologies (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 11-

11       2)  Friends of the Family:  Contact:  US Air Force (Contact has very useful Skills or resources), Organization Contact (x3) (12 Active Points) 11-

 

           Skills

20       +2 with All Combat

3         Bureaucratics 14-

3         Combat Piloting 15-

5         Electronics 13-

2         KS: The Metahuman World 11-

2         KS: The Technology World 11-

3         Mechanics 12-

4         Navigation (Air) 13-

3         Scientist

2         1)  SS:  Aeronautical Engineering 12- (3 Active Points)

1         2)  SS:  Mathematics 11- (2 Active Points)

1         3)  SS:  Physics 11- (2 Active Points)

3         Security Systems 12-

6         TF:  Common Motorized Ground Vehicles, Anthropomorphic Mecha, Combat Aircraft, Helicopters, Small Planes, Two-Wheeled Motorized Ground Vehicles

3         Weapon Familiarity:  Small Arms, Vehicle Weapons: STEALTH Powered Armor

 

Total Powers & Skill Cost:  501

Total Cost:  558

 

400+     Matching Complications

15       Hunted:  Air Force 11-, More Powerful, NCI, Watching

10       Hunted:  Killer Shrike ( a mercenary supervillain with disconcertingly similar armor) 8- (As Pow; Harshly Punish)

15       Psychological Limitation:  All American Girl Common, Strong

10       Psychological Limitation:  Loves to fly...and it shows! (Common; Moderate)

15       Social Limitation:  Secret Identity: Alicia Harper Frequently (11-), Major

10       Susceptibility: Intense Magnetic Fields:  1d6 damage per Turn Uncommon

                Notes:  Drains END

158     Experience Points

 

Total Complications Points:  558

 

Background/History:  Alicia Harper grew up idolizing her older brother. He was seven years older and had always been there for her. When their parents split up she stayed with him while deciding where to go. When he became REGIMENT he naturally told her. She was always so proud of his super heroic career. When The Minute Men Squadron exploded and half the team died in Adamant's traitorous attack, Alicia was devastated. Not only had Kyle been among the casualties, there were several reports that he'd been on Adamant's side the entire time, suffering his fate when the villain no longer required his services.

 

When Adamant was finally brought down, the heroes who had risen to defeat him decided to recreate the Minute Man team. Shortly after this Alicia Harper approached the new Minute Men and requested that she be able to follow in Kyle's footsteps. After much debate she was accepted and began training and fitting for a second REGIMENT battle suit (dubbed STEALTH). She has served as a member of the team since.

 

Personality/Motivation:  Alicia joined originally to find out the truth about her brother. Satisfied with what she found out, she stepped up to honor his memory. She's generally looked upon as everyone's baby sister, even though she's in her mid twenties.

 

Quote:  'Let's Fly!"

 

Powers/Tactics:  The original REGIMENT suit was built like a tank. Though it could fly it was basically a tank. When the second was commissioned, the Air Force wanted input. What emerged was a smaller, sleeker, faster armor made for flying. An expanded weapons array (including many more non-lethal options) and much greater maneuverability were traded in for overall armor and physical strength.

 

Campaign Use:  A legacy powered armor character. Alicia is more of a techie than her brother was an she helps maintain and upgrade the suit.

 

Appearance:  Alicia Harper is a cute, spunky, brunette with brown eyes. She works out a lot and is great shape but not "costumed crime fighter" shape (though she's working on it).

 

The STEALTH suit is black and gunmetal gray. Sleeker, obviously feminine, and has two large wings on the back. Though not a member (active or otherwise) of the Air Force like her brother was, the USAF considers her one of their own. So, like her brother's armor, there are Air Force markings on the wings and over the heart of her armor.

 

post-198-0-80249300-1404526427_thumb.jpg

Link to comment
Share on other sites

The American Ninja

 

Val   Char   Cost    Roll     Notes

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

  23    DEX     26      14-

  18    CON      8       13-

  13    INT        3       12-      PER Roll 12-

  11    EGO      1       11-

  15    PRE       5       12-      PRE Attack:  3d6

 

   8     OCV     25     

   8     DCV     25     

   3     OMCV  0      

   4     DMCV  3      

   5     SPD      30                  Phases:  3, 5, 8, 10, 12

 

8+12 PD          6                   Total:  8/20 PD (0/12 rPD)

6+12 ED         4                   Total:  6/18 ED (0/12 rED)

   7     REC      3

  36    END      4

  11    BODY   1

  30    STUN    5       Total Characteristic Cost:  154

 

Movement:    Running:  12m/14m/24m/28m

                         Leaping:  4m/9m/8m/18m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

30      Ninja Arsenal:  VPP (Gadget Pool), 30 base + 15 control cost, VPP Can Only Be Changed Between Adventures (-½); all slots OAF (-1), Limited Special Effect Very Common SFX (Martial Arts Weapons; -¼)   

                                                                                                                   

25      Ninja Sword!:  Multipower, 50-point reserve,  (50 Active Points); all slots OAF (-1) 

1f       1)  Blade Flash!:  Sight Group Flash 4d6, Reduced Endurance (0 END; +½) (30 Active Points); OAF (-1), Activation Roll (-½)                                                                                                       0

1f       2)  Blade of the Ninjasword!:  Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR) (30 Active Points); OAF (-1)   3

1f       3)  Scabbard Strike!:  Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-½)  1

                                                                                                                   

12      Psychic Brotherhood of the Ninja:  Mind Link , Human class of minds, Duplicates, Number of Minds (x4), Psychic Bond (25 Active Points); Only With Others Who Have Mind Link (-1)           0

83      Team Ninja!:  Duplication (creates 4 365-point Duplicates)            0

                                                                                                                   

           Armored Costume                                                                       

27      1)  Armored Costume:  Resistant Protection (9 PD/9 ED) (Impermeable)     0

25      2)  Camouflage Suit:  Sight Group Images, -6 to PER Rolls, Reduced Endurance (0 END; +½), Persistent (+½) (56 Active Points); No Range (-½), Set Effect (only to camoflage wearer; -½), IIF (-¼)              0

7         3)  Cowl Radio:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)                0

14      4)  Crime Scene Analyzer (Gauntlet Model):  Criminology 18- (21 Active Points); OIF (-½)   

24      5)  Homing Tracer:  Radio Group Images, +4 to PER Rolls, Image Only Perceivable On Special Radio Frequencies (+0), Range Based On STR (+¼), Usable As Attack (allows character to "stick" the Image to a target; +1 ¼) (59 Active Points); Set Effect (detectable signal; -1), IAF (-½), 1 Recoverable Continuing Charge lasting 1 Week (stops functioning if it gets wet or experiences severe radio interference; +1)                                           [1 rc]

20      6)  Mindscanner Headband:  Mind Scan 8d6 (Human class of minds) (40 Active Points); OAF (-1)     4

12      7)  Silence Suit  :  Invisibility to Hearing Group , Reduced Endurance (0 END; +½) (15 Active Points); IIF (-¼)                0

                                                                                                                   

           Athletic Skills                                                                                

10      1)  Evasion:  Missile Deflection                                               1

1         2)  Horse Stance:  Knockback Resistance -1m; Costs Endurance (-½)         1

2         3)  Very Athletic:  Running +2m (12m/14m total)              1

3         4)  Very Athletic:  Superleap +5m (4m/9m forward, 2m/4 ½m upward)      1

10      5)  Will of Steel:  Mental Defense (10 points total)             0

 

           Karate

           Maneuver        OCV   DCV    Notes

4         +1 HTH Damage Class(es)

4         Block                +2      +2      Block, Abort

4         Chop                 -2       +0      HKA 2 ½d6

4         Disarm              -1       +1      Disarm; 30 STR to Disarm roll

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

5         Kick                   -2       +1      8d6 Strike

4         Punch               +0      +2      6d6 Strike

 

           Perks

7         Fringe Benefit:  Concealed Weapon Permit, International Driver's License, Membership: Minute Men, Passport

3         Well-Connected

6         1)  ...hey Dad...:  Contact:  Congressman Leif Johanson (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) (7 Active Points) 12-

5         2)  Doctor, I need help:  Contact:  Dr. Prescott (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) (6 Active Points) 12-

5         3)  Gatherer of Information:  Contact:  Metahuman Tactical Response, Organization Contact (x3) (6 Active Points) 11-

 

           Talents

15      what was that? :  Danger Sense (self only, in combat) 12-

6         Hard to pin down:  Combat Luck (3 PD/3 ED)

 

           Skills

9         +3 with Karate

6         +2 with Ninja Weapons

3         Acrobatics 14-

3         Breakfall 14-

2         CK: Washington DC 11-

3         Climbing 14-

3         Concealment 12-

3         Contortionist 14-

3         Disguise 12-

3         Fast Draw 14-

3         Forensic Medicine 12-

4         Forgery (Art Objects, Documents) 12-

0         Language:  English (Idiomatic, native accent; Native Language)

4         Language:  Japanese (Idiomatic, native accent)

3         Lockpicking 14-

3         Scholar

1         1)  KS: Area of Personal Interest (2 Active Points) 11-

1         2)  KS: Karate (2 Active Points) 11-

1         3)  KS: Metahuman Operatives Worldwide (2 Active Points) 11-

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

7         Security Systems 14-

5         Shadowing 13-

3         Sleight of Hand 14-

3         Stealth 14-

3         Streetwise 12-

6         Survival (Temperate/Subtropical, Mountain, Urban) 12-

3         Tactics 12-

3         Teamwork 14-

3         Tracking 12-

2         Weapon Familiarity:  Unarmed Combat & Clubs, Common Martial Arts Weapons

 

Total Powers & Skill Cost:  481

Total Cost:  634

 

400+     Matching Complications

10      Hunted:  Dr. Prescott 14- (Very Frequently) (Less Pow; NCI; Watching)

20      Hunted:  Iron Crusade 8- (Occasionally), More Powerful, NCI, Harshly Punish

15      Psychological Limitation:  Protective of his alternate dimensional "brothers" Common, Strong

15      Psychological Limitation:  Tries to be Honorable and unscrutable (Common; Strong)

15      Social Limitation:  Secret Identity: Ryan Johanson Frequently (11-), Major

234    Experience Points

(16 points unspent)

 

Total Complications Points:  634

 

Background/History:  His tongue-in-cheek codename and over the top personae aside, Jason was a good man. He discovered his ability to draw up to four "Brothers" from alternate realities. The five get along well, can communicate mentally and are all well trained martial artists. He was mentioned for the team as his father is good friends with one of the top men who sponsored the Minute Men Squadron program. He has actually performed very well.

 

When Adamant went rogue, he realized that eliminating Jason would aid in keeping his intention secret. So, he captured Jason while his "siblings" were back in their dimension and killed him. Or so he thought. Jason was far less trusting of Adamant as he had protrayed. The entire time he was a member of the team he'd been keeping notes and compiling evidence. When Adamant appraoched him he summoned one of his duplicates in secret and had them follow along. The duplicate watched helplessly as Adamant killed his "brother" and disappeared into the night.

 

He would probably have stayed away too if he hadn't inadvertedly summoned the others; an ability none of the duplicates had shown until then. The second time the "other" Jason used his new found powers, a fourth duplicate appeared. The stress was too much and the five duplicates all fainted. When he awoke, Other Jason found himself in a hospital bed. He was surprised to see Dr. Craig Prescott, the man assigned to the Minute Men Squadron as head medical officer, was in the room. Dr. Prescott told Other Jason what he knew of the situation, that they had found the body, that Adamant had attempted a coup of the United States and was defeated, dying in the process. Other Jason told the Dr. what he knew. He was transferred to a special clinic in DC for Metahuman patients and underwent a battary of physiological and psychological tests.

 

Shortly after that, Ryan Johanson appeared as the American Ninja.

 

Personality/Motivation:  "Ryan" Johanson and his duplicate brothers, have, for the most part overcome their survivor's grief over the loss of their Original. Though they are independant beings their lives were very much intertwined with the original. They feel his loss as they would a brother. The newer duplicate is particularly taciturn about the whole situatin.

