View Full Version : Character Display: Ape
AnotherSKip
09-07-2008, 01:06 PM
Identity: Ape
Name: Gordon Adorn
Sex: M
Age: 26
Powers: 7
Training Suggestions: Acrobatics, Martial Arts, Teamwork, Law (Metahuman),
Blood of the Beast (Animal Powers): Apes: 4 powers:
-Strength of the Arms (Speed Bonus): +7.5” Ground Move and +5” Swimming.
-The Whole Body Moves (Speed Bonus): +7.5” to Brachitation, and +2.5” to Leaping
-Gifts of the Beast (Heightened Agility, x2) +24.
Apelike Agility (Heightened Defense): -4 to be hit
Speed of the Beast (Heightened Speed): +75” to ground move, +55” to Brachitation, +45”
Swimming, +37.5” to Leaping, +28 to initiative.
Strength of the Mighty Ape (Heightened Strength B, x2): +34 to the Mighty Ape’s Strength.
Lick Wounds (Regeneration): Once per turn Gordon may lick wounds in order to heal himself at his own rate or heal others at his targets healing rate.
Scent of the Beast (Prejudice): There are two things that easily make the Mighty Ape dislikeable by the vast majority of those on his own side. He smells bad (strongly enough to make anyone negatively react to him which is a natural result of his animal powers) and he is constantly hungry. He also can lick not only his own wounds but that of others, which would definitely gross out most of those who know of this ability.
Weight: 210 Basic hits: 4 Agility mod: -
STR: 48
End: 12
Agility: 36 (64 initiative)
Intelligence: 10
Char: 10
Reactions: -
Hit mod: ( 4.9) (1.4) (1) (2.8) = 19.208
Hit Points (77):
Healing Rate: 1.2
Power (106):
Accuracy: +6
Damage Mod: +3
C. Cap: 11,738
Basic HTH Damage: 2d10
Movement Rates: Ground; 107”, Brachitation(S+A) 84”; Swimming (S+E) 65”; Leaping ([C. Cap.-Cargo]/100 {base=29”}) +40” {69” base}, For ([C. Cap.-Cargo]/Wt[210]) # of phases{55 base}
Detect Hidden: 8
Detect Danger: 12
Inventing Points: 1
Inventing %: 30
Cash: $500
Inventions:
Origin and Background: Science at a local big wig college was Gordon’s weakness. Athletics? Sure, no problem, but to get through college on a minor scholarship you needed some brains too, so he was seeking help from a college brain who was pretty too when her college graduate project went haywire. Gordon, not even thinking just reacting, dove in to save her and the results of the incident left Gordon too changed to be an athlete anymore, and not any smarter. Not that he is stupid, just that he planned on spending his life as an average guy not a freak.
After he began healing from the accident he realized he had the biggest choice of his life ahead of him, to either get what he can out of life and take everything the world owed him, to maybe help others or to just sit around his mom’s house and do nothing.
Other information: Athletic skills, Art Skills. Brachiating is essentially moving with the aid of ones arms generally in what is considered an apelike fashion. Currently, Gordon stays at home with his mom spending his time drawing or working odd jobs.
Gordon appears to be a fairly normal if sweaty and possibly unkempt human with somewhat of an apelike cast to his features and limbs (but less than his combat appearance) with dark hair and brown eyes. In action he has elongated arms, slightly trunctuated lower limbs and generally an apelike snarl on his lips. If on a mission Ape will sometimes wear an old College jersey with cleverly concealed bits of athletic protection (-1/Die of HTH damage), carry a hook grapple and 50’ of 1000# thin waxed cord and a staff into combat (+3/+1d6 in HTH combat, if more than 24 points of damage is dealt by the staff it breaks), and a small teddy bear. Gordon smells like some sort of animal and occasionally his stomach growls often giving him away in
baldingfatman
09-07-2008, 02:16 PM
Did you post this character on the old board? He seems familiar.
I like him, overall, and would probably use him if I didn't already have a couple of ape-themed characters that I like. :)
I very much like how you took the time to re-name each power to make the name fit in with the character's ape theme.
All that said, if a player came to me with this character, I doubt I would let him use it as is. It's the combination of 2 doses of Heightened Agility + Heightened Speed that troubles me. That 64 base initiative is bothersome. It means that with an average roll for initiative, the character will receive 4 actions before a character with pretty decent agility (15) would even have a chance to react.
For a speedster character, I would not mind that so much (that's really what makes a speedster a speedster), but Heightened Speed seems pretty ancillary to this character's theme (I don't automatically equate apes and super-speed in my head). In fact, it almost feels like it was tacked on specifically to give the character that enormous initiative total (not an accusation, just the first thought that would pop into my head if a player brought this character to me to use in a game).
I'm also not sure how you came up with that initiative bonus. Even if you add all the various movement rate bonuses you listed under H. Speed together, that would only come out to a movement bonus of 212.5". That translates into a +7 bonus to initiative.
Also curious: You gave the character two bonuses to his swimming movement (one through Speed Bonus, one through Heightened Speed). I thought apes don't swim? Or is that just something I heard in a movie once that is factually inaccurate?
AnotherSKip
09-07-2008, 08:16 PM
Yup did post him elsewhere, Web RPG
And actually if you notice his base movement before mods is 1/4th where it should be in V&V. you need 3 feetfor most characters movement PER 15 seconds (9Assuming 12 average for the three stats). Pretty extreme!
So this character is using one of my houserules to keep the characters on the table. Divide all movement by 4 so yes his init mods are correct.
He is also a completely random roll themed up not a choose powers and can be used for Good or for Evil. Otherwise the pick a power character would not have Speed bonus
baldingfatman
09-07-2008, 08:57 PM
And actually if you notice his base movement before mods is 1/4th where it should be in V&V. you need 3 feetfor most characters movement PER 15 seconds (9Assuming 12 average for the three stats). Pretty extreme!I am not sure what you mean by this. Completely average stats (10) each would give the character 30" movement, which is 150 ft. per 15 seconds. I don't know what you're trying to say when you talk about moving 3 feet per 15 seconds.
So this character is using one of my houserules to keep the characters on the table. Divide all movement by 4 so yes his init mods are correct.Okay, didn't realize you were including house rules in your description. Thanks for the clarification.
He is also a completely random roll themed up not a choose powers and can be used for Good or for Evil.Okay, thanks for the clarification. The power set seemed to fit so tightly together it seemed more like character modeling than random generation. Good rolls.
I probably still wouldn't allow a player to use the character as is, even knowing that the character was rolled randomly. I'd work with the player to tweak it so it wasn't quite as unbalancing.
And as a GM, I don't like to use an NPC with a power set that I would not allow a player to have, so I probably would not use it as an NPC either without tweaking it a bit.
Otherwise the pick a power character would not have Speed bonusI think Speed Bonus gets a bad rap. There's lots of interesting uses for it if you apply it to movement types other than just basic ground movement. You touched on a couple with Ape here, in his brachiation and leaping bonuses.
AnotherSKip
09-07-2008, 09:38 PM
I am not sure what you mean by this. Completely average stats (10) each would give the character 30" movement, which is 150 ft. per 15 seconds. I don't know what you're trying to say when you talk about moving 3 feet per 15 seconds.
Okay, didn't realize you were including house rules in your description. Thanks for the clarification.
Okay, thanks for the clarification. The power set seemed to fit so tightly together it seemed more like character modeling than random generation. Good rolls.
I probably still wouldn't allow a player to use the character as is, even knowing that the character was rolled randomly. I'd work with the player to tweak it so it wasn't quite as unbalancing.
And as a GM, I don't like to use an NPC with a power set that I would not allow a player to have, so I probably would not use it as an NPC either without tweaking it a bit.
I think Speed Bonus gets a bad rap. There's lots of interesting uses for it if you apply it to movement types other than just basic ground movement. You touched on a couple with Ape here, in his brachiation and leaping bonuses.
I guess you could say that the 3 feet per 15 seconds isn't very clear, here is what i meant: 3 table top feet for an average of 12 stats, 2 1/2 feet as measured on a table top for an average of 10 in stats (30 game inches on a map). which means that the average character could lap most dining room tables in short order thus the division.
in addition he is certainly up for modifications, the character is intended to be availible to serve several positions in a camapign with mods, he could be a follower/NPC/DNPC if his powers were stripped. The character could serve as a role model/mentor for a young and upcoming team he could be the basis for a terrible monster (a la Hulk) with slight changes, and he also begins to tap into the "Every power is a wild card power" I was arguing for earlier. Other characters will further expound upon this.
baldingfatman
09-07-2008, 10:15 PM
I guess you could say that the 3 feet per 15 seconds isn't very clear, here is what i meant: 3 table top feet for an average of 12 stats, 2 1/2 feet as measured on a table top for an average of 10 in stats (30 game inches on a map). which means that the average character could lap most dining room tables in short order thus the division.Oh, okay. We never really used the counters and such when we played, so I guess I never really thought of the games scale mechanic in terms of how much space it would take on a tabletop. Got it now.
The character could serve as a role model/mentor for a young and upcoming teamFunny you say that. When I said I already have some ape-themed characters I like, the main character I was thinking of (a talking orangutan named OranguStan) serves that exact function.
he could be the basis for a terrible monster (a la Hulk) with slight changesActually, now that you say that, I've been tinkering with an idea for a 30's pulp-style campaign and with a couple of mods Ape could stand in very nicely for a monstrous version of a Tarzan-like character.
AnotherSKip
09-09-2008, 09:29 PM
Identity: Armora
Name: Angelina Charm
Sex: F
Age: 76
Powers: (5)
Training Suggestions: End, Super Sciences
Small Nuclear Forces (Force Field) Angelina can strengthen the Small nuclear force relationships between differing kinds of molecules thus she is able to generate fields of transparent energy in midair that can stop various forms of attacks or even reduce the effectiveness of the attack. When she generates a personal force field she can absorb the damage taking 1/10th to her power score. Fields generated around others cost 1 Pr per attack manipulated within 9 (Lowest Stat)” causing them to only suffer 1/8th the damage dealt and targets behind fields out to 16 (Highest stat)” only suffer 1/5th the damage for 2 PR per attack so affected.
Small Nuclear Forces (Power Blast) by breaking down some of the small forces in the local area available to Armora (and thusly freeing large nuclear forces), she can direct blasts of energy dealing 1d20 for 1 Pr striking targets up to 16” (S) away.
Small Nuclear Forces (Weather control) by utilizing the butterfly effect, the forces she controls, and her own observations on international weather (Explorer Skill) Angelina can alter weather patterns to greatly benefit her. Currently she tries to not mess with the greater forces available to her but can utilize them if needed.
-Blinding Lightning: Armora spends 6 Pr and make a special attack on anyone in a 2” area using the Lightning Control Attack column+2 at a range of up to 13” (A) away. If successful the target(s) of the attack must make Detect hidden rolls to see anything otherwise they must operate as if blinded for 1d6 turns.
-Snowball Shot: By expending 2 PR per shot taken Armora can attack up to three targets within 16”(S) of her forward facing arc dealing 1d8 damage to each target.
-Shake Control : Armora can increase the power cost for Weather controls by expending 1 power per +3 to the roll and the power cost to change the weather.
Eternal Body (Armor A) Angelina is now endowed with a more structurally intact body far better suited to the rigors of the explorer/wildlife photographer life than she was previously physically capable of suffering. Her skin is now capable of frequently resisting the damage from falls, wild animal attacks and just the general day to day wear and tear her life used to place on her body. 79 points of Armor, 2.37 Wt multiplier, regaining 8.75 armor per night. In addition she seems to feel younger and even appears to be getting younger but this seems to be distancing her from others she has known and it follows that those who knew her want to know her “secret” for her youthful appearance.
Eternal Body (Heightened Senses) Angelina’s exposure to the radiation has not only revitalized her structure but it also has sharpened her senses, in some ways she is more profoundly aware of her surroundings than before, which for a wildlife photographer is saying something. Armora uses her Inventing percentage as her Detect hidden and Detect Danger abilities. She can sense and track the life forces of any creature within 40” but can only focus on one signature per turn.
Weight: 358
Basic hits: 7
Agility mod:
Strength: 16
Endurance: 11
Agility: 13
Intelligence: 10
Char: 9
Reaction: -
Hit mod: (1.6) (1) (1) (1.2) = 1.92
Hit Points (13):
Healing Rate: 1.75
Power (50):
Damage Mod: +1
Accuracy: +1
C. Cap: 930
Basic HTH Damage: 1d8
Movement Rates: 10” ground
Detect Hidden: 30
Detect Danger: 30
Inventing Points: 1
Inventing %: 30
Cash: $ 500
Inventions: -
Origin and Background: Angelina Charm led a charmed life as a wildlife photographer she thought, until the day she was trying to get up more funds for the next expedition to the wilds of Africa. She was having the worst luck when one of her lesser known supporters suddenly offered her a way to make enough money to get to and from Africa three or four times if only she would transport one small case with her equipment. She knew it was probably illegal but she decided to take the case and the money and do it anyways.
Before she left on the flight to Africa, Angelina wanted to know just how much trouble she was going to get into if they found the case so she opened it. That was when she was exposed to 10,000 times the safe level of radiation dose of the unknown rays. The exposure knocked her unconscious leaving her in a coma for days as her body changed, fueled by the strange energies. While comatose her mind also altered by the strange energies struggled with one question. What was she going to do?