 

However, over the last year or two they have regained a bit of their swagger and jockular attitudes. As part of their therapy, they have spent much more time "Apart", new identities have been given and they have slowly begun to develop their own interests.

 

Ryan, the new Prime, has become obsessed with martial arts movies. He watches them all the time and uses quotes when he can.

Brian, the Red Ninja , is studying cooking from around the world. KS: Cooking

Erich, the Blue Ninja, is concerned with true martial artists;  KS: The Martial World

Jacob, the Black Ninja, is an ancient weapon nut; KS: Archaic Weapons

Michael, the Gold Ninja, is an anime nut, he's developed KS: Anime & Manga

 

Quote:  "...That is the way of the American Ninja."

 

Powers/Tactics:  A skilled martial artist, well above "Agent" level, but just below "costumed crimefighter" in talent and skill. His greatest asset is that he is a self-contained "team". He has been given state of the art stealth gear and homing beacons.

 

Campaign Use:  A decent spy. A decent fighter. He can be made truely fearsome in these endeavors but that makes his Duplicates very expensive.

 

Appearance:  Average height, well built man with blonde hair and blue eyes. Each member of "Team Ninja" are identical. The costume is a white ninja "nightsuit" with blue stars and red bars. He has a red scabbard for his Katana and a red belt. His arsenal often is carried in blue packs.

The other 4 members of the team have identical costumes save for the fact that the base colors change from white to Red, Blue, Black, and Gold.

The stars on the others are all white, The stripes are blue.

 

 

post-198-0-38923000-1404526559_thumb.jpg

Link to comment
Share on other sites

  • 1 month later...
  • 2 weeks later...

The Wrekt Clan

Five Horsemen of Ragnarok

Apocalypse NOW!

 

For almost two years the Wrekt Clan was the top five man arena team on Edean Gate's Banished One server, (North America) not only that they were a top raiding guild with over 200 members at their peak, and a feared PvP guild - or reviled. The five leaders of the Clan were trollish MMO superstars - they ran roughshod in FPS circles too, usually kicking ass and taking names in games like HALO, Call of Warfare, and Tempus Sphere. 

 

Their call signs: Cryptseer, Ulciscor, Angelsexer, MaDdOgG, and Napalmkisses were targeted and hunted, oft to their pursuers regret. They were poor winners and worse losers and it was a shock to many to find they were not twelve year olds. 

 

Their status and achievements had become so over-reported in their circles that they actually had a piece about them on CNN asking if video games were churning out antisocial little bigots. They were exhibit 'A.' 

 

It was a brief scan of Earth media that the Harbinger had caught. A being of incredible power, he had been travelling the universe slowly divesting it to champions to protect their worlds from the coming of the Court of Boerthorn, a genocidal conqueror from what we know as the the Pegasus Dwarf Irregular Galaxy. The Court could be weeks, years, or centuries away, the Harbinger didn't know, what he did know was that he and others had been tasked with bolstering the defenses of Nexus worlds like Earth. 

 

Unlike the benefactor of the heroine Sanctuary, the Harbinger was looking for efficiency, team work, and a results oriented approach - he wasn't touchy feely.  So he studied this Clan of warriors and decided that their skills and focus made them excellent candidates. To test them he set up an MMO style simulation and explained that if they succeeded he would grant them power to become champions of their homeworld. The five young men jumped at the chance and were quickly on their way. 

 

The Harbinger's attention was held by their results - the simulator kept track of many statistics: efficiency, team-work, problem solving. Though they were fairly direct, they succeeded at every challenge and he was convinced by their victories that they would make remarkable champions. 

 

Granting the five their power was taxing and the Harbinger bid them attempted to bid them farewell so that he could recuperate and move on to the next world as he had a thousand times before. He hesitated for a moment, noting that his simulator had pinged a warning he'd missed in the mountains of data. The "citizens protected" data was alarming at best - doubt crept into his mind, but to correct the problem he had to recover his might. 

 

Unfortunately, Austin - now the Angel of War - detected his weakened condition and communicated it to his allies. They struck as one and the Harbinger was no more. His corpse was ejected from his hastily created facility and the Wrekt Clan moved on to bigger and better things.

 

 

The Team Consists of:

  • Healer: Angelus Belli
  • Tank: Primus
  • DPS - Commander: Ordnance
  • DPS - Melee: Garm, the Hound of Ragnarok
  • DPS - Ranged: Honō no u~izādo (Wizard of Flame)
Link to comment
Share on other sites

Angelus Belli (Angel of War)

 

Val   Char   Cost    Roll     Notes

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

  13    DEX      6       12-

  30    CON     20      15-

  13    INT        3       12-      PER Roll 12-

  20    EGO     10      13-

  20    PRE      10      13-      PRE Attack:  4d6

 

   6     OCV     15     

   6     DCV     15     

   7     OMCV 12     

   7     DMCV 12     

   5     SPD      30                  Phases:  3, 5, 8, 10, 12

 

10+30            PD     8            Total:  10/40 PD (0/30 rPD)

10+30            ED     8            Total:  10/40 ED (0/30 rED)

  10    REC      6

  60    END      8

  15    BODY   5

  60    STUN   20      Total Characteristic Cost:  198

 

Movement:    Running:  12m/24m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

125    Divine Magics:  Multipower, 125-point reserve                    

8f       1)  Angel's Radiance:  Healing Simplified 6d6, Can Heal Limbs, Resurrection (85 Active Points)          8

7f       2)  Blessings of Might:  Aid  STR, OCV, DCV, STUN 5d6 (standard effect: 15 points), Usable Simultaneously (up to 8 people at once; +1 ¼), Recipient must be within Limited Range of the Grantor for power to be granted, Expanded Effect (x4 Characteristics or Powers simultaneously) (+1 ½) (112 Active Points); Each Casting Lasts 1 Minute (-½)            11

                                       Notes:  +15 Str, +3 OCV, +3DCV, +30 Stun

1f       3)  Feasting-Spell (Strong):  Life Support  (Eating Character does not eat or drink), Usable Simultaneously (up to 32 people at once; +1 ½) (7 Active Points); Costs Endurance (Only Costs END to Activate; -¼)   1

5f       4)  Hammer of Judgement:  Mental Blast 5d6 (Human class of minds) (50 Active Points)       5

2f       5)  Smite Undead:  Killing Attack - Ranged 3d6+1 (50 Active Points); Only vs Undead (-2)    5

5f       6)  Smite:  Blast 10d6 (50 Active Points)                               5

                                                                                                                   

40      Weapon Sets:  Multipower, 50-point reserve,  (50 Active Points); all slots Only In Alternate Identity (-¼)           

3f       1)  Ghost Slaying Sword:  Killing Attack - Hand-To-Hand 1 ½d6 (2d6+1 w/STR), Affects Desolidified Any form of Desolidification (+½) (37 Active Points); Only In Alternate Identity (-¼)     4

2f       2)  Hammer of Justice:  Hand-To-Hand Attack +6d6, Reduced Endurance (½ END; +¼) (37 Active Points); Hand-To-Hand Attack (-¼), Only In Alternate Identity (-¼)                         1

4f       3)  Spear of Light:  (Total: 46 Active Cost, 36 Real Cost) Stretching 2m (2 Active Points); Only To Cause Damage (-½), Always Direct (-¼), No Velocity Damage (-¼), no Noncombat Stretching (-¼), Only In Alternate Identity (-¼) (Real Cost: 1) plus Killing Attack - Hand-To-Hand 2d6+1 (3d6+1 w/STR), Armor Piercing (+¼) (44 Active Points); Only In Alternate Identity (-¼) (Real Cost: 35)                                                                                      5

                                                                                                                   

           Divine Magics                                                                              

2         1)  Minimized Breathing:  Life Support  (Extended Breathing: 1 END per Minute)   0

3         2)  Negate Diseases:  Life Support  (Immunity All terrestrial diseases) (5 Active Points); Nonpersistent (see text; -¼), Cannot Be Activated Until Character Has Disease (-¼)                         0

3         3)  Negate Toxins:  Life Support  (Immunity: All terrestrial poisons) (5 Active Points); Nonpersistent (see text; -¼), Cannot Be Activated Until Character Is Poisoned (-¼)                          0

11      4)  Perceive Poisoning II:  Detect Poisons In My Body 15- (no Sense Group), Discriminatory                0

82      5)  Summon Divine Steeds:  Summon 2 315-point divine pegasus, Loyal (+½) (102 Active Points); Concentration (½ DCV; -¼)                                                                                                    10

20      6)  Sun God's Blessing (Strong):  Sight Group Flash Defense (20 points)     0

                                                                                                                   

           Gear                                                                                               

12      1)  Closed Communications Radios:  Mind Link , Human class of minds, Specific Group of Minds, No LOS Needed, Number of Minds (x8) (35 Active Points); Only With Others Who Have Mind Link (-1), OIF (-½), Sense Affected As Hearing Group and Radio Group, Not Mental Group (-½)                                    0

                                                                                                                   

           Seraph's Plate, all slots Only In Alternate Identity (-¼)        

16      1)  Earth's Embrace:  Knockback Resistance -20m (20 Active Points); Only In Alternate Identity (-¼)                0

16      2)  Seraph's Crown:  Mental Defense (20 points total) (20 Active Points); Only In Alternate Identity (-¼)          0

16      3)  Seraph's Mantle:  Power Defense (20 points) (20 Active Points); Only In Alternate Identity (-¼)     0

48      4)  Seraph's Plate:  Resistant Protection (20 PD/20 ED) (60 Active Points); Only In Alternate Identity (-¼)        0

16      5)  Sun's Blessing:  Sight Group Flash Defense (20 points) (20 Active Points); Only In Alternate Identity (-¼)    0

                                                                                                                   

           Shield of Angelus, all slots Only In Alternate Identity (-¼) 

13      1)  Enchanted Shield:  Resistant Protection (10 PD/10 ED) (30 Active Points); Requires A Roll (DEX  roll; -½), Concentration, Must Concentrate throughout use of Constant Power (½ DCV; -½), Only In Alternate Identity (-¼)     0

16      2)  Repell Missiles:  Deflection (20 Active Points); Only In Alternate Identity (-¼)    2

13      3)  Shield Smash:  Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-¼), Only In Alternate Identity (-¼)                                                                                                       2

 

           Weapons Combat

           Maneuver        OCV   DCV    Notes

5         All-Out              +1       -2      Weapon +4 DC Strike

4         Attack              +0      +2      Weapon +2 DC Strike

4         Charge              +0       -2      Weapon +2 DC +v/10 Strike, FMove

4         Defend             +2      +2      Block, Abort

5         Probe                +1      +3      4d6 Strike

4         Resist                +0      +0      35 STR to resist Shove; Block, Abort

4         Shove               +0      +0      35 STR to Shove

1         Weapon Element:  Axes, Maces, Hammers, and Picks

1         Weapon Element:  Blades

1         Weapon Element:  Clubs

1         Weapon Element:  Polearms and Spears

1         Weapon Element:  Shields

1         Weapon Element:  Staffs

 

           Perks

10      The Citadel:  Vehicles & Bases

63      Steed:  Follower

 

           Talents

3         Handsome Knight:  +1/+1d6 Striking Appearance (vs. all characters)

10      Combat Mastery:  Lightning Reflexes (+10 DEX to act first with All Actions)

 

           Skills

10      +1 with All Attacks

16      +2 with HTH Combat

2         +2 with Hammer of Judgment

2         Animal Handler (Equines) 13-

3         Bureaucratics 13-

3         Charm 13-

2         Computer Programming 10-

2         Electronics 10-

3         High Society 13-

2         PS: Short Order Cook 11-

3         Paramedics 12-

13      Power:  Divine Magic 18-

3         Riding 12-

3         Scholar

1         1)  KS: Fantasy Literature and Film (2 Active Points) 11-

1         2)  KS: Hammer Combat (2 Active Points) 11-

1         3)  KS: Massively Multiplayer Online Games (2 Active Points) 11-

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

3         TF:  Common Motorized Ground Vehicles, Equines, Flying Beasts

3         Teamwork 12-

3         WF:  Common Melee Weapons, Staffs

 

Total Powers & Skill Cost:  691

Total Cost:  889

 

400+     Matching Complications

10      Enraged:  When he feels his team is losing (Uncommon), go 8-, recover 11-

20      Hunted:  DMA Infrequently (Mo Pow; NCI; Harshly Punish)

15      Psychological Complication:  Arrogant (Common; Strong)

15      Psychological Complication:  Comment Section Mentality (Common; Strong)

15      Social Complication:  Secret Identity Frequently, Major

489    Experience Points

(1 points unspent)

 

Total Complications Points:  889

 

Background/History:  Growing up, Austin's household was deeply "spiritual" not really following any one religion. His parents were new agey hippies born a decade too late and they ran a surprsingly successful health foods store in Southern California.

 

Wanting for nothing due to his parents' surprising finanical acumen and their hands off approach to parenting, he eventually dovetailed into playing video games all day. His obsession with angels and the divine darkened as he grew, he adopted an Angel of Death personae in his gaming. He met fellow L337 gamers playing Call of Duty and eventually moving on to other FPS and MMO's. The Five friends were all the same age and worked surprisingly well together. They had an aggressive, trollish attitude towards their opponents or anyone who didn't measure up to their standards.

 

When they were approached by the crazy man offering them power to save the world they jumped at the chance and passed his "tests" by defeating increasingly powerful invaders and protecting villages along the way.

 

Their benefactor, unfortunately had miscalculated the psychological makeups of the young men he was offering power to. The Harbinger had been engrossed in challenging them tactically he didn't pay attention to their ethical and moral actions - he was in a hurry, perhaps.

 

Once they were empowered the five heroes turned on their benefactor and destroyed him, flying off to prove to the world how badass they truly were.

 

Personality/Motivation:  Austin is obsessed with Angels of fantasy and the trappings of divine power. He's a smidge less forthright though; preffering to be idolized and lionized rather than actually following any religious doctrine.

 

He played a healer as part of his obsession and when the agent of fate granted the men of Wrekt their powers, his focused on healing and enhancing his fellows. His personality however often dictates he be more aggressive than would suit the role.

 

Quote:

 

Powers/Tactics:  Angelus Belli, who played the team healer in MMO's and specialized in support in other games, gained the powers and appearance of a noble, holy warrior.  Though he si more than capable of defending himself, particularly against normals, Blaze Angel's role is predominately as support. He buffs and heals his team and this often makes him an early target.

 

Campaign Use:

 

Appearance:  Austin Aingeru Steuben is a stern-yet-handsome man with cropped brown hair, a neatly trimmed beard, blue eyes, and a powerful build. He dresses in casual clothes, prefering tight tees to show off his build

 

Angelus Belli wears archaeic armor, silver and blue with gold embellishments and a red cloak.

 

Com__Azelas_by_Wes_Talbott.png

Image: Azelas by Wes Talbot

Link to comment
Share on other sites

Primus

 

   Val     Char   Cost    Roll           Notes

    70      STR      60      23-            Lift 409.6tons; 14d6 [7]

    20      DEX     20      13-

    50      CON     40      19-

    10      INT        0       11-            PER Roll 11-

    15      EGO      5       12-

25+40  PRE      15      14- / 22-   PRE Attack:  5d6/13d6

 

     8       OCV     25     

     6       DCV     15     

     5       OMCV  6      

    10      DMCV 21     

     4       SPD      20                        Phases:  3, 6, 9, 12

 

    25      PD        23                        Total:  25 PD (25 rPD)

    25      ED        23                        Total:  25 ED (25 rED)

    25      REC     21

   150    END     26

    25      BODY  15

   150    STUN   65      Total Characteristic Cost:  400

 

Movement:       Running:  12m/24m

                            Flight:  55m/110m

                            Leaping:  4m/8m

                            Swimming:  4m/8m

 

Cost   Powers                                                                                   END

55      Taunt:  Mind Control 15d6 (Human class of minds), Dismissable, Area Of Effect (20m Radius; +1), Selective (+¼) (180 Active Points); Costs END To Maintain (Full END Cost; -½), Mandatory Effect EGO +20 (-½), Stops Working If Mentalist Is Stunned (-½), "Fight ME!" (-½), Incantations (-¼)                               18

27      Awe :  +40 PRE (40 Active Points); Costs Endurance (-½) 4

67      Prime Mover:  Multipower, 67-point reserve                          

7f       1)  Combat Movement:  Flight 40m, Position Shift, No Turn Mode (+¼), Usable as Swimming (+¼) (67 Active Points)     7

5f       2)  Sonic Speed:  Flight 15m, No Gravity Penalty (+½), MegaScale (1m = 10,000 km; +2) (52 Active Points)     5

           Damage Soak                                                                              

26      1)  Adamant:  Absorption 15 BODY  (energy or Physical, STUN), Varying Effect (+¾) (26 Active Points)            0

25      2)  Invulnerable:  Hardened (+¼), Impenetrable (+¼), Resistant (+½) (25 Active Points) applied to ED              

25      3)  Invulnerable:  Hardened (+¼), Impenetrable (+¼), Resistant (+½) (25 Active Points) applied to PD              

25      4)  Iron Will:  Mental Defense (25 points total)                   0

25      5)  Shrug It Off:  Power Defense (25 points)                         0

24      6)  Stability:  Knockback Resistance -30m (30 Active Points); Costs Endurance (Only Costs END to Activate; -¼)         3

20      7)  Swatting Missiles:  Deflection                                           2

30      8)  Toughness:  Energy Damage Reduction, Resistant, 50%           0

30      9)  Toughness:  Physical Damage Reduction, Resistant, 50%         0

           Gadgets                                                                                         

12      1)  Closed Communications Radios:  Mind Link , Human class of minds, Specific Group of Minds, No LOS Needed, Number of Minds (x8) (35 Active Points); Only With Others Who Have Mind Link (-1), OIF (-½), Sense Affected As Hearing Group and Radio Group, Not Mental Group (-½)                                    0

           Perks

10      The Citadel:  Vehicles & Bases

 

           Talents

10      Prime Mover:  Lightning Reflexes (+10 DEX to act first with All Actions)

6         Prime Hunk:  +2/+2d6 Striking Appearance (vs. all characters)

3         Mathematics Prodigy:  Lightning Calculator

4         Speed Reading (x10)

 

           Skills

24      +3 with HTH Combat

3         Bugging 11-

5         Bugging 12-

7         Computer Programming 13-

3         Conversation 14- (22-)

5         Cryptography 12-

3         Electronics 11-

3         Inventor 11-

3         Mechanics 11-

3         Scientist

1         1)  SS:  Artificial Intelligence Systems 11- (2 Active Points)

1         2)  SS:  Computer Science 11- (2 Active Points)

1         3)  SS:  Mathematics 11- (2 Active Points)

1         4)  SS:  Psychology 11- (2 Active Points)

2         Security Systems 11- (3 Active Points); Electronic/Technological Systems Only (-½)

5         Shadowing 12-

3         Stealth 13-

3         Streetwise 14- (22-)

9         Systems Operation 14-

3         Teamwork 13-

 

Total Powers & Skill Cost:  524

Total Cost:  924

 

400+     Matching Complications

20      Hunted:  DMA Infrequently (Mo Pow; NCI; Harshly Punish)

15      Psychological Complication:  Overconfident (Common; Strong)

15      Psychological Complication:  Possessive, Controlling (Common; Strong)

15      Social Complication:  Secret Identity Frequently, Major

10      Vulnerability:  1 ½ x STUN Physical Attacks from Women (Common)

524    Experience Points

 

Total Complications Points:  924

 

Background/History:  Brandon Jackson has always loved video games. He began programming young with dreams of making his own. As he grew he jumped at the chance to join a startup, pouring his heart and soul into it only to have the game never materialize and internal struggles bankrupt and break up the company.

 

Disenchanted, he moved back in with his folks and settled into a crappy desktop support job while playing games all the time. He was a founder of the Wrekt Clan and tends to think of it as his. When they were granted powers, Brandon became the hero of his dreams, Primus.

 

Personality/Motivation:  When the five of them were given power, Brandon took the Tank roll - feeling he was the most responsible. It grates on him that Ordnance is considered the tactician of the group even if it's true.

 

Given his new body and presence, he's had  a string of relationships that tend to break up over his possessiveness. He's careful not to harm the young women when they break up preferring to use his powers and resources to watch them and enact nonviolent revenge. He finds his team's casual violence a bit off putting to be honest - it's great for a game of "Pound the Heroes" or "Stomp the Cops," but he's not a fan of casual murder like Slaybeast.

 

Brandon thinks he's God's gift to women and that he protects them. He's actually shocked when they attack him.

 

Quote:  "Come over here and say that."

 

Powers/Tactics:  Primus takes the point in combat, he's the toughest and has powers that allow him to keep opponents focused on him.

 

Campaign Use:  The Wreckt Clan are supposed to be a team - Primus however is one of them whou could conceivably deal with a team on his own. His powers are a damage soak and he has a decent attack but he's better if he's got some damage to back him up.

 

Appearance:  Brandon is tall and handsome with a powerful build. As Primus he we wears a costume based loosely on a Roman Centurion in red and silver.

 

Alpha_Centurion_from_FMW_by_D_MAC.jpg

Art: Alpha Centurion by Darren Calvert

Link to comment
Share on other sites

Ordnance

 

Val   Char   Cost    Roll     Notes

  25    STR      15      14-      Lift 800.0kg; 5d6 [2]

  15    DEX     10      12-

  25    CON     15      14-

  10    INT        0       11-      PER Roll 11-

  11    EGO      1       11-

  25    PRE      15      14-      PRE Attack:  5d6

 

  15    OCV     20     

   7     DCV     20     

   3     OMCV  0      

   5     DMCV  6      

   5     SPD      30                  Phases:  3, 5, 8, 10, 12

 

10+10            PD     8            Total:  10/20 PD (0/10 rPD)

10+10            ED     8            Total:  10/20 ED (0/10 rED)

  10    REC      6

  50    END      6

  20    BODY  10

  50    STUN   15      Total Characteristic Cost:  185

 

Movement:    Running:  15m/30m

                         Leaping:  8m/16m

                         Swimming:  10m/20m

 

Cost   Powers                                                                                   END

108    Summon Arsenal:  Variable Power Pool (Gadget Pool), 75 base + 75 control cost, No Skill Roll Required (+1) (150 Active Points); Limited Special Effect Very Common SFX (Firearms, Military Weaponry; -¼); all slots OAF (-1)        

0         1) AR-18:  Killing Attack - Ranged 2d6, +1 Increased STUN Multiplier (+¼), Invisible Power Effects (Invisible to Sight; +¼), Autofire (5 shots; +½) (75 Active Points); OAF (-1), STR Minimum (-½), Required Hands (-½), Beam (-¼), 40 Charges (+½) Real Cost: 23                                                                                  [40]

0         2) Combat Knife:  Killing Attack - Hand-To-Hand 1d6-1 (Damage Class), Range Based On STR (+¼), Reduced Endurance (0 END; +½) (21 Active Points); OAF (-1), Real Weapon (-¼), STR Minimum (-¼) Real Cost: 8                0

0         3) Nightstick/Billy Club:  Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +½) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-¼), Real Weapon (-¼), STR Minimum (-¼) Real Cost: 8               0

0         4) Piared AMT Automag V's:  (Total: 46 Active Cost, 19 Real Cost) Killing Attack - Ranged 2d6+1, +1 Increased STUN Multiplier (+¼) (44 Active Points); OAF (-1), 7 Charges (-½), STR Minimum (-½), Beam (-¼) (Real Cost: 13) plus +1 with any single attack (2 Active Points); OAF (-1) (Real Cost: 1) Real Cost: 19          [7]

                                                                Notes:  (x2 number of items)

0         5) Rifle Butt:  Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +½) (22 Active Points); OAF (-1), STR Minimum (-½), Hand-To-Hand Attack (-¼), Real Weapon (-¼) Real Cost: 7         0