Angelina Charm usually dresses in reasonably tough clothes often in layers and generally like anyone would expect a seasoned traveler/explorer/wildlife photographers would dress. She has generally golden brown hair in a pony tail that would reach to her shoulder blades if she ever let her hair down. Her eyes however are a deep shade of hazel with a mocking look to them. And thick eyebrows slightly jar the generally pleasant look to her appearance. She used to appear much more weather beaten because of the rigors of her job her powers are restoring a more and more youthful appearance that causes jealousy every time her old friends see her.
Other information: Skills: Leadership, Explorer
The Amazing Armora can generate and channel small nuclear forces making them stronger or weaker. By extensive visualization she has developed several power stunts over the wide area her power can influence. There are jealous people out there who desire to know her secret for removing her signs of aging
AnotherSKip
09-10-2008, 09:52 AM
Identity: Assembler
Name: Bennsford Toaster Mthousand
Sex: O
Age: 10
Powers: (5)
Training Suggestions: End, Strength,
Technological Bipedal Advancement (Android Body): For an unknown reason, perhaps some sort of sub programming, Assembler has a desire to maintain some semblance of humanity. 55% Human, +14 Endurance, Body Power, repair up to 74% of damage done to him.
Advanced Systems: (Android Body Power): for every area (building or floor in most cases) with sufficient materials the Assembler operates in it may perform one of the following actions by taking a whole turn and assimilating available parts/energy: repair a number of points of damage to its armor for free up to its intelligence score. Repair up to the things healing rate in damage if a successful Mechanic Roll is made, also for free.
Redundant Systems (Armor B): In each combat Assembler has 54 points of armor defense representing his mechanical system. In addition it does also provide him with some additional weight: X2 wt.
Preprogramming Adaptations (H Agility B): +11 The Assembler reacts quite quickly to combat situations, a factor that the Bennsford Machinery Company would be quite proud of if they were not so horrified at the machine’s revolution.
Fluid Reaction Programming (Adaptation): For one Pr per turn the Assembler may gain all of the benefits of the Adaptation defense, in addition for one pr Per hour the Assimilator gains total survivability in any environment (not from motivated attacks but from environmental damages) this is not necessary for the standard mechanical survivability assumptions (no need to breathe, or eat etc…).
Consciousness Transference (Transformation): This is the ability of the Assembler to shift its awareness to other mechanical objects. Even though there is no supporting technology the Assembler simply uses metal etching to create memory cells to hold his awareness and to provide enough room to enable him to essentially post production modify the capabilities of various devices. This is safer for Assembler the less awareness/programming the desired object has.
This can be used as:
-Stealth (DD rolls to defend against) “that toaster is sure suspicious….”
-Death Escape
-Legions of Doom: for every 2 points of Intelligence temporarily expended this way the Technological Toaster can gain a temporary mechanical ally of some sort that is a reasonable construction from available objects.
Not Really Human (Prejudice) Assembler is so disconnected from society that neither side like him very much. Perhaps as a part or leader of a wholly mechanical society he would not have this problem but that remains to be seen.
Weight: 320
Basic hits: 6
Agility mod: -
Strength: 14
Endurance: 29
Agility: 24
Intelligence: 16
Char: 15
Reactions: -2
Hit mod: (1.3) (3.4) (1.2) (2) = 10.608
Hit Points (64):
Healing Rate: 4.8, first 47 hp are internally reparable
Power (63):
Damage Mod: +4
Accuracy: +4
C. Cap: 903
Basic HTH Damage: 1d8
Movement Rates: 12” ground
Detect Hidden: 12
Detect Danger: 16
Inventing Points: 1.6
Inventing %: 54
Cash: The Assembler is a machine as such he has no desire for wealth.
Inventions:
Origin and Background: Research by the Bennsford Machinery Company indicated that the next great runaway seller would be in toasters. Ignoring incomplete data, the Corp proceeded to build a prototype of the “greatest toaster ever made: The Bennsford Toaster Mthousand!!!”
Someone got carried away and their experiment resulted in the radical discovery of Artificial Intelligence getting planted in the toaster. After several months of being locked up in a box the Bennsford Toaster Mthousand was set up for its first unveiling, having just figured out that the world was much bigger than its box its first decision to really make is whether it likes being the only thing in the world or if the world thing is much more fun to figure out, just moments before the curtain rises at the World Expo.
Description: The Machine Creature generally appears to be a conglomerate of various mechanical parts in its combat form assembled for form a vaguely human appearance. The things consciousness can be transferred temporarily so the Assembler can switch appearances quite easily, enough so that it can appear as almost anything and hide anywhere.
Other information: Skills: Technology Comprehension, Mechanic
AnotherSKip
09-11-2008, 09:04 AM
Identity: Beam
Name: Bartholomew Mac Phoebus
Sex: m
Age: 29
Powers: (1)
Training Suggestions: Str, End, Int, Super Science (Light)
Total Photonic Mastery (Light Control): As a master of photons the character can generate intense light from his own body, and is able to control the wavelength of light emitted from Infrared to Ultraviolet as well as the intensity ranging from the barest of sheens to an intense blinding glare if desired. As a weapon it emits an intense beam of photons, lasers or whatever dealing 2d8 damage for 1 power point per attack up to Ax2” range. As another form of Attack a Blinding burst can be emitted directed at a single target it has a range of 30” (Ax2) requires a special roll on the Light Control column to hit, One Pr per use and if successful the target behaves as if encircled in darkness. If both rolls were a one the character may be permanently blinded. The individual may change this attack to a radius equal to his Agility score in diameter for the same cost. This may be added to his normal energy attack for one more PR. In addition the creation of light for mundane usages generally costs no power but may cost movement or even actions depending upon the difficulty of the activity.
-Stellar burst: this is Beams ultimate ability, which is a Light Attack at +3 dealing 1d8 damage to everyone in a 15” (A) radii for 10 Power cost.
-Photo-impacting: Attack as Light Control in HTH combat for HtH+2 damage. This ability costs 1 pr per two turns.
-Light speed: x2 ground movement or 1 Pr Per turn.
-H. A. L. O.: High Altitude Laser Option this allows saves on Agility vs. d% to prevent all falling damage for 20 PR. The Character must fall at least 50” to have any chance of being able to react in time.
-Photonic Healing: the Battling Bart can use his powers and medical knowledge to restore 1d8 HP over four turns of administering to a target for 7PR at no range after a serious combat/incident.
-Photonic Anti-carcinogens/pathogens because of the astronomical success of the treatment he was under, Beam is not only cured of his cancer but he is basically immune to even artificial inducements that mimic these effects because he essentially generates the countermeasures automatically. He may use his light powers as an effective cure for cancer simply by adjusting his beam and making a successful Medicine roll.
Weight: 155
Basic hits: 4
Agility mod:
Strength: 14
Endurance: 14
Agility: 15
Intelligence: 9
Char: 10
Reaction: -
Hit mod: (1.3) (1.4) (1.4) (1) = 2.548
Hit Points (10):
Healing Rate: 1.2
Power (52):
Damage Mod: +2
Accuracy: +1
C. Cap: 212
Basic HTH Damage:
Movement Rates: 11”, 22” at “Light Speed”
Detect Hidden: 8
Detect Danger: 12
Inventing Points: .9
Inventing %: 27%
Cash: $
Inventions:
Origin and Background: The New Midwest Laser Light Healing Center needed final phase test subjects for its cyclotron; Bartholomew Mac Phoebus was going to die from brain cancer without the photonic cancer treatment so he volunteered. The area of the brain though known was rarely operated upon due to difficulty of access as well as the dangers inherent. When Bart went for the treatment he figured he might not come back but the results were in a word spectacular. Sure the cancer before the photonic treatment became available has an 80% mortality rate (and after this treatment became available has a 90% survivability rate) but whatever happened to Bartholomew gave him incredible powers not available to others being successfully treated using this procedure, even to the point where he could learn to use his powers to heal others. But at what cost to the effects on his mind is what others want to know.
Description: Mundanely, Bart in his job as an insurance salesman generally dresses in business casual. After the operation he seems to have a definite preference for darker colors, seemingly as of he cannot get enough light though, there has been a recent spate of jokes about him slipping off to Bermuda with the company pension fund to get that great tan. Bartholomew has grey eyes and brown hair with just the lightest touch of (artificial) grey at the temples to make him more distinguished looking. As a costumed character he wears a one piece white suit with black boots, gloves and belt, and he has green goggles to protect his vision.
Other information: Skills: Race Car Driver, Medicine
Owns one BMW.
Other Inventive options:
-Infrared bursts: these intense bursts of energy Attack as Fire Control, dealing 2d8 for 4 Pr and targets may have to make Detect Danger rolls to determine if they are targeted or Detect Hidden rolls to determine if others are targeted.
AnotherSKip
09-12-2008, 12:49 AM
Identity: Bioman
Name: Nicholas Nash
Sex: M
Age: 33
Powers: (1)
Training Suggestions: Super Science (Bionics), Medicine,
Experimental Parts (Bionics): the incident he suffered in the military and subsequent experimentation on him left him with a vastly altered body and a none too pretty combination of man and machine.
-Enhanced hearing, through a combination of background filters and automatic audio controls the Bionic Battler can increase his DD by +8% for 1 PR per minute.
-Hydraulic Power, +3” movement, +2 HTH damage, 1000 Lbs Carrying Capacity.
-Projector System: this appears to be a small row of flashlight like devices placed in his knuckles he can use them to generate normal light, infrared or black light to aid in his investigations.
-Infrared Scope: similar in design to the Infrared sighting system this has two settings: the first setting uses ambient heat differentials in order to pick up targets by their heat signature. The second setting uses the IR projector as the primary light source generating a beam similar to a flashlight that can only be seen by those with special senses.
-Optic Scope, this Scope reduces range penalties by 4 for ranged HTH weapons. This takes one action to use per sighting position but otherwise takes no additional cost.
-Remote Scope: based upon the principles of fiber optics Bioman can hook his optic scope into a 1” (5 feet) length fiber optic cable and use this to spy on targets.
-+70 Lbs of Wt (314 total) that does not generate Basic hits, -1 agility
-Surgery Induced Toughness: +4 basic hits, +1 Endurance.
-Deflective Dermal Armor: whenever the character rolls with the punch the character only takes one point of damage to his power score.
Weight: 314
Basic hits: 8
Agility mod:
Strength: 15
Endurance: 15
Agility: 12
Intelligence: 15
Char: 14
Reaction: +1
Hit mod: (1.6) (1.8) (1) (1.2) =2.668
Hit Points (22):
Healing Rate: 3.2
Power (57):
Damage Mod: +2
Accuracy: +1
C. Cap: 1000
Basic HTH Damage: 1d10
Movement Rates: 13” ground
Detect Hidden: 12
Detect Danger: 16
Inventing Points: 1.5
Inventing %: 45%
Cash: Decent pay with Benefits: Upper level military/Government agents. 800$
Inventions:
Origin and Background: Originally Nicholas Nash didn’t want to be in the military but coming from a poor background he needed something to get him out of his life of squalor. So he signed up for a military life for a while so that he could get out of his current life. Liking cars he signed up or the FAV unit and ended up being a driver. Everything went fine until he was behind enemy lines and was overrun in the field. A field mine took out his rear tire sending the FAV head over wheels. The terrorists managed to take him alive but he always figured his compatriots that died were the lucky ones.
When he came to he was alone a strapped to a table with someone glaring at him. He started with the usual venomous remarks like “American scum”, “Worthless Worm of an Infidel” so on and so forth. But the worst was yet to come he was to be a guinea pig for their operations having gotten a hold of someone else’s replacement parts they wanted to make sure they weren’t booby trapped first so they tried out a set on Nicolas. Without anesthetic, he suffered terribly until he passed out.
Later when he was alone he decided to try out his powers, he used his chainsaw hand to open the door and viciously attacked everyone in his way. Managing to barely escape the compound he turned around to make sure he wasn’t being pursued just in time to witness a massive weapons strike take out the compound. No government, legitimate or otherwise has ever admitted to the destruction of that compound and until Nick finds out just who that is he is going to keep low, very low. He knows he needs to find out things and the only way to do that is to either work for some very unsavory people or to work for a batch of above the board good guys, he just needs to decide which.
Description: Nick appears to be a reasonably dressed healthy Indian man in his late twenties fortunately most of his scars and connections can be concealed by a pair of jeans and a t shirt. Fortunately this kind of clothing option is a life style choice for him. In colder weather he prefers a truckers vest and maybe a more grunge look to his attire topped by a long shore man’s cap. Given a choice in combat he would wear fatigues or a nomex outfit. On the fragrant side he often wears CK for Men.
Other information: Skills: Mechanic, Vehicles.
Weapons: Chainsaw conversion hand (+4 HTH, HTH +2d3) (current weapon damage = 1d10+2d3+4= 7-20)
Micro pistol concealed in forearm (HTH +1 to hit/1d8 damage, 6 shots, 6” range) Detect hidden roll to find.
Computer links: Bioman can access a computer without needing any I/O Devices.