 

           Ballistokinetics                                                                             

8         1)  Ballistodeflection:  +4 OCV with Deflection                   

20      2)  Ballistokinesis:  Telekinesis (20 STR), Fine Manipulation (40 Active Points); Only Works On Guns and Bullets (-1)   4

13      3)  Ballistordeflection:  Deflection (20 Active Points); Only Versus Bullets (-½)        2

20      4)  Bulletproof:  Damage Negation (-5 DCs Physical) (25 Active Points); Only Works Against Firearms/Munitions (-¼)  0

27      5)  Incredibly Accurate Shot:  +8 OCV (40 Active Points); Only With Firearms (-½)

24      6)  Incredibly Accurate Shot:  Range Skill Levels:  +12 vs. Range Modifier with Firearms with             

24      7)  Incredibly Accurate Shot:  Targeting Skill Levels:  +12 vs. Hit Locations modifers with Firearms with          

 

           Gear                                                                                               

12      1)  Closed Communications Radios:  Mind Link , Human class of minds, Specific Group of Minds, No LOS Needed, Number of Minds (x8) (35 Active Points); Only With Others Who Have Mind Link (-1), OIF (-½), Sense Affected As Hearing Group and Radio Group, Not Mental Group (-½)                                    0

18      2)  Halo Mod Helmet:  (Total: 33 Active Cost, 18 Real Cost) Resistant Protection (3 PD/3 ED); Requires A Roll (8- roll; Must be made each Phase/use; only protects Hit Locations 3-5; -1 ¾), OIF (-½) (Real Cost: 3) plus Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-½) (Real Cost: 5) plus Sight Group Flash Defense (8 points) (8 Active Points); OIF (-½) (Real Cost: 5) plus +8 Mental Defense (8 points total) (8 Active Points); OIF (-½) (Real Cost: 5)     0

20      3)  Light "Halo" Armor:  Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-½)      0

7         4)  Radio Communicator, Basic:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)   0

5         5)  Nightsight Lenses:  Nightvision                                         0

9         6)  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), 1 Continuing Charge lasting 1 Minute (-1)        [1 cc]

12      7)  Telescopic Lenses:  +8 versus Range Modifier for Sight Group 0

5         8)  Thermalsight Lenses:  Infrared Perception (Sight Group)           0

 

           Mad Skillz                                                                                     

13      1)  Combat Intuition:  +2 with All Combat (20 Active Points); Requires An INT Roll  (11- roll; -½)      

4         2)  Combat Running:  Running 9m (9 Active Points); Only To Make Half Moves In Combat (-1)        1

9         3)  Double Tap:  Autofire (2 shots; +¼) for up to 75 Active Points of non-Autofire RKA, Both Shots Must Be At The Same Target (-0) (19 Active Points); OIF (non-Autofire firearm of opportunity; -½), Requires A Shooting Tricks Roll (11- roll; -½)                                                                                                       2

1         4)  Extended Push:  +5 STR (5 Active Points); Increased Endurance Cost (x5 END; -2), Only When Pushing (-1), Requires An EGO Roll  (11- roll; -½)                                                             5

28      5)  Necksnapper:  HKA 2d6, NND (+1), Does BODY (+1) (90 Active Points); Must Target The Head (-1), Must Follow Grab (-½), No STR Bonus (-½), Requires A STR Roll  (11- roll; No Active Point penalty to Skill Roll; -¼)               9

7         6)  Sky-High:  Leaping +4m (8m forward, 4m upward) (Accurate)                1

3         7)  Sprinter:  Running +3m (15m total)                                 1

3         8)  Strong Swimmer:  Swimming +6m (10m total)              1

5         9)  Ultimate Climbing:  Clinging (normal STR) (10 Active Points); Requires A Climbing Roll (11- roll; -½), Cannot Cling To Ceilings Or Surfaces Of More Than 120 Degree Angle (-¼), Cannot Resist Knockback (-¼)   0

 

           Commando Training

           Maneuver        OCV   DCV    Notes

3         Aikido Throw  +0      +1      5d6 +v/10, Target Falls

4         Boxing Cross   +0      +2      7d6 Strike

4         Choke               -2       +0      Grab One Limb; 2d6 NND

4         Escape              +0      +0      40 STR vs. Grabs

3         Hold                  -1       -1      Grab Two Limbs, 35 STR for holding on

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

4         Karate “Chop” -2       +0      HKA 2d6 +1

4         Kung Fu Block +2      +2      Block, Abort

5         Side or Spin Kick       +1      -2 9d6 Strike

1         Weapon Element:  Clubs

1         Weapon Element:  Knives

           Gun Fu

           Maneuver        OCV   DCV    Notes

4         Accurate Shot +2       -2      Weapon  Strike

4         Basic Shot       +0      +0      Weapon +2 DC Strike

4         Block                +2      +2      Block, Abort

3         Defensive Shot -1       +2      Weapon  Strike

5         Distance Shot  +0       -2      Weapon  Strike, +1 Segment

3         Diving Shot      +0      +2      Weapon  Strike, Half Move Required, You Fall

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

5         Far Shot           +1       -1      Weapon  Strike

3         Leg Shot           +0       -1      Weapon +2 DC Strike, Throw

4         Offensive Shot -1       -1      Weapon +4 DC Strike

4         Quick Shot       +1      +0      Weapon +2 DC Strike

4         Ranged Disarm +0     +0      Disarm, 40 STR to roll

4         Smash/Thrust +0      +2      Weapon +2 DC Strike

5         Takeaway       +0      +0      Grab Weapon, 35 STR to take weapon away

4         Trained Shot   +2      +0      Weapon  Strike

1         Weapon Element:  Bayonets

0         Weapon Element:  Clubs (Hand-to-Hand Maneuvers only)

1         Weapon Element:  Empty Hand (Takeaway Maneuver only)

0         Weapon Element:  Pistols (Ranged Maneuvers only)

 

           Perks

10      The Citadel:  Base

35      The Big Hummer:  Vehicles & Bases

 

           Talents

6         Cmobat Mastery:  Lightning Reflexes (+6 DEX to act first with All Actions)

3         God of War:  +1/+1d6 Striking Appearance (vs. all characters)

4         Gun Master:  Lightning Reflexes (+10 DEX to act first with All Firearm Attacks)

3         Sniper Sense:  Absolute Range Sense

1         Twin Gun Master:  Ambidexterity (-2 Off Hand penalty)

 

           Skills

8         +1 with Ranged Combat

4         +2 OCV with firearm of choice

6         +2 with any Breakfall, Climbing, and Fast Draw

3         Analyze:  Combat 11-

3         Breakfall 12-

3         Bureaucratics 14-

3         Climbing 12-

3         Combat Driving 12-

7         Computer Programming 13-

3         Cryptography 11-

3         Demolitions 11-

3         Electronics 11-

3         Fast Draw 12-

2         Inventor 10-

3         Jack of All Trades

1         1)  PS: Create Ammunition (2 Active Points) 11-

1         2)  PS: Gunsmith (2 Active Points) 11-

1         3)  PS: Mercenary (2 Active Points) 11-

2         Language (fluent conversation; character's choice)

3         Mechanics 11-

3         Navigation (Land, Marine) 11-

3         Paramedics 11-

3         SS:  Computer Sciences 11-

2         SS:  Hydrography 11-

3         Scholar

1         1)  KS: Marines History And Customs (2 Active Points) 11-

1         2)  KS: Massive Multiplayer Online Games (2 Active Points) 11-

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

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

1         5)  KS: The Military/Mercenary/Terrorist World (2 Active Points) 11-

1         6)  KS: Zen Riflery (2 Active Points) 11-

2         Security Systems 11- (3 Active Points); Only Versus Computer Security Systems (-½)

3         Stealth 12-

10      Survival (Marine, Temperate/Subtropical, Tropical, Desert, Mountain) 11-

3         Systems Operation 11-

4         TF:  Parachuting, Advanced, Parachuting, Basic, SCUBA, Small Motorized Boats, Small Rowed Boats

1         TF:  Parachuting, Basic

3         Tactics 11-

3         Teamwork 12-

3         Tracking 11-

10      WF:  Clubs, Common Melee Weapons, Small Arms, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Thrown Knives, Axes, and Darts, Vehicle Weapons

2         Weaponsmith (Firearms) 11-

 

Total Powers & Skill Cost:  695

Total Cost:  880

 

400+     Matching Complications

20      Hunted:  DMA Infrequently (Mo Pow; NCI; Harshly Punish)

10      Psychological Complication:  Must Be In Charge (Common; Moderate)

15      Psychological Complication:  Overconfident (Common; Strong)

10      Psychological Complication:  Wanna Be Military Man (Common; Moderate)

15      Social Complication:  Secret Identity Frequently, Major

5         Unluck: 1d6

480    Experience Points

 

Total Complications Points:  880

 

Background/History:  Erik is a military brat, his father was stationed in Germany and met his mother on a trip to norway. Their relationship was torid and abusive and Erik got the brunt from both of them. When his mother walked out on them, Erik was twelve, he ended up attending five different schools before graduating and joining the Marines. (in part to piss off his Army lifer father)

 

The Marines were not kind to Erik. He found his inner rage difficult to harness and was a constant discipline problem, eventually he was approached by a few corrupt Marines who would help him avoid dishonorable discharge if he acted as their mule. He managed to get out of the Marines with a clean record, get his GI Bill and go to school and study computers.

 

Meeting the rest of the "Wrekts" was the best thing that ever happened to him. Not only were they just as small and bitter as he was, they looked up to him and took his battle advice to heart. It was Erik's strategy of having their healer raise the collateral damage after they retook the villages in the simulation that gave them their powers. The Harbinger had given each of the Wrekts powers and abilities that suited their desires and Erik became a master of warfare.

 

Personality/Motivation:  Ordnance is the team general, using his tactical acumen to control the battlefield. It is a monument to his arrogance that he equates overwhelming firepower with tactical ability.

 

During downtime, Ordnance works out, shoots targets, develops tactics for the team to follow, and drinks himself silly. He thinks women are only good for one thing and thanks to his enhanced physique and increased funds, manages to spend time with many who lack the self-esteem to ignore jerks like him. He is close to his team insofar as they follow him and all have many of the same prejudices. He even ignores Henry's ethnicity because Henry acts like him.

 

Erik is relentlessly macho and can be easily goaded into fights; and while he's not nearly as capable hand to hand as he is with a gun, he can hold his own. Worse yet, he's not at all against bringing a gun to a fist fight.

 

Quote:  Oorah! Let's go Ladies! I want us home and ankle deep in cheap booze and cheaper women in the hour.

 

Powers/Tactics:  Ordnance has become a manifestation of military wannabes. He can summon any weapon he can think of as long as they're in use in modern militaries. Add to this his Ballistokinesis, his Gun Fu, his Mad Skillz, and his sci-fi tech ops battle armor and you have a dangerous man.

 

Campaign Use:  The Clan works best together for their theme - but if he fights alone, Ordnance is ok wtih light defenses. He will try to ovewhelm his opponents with firepower and will play duck and run if they prove too bulletproof.

 

Appearance:  Erik is an action movie come to life, tall and thickly muscled - he looks roided out and might as well be. He shaves his head (he's been losing his hair since he was tweny) and wears a neatly trimmed brown beard. His eyes are blue.

 

He dresses in cammo gear or Marine slogan tees for pretty much anything. Though when brokering a deal he wears tailored suits to be professional.