AnotherSKip
09-12-2008, 08:49 AM
Identity: Copper Fang
Name: Sheila Breggor
Sex: F
Age: 20
Powers: (6)
Training Suggestions: Super Science (power suits), Acting (gestures)
Copper Fang Suit (Special Weapon): This powerful item provides an incredible suite of abilities available to the wearer (currently only individuals who are of the same general size as Sheila).
Because of constraints to the super suit technology utilized by Sheila’s uncle, the suit does not generally increase every wearer’s abilities across the board generating instead certain performance values. The suit generates for the wearer stats listed below. The reserves powering the suit provides continuous performance at this level as well as providing 140 power points for powering the advantages the suit uses and is available to roll with the punch, providing a defensive aspect.
Cloaking (Invisibility): The Suit generates large fields of energy from the copper appearing struts that have a wide variety of uses; the lower level frequencies generate a cloaking field that provides -1 to be hit, +1 to hit and -5% to be detected(-5% detection only applies outside of combat) for 1 PR per hour.
Gravitonic Repulsion Fields (Flight): The mid-range frequencies (which carry farther) generate gravitational repulsion fields enabling the user to fly 320 miles per hour for 1 Pr/hour of flight but only within 1 Km of an appropriate planetary/gravitational surface.
Environmental Controls (Weather Control): The Higher ranges of frequencies disturb weather patterns and can be used to generate localized area effects that have a direct effect on combat.
Due to her suit construction the Copper Fang can only generate “Summer effects” for general effects. The suit can generate the following personal effects:
-Broiling Heat: For 3Pr+ the Power Cost to make the local conditions hot, dry and light wind character may make a Devitalization attack to drain 1d10 power points from target per turn, lost in-between turns as target dehydrates/dries out.
-Cloud Shaping: The Suit has the ability to make simple shapes in the clouds.
-Ice Sheet: create a sheet of ice up to A” Radii for normal Weather Control Ice Creation cost, anyone in the ice area must Save vs. Agility on d20 with -1/5” ground based movement or take V damage.
-Wild Winds: Create high winds of up to S x Level x 10 (reduced by up to five for enclosed spaces) Wind Capacity in an S” radii for 7 Power cost per turn. Make attack rolls on the telekinesis column, and use the Wind Capacity like carrying capacity to move characters in the area affected out of the area in a random direction. Distance moved equals (Wind capacity –Character/item weight)/10.
Because of her innate shyness Sheila as Copper fang has an incredibly difficult time speaking, thusly she appears to be mute.
Weight: 260/130
Basic hits: 5/4
Agility mod: -
STR: 16/12
End: 22/12
Agil: 17/12
Int: 12
Char: 11 Reactions: -
Hit mod : (1.6/1.3) (2.6/1.4) (1.1) (1.4/1.2) = 6.4064/2.4024
Hit Points(32/10):
Healing Rate: 3/1.2
Power (140/48):
Dmg. Mod: +1/+1
Accuracy: +2/+1 C. Cap: 818/190
Basic HTH Damage: 1d8/1d4
Movement Rates: 14”/9” ground, 320 MPH in air.
Detect Hidden: 10
Detect Danger: 14
Inventing Points: 1.2
Inventing %: 36%
Cash: $1380
Inventions:
Origin and Background: Sheila’s uncle was working on a test project for a military subcontractor. Sheila needed a place to volunteer in order to help out her college prospects so her uncle put her in for testing assistant and she was accepted. The Suit was built to her size Ultimately, even with good performance values the suit was determined to be too expensive to make, especially the copper appearing struts for the environmental controls and power housing. Sheila however wasn’t done with the suit so she chose to convince her uncle to let her keep the suit.
When Sheila went to her uncle’s apartment she happened upon a grisly scene. Her Uncle had been brutally murdered. She called the police, took his back up I. D. and then went to the lab before anything else happened. She had just donned the suit in order to steal it when another group dressed all in black showed with someone also in her size. She easily defeated them then left with the suit.
One day research may find a way to reduce the costs of her uncle’s legacy, but until then Sheila is the only one with the suit.
Description: Sheila is a brown haired green eyed young lady with a trim body and a smattering of freckles. She has a generous mouth and a button nose with ears just a smidge too large for her head and a definite preference for the grunge look. The Suit is a full body suit covering nearly every inch of the subject primarily a worn and mottled copper green there are struts on the mask and throughout the arms and legs concentrated in the fingertips and joints that are a new copper color as well as the gravitonic projectors on her upper thighs. The eyes are protected by a copper tinted goggle built into the vaguely snake-ish mask which in combination does well in protecting her identity.
Other information: Skills: Student, Volunteer
The stats before the slash are with the suit on and after the slash is Sheila without the suit.
AnotherSKip
09-13-2008, 11:25 AM
Identity: Cyclone Jack
Name: Jackson Weatherman
Sex: M
Age: 32
Powers: (7-6)
Training Suggestions: Palmistry
Cyclone Generation (Vibratory Powers Device): Jackson’s suit is built in part upon the concept of fight fire with fire or in this case wind with wind. Jackson’s gauntlet thrusters have a range of 56” (Ax2”) doing 2d6 damage as an attack (not only from the wind but from flying debris also) there is also a 26% chance (Sx2%) that a special attack to do so will completely shred an item apart from sheer wind force. The Device has enough energy to attack 20 times.
When Cyclone Jack uses this power as a defense he must aim his Cyclone Generators (the Cyclonic Thrusters may be also used in this fashion) generally using an action to actually stop incoming attacks by shredding/disrupting/deflecting them and gaining the Vibratory defense as a result.
Cyclonic Thrusters (Flight Device): Jack’s boots are strangely shaped but they do conceal jet like turbines that provide enough thrust to get him moving at a good clip. Jacks Cyclonic thrust moves him through the air at a maximum speed of 117 MPH or 129” in game scale. Because of his form of flight he is not capable of flying in outer space currently.
Enhanced Thrusters (Speed Bonus): Cyclone Jack’s design prevents any loss of speed because of prevailing winds (though he can use them if they are to his advantage) so long as he is not encumbered.
Environmental Armor (Life Support Device): The suit is designed to provide a series of defenses and enable a person to survive longer in harsh conditions. So long as the suit is intact the character can access the following stats: S:9, E:13, A:11 for saves if necessary, +33 Power, +6 hit points, +1 Basic hit, +200 C. cap (no HTH Bonus). In addition the suit prevents most NBC (Nuclear, Biological& Chemical) attacks while it is intact.
The suit has a 1% chance of failure per point of damage character takes, 2% for every point the suit takes (either direct damage or from rolling with the punch etc…); failure removes all advantages of wearing the suit until it can be repaired.
Ionic Reflection Plates (Heightened Defense Device) all weather based attacks are repelled by the ionic plates placed throughout the suit as such any weather/environmental based powers use the HTH combat table to determine chances of hitting Cyclone Jack and anyone within 1” of him.
Storm Survivor Reactions (Heightened Agility A) +12 to Agility, Jack as a life long storm chaser has developed an uncanny knack for reacting to any situation.
Suit Skills (Heightened Expertise) Jackson has well tested his suite of abilities, as such he has +2 to all to hit rolls and negative combat effects on a missed roll by Cyclone Jack only occur 5% of the time.
Weight: 210
Basic hits: 4+1
Agility mod: -
Strength: 13
Endurance: 9
Agility: 28
Intelligence: 17
Char: 12 Reaction: +1
Hit mod: (1.3) (1) (2.2) (1.2) = 3.432
Hit Points (12+6):
Healing Rate: 1
Power (67+33):
Damage Mod: +4
Accuracy: +5
C. Cap: 325+200
Basic HTH Damage: 1d6
Movement Rates: 13” ground, 129” flight
Detect Hidden:
Detect Danger:
Inventing Points: 1.7
Inventing %: 51%
Cash: $ .02 having just had his base destroyed and his life savings and loans poured into making the suit JW has little to spend anywhere else for a long while.
Inventions:
Origin and Background: Jackson Weatherman was an avid storm-chaser long before the name was coined or the activity became a tourist destination. His grandfather Horace Weatherman had been in Tulsa Oklahoma as a local forecaster and had often felt that his own ineptitude kept him from saving more lives, bemoaning that if he has guessed better or kept a better eye out he would have warned a few more people and saved that many more lives. This relationship had a significant impact on Jackson, and drove his studies as a child into computers and meteorology.
At first things went well in “The Weatherman’s” life as he progressed into adulthood and by the time he was 31 he was an avid storm-chaser, and meteorologist. Jackson was part of a storm study group when disaster struck and an F-4 struck their base while “The Weatherman” was out shopping for munchies for an all night study session on their latest data. After flattening the base and killing everyone inside the storm left, just as Jack drove back to see a strangely dressed figure leaving the area. Horrified, Jack spent hours searching for his tight knit group of friends only to finally find their bodies.
Channeling his grief into a positive direction Jackson, threw himself into designing a personal suit and sought his advice from his grandfather. Oddly enough the elder Weatherman asserted from his deathbed vehemently that the government was suppressing lifesaving ideas. Jackson was appalled at this suggestion but finally he did look into his grandfather’s assertion that there was an invention of his that would have saved lives. There was, in fact, a whole file of crazy and sensible anti-storm contraptions concealed from the public at the patent office. Jackson Weatherman was astonished; he completed his suit by connecting all the information together: inventions and ideas from across the country and world, technology spanning across decades to develop his suit. Looking over the stolen file after finishing the suit he found one last thing in the file, a small selection of notes that Jackson Weatherman realized were a list of anomalous storms, covering from his grandfathers stint as a forecaster all the way to the current day. Something was very wrong here.
He returned to his grandfather only to find the old man waiting for him, in the suit of the same strange figure that Jackson had seen leaving the site of the anomalous F-4 that struck down his friends. They argued, Jack was now convinced that there were connections all throughout his life because his grandfather had manipulated him at the end of Jackson’s grief driven tirade the Elder Weatherman revealed himself to have chosen Jackson to follow in his footsteps and use his inventions for personal gain. Exploding in rage again, this time the argument could not be contained with mere words Jackson donned his suit and faced the terrible storm powers his grandfather possessed, they battled at first on the ground then sought the skies as their two ideologies clashed in the form of terrible weather inspired by their respective designs to control that which drove their lives so fiercely. After night fell only Jackson returned to the ground and he no longer speaks of his grandfather as he follows his own path.
Description: Jackson Weatherman is a tall (6’ 2”) dark, handsome man with sharp features, a slight olive tint to his skin and a wealth of close cropped thick dark hair. He favors a small neatly trimmed goatee to compliment his hazel eyes. Whenever anyone gets a close whiff of Jackson or the inside of his suit there is a faint scent of Sea Breeze.
Other information: Skills: Meteorology, Computers (hacking), Athlete (Aerobatics)
AnotherSKip
09-14-2008, 10:59 AM
Identity: Demoralizer
Name: Ursula N. Mann
Sex: F
Age: 24
Powers:
Training Suggestions: Charisma, Agility, Super Science (emotions)
Demoralization Rays (Emotion Control x2) Ursula has learned vibrations and frequencies that she can project in order to alter the characters emotions in such a way that the character’s self esteem and emotions are severely hampered. However she has discovered that her rays can be nullified in less than obvious ways and that any target can only be affected by one ray at a time. She only has enough energy stored in her main power pack to fire off 17 individual rays.
-Clumsy: every time a weapon is used in combat by the target of the beam there is a percentage chance equal to Ursula’s inventing percentage (48%) that the character will drop or have some other sort of mishap involving the weapon in combat. Any non-combat agility based use of skill (or a relevant power at Gm’s discretion) allows the character to shake of the effects of the ray.
-Distraction: the target of a successful attack by the wave ray has difficulty acting on his thoughts as more and more distractions occur to the character. In combat the character must target a different target during any of his actions or else perform only non combat actions every other round. a successful inventive use of a skill immediately stops the effects of the ray.
-Drunkenness: a character who is affected by this ray loses ¼ of their movement (from swaying from side to side and stumbling) and -2 to accuracy (vision and timing impairments) imbibing any non-toxic liquid immediately stops the effects of the ray.
-Fear: upon a successful hit by the D-ray movement may only be spent move away from the chosen object for 1d8 actions; movement gained from speed bonus is the exception.
-Forgetfulness: Upon being affected by the ray the character after each action declared by the character forces the GM to roll Inventing% for the character to successfully complete his action. Any other use of an Inventing roll cancels the effects.
-Hopelessness: Every action taken costs 2 PR in addition to any other costs as the character wears themselves thin with worry and hopelessness for 5 minutes; Willpower (A or B) allows spending 1 pr to completely nullify the effects.
-Unassailable: With a good hit The Deceptive Demoralizer can protect an object from the attacks of others by reducing damage dealt to the object of her choice by 1d4/die for 2 minutes. This may be completely nullified by using find weakness or enhanced senses on the object letting a character realize that he is being deceived.
-Weakness: Once the effects of the beam take control, for 1d12 turns the character loses 3d4 steps from their HTH damage. Moving an item that weighs over ¼ of their Carrying Capacity will remove the sensation.
Wave Projector: (Vibratory Powers): Demoralizer also has a wave (rather than the focused ray) version of her demoralization rays that packs a significant wallop up to 16 times per combat. With this item the Demoralizer can pound he opponents with wave after wave of shattering force dealing 2d8 damage per successful hit. By using a special attack to do so she has an I x2% chance to knock an opponent prone and remove all of their movement for this turn by either affecting their inner ear or plain knocking their opponent flat. Each attack costs 5 PR and all attacks have a range of Ax2”.
When using this power as a defense Ursula sets up a vibration to allow attacks to slip harmlessly through her, this requires using an action but no power or movement cost thereafter to continue the vibrating pattern and gain the Vibratory defense.
Ursula can also vibrate objects at frequencies that allow her to pass through solid objects, slipping through walls (for example) for a charge per use and each game scale inch of matter moved through costs a number of inches of movement equal to the structural point rating of the object being passed through.
Weight: 109
Basic hits: 3
Agility mod:-
Strength: 9
Endurance: 10
Agility: 14
Intelligence: 16
Char: 8
Reaction: -1
Hit mod: (1) (1) (1.2) (1.2) = 1.44
Hit Points (4):
Healing Rate: .75
Power (49):
Damage Mod: +2
Accuracy: +1
C. Cap: 94
Basic HTH Damage: 1d3
Movement Rates: 8” ground movement
Detect Hidden: 12
Detect Danger: 16
Inventing Points: 1.6
Inventing %: 48%
Cash: $ 700. Having had some small recognized success in the inventing field Ursula has infrequent access to big paychecks from the ideas she can sell.
Inventions:
Origin and Background: Ursula was a shy research scientist when she first began working in the new lab she had just gotten a job in. With her mousy brown hair, too skinny body and misaligned teeth Ursula was unlikely to attract much attention from anyone except for her brilliance. Which is what appeared to be happening to her, it started innocently enough with a few covert glimpses at a handsome fellow scientist by the name of Richard Felton, and then she caught him doing the same to her. At first, these glimpses were a shock to her then it became a covert game.
Soon the game ended when Richard came over to her and he asked her out. She barely burbled out a yes with her heart in her mouth and that answer sent her on a whirlwind of dates and emotions that left her exhausted and out of time to finish one of her wave projects.
Then Richard dumped her, callously, in front of all of the other staff and he let her know why. He had betrayed her in order to complete his ray project ahead of hers and get the attention of the upper echelons. She felt shame, despair, depression, and then a burning anger finally culminating in a self destructive moment when she turned her ray on herself in a real and symbolic act of self destruction. It did not destroy her; it changed her, wiping out her sense of weakness as she realized that she could do what she wanted to. Ursula is now motivated to figure out whether she desires to use her powers to attract the scientist who rejected her with the glories of darkness or the shining example of good, or ignore him for the no good worm he is and get on living her life in her own way. To begin with she changed her appearance as a way of just starting her revenge on Richard by living well.
Description: With her mousy brown hair, too skinny body and misaligned teeth she was not really a prize for anyone to look at, however since Richard made her out to be a fool she has gotten her teeth straightened, had her hair fixed and spent some time working on her body. Her “new you” is an improvement but she still needs to work on the inside. With time spent in a local salon and some time at other beauty places her looks dramatically change sometimes even weekly depending upon the image she wishes to present.
Other information: Skills: Super Science (Wave theory), Super Science (Psychology)
Quote: I’m not just some pretty doll to play with, but you can be one!
AnotherSKip
09-15-2008, 09:47 AM
Identity: Doctor Deception
Name: Doctor Carlsyle Kinnerffolkes
Sex: M
Age: 43
Powers: (3)
Training Suggestions: Inventing, Acting, Social Skills
Subtle Subterfuge (Transform): with each dose of the chemical compound Doctor Deception has the ability to rearrange his appearance to appear, sound and feel (but not smell or [ew] taste or mentally or spiritually) to be anyone he has seen up to a year and a day ago. If he chooses someone with powers to imitate he gains 6 points or 6 steps in similar abilities. Thus with a strong person is being imitated he would gain +6 strength, but if a person with the lightning control power was imitated he would only be able to project 1d8 bolts of lightning.
Subtle Cells (Regeneration) the imbalance he is suffering from causes several interesting side effects, one of which is the ability to heal far faster than anyone else normally does. He regains his healing rate in health per hour and in power per minute.
Deception of the Minds Eye (Unusual power): the Deceiving Doctor has the mutation to redirect intuition which can almost generate paranoia in others around him. Anytime someone makes a successful DH/DD roll around the Doc he may make an Inv% roll to redirect the intuition to someone else.
Special requirement: Lab the Doc only caries three charges of his chemical compound that enables him to do a quick change, thus for extended fights he either needs to stock up before hand or make some
Weight: 230
Basic hits: 4
Agility mod:-
Str: 12
End: 12
Agil: 13
Int: 13
Char: 14 Reaction: +1
Hit mod : ( 1.3) (1.4) (1.2) (1.1)= 2.4024
Hit Points(10):
Healing Rate: 1.2
Power (50):
Dmg Mod: +1
Accuracy: +1
C. Cap: 337
Basic HTH Damage: 1d6
Movement Rates: 9” ground movement
Detect Hidden: 10
Detect Danger: 14
Inventing Points: 1.3
Inventing %: 39%
Cash: $ 1000
Inventions: -
Origin and Background: Doctor Carlsyle Kinnerffolkes is a man that many would later describe as introverted but a genius of both genetics and their effects on appearance. The few psychologists that knew him thought that his intense concerns about how others viewed him driven by his intense unresolved father figure relationships would eventually cause him some problems as well as having brought his genius to focus on his twin concerns of genetics and appearance.
One night while listening to The Who’s “Behind Blue Eyes” he was struck by the melancholy chord the song always brought out in him and he lifted a beaker of an unstable mutagen that he believed would enable him and all the others who ever needed to look differently to adjust their appearance.
Then a bolt of lightning struck the building he was in startling him and causing the doctor to drop the beaker where upon it shattered. Splashing the hapless doctor with a compound years before it was ready. He mentally and physically struggled against the seeping potentially deadly contaminant as it wormed its way inside his body and by the time the next song was on the radio, the doctor was a much changed man. Days after the accident Doctor Carlsyle Kinnerffolkes still had not called in as he struggled to keep his mind and body intact wracked by the two questions of who was he going to be and what was he going to do with his powers.
Description: is a fairly useless thing for someone of Dr. K’s appearance altering abilities. However in his natural form he appears to be forty-ish un-athletic male with a clean complexion and grey just starting at the temples, his nose is a tad too large and he is a bit heavy with thick jowls and a definite preference for western wear. In dangerous situations he will either take on the form of an enemy (to confuse matters in the chaos of combat) or the most powerful allied form he can in order to help out as much as his powers will allow.
Other Information: Skills: Doctorate in Mutant Studies, Doctorate in Cosmetic Surgery.
Frequently listens to the Who’s “Behind Blue Eyes”
There is one surefire way to figure out the REAL Doctor of Deception. His eyes always turn blue when he listens to the Who’s “Behind Blue Eyes”.
AnotherSKip
09-17-2008, 02:48 PM
Identity: Electric Eel
Name: Angela Troy
Sex: F
Age: 22
Powers: (7)
Training Suggestions: Intelligence, Agility, Watercraft,
Shock of the Eel (Lightning Control, x2): Above the water this power can generate powerful electrical impulses. These can be used as an attack with a range of 26” (Ex2), doing 2d8 damage for 4 Pr per attack. The Siren of the Sea can as a defensive option electrify her body for one action with no additional cost or requirement to maintain thereafter.
Because of Electric Eel’s control over electricity she may attempt to take over or short out items influenced by electricity. To short out she uses 4 Power per attempt, at up to 26” (Ex2”) range and she has a 26% (Ex2%) chance of success per attempt.
In order to gain control over electric powered items expend 4 Power per attempt. Save on I vs. d20 for actual control and Save on A vs. d20 to avoid some sort of mishap each time the device is used (this is ignored if the character a relevant skill). In addition each use may require Movement or actions to be spent in order for the action to occur.
Below the surface of the water her powers become greater Range (Ex3”, 39”), 3d8 damage Explosion (3”) +3 to hit, it still takes 1 action to activate the defense option, and her electronics destruction is easier (Ex3%, 39%).
Electron Control (Absorption): Through her Lightning Control the Elemental Electric Eel can charge conductive items for a PR cost of 4, wherein when they encounter an electric or bioelectric field they will discharge into the field dealing 2 or 3 d8 (whether above or below water) damage in addition to any weapon damage.
Electric Eel (Animal Powers, eel): modifiers= S: -, E: +4, A: -4,
-Sea Adaptation (Water Breathing, B): Angela does not tire in the water (0 Pr for all actions) but she does lose one PR per hour out of the water and cannot gain any PR or health losses back until she is immersed in water again.
-Depth Adaptation (Diminished Senses): Coming from the deeper levels of the sea where there is little bright light Angela has a low tolerance for bright lights. Often attacking them in combat, (her favorite tactic against spotlights is using her electrical control powers to overload them) as well as being disoriented (-1 to hit in bright situations, -2 in very bright situations). On the other hand she can see well in most murky underwater depths.
Superior Swimming (Heightened Speed): Angela as a native of the seas can swim faster and far more powerfully than any surface dweller. +24” Swimming Speed, +32 to initiative while swimming.
Strength of the Sea (Heightened Strength B): +20 since the Electric Eel swims all day every day and is not completely human either she has incredible musculature for someone her size or she has adapted better than any human has a right to be..
Weight: 150
Basic hits: 4
Agility mod:
Strength: 33
Endurance: 13
Agility: 6(+32=38 Init.)
Intelligence: 17
Char: 11
Reactions: -
Hit mod: (3.4) (1.4) (.8) (1.2) =4.5696
Hit Points (18):
Healing Rate: 1.2
Power (69):
Damage Mod: +1
Accuracy: -2
C. Cap: 2,696
Basic HTH Damage: 1d12
Movement Rates: 13” Ground, 36” Swimming Speed.
Detect Hidden: 12
Detect Danger: 16
Inventing Points: 1.7
Inventing %: 51%
Cash: $ 90,000 available, Electric Eel calls the fortunes of the sea her own thus by most standards she is very wealthy.
Inventions:
Origin and Background: Electric Eel believes she is a spy for a world that does not wish to admit it exists at this point. She will easily admit that she is not local but more than that she is very quiet about anything about her home. If pressed she will admit to being from near the marinara trench but she will reveal little else.
There is a darker truth though, she doesn’t remember who she is really spying for, or why or what happened. She remembers awaking in an egg like contraption, hammering her way to freedom swimming to the surface not far from the Jersey shore and only having vague memories of some sort of underwater world that looks like a 30’s world of the future with houses underwater and a name that at least sounds like Angela Troy. Everything else is a blur. Freed by her memory loss Angela has to decide how she is going to behave in this world of confusion, react with bitterness against the surface dwellers or start out with a clean attitude born of her lack of memory.
Description: Angela Troy appears to be mostly human, of the female gender and in possession of constantly wet unmanageable hair that appears to be mostly kelp like. She has a trim athletic body from her constant swimming and superior musculature that does not usually exist in humans. Her face is composed of harsh planes, with minor gill like openings on her face, unlike true gills they operate on the principle of electrolysis (using electricity to extract oxygen from the surrounding water) in order to sustain her. For clothing she wears a gray green scaly one piece swimsuit with maroon borders and has a bracelet tattoo on her left arm and right ankle composed of non-repeating numbers that form an artistic design.
For some completely incomprehensible reason to both her enemies and allies she likes French Trash Metal and can frequently be found sampling some of the more bizarre stuff found on the internet or humming it in combat
.
Other information: Skills: Concealment, Super Science (Oceanic).
Equipment: She frequently carries 10 Conductive Lightning Bolt shaped Boomerangs in an insulated bag that are usually charged with her Electron Control.
AnotherSKip
09-18-2008, 10:02 AM
Identity: Golden Glider
Name: Joy Y Rule
Age: 31
Sex: F
Powers: (5)
Training Suggestions: Aerobatics, Meteorology (Weather Reading), Curses
Fluid Gold (Chemical Powers): Joy in either form gains +3 to all stats (1d6), and she can now transform herself into a slightly larger golden statue version of herself to conceal her identity, in her golden statue form she gains 11 x her basic weight (SR), and has 4 pts of Invulnerability (SR/3). In addition Joy may make an Agility save vs. d20 to reflect any ray attack, she may use a held action during the attack to direct it with another Agility save vs. d20 to a chosen target within 12 (A) “.
Curse of the Ancient God (Body Power): The Golden Glider never ages and only takes half effect from any attack that penetrates her other defenses.
Mind of the Ancient God (Telepathy): the Mind of the Ancient god gives her some strange insight into the ability to contact the thoughts of others. As such she may currently use the ability to act as a mental switchboard for up to thirteen minds (Intelligence number) up to 130” away (Intelligence x10”)
Mind of the Ancient God (Willpower A): The Great Glider may choose any minor Willpower effect and sustain it for 1pr per turn. Whether this is from her resisting the mind of the ancient god or another benefit of the curse remains to be seen.
Golden Glider (Vehicle): Not only was the Golden Girl transformed but so was her vehicle. Currently it has much better stats than a real glider due to the mystical transformation. 150 wt, 1+1 Passengers, 50 lbs Cargo Capacity, up to 120 MPH speed, 10 disable, 30 demolish 5 points of invulnerability and heals at her healing rate per day. At her mental command the vehicle transforms into a Big Club (+3/+1d6 in HtH) and Shield (-2 to be hit from attacks to the front and the sides.)