 

The Ordnance armor is black and gunmetal gray.

police_dude_by_loopywanderer-d6v2i7l.jpg

Art: Police Dude by Loopy Wanderer

Link to comment
Share on other sites

Garm

 

Val   Char   Cost    Roll     Notes

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

  26    DEX     32      14-

  35    CON     25      16-

   9     INT       -1      11-      PER Roll 16-

  13    EGO      3       12-

  25    PRE      15      14-      PRE Attack:  5d6

 

  11    OCV     40     

  11    DCV     40     

   3     OMCV  0      

   5     DMCV  6      

   6     SPD      40                  Phases:  2, 4, 6, 8, 10, 12

 

12+12            PD     10         Total:  12/24 PD (0/12 rPD)

12+12            ED     10         Total:  12/24 ED (0/12 rED)

  15    REC     11

  70    END     10

  25    BODY  15

  70    STUN   25      Total Characteristic Cost:  306

 

Movement:    Running:  26m/38m/52m/76m

                         Leaping:  12m/24m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

12      Closed Communications Radios:  Mind Link , Human class of minds, Specific Group of Minds, No LOS Needed, Number of Minds (x8) (35 Active Points); Only With Others Who Have Mind Link (-1), OIF (-½), Sense Affected As Hearing Group and Radio Group, Not Mental Group (-½)                                    0

           Hyper-Predator                                                                            

2         1)  Burst Of Speed:  Running +12m (26m/38m total) (12 Active Points); Increased Endurance Cost (x10 END; -4)          10

44      2)  Claws:  Killing Attack - Hand-To-Hand 2d6+1 (4d6 w/STR), Armor Piercing (+¼) (44 Active Points)             4

1         3)  Deep Breath:  Life Support  (Extended Breathing: 1 END per Turn)       0

2         4)  Disease Resistant:  Life Support  (Immunity: Common Cold/Flu)          0

15      5)  Fangs:  Killing Attack - Hand-To-Hand 1d6 (3d6+1 w/STR)    1

13      6)  Healing Factor:  Regeneration (2 BODY per Day), Can Heal Limbs      0

36      7)  Hyper Healing:  Resistant Protection (12 PD/12 ED)    0

9         8)  Pouncing:  Leaping +8m (12m forward, 6m upward) (Accurate)            1

14      9)  Swift:  Running +14m (26m/38m total)                          1

15      10) Toughness:  Energy Damage Reduction, Resistant, 25%          0

15      11) Toughness:  Physical Damage Reduction, Resistant, 25%       0

5         12) Zootoxic Immunity:  Life Support  (Immunity: Zootoxins)       0

           Preteratural Senses                                                                      

7         1)  Anticipation:  Lightning Reflexes (+10 DEX to act first with All Attacks) (10 Active Points); Requires A Roll (PER roll; -½)    

10      2)  Combat Smell:  Targeting with Normal Smell                 0

20      3)  Heightened Combat Perception:  Combat Sense 16-    

15      4)  Heightened Senses:  +5 PER with all Sense Groups       0

5         5)  Nightsight:  Nightvision                                                      0

18      6)  Precise Focusing:  +12 versus Range Modifier for Smell/Taste Group   0

10      7)  Resilient Smell:  Smell/Taste Group Flash Defense (10 points) 0

5         8)  Thermal Vision:  Infrared Perception (Sight Group)      0

10      9)  Tracking Smell:  Tracking with Smell/Taste Group       0

3         10) Ultrasonic Hearing:  Ultrasonic Perception (Hearing Group)   0

 

           Muay Thai (Thai Kick-Boxing)

           Maneuver        OCV   DCV    Notes

4         Block                +2      +2      Block, Abort

4         Elbow/Knee Killing Strike  -2 +0           HKA 3d6

4         Foot Push         +0      +0      50 STR to Shove

4         Low Kick         +0      +2      9d6 Strike

4         Punch/Elbow Strike  +2      +0                9d6 Strike

5         Roundhouse Kick/Knee Strike               -2            +1           11d6 Strike

1         Weapon Element:  Blades

1         Weapon Element:  Clubs

1         Weapon Element:  Polearms

1         Weapon Element:  Staffs

 

           Perks

10      The Citadel:  Vehicles & Bases

10      Motorbike:  Vehicles & Bases

 

           Talents

4         All Terrain Villain:  Environmental Movement (no penalties on rough terrain)

3         Animal Attraction:  +1/+1d6 Striking Appearance (vs. all characters)

3         Cat Napper:  Lightsleep

 

           Skills

3         Acrobatics 14-

3         Animal Handler 14-

3         Breakfall 14-

3         Climbing 14-

3         Computer Programming 11-

3         Concealment 11-

3         Contortionist 14-

3         Cryptography 11-

3         Electronics 11-

3         Interrogation 14-

3         Inventor 11-

3         Lockpicking 14-

3         Navigation 11-

3         Paramedics 11-

3         Riding 14-

3         Scholar

1         1)  KS: Massive Multiplayer Online Games (2 Active Points) 11-

1         2)  KS: Muay Thai (2 Active Points) 11-

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

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

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

3         Security Systems 11-

7         Stealth 16-

5         Streetwise 15-

7         Survival 13-

3         Systems Operation 11-

2         TF:  Riding Animals

7         Tracking 13-

3         Traveler

1         1)  AK: Montana (2 Active Points) 11-

1         2)  AK: Southeast United States (2 Active Points) 11-

1         3)  CK: Butte (2 Active Points) 11-

1         4)  CK: El Paso (2 Active Points) 11-

1         5)  CK: Juarez, Chihuahua (2 Active Points) 11-

1         6)  CK: Phoenix, AZ (2 Active Points) 11-

8         WF:  Common Melee Weapons, Common Missile Weapons, Small Arms, Garrote, Staffs

 

Total Powers & Skill Cost:  449

Total Cost:  755

 

400+     Matching Complications

5         Distinctive Features:  Animalistic Features (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20      Hunted:  DMA Infrequently (Mo Pow; NCI; Harshly Punish)

15      Psychological Complication:  Casual Killer (Common; Strong)

10      Psychological Complication:  Clan Loyal (Common; Moderate)

15      Social Complication:  Secret Identity Frequently, Major

10      Unluck: 2d6

355    Experience Points

 

Total Complications Points:  755

 

Background/History:  Berny was always picked on, tall but fat and weak, he was a loner. Video games were someplace he could excell - even if he didn't hve the best twitch speed, he could get addons and bots, and other cheats to let him win. Winning was the most important part. And losing would send him into paroxisms of rage.

 

The Wrekt Clan let him join after they had a falling out with one of their "founders" and even though he was always seen as the "noob" he was eternally grateful. Having found a home of sorts, he pushed himself to be better - relying less on cheats (as he didn't want to have the Clan's rep marred) and more on skill.

 

A longtime comic book fan, Berny had developed Garm as an antihero badass long before he'd joined the MMO and FPS world. When the Harbinger granted him power the hound of Ragnarok was born from his dreams.

 

Personality/Motivation:  Berny's transformation has been the greatest things to happen to him. Years of getting picked on have turned him into the ultimate bully. Only he's more slasher film monster.

 

Raised in the Southwest and disdaining the "foreigners" who used to bully him, he's developed a taste for hunting across the border. He goes after gangs, drug runners,  and coyotes (human traffickers) - but will also hunt people trying to sneak over the border.

 

His skill in Muay Thai is artificial - his studies of the art were purely academic and his fighitiing style is more cinematic or video game inspired than anything formal.

 

Quote:  KEK! Don't bring your weak ass game here, scrub. Just die and save us all the trouble.

 

Powers/Tactics:  a huge, metahuman manbeast, Garm is the team's "Up Front" Damage specialist. His senses and mobility are top notch so he works as the team's scout. He's kind of a glass hammer though, despite having keen regenerative abilities; and still relies on Angelus Belli's heals.

 

Campaign Use:  The Wrekt Clan works best as a team, each member is kind of unbalanced in one direction, Garm's problems stem from his comparitively lightweight defenses for a villain his point total. I'm not efficent at the best of times.

 

To improve him, simply give him defenses that rise to the level of his offense. To make him more managable, lower his characteristics. Just remember to reduce his defenses to make him a little sub campaign norm.

 

Appearance:  Huge, powerfully built and feral. Garm dresses like a biker normally. His "costume" is black and brown and gray, with fur lined gloves, boots, and neck.

 

released_by_serisegala-d6t41dz.png

Art: Relseased by Serisegala

Link to comment
Share on other sites

HonO no u~iz?do (Wizard of Flame)

 

Val   Char   Cost    Roll     Notes

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

  13    DEX      6       12-

  30    CON     20      15-

  10    INT        0       11-      PER Roll 11-

  11    EGO      1       11-

  20    PRE      10      13-      PRE Attack:  4d6

 

   7     OCV     20     

   7     DCV     20     

   5     OMCV  6      

   5     DMCV  6      

   5     SPD      30                  Phases:  3, 5, 8, 10, 12

 

8+18 PD          6                   Total:  8/26 PD (0/18 rPD)

12+22            ED     10         Total:  12/34 ED (0/22 rED)

  10    REC      6

120  END      8

  15    BODY   5

  60    STUN   20      Total Characteristic Cost:  184

 

Movement:    Running:  12m/24m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

125    Binding Fires of Creation:  Multipower, 125-point reserve

7f       1)  Brightfire Blast:  (Total: 80 Active Cost, 73 Real Cost) Blast 12d6 (Real Cost: 60) plus Sight Group Flash 4d6 (20 Active Points); Linked (Blast; -½) (Real Cost: 13)                           8

5f       2)  Choking Smoke:  Blast 5d6, Area Of Effect (8m Radius; +½), Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); All Or Nothing; +1) (62 Active Points); Does Not Work In High Winds Or Rain (-¼)            6

3f       3)  Command Flame:  Telekinesis (40 STR) (60 Active Points); Only Works On Fire (-1)          6

7f       4)  Conflagration:  RKA 2d6, Constant (+½), Area Of Effect (16m Radius; +¾) (67 Active Points)     7

6f       5)  Dessicate:  Blast 6d6, Attack Versus Alternate Defense (Life Support [safe Environment: Intense Heat; All Or Nothing; +1) (60 Active Points)                                                                       6

6f       6)  Dominion over Winter:  Drain Ice/Cold Powers 4d6, any one Ice/Cold Power at a time (+½) (60 Active Points)           6

5f       7)  Dragonbreath:  Blast 8d6, Area Of Effect (24m Cone; +¾) (70 Active Points); No Range (-½)        7

6f       8)  Fiery Forms:  Blast 8d6, Indirect (Source Point is the Character, path can change with every use; +½) (60 Active Points)                                                                                                       6

5f       9)  Fiery Prison:  RKA 2d6, Area Of Effect (5m Radius; +½), Constant (+½), Reduced Endurance (0 END; +½) (75 Active Points); Targets Only Take Damage If They Touch Cage Or Move Into/Out Of The Affected Area (-½)             0

4f       10) Fire Mastery:  Suppress Fire Powers 4d6, Fire Powers (+½) (60 Active Points); Costs Endurance (to maintain; -½)     6

7f       11) Firebolt:  Blast 14d6 (70 Active Points)                         7

7f       12) Firestarter Blast:  (Total: 79 Active Cost, 71 Real Cost) Blast 12d6 (Real Cost: 60) plus RKA 1 point, Sticky (only affects flammables; +¼), Constant (+½), Reduced Endurance (0 END; +½), Uncontrolled (+½), Indirect (Source Point can vary from use to use, path can change with every use; +1) (19 Active Points); Linked (Blast; -½), Limited Range 40m (-¼) (Real Cost: 11)                                                                                                       6

3f       13) Flaming Scimitar:  Killing Attack - Ranged 2d6+1, Damage Over Time, Lock out (cannot be applied multiple times) (2 damage increments, damage occurs every Segment, can be negated by Dousing in Water or Flame Retardant Powers; One Segment of Burning; +1 ¼) (79 Active Points); No Range (-½), Restrainable (-½), No Knockback (-¼)                8

4f       14) Flashfire:  Sight Group Flash 8d6 (40 Active Points)   4

6f       15) Heat Exposure:  Blast 4d6, Attack Versus Alternate Defense (Life Support [safe Environment: Intense Heat; All Or Nothing; +1), Area Of Effect (24m Radius; +1) (60 Active Points)  6

4f       16) Immolation:  RKA 2d6, Area Of Effect Accurate (1m Radius; +½), Indirect (Source Point is always the Character, path can change with every use; +½) (60 Active Points); No Knockback (-¼), Not Versus Targets In Or Under Water (-¼)              6