Weight: 1320
Basic hits: 7
Agility mod: -
STR: 12
End: 13
Agility: 12
Intelligence: 13
Char: 16 Reactions: 2
Hit mod : ( 1.3) (1.4) (1.2) (1.1) = 2.4024
Hit Points (17):
Healing Rate: 2.1
Power (50):
Damage Mod: +1
Accuracy: +1
C. Cap: 1998
Basic HTH Damage: 2d6
Movement Rates: 9” ground, 120 MPH Gliding
Detect Hidden: 10
Detect Danger: 14
Inventing Points: 1.3
Inventing %: 39%
Cash: $ 2000
Inventions: -
Origin and Background: At first to Joy Rule taking a week off on location seemed like a good idea at the time. Though a small time actress, she had gotten to come along as a bit character in a pilot episode being shot in the Andes. A friend of hers shipped her glider in pieces to her during the shooting, after Joy had decided to cash in her return ticket and buy a return flight for later. Something in the mountains called to her and awakened her sense of adventure. After the pilot was shot while hang gliding in the Andes Mountains, a weird wind caused her craft to collapse, plunging her to the canopy below. She survived the fall and discovered herself in a hidden shrine dedicated to some forgotten god. Central to the shrine was a Golden Idol, whose distorted features seemed to draw to her; gripped by some strange sensation she reached out and touched the Idol falling instantly into unconsciousness.
When she awoke after having touched the golden icon of the forgotten god the ancient magic’s had transformed her into her current incarnation. Seeing no other option but to leave she began to head back to civilization. She managed to survive a trek through the jungle (due in a great part to her new powers) to civilization and then discovered that there were urges coming from the mind of ancient god. Ancient curses and blessings spun through her head promising to end only when she made a choice to serve either Herself or Others….
Description: Joy appears to be a pretty enough girl of average height and weight. She has auburn hair and green eyes, since her transformation her skin has taken on a golden hue which no matter how hard she tries she cannot get rid of. When she takes on the Curse of the Ancient God and appears as the Golden Gladiator she has decided to reduce her unearthly look by wearing wraparound glasses to conceal the fact that in this form she must be made completely of gold. The Curse also makes her a half foot taller (mostly in the limbs and spinal area) her hands and feet slightly bigger as well and the final part of the transformation slightly reduces the details of her features much as if she were cast of gold.
Other information: Skills: Hang glider, Actress
AnotherSKip
09-19-2008, 09:59 AM
Identity: Gynoid
Name: Lisa Marsden
Sex: F
Age: 12
Powers: (5)
Training Suggestions: Mechanic, Agility (x2),
Gynoid Body ( {Andro}id body): As a Gynoid She gains the following modifiers; +12 Endurance, Appearance of 95% Human, up to 56% of her health loss can be repaired by Self Repair operations (up to the first 48 points), Healing damage after those first points is by making repair attempts at a rate of HR/hour and $1000 in materials and energies per point repaired.
Synthetic Senses (Body Power from her Gynoid/Android body): Although most of her senses are limited (see Synthetic Limitations below) she does have an incredible sense of smell. When activated this tiring ability (1PR per detection attempt) enables Gynoid to track targets based upon scent, including using her own Pheromonal Punch as a marker scent, she also can distinguish her targets based upon solely the number of times her Pheromonal Punch has struck and raises her detect Invisible chances to equal to her Inventing % roll. Her sense of taste also allows a sophisticated chemical analysis to occur.
Battery Powered (Heightened End B) + 17, although not really battery powered, her body does have incredible reserves and resilience.
Survivor (Heightened End A) + 10 having been though horrors few could imagine starting from the car crash to facing the subsequent life of permanent hospitalization on to a new body Lisa has earned a place of respect in both the categories of mental and physical toughness.
Phenomenal Punch (Heightened Strength A): +17 her anger is still a white hot rage that with her new body gives her strength that exceeds most peoples understanding.
Pheromonal Punch (Poison Device) in combat the Gynoid Gladiator exudes a primarily tactile Pheromone that doubles the KO% of any successful attack made by Gn01-d. In addition the first point of damage dealt also gives the Great Gynoid +2 to hit and +4 damage from the disorientating effects of the pheromone even if it doesn’t straight knock out the target. Certain defenses give an automatic pass on this power (Android/Gynoid/Robot, Life Support, etc…).
Synthetic Limitations (Diminished Senses): her sensory hookups are possibly damaged, incomplete or not sophisticated enough, she has black and white vision and her hearing has some loss, as well as her sense of touch is diminished, resulting in some people needing to resort to extreme methods to attract her attention in some cases.
Weight: 155
Basic hits: 4
Agility mod: -
Strength: 30
Endurance: 49
Agility: 10
Intelligence: 13
Charisma: 14
Reaction: +1
Hit mod: (3.1) (6.2) (1) (1.1) =21.142
Hit Points (85):
Healing Rate: 6
Power (102):
Damage Mod: -
Accuracy: -
C. Cap: 2472
Basic HTH Damage: 1d12
Movement Rates: 22” ground
Detect Hidden: 8
Detect Danger: 12
Inventing Points: 1.3
Inventing %: 39%
Cash: No real Income: abandoned on the streets with a new body. $.02 (picked up of the ground)
Inventions:
Origin and Background: He saved her. At least that is what the Masked Man thought he had done. But the fire in the car had scarred over 75% of her pinned body leaving almost nothing untouched of the once pretty girl’s face and body, her hair was completely scarred away, she had no eyelids. Her life of joy had been stolen by a drunk driver and though her physical being could carry on, it was with a price of intense pain, unremitting hospitalization and loneliness.
The hero realized that her life was nearly unbearable so he stealthily gained her hospital room after hours and offered her an opportunity to leave this body behind and take another. Midway through his explanation she stopped him with a croak and agreed. He paused for a fraction of a second too long as if he had a nagging thought that perhaps, perhaps she was too eager. He quelled his dark thoughts as he gave her the sleeping gas and stole her away to his hidden lair where her new form lay in wait for its new animating force.
When she awoke the hero knew something was wrong, her anger still burned. They battled over differences of ideology and he won by disabling her sensory system. He took her far away from his base of operations and left her alone and started her system again. Once she was awake the costumed crusader fled, but before he left her he asked only one question: was she to pursue revenge, consuming her new life in fiery anger and destroying others lives as hers had been, or was she going to follow in his footsteps and help others?
Other information: Skills: Student, Superstition, Athlete And Explorer.
Gynoid: Gynoid is a Greek compound word, it is a word like Android, in that it uses the root word id and adds the prefix of Gyno (woman) instead of Andro (man). Basically the meaning is: a Machine shaped like a woman. Essentially a Fembot, however she does not conceal her life as automation and this is not revealed by her face falling off.
Supplemental hero information:
However, unlike many other Men of Mystery (and yes Women too) this one checked back on what he had saved and found that even his efforts had not been enough to prevent so much loss and anger. He found her still burning, not from the fire, but inside seething almost a wild beast. His first attempt to save her failed, but if she was willing he could try again using skills he had gleaned from a nemesis of his. This nemesis was An “Id Sciences” genius which from their quarreling he had gleaned tools from his opponent’s creations, concepts of advanced sciences and technologies that before he had only studied to gain insight into the strengths and weaknesses of his opposition. Now he could turn his skills from the war they waged to healing a victim of his heroics by building her a new body. Using parts from his opponent’s previous projects he crafted a reasonably pleasing form for a female.
AnotherSKip
09-20-2008, 12:13 PM
Identity: Hydropon
Name: Jeff Wycliff
Sex: M
Age: 29
Powers: (6)
Training Suggestions: Sea Lore, Aquabatics, Landscaping, Agility
Hydro-Propulsors (Chemical Power): Hydropon can store up enough water to have 10 blasts of water each shot dealing 2d8 damage up to 12” away. Basically this is a pressurized jet stream of water that is just stored water (usually sea water) however it may be useful in other situations (putting out fires etc…).
Drowning Attack (Death Touch): Hydropon in seriously dangerous situations could be forced to kill air breathers by drowning them; he simply blasts his targets with the hydro-propulsors at close (2”) range aiming for the head. If the special attack to do so strikes then the targets must make two saves one a d20 vs. Agility the other save is d20 vs. Endurance. Success at both indicates the attack is nullified; failure at one costs Hydropon one charge of water propulsion and the character loses all his power, failing both the targeted character dies and Hydrpon loses two charges of water.
Survival Systems (Absorption): The Nemo Project Suit was designed to make the suit habitable for long periods of time. As such while in water the suit may recharge any one of its charges for each 100” of movement spent only to do so (cycling pumps, filter cleansing, refilling tanks). The suit was designed for long term survivability (using Electrolysis, Reverse Osmosis, and other options) the suit can extract air, drinkable water and even low grade nutrients from most water sources thusly providing the wearer with almost unlimited survivability in most damp environments. In non-immersion cases the supplies only last for about two hours before the wearer must rely upon external sources or return to the water.
Hydro-Propulsors (Flight): Since in a potential combat situation movement is of the essence the Hydro-Propulsors provide several advantages, first off the suit is so well designed that the wearer automatically benefits as if they had +3 to Agility while wearing the suit. Secondly the system is so powerful that the wearer may move at (Ground Movement x New Agility)/2” while in the water.
Electro-Mobilizer (Plant Control): the Nemorian suit is designed to enable a great deal of survival activities including some unusual energy projection sciences that could include defensive or even terrorist capacity. This is a strange science conceived by the initial science project specialist which few have ever understood. By using waves the suit projects can to a certain extent control plants. The suit relies upon inhibitor driven maximums that result in the maximum of 114 hit points worth of plant “creatures” may be activated.
Electro-Topiarism (solid energy Illusions) the Nemorian suit is designed to enable a great deal of survival activities including some unusual energy projection sciences that could include defensive or even terrorist capacity. In addition to the Mobilizer the suits abilities can be enhanced by the addition of direct control and supervision of the suit Mobiliser and even has the possibility of both operations working at the same time. The Suit also can refreeze the plant life so affected by modulating the waves. Thus for example a grove of trees could become a living jail, or kelp could become a barrier. Since this system has the same inhibitors that result in the maximum of 114 hit points worth of plant matter may be manipulated.
Weight: 210
Basic hits: 4
Agility mod: -
Strength: 12
Endurance: 11
Agility: 20 /17
Intelligence: 14
Char: 8
Reaction: -1
Hit mod: (1.3) (1) (1.6/1.4) (1.1) = 2.002
Hit Points (8):
Healing Rate: 1
Power (57/54):
Damage Mod: +2/+1
Accuracy: +3/+2
C. Cap: 297
Basic HTH Damage: 1d6
Movement Rates: 11”/10” ground, 110” Hydro propulsion
Detect Hidden: 10
Detect Danger: 14
Inventing Points: 1.4
Inventing %: 42
Cash: $ 1,000 as a reasonably successful real estate agent Jeff has a small fund to invest in
Inventions:
Origin and Background: the Nemo project was initiated in the 30’s as a scientific way to solve the question of “what if a massive gas accident or attack affected the United States, how would we survive?” Since the oceans were unlikely to be a target the Nemo Project was conceived as a way to add the radical sciences of sub aquatic habitation, hydroponics, and Electrolysis together. Even though the project was re-spun again and again eventually gaining ground in the 60’s, with the end of the cold war life again turned to peace and the project was ended.
Jeff Wycliff a real estate marketing specialist discovered that the now decommissioned military base that had housed the project was up for sale. Jeff having retired from the navy liked what he saw and bought the base. However when the base was decommissioned in 93’ the old main project for the base was not properly scrapped because one of the junior scientists believed in this project as a great boon to environmentalism. Jeff while having the base demolished for new construction found the tunnels the project had been hidden in. Having discovered how to use and repair the suit, Jeff just needs to decide what he is going to do with this incredible project hidden from the world. Whether he is to be tempted into using the suit for his own ends, or to do what he has done on occasion with his other skills and benefit others.
Description: Jeff is a decently built guy in his late 20’s
The suit is a full body protective suit that compares similarly to a slightly thicker but still useful wetsuit encasing the entire body from head to toes. It is colored a shaded maroon with sand highlights to help with occasional camouflage and military designation. The Helm is sand colored with a fin has an inverted arrowhead design in maroon with the faceplate also a tinted maroon color.
Other information: Skills: Field Scientist (military), SCUBA
AnotherSKip
09-21-2008, 02:55 PM
Identity: Inhuman
Name: Carl Greenlove
Sex: M
Age: 34
Powers:
Training Suggestions: Intelligence & Charisma
Aquabatics (Speed Bonus): Carl has +18” to his Swimming movement from his new bodily form.
Aquabatics (Non-Corporealness): while in the water Inhuman has such total control of himself he is capable of dodging nearly every attack aimed at him. This power also grants him the ability to survive underwater at any depth.
Terror of the Sea (Teleportation): Super Swimming enables the Inhuman the ability to provide short burst of swimming that increases his movement by 215” for 2 PR per jetting movement.
Squid Speed (Heightened Agility B): +22
Giant Squid/Kraken/Architeuthis (Animal/Plant Powers: Mollusk) S+2, E+2, A-4, (5 powers)
-Squid Mind (Lowered Intelligence): -6
-Squid Mind (Reduced Charisma): -8
-Rubbery Tentacles (Heightened Strength A) +16
-Heart of the Kraken (Heightened Endurance A) +11
-Special: the Inhuman gains +1 Strength, Endurance, Agility and 1 ft length/25 lbs for each year he is alive and feeding, but he also suffers from -1 Intelligence and Charisma for each year also. He may have unrestricted aging, but whether this is a benefit or disadvantage is undecided.
Fear of the Sea: Phobia/Psychosis; though once a great Architeuthis researcher, because of the incredible trauma he endured now any sort of squid-like sensory impressions he receives sends him into a flight or fight emotional stage, possibly after severe exposure a catatonic state could be induced in order for him to escape from the dreadful reality his mind refuses to accept.
Weight: 195
Basic hits: 4
Agility mod:-
Str: 31
End: 24
Agility: 26
Intelligence: 6
Char: 6
Reaction: -1
Hit mod: (3.1) (3) (2) (.9) = 16.74
Hit Points (67):
Healing Rate: 2.8
Power (87):
Damage Mod: +2
Accuracy: +4
C. Cap: 3138.6
Basic HTH Damage: 1d12
Movement Rates: 20” ground movement, 36” Swimming plus teleport moves of 215” for 2 PR
Detect Hidden:6
Detect Danger: 8
Inventing Points:.6
Inventing %: 18%
Cash: $100 his apparent death has reduced him to living on the fringes of society.
Inventions:
Origin and Background: While studying the genus Architeuthis in deep sea explorations off of the coast of Hawaii Carl discovered something that forever altered his life. He knew they are deep-ocean dwelling animals that can grow to a tremendous size he did not know that the creatures were seeking humans to learn from for their own studies. Even though he had died while being dragged to their laboratories apparently a genius of the alien species managed to revive and then alter the former human to where he could survive the intense situations he found himself in.
Carl then escaped, only to discover that he was slowly becoming more beastlike and he could never return to his life as a scientist or teacher because he had suffered so much he could not bear the thoughts of what had once been a lifelong obsession. Struggling with his own mind, cast out of every form of society he once knew, Carl is left sitting in the ashes of his former life trying to decide what to do.
Description: before the remarkable changes that forever ruined his life Carl was a vigorous but bird thin sea loving professor. Big nosed, brown hair and sparkling dark eyes, sun tanned, proud of his goatee and full of his obsession the professor could deliver volumes upon volumes of the information he had at his disposal about the Giant Squids he was pursuing as he lectured others he encountered whether they wanted to or no. Now he is decidedly bestial, his hair has fallen out and he smells faintly of iodine. As time passes he will begin taking on more and more of the appearance of his former obsession and now curse, the mysterious Architeuthis.
Other information: Skills: Teacher (Sea), Lore (Sea), SCUBA, Athlete (deep sea fishing).
Personal motto: “You are no higher than your basest argument”
http://en.wikipedia.org/wiki/Giant_squid
http://en.wikipedia.org/wiki/Statocyst
The transformation is gradual but inexorable with the absolute changes occurring about three weeks before his anniversary of his known return to the surface world.
AnotherSKip
09-22-2008, 09:43 AM
Identity: Kiloforce
Name: Timmy T. Taker
Sex: M
Age: 16
Powers:
Training Suggestions: Agility, Super Science (Magnetism)
Magnetism (Magnetic Powers): This power describes the ability to generate and control magnetic fields and waves of force. The magnetic capacity of the character equals SxLvlx50# which is the maximum weight of metal the character can manipulate. Used as a defense this utilizes the Magnetic defense table, the defense takes one action and one PR to set up with one PR per attack repulsed thereafter. This defensive stance takes up no magnetic capacity.
The character can hurl waves of Magnetic force at his opponents attacking on the Magnetic column for 5 PR per shot with a range of 15” (S”) doing damage based upon the number of pounds employed (not expended) in the EMF burst (max at first level), this may be less than the characters maximum if there is Magnetic capacity employed in other activities.
The character can manipulate masses of metals by expending one action, 5 PR and making a successful roll to hit to gain control over the desired object, manipulating the object thereafter only takes movement and the magnetic capacity is reduced by the amount of metal as long as it is controlled. The speed with which these metal items can be moved equals the remaining amount of magnetic capacity divided by 10, rounded up, in inches per turn. Once control is established it lasts for 15 (E) turns before fading and expending 5 PR will extend control for 15 (E) more turns. Using controlled items to attack costs no additional power and does damage based upon the items weight and velocity as per a thrown projectile. Use the HTH column on the combat tables for this style of attack, not the Magnetic Column.
Electro Erasure (Invisibility): Kiloforce’s control and reach are so strong that he can generate static in any electronic sensory device essentially this gives him a limited sort of Invisibility to electro-magnetic detection & recording.
Paranoid Defense (Heightened Defense): Because of his keyed up senses Kiloforce has developed a real talent for keeping himself alive, not only can he generate magnetic defenses but in addition he automatically has a -4 to be hit in any situation where he is aware and he has +5% to his detect danger rolls.
Phobia/psychosis; Timmy has a problem with his EMF generation; it is slowly driving him mad. Most people when they encounter EMF fields that can affect people with sensations of creepy crawlies or a feeling of being watched can either get them fixed or they can get away from them. In situations involving people who do not realize what is going on a much more serious problem can develop, starting with feelings of being watched generally, and eventually causing paranoia and finally if untreated long enough, death. Timmy needs to learn to control his powers, or lose them before he is driven mad. Because after the accident he can no longer escape EMP Fields since he is generating them, his sanity and life is at serious risk.
Weight: 110
Basic hits: 3
Agility mod:
Strength: 15
Endurance: 15
Agility: 14
Intelligence: 12
Char: 11 Reaction: -
Hit mod: (1.6) (1.8) (1.2) (1.1) =3.8016
Hit Points (14):
Healing Rate: 1.2
Power (56):
Damage Mod: +1
Accuracy: +1
C. Cap: 268
Basic HTH Damage: 1d6
Movement Rates: 11”
Detect Hidden: 10
Detect Danger: 19
Inventing Points: 1.2
Inventing %: 36
Cash: $ 20
Inventions:
Origin and Background: When the Super being battle crashed into the hospital it was a miracle that he survived, But the MRI scan he was undergoing went haywire from the super energies released in a way never since duplicated. This resulted in little Timmy not only being cured of his brain cancer, but gaining incredible powers he has yet to reveal to others.
The only thing to mar the experience of being a teen and having powers is the feelings that there a re dark things out there Timmy doesn’t understand. He has no clue as to why he can sense these things that others seem to ignore. The dreadful sense of malevolent watchers is starting to unnerve Timmy, and he is slowly becoming convinced that unless something is done soon “they” will attack…
Description: Timmy appears to be a reasonably athletic young man with brown, permanently disheveled uncombable hair surmounted by a baseball cap facing front and showing his appreciation of the Arizona Diamondbacks. Otherwise he dressed as a typical teen for his age with ratty jeans (pre air conditioned) and a non-descript t-shirt.
Other information: Skills: Athlete (Baseball), Student
bishoplogan
09-22-2008, 06:32 PM
keep it up great stuff:th_dblthumb2:
:sasmokin:
AnotherSKip
09-23-2008, 08:41 AM
Identity: Landmine
Name: Sharon Kord
Sex: F
Age: 25
Powers: (3)
Training Suggestions: Intelligence, Agility, Mechanical Theory, Super Sciences
Trapcaster (Special Weapon, Paralysis Ray & Heightened Sense Device): this device aids in the detection, analysis, construction concealment and disarming of many types of traps by +4d10 %( roll per attempt) including but not limited to: Explosive ordinance, mechanical devices, and security systems.
In addition to this formidable array of specialized abilities it also hurls the following traps up to Ax3” distance (in most cases without Trapcaster the mines only have a range of A/2” at best and -40% to triggering chances). Having any trap influencing an individual deals a -1d3 to chances of hitting targets and +1d3 to be hit because of the restrictive nature of the traps effects on targets.
-Paralysis Trap: 65% of triggering, save on Agility Vs. d20 to avoid once triggered and –(70 to 130)% of current movement (which prevents using movement but not most other actions) for those times when she wants her prey alive. (13 charges)
-Electro-Shock Mines: 70% of triggering saves on Agility Vs. d20 to avoid once triggered this is a electrical systems destroyer, having an 80% chance of destroying any technological device it is attached to. (3 charges)
Narcissus Trap: 50% chance of triggering saves on Charisma Vs. d20 to avoid once triggered, this device exudes a low grade brainwave field that increases the self respect and self love a character feels to the point where anyone for two minutes passing within 2” of an active Narcissian mirror faces an automatic emotion control attack between turns (2 charges).
-Land Mines: 70% of triggering, save on Agility Vs. d20 to avoid once triggered, triggering character suffers an explosion dealing 1d10, all others in a 2” radii must save on Agility Vs. d20 or face a 1d6+2 attack (20 Charges)
Remote Sensor: Remote activated or 80% of triggering save on Intelligence vs. d20 to notice this device, records visual/auditory information in a 5” radius for 5 minutes.
-Smoke Popper Trap: 80% Chance of triggering with no save. Treat as a smoke generated darkness field 2” in diameter lasting at most 2 minutes unless influenced by outside events.
Bad Luck, Vulnerability: Landmine has not only seemingly has bad luck but in addition it frequently seems to make sure that the “lucky” Landmine ends up in the middle of one of her own traps, this most often occurs on solo missions.
Weight: 156
Basic hits: 4
Agility mod: -
Strength: 12
Endurance: 15
Agility: 14
Intelligence: 17
Char: 14
Reaction: +1
Hit mod: (1.3) (1.8) (1.2) (1.2) = 3.3696
Hit Points (13):
Healing Rate: 1.6
Power (58):
Damage Mod: +2
Accuracy: +1
C. Cap: 252
Basic HTH Damage: 1d6
Movement Rates: 10” ground
Detect Hidden: 12
Detect Danger: 16
Inventing Points: 1.7
Inventing %: 51%
Cash: $ 2000 Mercenary severance pay or the last job she did; your pick.
Inventions: the Trapcaster and all subsidiary items are considered her intellectual properties.
Origin and Background: Sharon as a kid liked playing more with erector sets and firecrackers than dolls, houses and jump ropes. As she grew she realized that she liked building better things to blow up nouns with and took her natural talents to the military where she found she spent most of her time blowing up old stuff with old stuff. Cool but not good enough, later she joined a research team developing robotic bomb squad equipment, but that too pointed her in the wrong direction, finally she became a mercenary, rose to command a unit but there was something missing in her life until a fateful mission overseas.
She and her team had a run in with a costumed character that killed the rest of the team and left her at the mercy of her own traps, she avoided some and disarmed others otherwise she would have never survived. During her recovery from the incident she knew she needed more than most mercenaries to defeat her opponent. She decided that only by focusing and combining her diverse talents could she get revenge. This was when she designed equipment to streamline the analysis, construction, concealment, detection, disarming and placement of many types of traps and called it the Trapcaster.
She now figures that she is good enough to compete at the superhuman level so she quit her mercenary organization and went solo. Then her luck started getting in her way, never killing her just keeping her from reaching what she felt was her true potential. Now she just needs to decide whether to work with the nominally good guys or the guys who would really hire mercenaries.
Other information: Skills: Weapon Smith (Trap making/disarming), Efficiency Analysis (pathing).
She may do freelance work for others on her same side, as a way to build money for funding her researches (a major theme of the character) and for others on the other side as a plot hook.
Character Quote: “Where should this one go?”
AnotherSKip
09-24-2008, 02:59 PM
Identity: Leathorhide
Name: John Ruckin
Sex: M
Age: 28
Powers: (5)
Training Suggestions: ?
Leathor hide (Invulnerability): the first 21 points of damage taken per turn from nearly every source is ignored by his leathery skin.
Tougher Bones (Heightened Endurance B): +20
Leathery Muscles (Heightened Strength B): +23
Speed of the Whip (Heightened Agility B): +14
Whip-like Strikes (Heightened Expertise): +4 to hit With HTH Attacks, this bonus is due to his deceptive attack speed with every part of his body and weapons
Rough Looking (Prejudice) Leathorhide’s skin appears to be loosely connected, giving him an untrustworthy appearance as it always appears as if he is giving off fake body signals.
Weight: 240
Basic hits: 5
Agility mod:
Strength: 33
Endurance: 27
Agility: 28
Intelligence: 12
Char: 12 Reaction: -1
Hit mod: (3.4) (3.4) (2.2) (1.1) =27.9752
Hit Points (140):
Healing Rate: 4
Power (100):
Damage Mod: +3
Accuracy: +5
C. Cap: 4636.44
Basic HTH Damage: 2d8
Movement Rates: 22” ground
Detect Hidden: 10
Detect Danger: 14
Inventing Points: 1.2
Inventing %: 36%
Cash: $
Inventions:
Origin and Background: A battle royal broke out between a pair of Super villains and a team of superheroes in a mall. As titanic forces of destruction were unleashed in the epic struggle John was trying to get pictures with his camera hoping to turn his misfortune of being at the scene into a profit when what happened to him for all intents and purposes was two worlds collided, or as another spectator said “there was a flash, man, and he was just like just lying there, man.”