9f       17) Intense Fireball:  Blast 12d6, Area Of Effect (18m Radius Explosion; +½) (90 Active Points)        9

4f       18) Lethal Fire Blast:  RKA 3d6 (45 Active Points)            4

7f       19) Quench Fire:  Dispel Fire 12d6, Fire/Heat Powers (+½), Area Of Effect (8m Radius; +½) (72 Active Points)                7

6f       20) Salamandar's Wrath:  Blast 10d6, Armor Piercing (+¼) (62 Active Points)           6

3f       21) Smoke Cloud:  Darkness to Sight Group 8m radius (40 Active Points); Does Not Work In High Winds Or Rain (-¼)   4

5f       22) Wall Of Fire:  RKA 2d6, Area Of Effect (25m Long, 4m Tall, 2m Wide Line; +¾) (52 Active Points)            5

90      Effreeti's Wings:  Multipower, 90-point reserve                    

2f       1)  Fiery Portal I:  Teleportation 30m, Usable By Other (+¼), Area Of Effect (1m Radius; +¼), Constant (+½) (60 Active Points); Only Through Fires (-1), Gate (-½)                           6

4f       2)  Fiery Portal II:  Teleportation 30m, Usable By Other (+¼), Area Of Effect (1m Radius; +¼), Constant (+½), MegaScale (1m = 1 km; +1) (90 Active Points); Only Through Fires (-1), Gate (-½)                9

2f       3)  Firewalking:  Teleportation 40m (40 Active Points); Only Through Fires (-1)       4

4f       4)  Overland Flight:  Flight 40m (40 Active Points)            4

3f       5)  Smokewalking:  Teleportation 40m (40 Active Points); Only Through Smoke (-½)              4

           Infurnite's Regalia, all slots Only In Alternate Identity (-¼)

43      1)  Burning Shield:  (Total: 80 Active Cost, 43 Real Cost) Resistant Protection (18 PD/22 ED) (60 Active Points); Costs Endurance (-½), Only In Alternate Identity (-¼) (Real Cost: 34) plus RKA ½d6, Constant (+½), Area Of Effect (1m Surface; +¼), Selective (+¼) (20 Active Points); Linked (Resistant Protection; -½), No Range (-½), Only In Alternate Identity (-¼) (Real Cost: 9)                                                                                        8

17      2)  Cold Resistance:  Resistant Protection (20 ED) (30 Active Points); Only Works Against Ice/Cold (-½), Only In Alternate Identity (-¼)                                                                                0

10      3)  Eyes Of Fire:  Sight Group Flash Defense (12 points) (12 Active Points); Only In Alternate Identity (-¼)       0

34      4)  Fire Immunity:  Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Fire (-½), Only In Alternate Identity (-¼)                                                              0

6         5)  Gather 'Round The Fire:  LS  (Safe in Intense Cold; Safe in Intense Heat), Usable Nearby (+1) (8 Active Points); Only In Alternate Identity (-¼)                                                              0

10      6)  Increased Mana:  +60 END (12 Active Points); Only In Alternate Identity (-¼)   

13      7)  Missile Melting:  Deflection (20 Active Points); Only Works Against Physical Projectiles (-¼), Only In Alternate Identity (-¼)                                                                                                       2

16      8)  Negate Heat Signature:  Invisibility to Infrared Perception Group  (20 Active Points); Only In Alternate Identity (-¼)                                                                                                       2

           Miscellany                                                                                    

8         1)  Brawling:  Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-¼)  1

12      2)  Closed Communications Radios:  Mind Link , Human class of minds, Specific Group of Minds, No LOS Needed, Number of Minds (x8) (35 Active Points); Only With Others Who Have Mind Link (-1), OIF (-½), Sense Affected As Hearing Group and Radio Group, Not Mental Group (-½)                                    0

           Utility Spells                                                                                  

5         1)  Detect Temperature:  Detect Temperature 11- (Unusual Group), Sense  0

27      2)  Smoke Form:  Desolidification  (affected by fire and air) (40 Active Points); Cannot Pass Through Solid Objects (-½)                                                                                                       4

5         3)  Thermal Vision:  IR Perception (Sight Group)                0

           Perks

12      Contact:  The Black Market (Contact has extremely useful Skills or resources, Contact limited by identity), Organization Contact (x3) (12 Active Points) 11-

10      The Citadel:  Vehicles & Bases

 

           Talents

10      Blazingly Fast:  Lightning Reflexes (+10 DEX to act first with All Actions)

3         Smouldering:  +1/+1d6 Striking Appearance (vs. all characters)

 

           Skills

16      +2 with Ranged Combat

3         Computer Programming 11-

3         Cryptography 11-

3         Electronics 11-

3         Inventor 11-

0         Language:  English (idiomatic) (4 Active Points)

3         Language:  Japanese (completely fluent)

3         Scholar

1         1)  KS: Finance (2 Active Points) 11-

1         2)  KS: Networking and Systems Administration (2 Active Points) 11-

1         3)  KS: The Black Market (2 Active Points) 11-

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

1         5)  KS: The Video Game Industry (2 Active Points) 11-

3         Systems Operation 11-

3         Teamwork 12-

5         WF:  Common Melee Weapons, Common Missile Weapons, Staffs

 

Total Powers & Skill Cost:  640

Total Cost:  824

 

400+     Matching Complications

15      Psychological Complication:  Arrogant (Common; Strong)

15      Social Complication:  Secret Identity Frequently, Major

20      Hunted:  Department of Metahuman Affairs Infrequently (Mo Pow; NCI; Harshly Punish)

10      Enraged:  When he feels he's been disrespected (Common), go 8-, recover 14-

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

5         Unluck: 1d6

424    Experience Points

 

Total Complications Points:  824

 

Background/History:  Henry Minami is the third son of a middle manager of the Nissan Automakers. His family moved to America when he was two and he's spent most of his life resenting them.

 

When Henry didn't show the dedication to academia his family had hoped for, his father pushed him to find a place in the world. Henry finished school in the top half of his class and began studying electronics and computer repair. He loved gaming and used his studies as an excuse to play games at every opportunity.

 

He fell in with the Wrekts early on, and it wasn't until they had been given powers that his ethnicity was discovered. The others managed to wrap their brians around it and use Henry as their "proof" that they're not racists.

 

When the Wrekt Clan was being tested, Henry came alive - the casual destruction without  pause to think was his moment of nirvana. When the moment came to slay their benefactor and abscond with the power they were offered.

 

Personality/Motivation:  Hon? no u~iz?do is quick to anger, and convinced of his superiority. He only loosely follows Ordnance plans and will focus on targets that upset him. Outside of the Clan activities, Henry is full of himself and runs the team's finances - but since they blow their money so fast it's a fool's errand.

 

Henry finds the "stereotype" of all Asians knowing martial arts to be insulting (moreso, he was too lazy and undisciplined to learn any) but won't hesitate to brawl.

 

Quote:  "Burn, bitch."

 

Powers/Tactics:  Obtain Target.

Blow it up.

 

Campaign Use:  The Wrekt Clan works best as a team. Wizard of Flame is a glass cannon, he has a number of potent attacks and some crowd control and group transport. He is light defnese wise and is often too stubborn to use his desollidification to escape.

 

Appearance:  Henry Minami is tall and muscular, with red hair, black eyes, and a smouldering, anime anti-hero vibe. He dresses in tailored suits and expensive outfits, sporting gear, biking leathers, etc.

 

When acting as the Wizard of Flame, he wears oni-themed fantasy armor in red and gold.

 

marketing_rendered_sample_by_vega218-d47

Art: Marketing Rendered Sample by Vega218

Link to comment
Share on other sites

  • 2 months later...

only been 2 months since my last post. *blush*

 

Ok here's a Work In Progress that I've been working on at work (when I'm on lunch)

 

Essentially, I got some of the members of the boards to help me out when designing international teams in the form of the International Super Team Game.

 

 

 

Force de la Liberté

(Thanks Assault) 

the national team of France. I have Seven (it was originally six from the game) heroes in mostly finished forms save for their backgrounds and a few other fluffy bits. 

 

Funded and trained by the government and expected to defend France and its interests in Europe and beyond. The Force is pretty darn popular in their home country as well as in other places in Europe due to the more Euro-centric members of the team. They work well together and in a world of 1200pt demigods they are a bit light on the power level - though Immueble is pretty darn tough.

 

Current Membership consists of:

 

  1. L'Oriflamme Fabrice Forestier, Professeur of Engineering and expert on powered armor and artificial intelligences. The oldest of the team and generally considered the leader due to as much his assumption of authority as anything else. (Thanks Mister Khan)
  2. Immueble Jérôme Achille Brodeur; International Astronaut famously disappeared into a singularity and returned transformed into the hulking "Immovable" his powers are mostly physical with some gravity effects that can't be ignored. 
  3. L'Étoile de la Seine - Irène Anouk Fournier; one of a surprising number of gifted athlete/academics in the various superheroic worlds. the swashbuckling Irène is a more populist heroine and tends to aggravate/be aggravated by L'Oriflamme. Lovely and popularly linked romantically to her team mate, Le Météore. (Thanks SKJAM!)
  4. La Papillon Noir - Lara Félicienne Travere; French-Algerian woman who is a keen mind and athlete but who prefers gadgetry to swashbuckling, she none the less is more of a two fisted gadgeteer like her friend Irène. She uses gravity based gadgetry including butterfly wings. She has a rather fierce rivalry going with Le Chat Noir that is heaped in unresolved romantic tension on her part. (Thanks again, Assault)
  5. Le Chat Noir - Maxence Aldric Émile; Max is a man of undetermined origin (some believe he's an evolved cat other think he's just a metahuman with cat themed powers - Max doesn't care) and extreme behaviors. He's happy go lucky and extremely lucky at that. (thank you Cyphrett)
  6. Le Météore - René Émilien Marchand; the European Superman. Very popular, exceptionally handsome and a good guy if you don't mind a lecture or two. Effective in combat despite his less than overwhelming superhuman strength, he's considered the fastest flier in France. (thanks again, again, Assault)
  7. Mademoiselle Eiffel - Jennifer Adams, daughter of retired American heroine Lady Liberty, Jennifer moved abroad as a college student and found herself drawn to France as a home. Her ex-patriot status is a sore point with her mother. She's popular and controversial at the same time in France. Her relationship with Jérôme is in its infancy.
Link to comment
Share on other sites

L'Oriflamme

 

   Val     Char   Cost    Roll           Notes

13+42  STR       3       12- / 20-   Lift 151.6kg/51.2tons; 2 ½d6/11d6 [1/5]

    13      DEX      6       12-

15+15  CON      5       12- / 15-

    25      INT      15      14-            PER Roll 14-

    15      EGO      5       12-

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

 

   5+4    OCV     10     

   5+4    DCV     10     

     3       OMCV  0      

     5       DMCV  6      

   3+2    SPD      10                        Phases:  4, 8, 12/3, 5, 8, 10, 12

 

5+20   PD          3                         Total:  5/25 PD (0/20 rPD)

5+20   ED         3                         Total:  5/25 ED (0/20 rED)

     6       REC      2

    30      END      2

12+5   BODY   2

30+30  STUN    5       Total Characteristic Cost:  92

 

Movement:       Running:  12m/24m

                            Flight:  35m/280m

                            Leaping:  4m/8m

                            Swimming:  24m/48m

 

Cost   Powers                                                                                   END

50      Defense Systems:  Multipower, 75-point reserve,  (75 Active Points); all slots OIF (-½)             

5f       1)  Photon Beam:  Blast 15d6 (75 Active Points); OIF (-½) 7

4f       2)  Photon Pulse:  Blast 10d6, Reduced Endurance (½ END; +¼) (62 Active Points); OIF (-½)              2

5f       3)  Photon Wave:  Blast 8d6, Area Of Effect (10m Long, 2m Tall, 6m Wide Line; +¾) (70 Active Points); OIF (-½)         7

3f       4)  Plasma Lash:  Blast 7d6, Penetrating (+½) (52 Active Points); OIF (-½), Limited Range (4m; -¼)    5