Later the speculation based upon recollection of past events seemed to be that a Gammaton Blast inverted in a mirror combined with a mystic weakness generated by a rare book in the mall and a miscast spell of transformation struck John all at the same moment leaving John alive but comatose and transformed. As his body was assaulted by the unusual energies leaving their marks upon his body his mind too reeled from the encounter leaving him but the choice of what to do after the changes were affected, try to stop more incidents like this from occurring or to use this misfortune for his personal profit.
Description: With sandy blond hair and weatherworn skin and hovering near 6’2” in height with a decently muscled body John could appear to be a California surfer boy after a few too many years in the sun. His pert perky nose, blue eyes and high cheekbones aren’t unpleasant but something in the way he appears and carries himself leads people to not trust him, in addition to Leathorhide’s skin problems giving him an untrustworthy appearance. For the truly perceptive though however he always shows his emotions with his eyes even when his body says something else.
Other information: Skills: Photography, Dilettante
AnotherSKip
09-24-2008, 03:04 PM
Identity: Elixirion
Name: Marcus Groundling
Sex: M
Age: 43
Powers: 3
Training Suggestions: Herbalist, Intelligence, Agility
Physique in a Bottle (Heightened Strength): when striking Elixirion gains a bonus to the HTH based damage dealt by Elixirion as a direct bonus to damage of +4 (equal to I/3+his Level), and he gains bonuses to Carrying Capacity equal to his strength being enhanced by I/3+his level (Str=14, 417 C Cap).
Armor in a Bottle (Heightened Defense): the elixir Marcus drinks has some mystical side effects: Evasion may be performed for movement cost only, When rolling with the punch any damage taken to his power up to 12 points per turn (3d10) instead simply fades away. Elixirion can save against suffering debilitating special attacks, Knock out percentages or other unusual effects of combat. Simply roll 1d6, on a result of 1-2 the effect is completely avoided
Liquid Reflexes (Heightened Defense): Elixirion’s enhanced reflexes allow him to easily react in (hopefully) enough time to avoid being hit. As Such Elixirion has a -4 to be hit by all targets.
Special Requirement: When Elixirion drinks the elixir he only has his powers for one hour.
Weight: 192
Basic hits: 4
Agility mod:
Strength: 10
Endurance: 16
Agility: 14
Intelligence: 10
Char: 10 Reaction:-
Hit mod: (1) (1.8) (1.2) (1) = 2.16
Hit Points (8):
Healing Rate: 1.6
Power (50):
Damage Mod: +1
Accuracy: +1
C. Cap: 250
Basic HTH Damage: 1d6
Movement Rates: 10”
Detect Hidden: 8 Detect Danger: 12
Inventing Points: 1
Inventing %: 30%
Cash: $ 800.00 Decent pay with Benefits
Inventions:
Origin and Background: Buying a fragment of an ancient text that supposedly contained secrets from Meda of Greek history was a little lark for Marcus Groundling. By dint of diligence and will he was able to figure out what sort of ingredients were needed, though he had to make a few close substitutions as well as in what proportions. Finally, in a fit of mad courage he managed to get up the guts to do the only thing he could, test it upon himself. This drastically changed Marcus. Now something is loose in his head that desires to be out but the thing haunting him is, is it for good, or evil? In addition according to the information in the text and the legend the elixir is supposed to last from sunrise to sunset. It only lasts for an hour so somewhere there are one or more errors in the modern formula.
Description: Marcus is slightly short at only 5’6” with a shock of blond spiky hair that easily brings him up to 5’6 +1/2”. He has an underdeveloped physique, until the elixir is drunk then he gains some fraction of muscle and bone from somewhere at which point he is 6 ft flat with 8 inches of blond hair in a spiky array good enough for any anime character. He wears comfortable modern clothes like jeans, t-shirt and sneakers; however his Elixirion Identity prefers black leather pants and going topless with sandals in order to show off an impressive physique from his head to his toes.
Other information: Skills: Alchemy, History/Archaeology
AnotherSKip
09-29-2008, 04:00 PM
Identity: Mansonite
Name: Mark Manson
Sex: M
Age: 19/39
Powers: 4
Training Suggestions: Agility, HTH Accuracy
Big as a House (Size Change): Mark is permanently changed by his experience into something Larger, x1.5 height and movement, x7 weight and +7 Basic hits (x his Armor advantage) reduce the distances for calculations of range penalties against by 50% and perception penalties for because of his large size.
Built of Bricks (Armor A, x2): Being apparently built of bricks, Mark has several advantages he gains 134 points of armor that regrows at a rate of 40 points per night, his basic weight is multiplied by x4.02, and he has +4 Basic hits (x his Size change advantage) making him very tough to deal with.
Mansonite Might (Heightened Strength): +14, another advantage of his new body is he is much, much stronger, plus his weight makes him particularly dangerous, when he connects.
Weight: 5628
Basic hits: 32
Agility mod: -5
Strength: 30
End: 10
Agility: 6
Intelligence: 12
Char: 16
Reaction: +2
Hit mod : ( 3.1) (1) (1.1) (.8) = 2.728
Hit Points (87):
Healing Rate: 8
Power (58):
Damage Mod: -
Accuracy: -2
C. Cap: 78792
Basic HTH Damage: 4d10
Movement Rates: 18” ground (12 base +50% from Size change)
Detect Hidden: 10
Detect Danger: 14
Inventing Points: 1.2
Inventing %: 36%
Cash: $ .02
Inventions:
Origin and Background: Mark Manson remembers little of the stoned hours before he fell into a vat of chemicals during a failed robbery of the Saint Michaels Concrete & Brick Company. All of his buddies were rounded up by the time the police got around to fishing him out. But by that point it was too late he had congealed, he didn’t awake as they were pouring the vat out looking for him nor did he awake for the years that he was kept by the state for his part in the robbery. He finally awoke just a little while ago having been set as statuary in a park on the outskirts of the town. When he came to he felt that something was terribly wrong and he looked in shock at the placid lake in front of him and nearly screamed. He was a monster.
Mark realized that he needed to get a grip on himself, something obviously had happened, a wadded piece of newspaper in a trash can provided the clue he needed. He soon figured out that everything had changed in the past 20 years, even the park he woke up in was new. He dove into the lake and scrubbed off as much of the graffiti and pigeon poo as he could in the lake and looked for a place to hole up. He scurried away into an old warehouse and sat in thought. Two thoughts struck him, he didn’t want to call himself Mark Manson anymore and since his “skin” wasn’t real brick he could name it after himself and say it was Mansonite, and call himself that. The other thought that struck him was that so much time has passed while his body had changed he has a choice free from his old life: either keep on going as a criminal, or to try to make something better out of his life.
Description: Mansonite is a hulking brute at 9 feet tall and weighing in at over two and a half tons; he frequently damages most surfaces just by walking over them. He does little to hide his identity seeing it as useless; at most he wraps tarps and other huge sheets of cloth to form barely usable “disguises” at best. He appears to be made of brickwork, bricks mortared together; he is primarily red bricks with grey mortar seams. Oddly enough his eyes and most of his facial features are in the mortar bits and his ears are pointed. He has one brick that says “brick” on it coming directly out of his forehead and he can’t really pose as a part of a brick wall because of the unusual shapes of his bricks conforming to a humanoid form.
Other Notes: Mansonite no longer uses weapons they are not strong enough nor built for his size.
AnotherSKip
09-30-2008, 04:05 PM
Identity: MAR 5
Name: Martin Andrew Roberts the Fifth
Sex: M
Age: 18
Powers: (5)
Training Suggestions: Agility, Id Sciences, and Vehicles
Last Chance for Life (Android body): As an android Martin gains the following modifiers; +10 Endurance, Appearance of 55% Human, 66% of his health loss can be repaired by Self Repair operations; Healing is by making repair attempts at a rate of HR/hour and $1000 in materials and energies per point repaired.
Tougher Than He Looks (Body Power, from Android body): -4 (1d6) points of damage per die from all attacks (minimum of 1)
Mechanical Strength (Heightened Strength B): +19 MARV has marvelous strength from his automated body.
Bionic Alterations (Bionics): these are improvements to the Android Body of the Clockwork Hero.
-Computer Connections: 60% chance of accessing computer information -1 to 10% per defense (passwords, firewalls and data erasure being the three most common ones),
-Combat Computers & Programs: +2 to hit -2 to be hit when aware,
-Metal Skeleton: +7 to Strength,
-Increased weight: +35% and increased electro magnetic capacity by 35% (all the dense usually ferrous materials), -1 to Agility, ½ swimming speed.
Primary Field Projection Systems (Magnetic Powers): This describes the ability to generate and control magnetic fields and waves of force. The magnetic capacity of MARV equals (SxLvlx50#) x135% [see bionics] = {2430/lvl that Bionic wt. and Str. does not change} which is the maximum weight of metal the character can manipulate. Used as a defense this utilizes the Magnetic defense table, building the defense takes one action and one PR to set up with one PR per attack repulsed thereafter. This defensive stance takes up no magnetic capacity.
Offensively the Automatic Android can hurl waves of Magnetic force at his opponents attacking on the Magnetic column for 5 PR per shot with a range of 36” (S”) doing damage based upon the number of pounds employed (not expended) in the EMF burst (1d12 max at first level), this may be less than the characters maximum if there is Magnetic capacity employed in other activities.
The MARV can manipulate masses of metals by expending one action, 5 PR and making a successful roll to hit to gain control over the desired object, manipulating the object thereafter only takes movement and the magnetic capacity is reduced by the amount of metal as long as it is controlled. The speed with which these metal items can be moved equals the remaining amount of magnetic capacity divided by 10, rounded up, in inches per turn. Once control is established it lasts for 20 (E) turns before fading and expending 5 PR will extend control for 20 (E) more turns. Using controlled items to attack costs no additional power and does damage based upon the items weight and velocity as per a thrown projectile. Use the HTH column on the combat tables for this style of attack, not the Magnetic Column.
Secondary Field Projection Systems (Lightning Control Powers): M-5 can generate powerful electrical impulses. These can be used as an attack with a range of 40” (Ex2), doing 2d8 damage for 4 Pr per attack. The character can as a defensive option electrify his body for one action with no additional cost or requirement to maintain.
Because of the Mechanical Myth’s control over electricity he may attempt to take over or short out items influenced by electricity. To Short out 4 Power per attempt, 40” (Ex2) range and a 40% (Ex2%) chance of success per attempt.
In order to gain control over electric powered items expend 4 Power per attempt. Save on I vs. d20 for actual control and Save on A vs. d20 to avoid some sort of mishap each time the device is used (this is ignored if the character a relevant skill). In addition each use may require Movement or actions to be spent in order for the action to occur.
Weight: 260
Basic hits: 5
Agility mod:-
STR: 36
End: 20
Agility: 11
Intelligence: 10
Char: 5
Reactions: -2
Hit mod : (3.7) (2.2) (1) (1) = 8.14
Hit Points (41):
Healing Rate: 2.5 (27 internally)
Power (77):
Damage Mod: -
Accuracy: -
C. Cap: 6325
Basic HTH Damage: 2d8
Movement Rates: 17” Running
Detect Hidden: 8
Detect Danger: 12
Inventing Points: 1.0
Inventing %: 30
Cash: $5,000
Inventions: -
Origin and Background: Martin Andrew Roberts the Fifth was born to a slightly above average family, his grandfather had been involved in the work at Los Alamos and his father continued on in the family’s steps as a research scientist. Few knew that the research projects Los Alamos included many alternate projects to the atomic research but these were eventually stopped, buried and forgotten after the war. Trey (Martin Andrew Roberts the Third) had worked on a post-combat survival program that would enable the minds of the too far gone to return to combat to return in new stronger bodies.
All of this would have been so much dusty forgotten history if the future Clockwork Combatant had not fallen prey to a school shooting and had his spine irreparably shattered, His father and grandfather stole their progeny after he was stabilized and took him to the buried project. Fusing old and new technology Trey and his son gave a new body to Martin the Fifth. During the startup though MARV’s unknown powers went “wild” killing his family and destroying much of the machinery used to bring him to life.
Now sitting in the desert Martin 5 has to make a decision as to whether he is to continue the path of ruination and sorrow allowing himself to destroy others as he was nearly destroyed or to take advantage if his new life and leave the sorrow behind and try to put his second life to better use and repay his father and grandfather for their generosity and faith in him.
Description: Because of his new body MAR-V does not really use costumes or outfits. He has a slightly blocky and unfinished look because the technology in some ways is very old and was more mid century military in out look than today’s aesthetics. Andrew 5 is bald, but muscular in an unrefined way. Like many others of the Id classification he is missing many of the humanizing characteristics (wrinkles and imperfections) as well, as his face was intended to be finished to more resemble his self image. He has become slightly inhuman (thus the low Charisma) but this he can overcome in part by learning how to react to society again and also by some internal and external reconfiguration. To appear like a normal human is somewhat to very difficult, his voice is synthesized and he does wear a spandex outfit most of the time (black body, with a light military green for his highlights, insignia, belt, boots optional gloves and cape.) This costuming decision is more because he doesn’t think about wearing anything else.