5f       5)  Plasma Shot:  Blast 12d6, Armor Piercing (+¼) (75 Active Points); OIF (-½)         7

 

33      Mobility Systems:  Multipower, 50-point reserve,  (50 Active Points); all slots OIF (-½)           

3f       1)  Combat Flight:  Flight 25m, Position Shift, x8 Noncombat, Combat Acceleration/Deceleration (+¼) (50 Active Points); OIF (-½)                                                                                                  5

2f       2)  Cruising Speed:  Flight 10m, MegaScale (1m = 1,000 km; +1 ¾) (27 Active Points); OIF (-½)         3

1f       3)  Hydropropulsion:  Swimming +20m (24m total) (10 Active Points); OIF (-½)      1

 

           Armor Basics, all slots OIF (-½)                                                

10      1)  Augmented Durability:  +15 CON (15 Active Points); OIF (-½)               

3         2)  Augmented Durability:  +5 BODY (5 Active Points); OIF (-½) 

13      3)  Augmented Reflexes:  +2 SPD (20 Active Points); OIF (-½)       

7         4)  Augmented Reflexes:  Lightning Reflexes (+10 DEX to act first with All Actions) (10 Active Points); OIF (-½)             

10      5)  Augmented Resilience:  +30 STUN (15 Active Points); OIF (-½)             

28      6)  Augmented Strength:  +42 STR (42 Active Points); OIF (-½)    4

13      7)  Combat Computer:  +4 OCV (20 Active Points); OIF (-½)        

13      8)  Combat Computers:  +4 DCV (20 Active Points); OIF (-½)       

7         9)  Mechanical Confidence - Mood Mechanics:  +10 PRE (10 Active Points); OIF (-½)          

34      10) Power Plant:  Endurance Reserve  (150 END, 20 REC) Reserve:  (52 Active Points); OIF (-½); REC:  (14 Active Points); OIF (-½)                                                                                               0

 

           Armor Defenses, all slots OIF (-½)                                           

40      1)  "Adamantine" Alloy Plate over Carbon Fibre Mail:  Resistant Protection (20 PD/20 ED) (Impermeable) (60 Active Points); OIF (-½)                                                                                       0

8         2)  Atmospheric Filtration Systems:  Life Support  (Immunity: All terrestrial diseases; Self-Contained Breathing) (15 Active Points); OIF (-½), Only works in Atmospheres containing Oxygen (-¼)        0

6         3)  Full Environmental Suit:  Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-½)  0

7         4)  Protected Senses: Anti Jamming:  Radio Group Flash Defense (10 points) (10 Active Points); OIF (-½)         0

7         5)  Protected Senses: Hearing:  Hearing Group Flash Defense (10 points) (10 Active Points); OIF (-½)                0

7         6)  Protected Senses: Vision:  Sight Group Flash Defense (10 points) (10 Active Points); OIF (-½)         0

3         7)  Psionic Defenses:  Mental Defense (5 points total) (5 Active Points); OIF (-½)     0

7         8)  Reserve Oxygen Supply:  Life Support  (Self-Contained Breathing) (10 Active Points); OIF (-½), 2 Continuing Charges lasting 1 Hour each (-0)                                                                 [2 cc]

 

           Perks

0         Force de la Liberté

1         1)  Payroll:  Money:  Well Off

9         2)  Fringe Benefit:  Federal/National Police Powers, Membership: Force de la Liberté, Passport

 

           Talents

3         Perfect Pitch

 

           Skills

3         Bugging 14-

3         Bureaucratics 12- (14-)

3         Charm 12- (14-)

7         Computer Programming 16-

3         Criminology 14-

5         Cryptography 15-

5         Electronics 15-

3         High Society 12- (14-)

3         Inventor 14-

3         Linguist

1         1)  Language:  English (completely fluent) (3 Active Points)

0         2)  Language:  French (idiomatic) (4 Active Points)

1         3)  Language:  Japanese (fluent conversation) (2 Active Points)

1         4)  Language:  Mandarin (fluent conversation) (2 Active Points)

1         5)  Language:  Norwegian (fluent conversation) (2 Active Points)

3         Mechanics 14-

3         Oratory 12- (14-)

3         PS: Professor 12- (14-)

3         Scholar

2         1)  KS: Alien Technology (3 Active Points) 14-

2         2)  KS: Datat Security (3 Active Points) 14-

2         3)  KS: International Law And Law Enforcement (3 Active Points) 14-

2         4)  KS: Network Administration (3 Active Points) 14-

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

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

1         7)  KS: World Politics (2 Active Points) 11-

3         Scientist

2         1)  SS:  Artificial Intelligence Systems 14- (3 Active Points)

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

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

1         4)  SS:  Psychology 11- (2 Active Points)

2         5)  Science Skill:  Computer Science 14- (3 Active Points)

1         6)  Science Skill:  Gravitics 11- (2 Active Points)

2         7)  Science Skill:  Materials Engineering 14- (3 Active Points)

2         Security Systems 14- (3 Active Points); Electronic/Technological Systems Only (-½)

5         Systems Operation 15-

3         Weaponsmith (Energy Weapons, Missiles & Rockets) 14-

 

Total Powers & Skill Cost:  437

Total Cost:  529

 

400+     Matching Complications

15      Hunted:  Central Directorate of Interior Intelligence (Direction générale de la sécurité intérieure) Infrequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)

15      Hunted:  EuroCriminals Frequently (As Pow; Harshly Punish)

15      Social Complication:  Secret Identity Frequently, Major

15      Psychological Complication:  Patriarchal and Authorative (Very Common; Moderate)

10      Psychological Complication:  Protective of his Team (Common; Moderate)

5         Unluck: 1d6

129    Experience Points

 

Total Complications Points:  529

 

Background/History:  Professeur Fabrice Forestier teaches engineering at L'École Polytechnique. He wears a gold and red, slightly medieval looking Powered Armor to protect Paris as L'Oriflamme. The armor gives him super strength and a variety of energy blasts.

 

Personality/Motivation:  Professeur Forestier is a somewhat patriarchal, authoritarian, interloper. He looks to the team as he does his students and expects to be treated with similar respect. He is old school, pro-government, and can come across as surprsingly stuffy for a man barely in his 40's.

 

On the flip side, he actually admires and encourages (subtly) the more rebellious and fiery L'Étoile de la Seine, seeing her as a capable leader when he retires. He has been grooming her lover Paul to take up the L'Oriflamme armor when he does.

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:  A fit and handsome man in his early 40's

Link to comment
Share on other sites

Immueble

 

Val   Char   Cost    Roll     Notes

  70    STR      60      23-      Lift 409.6tons; 14d6 [7]

  16    DEX     12      12-

  35    CON     25      16-

  10    INT        0       11-      PER Roll 11-

  11    EGO      1       11-

  40    PRE      10      17-      PRE Attack:  8d6

 

   8     OCV     25     

   5     DCV     10     

   3     OMCV  0      

   4     DMCV  3      

   4     SPD      20                  Phases:  3, 6, 9, 12

 

  35    PD        33                  Total:  35 PD (35 rPD)

  35    ED        33                  Total:  35 ED (35 rED)

  20    REC     16

  70    END     10

  25    BODY  15

  70    STUN   25      Total Characteristic Cost:  300

 

Movement:    Running:  12m/24m

                         Leaping:  100m/200m

                         Swimming:  4m/8m

                         Tunneling:  2m/2m

 

Cost   Powers                                                                                   END

60      Attack Strong:  Multipower, 60-point reserve                        

2f       1)  Distance Punch:  Double Knockback (+½) for up to 60 Active Points of STR (30 Active Points); Increased Endurance Cost (x2 END; -½)                                                                               6

3f       2)  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       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)  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

 

38      Muscular Movement:  Multipower, 38-point reserve            

4f       1)  Basic Super-Leaping:  Leaping +76m (100m forward, 50m upward) (38 Active Points)    4

2f       2)  MegaLeaping:  Leaping +16m (100m forward, 50m upward), MegaScale (1m = 1 km, leap takes 1 Phase per km; +1) (16 Active Points)                                                                              2

2f       3)  Super-Strength Smash-Through:  Tunneling 2m through 18 PD material (38 Active Points); Requires A Roll (Brick Tricks roll; -½), no Noncombat movement (-¼)                                      4

 

           Bastion of Defense                                                                     

4         1)  Increased Size/Mass:  Knockback Resistance -4m       0

13      2)  Bracing:  Knockback Resistance -20m (20 Active Points); Costs Endurance (-½)               2

20      3)  Immeuble:  Clinging (130 STR) (30 Active Points); Costs Endurance (-½)              3

30      4)  Indestructible:  (Total: 30 Active Cost, 30 Real Cost) Energy Damage Reduction, Resistant, 25% (Real Cost: 15) plus Physical Damage Reduction, Resistant, 25% (Real Cost: 15)         0

8         5)  Intimidation:  +20 PRE (20 Active Points); Only To Make Fear/Intimidation Based PRE Attacks (-1), Extra Time (Full Phase, -½)                                                                                                  

22      6)  It's Like Hitting A Brick Wall:  Killing Attack - Ranged 1d6+1, Area Of Effect (2m Surface; +¼), Constant (+½), Reduced Endurance (0 END; +½) (45 Active Points); No Range (-½), Does Not Work Against Persons Who Grab Or Are Grabbed By The Character (-½)                                                                            0

34      7)  Super Tough Skin:  (Total: 34 Active Cost, 34 Real Cost) Resistant (+½) (17 Active Points) applied to PD (Real Cost: 17) plus Resistant (+½) (17 Active Points) applied to ED (Real Cost: 17)    0

35      8)  True Super-Physiology:  Life Support  (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; 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

 

           Perks

0         Force de la Liberté

1         1)  Payroll:  Money:  Well Off

9         2)  Fringe Benefit:  Federal/National Police Powers, Membership: Force de la Liberté, Passport

 

           Skills

8         +1 with Vehicular Weaponry

16      +2 with HTH Combat

5         Combat Driving 13-

3         Combat Piloting 12-

3         Criminology 11-

2         Language:  an additional Language (must be English if English is not Native Language) (fluent conversation)

1         Mechanics 8-

2         Navigation (Air) 11-

3         Scholar

2         1)  KS: International Law And Law Enforcement (3 Active Points) 11-

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

1         3)  KS: The United Nations (2 Active Points) 11-

1         4)  KS: World Politics (2 Active Points) 11-

2         PS: UNTIL Jet-Cycle Maintenance And Repair 11-

4         TF:  Choice of air vehicles

4         TF:  Choice of ground vehicles

3         WF:  Small Arms, Knives

4         WF:  Vehicle Weapons (4 air vehicles' worth)

4         WF:  Vehicle Weapons (4 ground vehicles' worth

 

Total Powers & Skill Cost:  360

Total Cost:  660

 

400+     Matching Complications

15      Distinctive Features:  Large/Massive (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20      Hunted:  Central Directorate of Interior Intelligence (Direction générale de la sécurité intérieure) Frequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)

20      Hunted:  EuroCriminals Frequently (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

10      Physical Complication:  Large/Massive (Infrequently; Slightly Impairing)

10      Psychological Complication:  Conscious of Size/Strength  (Common; Moderate)

15      Psychological Complication:  French Patriot (Common; Strong)

15      Social Complication:  Public Identity Frequently, Major

260    Experience Points

 

Total Complications Points:  660

 

Background/History:

 

Personality/Motivation:  Jérôme is the hyperpowered everyman. Keenly aware of his tremendous size and strength, he still gets a little tense when surrounded by normals for fear he mgiht accidently hurt someone.

 

He loves his life as a national hero, is very patriotic and has gladly given up his obscurity to help out. He gets along well with everyone on the team finding their peaks and valleys reassuring. He and Jennifer have recently begun seeing each other romantically.

 

Quote:

 

Powers/Tactics:  Jérôme thinks the singularity that was the source of his powers was a sentient black hole. He swears he heard a voice speak to him before he was sent back to Earth. His body was transformed into a massive version of his former self. He has tremendous strength and durability. He also seemingly has limited (at this point in his career) gravity based powers. La Papillion Noir and L'Oriflamme have been studying this aspect of his powers for some time now.

 

At the moment his gravity control seems impulsive and limited to pushing others away from himself (the stratospheric punch) or himself away from the earth - his massive leaping. Additionally, he can essentially clamp himself to a surface and become his namesake.

 

Campaign Use:

 

Appearance:

 

Link to comment
Share on other sites

L'Étoile de la Seine

 

Val   Char   Cost    Roll     Notes

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

  18    DEX     16      13-

  15    CON      5       12-

  23    INT      13      14-      PER Roll 14-

  13    EGO      3       12-

  15    PRE       5       12-      PRE Attack:  3d6

 

   8     OCV     25     

   8     DCV     25     

   3     OMCV  0      

   4     DMCV  3      

   4     SPD      20                  Phases:  3, 6, 9, 12

 

6+3  PD          4                   Total:  6/9 PD (0/3 rPD)

6+3  ED         4                   Total:  6/9 ED (0/3 rED)

  10    REC      6

  50    END      6

  15    BODY   5

  30    STUN    5       Total Characteristic Cost:  150

 

Movement:    Running:  18m/36m

                         Leaping:  8m/16m

                         Swimming:  8m/16m

                         Swinging:  40m/160m

 

Cost   Powers                                                                                   END

15      Linegun:  Multipower, 30-point reserve,  (30 Active Points); all slots OAF (-1)           

1f       1)  Bola-Line:  Entangle 3d6, 3 PD/3 ED (30 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (-½), Limited Range (30m; -¼)                                                                 [1 rc]

1f       2)  Swingline I:  Swinging 40m, x4 Noncombat (25 Active Points); OAF (-1)              2

1f       3)  Swingline II:  Leaping 40m (20 Active Points); OAF (-1), Only To Carry User Upward (-½), no Noncombat movement (-¼)                                                                                                       2

1f       4)  Swingline III:  +5 with Climbing (10 Active Points); OAF (-1)  

1f       5)  Winch:  Telekinesis (20 STR) (30 Active Points); OAF (-1), Only To Pull Objects Towards User (-½), Limited Range (30; -¼), Affects Whole Object (-¼)                                                       3

 

3         Main Guache, Skillful Weapon:  +2 with Block/Bind/Disarm (6 Active Points); OAF Durable (-1)       

9         Main Guache:  Multipower, 12-point reserve, all slots Reduced Endurance (0 END; +½) (18 Active Points); all slots OAF Durable (-1)                                                                                                  

1f       1)  Blade:  Killing Attack - Hand-To-Hand 1d6-1 (2d6 - 1 w/STR) (Damage Class) (12 Active Points); OAF Durable (-1)                                                                                                       0

1f       2)  Hilt:  Hand-To-Hand Attack +2d6 (10 Active Points); OAF Durable (-1), Hand-To-Hand Attack (-½)           0

 

10      Rapier:  (Total: 25 Active Cost, 10 Real Cost) Killing Attack - Hand-To-Hand 1d6, Reduced Endurance (0 END; +½) (22 Active Points); OAF (-1), STR Minimum (-½), Real Weapon (-¼) (Real Cost: 8) plus +1 with any single attack (2 Active Points); OAF (-1), Real Weapon (-¼) (Real Cost: 1) plus  (1 Active Points) (Real Cost: 1)  0

 

27      Star-Based Weaponry:  Multipower, 60-point reserve,  (60 Active Points); OAF (-1); all slots Range Based On Strength (-¼)         

3f       1)  Darkstar Bomb:  Darkness to Sight Group 12m radius (60 Active Points); OAF (-1), Range Based On Strength (-¼), 8 Continuing Charges lasting 1 Turn each (-0)                 [8 cc]

2f       2)  Nova Grenade:  Blast 8d6, Area Of Effect (18m Radius Explosion; +½) (60 Active Points); OAF (-1), 8 Charges (-½), Range Based On Strength (-¼)                                                          [8]

2f       3)  Razor Stars:  Blast 6d6, Attack Versus Alternate Defense (defense is rPD covering the entire body or appropriate Life Support [immunity]; All Or Nothing; +1) (60 Active Points); OAF (-1), 8 Charges (-½), Range Based On Strength (-¼)    [8]

1f       4)  Shooting Star Throwing Blades:  Killing Attack - Ranged ½d6, Armor Piercing (+¼), Autofire (5 shots; +½) (17 Active Points); OAF (-1), Range Based On Strength (-¼), 6 Recoverable Charges (-¼)          [6 rc]

1f       5)  Starrang:  Blast 8d6 (40 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1), Range Based On Strength (-¼)         [1 rc]

2f       6)  Supernova Grenades:  Killing Attack - Ranged 2d6, Armor Piercing (+¼), Area Of Effect (18m Radius Explosion; +½) (52 Active Points); OAF (-1), 8 Charges (-½), Range Based On Strength (-¼)     [8]

 

           Impressive Athlete                                                                      

1         1)  She can hold her breath how long?:  Life Support  (Extended Breathing: 1 END per Turn)              0

6         2)  Runner:  Running +6m (18m total)                                  1

2         3)  Strong Swimmer:  Swimming +4m (8m total)                 1

3         4)  Parkour:  Environmental Movement (no penalties on narrow ledges, rooftops, and other such impediments.)            

7         5)  Acrobat:  Leaping +4m (8m forward, 4m upward) (Accurate)  1

 

           Uniform , all slots OIF (-½)                                                        

20      1)  Armored Costume:  Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-½)          0

18      2)  Defensive Mask:  (Total: 33 Active Cost, 18 Real Cost) Resistant Protection (3 PD/3 ED); Requires A Roll (8- roll; Must be made each Phase/use; only protects Hit Locations 3-5; -1 ¾), OIF (-½) (Real Cost: 3) plus Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-½) (Real Cost: 5) plus Sight Group Flash Defense (8 points) (8 Active Points); OIF (-½) (Real Cost: 5) plus +8 Mental Defense (8 points total) (8 Active Points); OIF (-½) (Real Cost: 5)     0

6         3)  Silhouette-Distorting Cape:  +3 DCV (15 Active Points); OAF (-1), Requires A Roll (11- roll; -½)   

13      4)  Stealth Suit:  +8 with Stealth (16 Active Points); IIF (-¼)         

 

           Fencing

           Maneuver        OCV   DCV    Notes

5         Ballestra           +2       -2      Weapon  +5 DC, Weapon +5 DC Strike; Half Move Required

3         Cut                    +2      +1      Weapon  +1 DC, Weapon +1 DC Strike

3         Ceduto             +0      +0      35 STR  to escape Bind

4         Double a Double       +2      +2                Weapon  +3 DC, Weapon +3 DC Strike, Must Follow Predefined Maneuver

4         Fleche               +2       -2      Weapon  +1 DC +v/10; FMove

3         Froissement      -1       +1      Disarm,  30 STR  to Disarm roll

3         Grypes               -1       -2      Grab One Limb,  30 STR  disarm

5         Lunge               +1       -2      Weapon +5 DC Strike

4         Parry                 +2      +2      Block, Abort

3         Pasata Soto     +2      +2      Weapon  +1 DC + foe's v/10 Strike, You Fall, Response to Ballestra, Fleche, Lunge

4         Prise de Fer      +1      +0      Bind, 30 STR

4         Riposte             +2      +2      Weapon +3 DC Strike, Must Follow Block

5         Slash                  -2       +1      Weapon +5 DC Strike

5         Takeaway       +0      +0      Grab Weapon, 30 STR to take weapon away

5         Thrust               +1      +3      Weapon +1 DC Strike

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

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

0         Weapon Element:  Blades

           Savate

           Maneuver        OCV   DCV    Notes

4         +1 HTH Damage Class(es)

4         Block                +2      +2      Block, Abort

5         Chassé (Side Kick)     -2      +1                8d6 Strike

4         Coup de Pied Bas (Low Kick)                +0           +2           6d6 Strike

4         Crochet (Hook) +2     +0      6d6 Strike

4         Disarm              -1       +1      Disarm; 30 STR to Disarm

5         Direct (Jab/Cross)      +1      +3                4d6 Strike

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

5         Fouetté (Roundhouse Kick)   +1           -2            8d6 Strike

1         Weapon Element:  Blades

1         Weapon Element:  Clubs (Cane)

 

           Perks

4         Star of Seine:  Positive Reputation:  Local Heroine done Good (A medium-sized group) 14-, +2/+2d6

0         Force de la Liberté

1         1)  Payroll:  Money:  Well Off

9         2)  Fringe Benefit:  Federal/National Police Powers, Membership: Force de la Liberté, Passport

 

           Talents

10      Lightning Strikes:  Lightning Reflexes (+10 DEX to act first with All Actions)

6         Looker:  +2/+2d6 Striking Appearance (vs. all characters)

6         She should be Dead!:  Combat Luck (3 PD/3 ED)

2         Two-Weapon Defense:  Off-Hand Defense

 

           Skills

10      +1 with All Attacks

8         +1 with HTH Combat

6         +2 with Fencing

3         Acrobatics 13-

3         Breakfall 13-

3         Charm 12-

3         Climbing 13-

3         Computer Programming 14-

3         Criminology 14-

3         Electronics 14-

3         Fast Draw 13-

3         Inventor 14-

3         Lockpicking 13-

3         Mechanics 14-

3         Scholar

1         1)  KS: Choice of a particular supervillain, villain group, or criminal group (2 Active Points) 11-

1         2)  KS: Fencing (2 Active Points) 11-

2         3)  KS: International Law And Law Enforcement (3 Active Points) 14-

1         4)  KS: Parkour (2 Active Points) 11-

1         5)  KS: Savate (2 Active Points) 11-

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

1         7)  KS: The United Nations (2 Active Points) 11-

1         8)  KS: World Politics (2 Active Points) 11-

3         Scientist

1         1)  SS:  Chemistry 11- (2 Active Points)

1         2)  SS:  Mathematics 11- (2 Active Points)

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

3         Security Systems 14-

3         Sleight Of Hand 13-

3         Stealth 13-

3         Streetwise 12-

7         Systems Operation 16-

5         Two-Weapon Fighting  (10 Active Points); HTH only (-1)

2         WF:  Blades, Cane

3         Weaponsmith (choice of 3 points' worth) 14-

 

Total Powers & Skill Cost:  408

Total Cost:  558

 

400+     Matching Complications

15      Hunted:  EuroCriminals Frequently (As Pow; Harshly Punish)

20      Hunted:  Central Directorate of Interior Intelligence (Direction générale de la sécurité intérieure) Frequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)

15      Social Complication:  Secret Identity Frequently, Major

10      Psychological Complication:  Flamboyant and Showy (Common; Moderate)

10      Psychological Complication:  Champion of the People (Common; Moderate)

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

158    Experience Points

 

Total Complications Points:  558

 

Background/History:  youngish woman dressed in swashbuckler style and a domino mask, she uses her sword and various star-themed gadgets to protect the neighborhoods around the Seine river.  And now that she's joined the team, the rest of France as well.  Secretly she is trying to make up for her aunt, the notorious thief Lis Noir.

 

Personality/Motivation:  Irene is a bundle of energy, her mind and body both going for what seems forever. She's a local heroine done good and thinks of herself as a hero of the people - being prone to argue with the more authoritative L'Oriflamme. Though she respects the older gentleman, she can't keep her thoughts to herself.

 

She gets along very well with the others and she has been linked romantically to the handsome Le Météore - but that's mostly media matchmaking. They are friendly but she has a long term boyfriend (Paul Tolbert)  back home - another capable scientist who could join the team as support. Paul however, is troubled by the rumors.

 

Quote:

 

Powers/Tactics:  A swashbuckler first, she seeks to end conflicts with threats of her weapons but if that fails she'll try to disarm and then immobilize her foes. She's not above using a bit of force, but won't kill unless she sees no choice.

 

Campaign Use:

 

Appearance:

 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...