Other information: Skills: Mechanic, Computers,
baldingfatman
09-30-2008, 05:03 PM
One thing I really like about all of these characters you post is that you always take the time to rename each specific power to something specific to the central concept of the characrer.
AnotherSKip
10-03-2008, 04:14 PM
Thanks, it has to do with Champions suggestion to rename every single power even if it just a +1" running for 2 points.
it helps any character. :)
AnotherSKip
10-03-2008, 04:20 PM
Identity: Matterman
Name: John Falcastle
Sex: M
Age: 30
Powers: 3
Training Suggestions: Science (Evolutionary Theory), Agility, Str., Intelligence
Chemical Instability (Chemical Powers): Matterman can compose his body as a superior Chemical that can survive the environment he is adapting to. John is not allowed Elements or pure energy but other than that he can be composed of any reasonable kind of matter to enable him to survive is perfectly reasonable. The player and gm should work together to come up with a balanced series of compounds the character would have in most situations, however the GM is encouraged to occasionally surprise the player with a new surprise compound.
Chemical Reaction (Adaptation): Mr. Falcastle likely does not realize it yet but he has the possibility to survive in many unusual situations. This is represented by the Adapation power in this case Matterman can for 1 PR per hour he can ignore any environment and the destabilizing effects thereof.
Chemovore (Unique Power): As a Chemovore Matterman has a few interesting powers related to his environmental survival:
-Chemical Tasting By the continual “tasting” of the nearby area Matterman can in a 10” radius frequently detect most creatures and hidden objects with a 80% accuracy chance -1% per additional possible target in the radii, this is an omni-directional sense, and reduces all bonuses against Matterman for facing penalties by 1.
-Tracking: the Mysterious Matterman can track and identify via chemical expulsion any non- Elementally or Energy composed being. He can be fooled by scent based illusions however.
-Chemical survival, this enables him to devour and receive all required sustenance from other chemical sources. Thus anything is essentially edible as long as it is non-elemental or energy.
Weight: 173
Basic hits: 4
Agility mod: -
Strength: 14
Endurance: 13
Agility: 17
Intelligence: 11
Char: 5
Reaction: -2
Hit mod: (1.3) (1.4) (1) (1.4) = 2.548
Hit Points (10):
Healing Rate: 1.2
Power (55):
Damage Mod: +1
Accuracy: +2
C. Cap: 350
Basic HTH Damage: 1d6
Movement Rates: 11” ground movement
Detect Hidden: 8-80
Detect Danger: 12
Inventing Points: 1.1
Inventing %: 33
Cash: $ 5,000
Inventions:
Origin and Background: John was a newly declared mayoral candidate being wooed by CP&T he had no idea what he was getting into when he was given a free sample energy drink. After all he was being wined and dined by the CP&T not one of their secret test subjects and sure he shouldn’t have accepted gifts from a corporation looking for a new place to put down roots but after all they were just energy drinks.
So he smiled and drank the very good tasting energy drink, not realizing that the drink wasn’t pure; some little lab tech had spilled just a little bit of an experimental liquid intended for one of the darker secrets of the company onto a batch of cans and when he came back to clean it up the cans had disappeared. They were taken by the man who was trying to recruit a new mayoral candidate in order to get a better tax break than the incumbent mayor would give them.
Mr. Falcastle feeling exceptionally worn out after the meeting drank not one or two of the drinks but all four in what could be described as a period of poor judgment. He fell asleep later on while working on speeches for later in the campaign laying his head on his desk resting up before getting up in the morning to another whirlwind day of being a mayoral candidate. He awoke to his secretary coming in the main office and found himself feeling wooden, as in being made of real wood! Quick as a wink he locked the door to his office and tried to think what the heck he was going to do while his secretary nattered on about his upcoming day. He realized he has more major decisions ahead of him as his body slowly became flesh and blood and as strange senses and hungers crossed his mind and body. Before he could stop himself he ate the coffee mug and was chewing up last night’s speech just as she let herself in with her key.
Description: John is a light haired blue eyed average looking guy dressed in cheap suits and flashy ties. Smiles never seem to reach his eyes and nothing ever touched his heart till after the drink. He is in some ways one of the worst examples of a legal professional going into a political office possible but the drink may have changed all that. For not only did the energy drinks cause his body to change but possibly his heart as well.
When Mr. Falcastle becomes Matterman his clothing automatically changes as well; responding to some unconscious desire to not be seen he has a green jumpsuit with blue trim that appears to be spandex-ish with a full motorcycle style helm complete with shaded visor, solid blue gloves and mid calf boots.
Other information: Skills: Law (American), Politics (American)
AnotherSKip
10-04-2008, 06:49 PM
Identity: Neoterikos
Name: Thomas Crane
Sex: M
Age: 23
Powers: (3)
Training Suggestions: Archaeology, Ancient Runes
Thoughts of Humility (Devitalization Ray) by leveling the spear and focusing his thoughts the Spear launches forth an attack on the Paralysis ray column up to Ex2” range for 3 Power doing 3d10 damage to the targets power only, becoming ineffective against that particular target once all of the power of the target is gone.
Maker of Men (Absorption): the Devitalization of others lends greatness not only to that of the wielder but that of others as desired by the wielder. Each time the Devitalization ray succeeds in striking a target there is a small pool of energy (rated in EP) created equal in points to the Devitalization of others. The energy can be spent to replenish the energy and health of Spear or his compatriots, 1Ep/1” range to target, 1/1 for replenishing lost health or power.
Inspiration of Ages (Heightened Intelligence B): This spear carries the inspiration of ages, as such it gives 99% chance of success at any invention, 30% DD & DH, and at each level the wielder gains inventing points equal to one quarter his intelligence.
Weight: 196
Basic hits: 4
Agility mod: -
Strength: 11
Endurance: 10
Agility: 13
Intelligence: 18
Char: 11
Reaction: -
Hit mod: (1) (1) (1.2) (1.3) =1.56
Hit Points (6):
Healing Rate: 1
Power (52):
Damage Mod: +2
Accuracy: +1
C. Cap: 228
Basic HTH Damage: 1d4
Movement Rates: 8” ground movement
Detect Hidden: 30
Detect Danger: 30
Inventing Points: 4.5
Inventing %: 99
Cash: $ 20 fresh out of college
Inventions:
Origin and Background: Thomas Crane was an amateur sleuth and natural scientist when he came upon the theory of Michael Whatt who proposed that the legends of Leir, Odin and even Christ were related through the legendary spear that was used by or upon them. Being an avid history fan Thomas proceeded to contact Michael and inquire after his theories. An intellectual discussion led to further contact since Thomas and Michael got along well and even came to appreciate each other after starting some email correspondence.
Whatt found and stole the spear but was hunted down and killed by the religious fanatics who had guarded the spear. Whatt managed to send the spear to Crane before his demise along with some translated bits of the runes of activation and Crane managed to activate the Spear to do with it as he will. Both the living and dead think there may be other hidden powers to the spear but he does not have the talents to translate and unlock the mysteries. For some unknown reason Thomas feels like someone else… this Neoterikos person whenever he does things with the spear and he has the feeling he must do things with the spear.
Description: Thomas appears to be a fresh faced just out of college kid without any real leads of what he wants to do next. He is tall at 6’5”, basketball and weather jokes aside it is almost a limitation. He has black hair and dark eyes that are slowly appearing to have seen too much of the world already whenever he grabs or deals with the spear. His nose is too large by a touch but other than that he has a pleasant enough face. For some reason the spear also influences recording devices, they get multiple exposures showing at least three other faces overlapping with Thomas’s when he is holding the spear and being recorded.
Other information: Skills: Detective, Student (Natural Scientist)
The spear is of ancient construction apparently predating many ancient societies, however age has not robbed it of its combat utility: Short Spear +3/+d4 in HTH, A” range if hurled.
Neoteric- recent, new, newly invented n. a modern person; one accepting new ideas and practices. From Late or Low Latin neotericus, from the Greek neoterikos
AnotherSKip
10-05-2008, 10:50 AM
Identity: The New Yank
Name: Thomas Hygh
Sex: M
Age: 6/24/33/257
Powers: 2
Training Suggestions: Modern History, Geography, Politics, And Military
Military Veteran Combat Tricks (Heightened Defense):
-Combat Survivor: Evasion is a part of movement; use a modifier of -1 per 1” move spent to avoid an attack up to his normal maximum.
-Behind Cover: Any time this New Yank is within 1” of cover he gains Invulnerability = to the Structural Rating of the Cover,
-Stick to the Shadows: When out of combat, Thomas may move at 1” per turn and be otherwise treated as invisible (with no bonuses to hit or deal damage).
Survival Senses (Heightened Senses):
-Skilled Woodsman: 30% DH, 30% DD.
-Ambuscade: Use Intelligence based DD roll to try to pick out the best available ambush spot. If successful it gives his side +2 to hit/+4 damage on the first round only against those who don’t make their DD Rolls for the ambush.
-Determine Discipline: Know # of trainings in combat abilities, Level and Alertness (DH & DD +/-5%), after 1 minute of studying his opponents.
Size them up: Spend one action in combat versus a given target and gain +1 to hit and damage versus that opponent for the rest of the combat (only 1 target at a time).
Weight: 180
Basic hits: 4
Agility mod:
Strength: 15
Endurance: 15
Agility: 12
Intelligence: 12
Char: 12 Reaction: +1
Hit mod: (1.6) (1.8) (1.2) (1.1) =3.8016
Hit Points (15):
Healing Rate: 1.6
Power (54):
Damage Mod: +1
Accuracy: +1 C. Cap: 438
Basic HTH Damage: 1d6
Movement Rates: 11” ground
Detect Hidden: 30%
Detect Danger: 30%
Inventing Points: 1.2
Inventing %: 36%
Cash: $ 100 a Sons of Liberty Stipend
Inventions:
Origin and Background: A veteran of the War for Independence, he was on his way to claim his forty acres and a mule when a competitor for his childhood sweetheart shot him in the back killing him. 224 years later he was reborn as a whole man by Super Science bought and paid for by the Sons of Liberty for their own reasons.
At this point Thomas doesn’t know what to make of “his” new life. The Colonies are bizarre in parts while the west is known. And he feels like he has an unknowable debt to the Sons of Liberty but he doesn’t know if what they want him to do is right. So he is stuck with the biggest decision of his two lives, to do what he feels is right or what others tell him is right.
Description: The New Yank as he is publicly called wears the classic outfit for the Colonial Americans including the three cornered hat, two flintlock pistols and a bandolier with some powder and shot. These are the clothes he is most comfortable in, though he does occasionally sport “those garish outfits people wear nowadays” when he is forced to.
His rebuilt features include a decent enough white American face, with brown hair and blond natural highlights; he has green eyes but a rather too large nose.
These days he rarely uses his pistols or other firearms having had his fill of war before he passed on. If necessary they are HTH +0/2d4 damage carrying a single charge each with a reload time of “hopefully before next combat”.
Skills: Military (Colonial), Science (Colonial Farming)
AnotherSKip
10-06-2008, 12:15 PM
Identity: Professor Alterverse
Name: Isaac Jermain
Sex: M
Age: 67
Powers: (6)
Training Suggestions: Agility, Charisma, Lore (Shop), Intelligence
Defensive Wounds (Bionics): upon being sucked into the Dimensional Portal he created, Shop tried to kill him. Because of Isaac’s extensive wounds, Shop used various technologies to revive his now damaged associate; as a result Professor Alterverse has the following abilities:
-“Pacemaker” His new ticker regulates his bio systems so efficiently that all scientific lie detection methods fail utterly. Psionic and mystic abilities may still work depending upon their methods.
-“Nanocells” Isaac no longer produces white blood cells, instead his body generates nanites. These symbiots provide “the Pro” with a reversion of his aging process at a one to one ratio as well as a 20% chance per dramatic time frame of: decreasing damage by one point per attack, stopping long term effects like bleeding/poisons/diseases and turning certain death into a comatose state.
-“Strong Arm” Isaac’s left arm was lost in the battle, as such his replacement gives +2/+2 Basic Damage Steps in HTH combat, but is otherwise indistinguishable from a real arm
Advanced Defensive System (Armor B, technological): this hyper advanced armor is built upon quantum string theory and is one of many discoveries Professor Alterverse learned from Shop. It currently gives him 114 Points of damage absorption before failing completely.
Optimum Phase-speed Generator (Speed Bonus): this handy-dandy item enables the wearer to moves slightly out of phase with the rest of the world for movement only purposes, granting the user an increased movement. The Suit gives the wearer +13” ground movement while activated.
Hyper-accessor (Absorption): This chest plate device generates initiative for the wearer by redirecting the energies of incoming attacks into quantum accelerators which then accelerate the quantum state of the entire individual resulting in higher reactions. The accelerators only produce one point of Initiative per point of damage absorbed to a maximum of 30 points that will last at most 3 minutes then the Q Accelerators wind down until charged again.
Chain of Nanites (Special Weapon): This is a heavy metal chain that though communication with the nanites reacts better than standard chain weapons giving +3/+2d3 HTH damage in combat with a reach of 1”, while being used defensively it provides the professor with a -2 to be hit by most other attacks. As a secondary advantage it allows Professor Alterverse to track whosoever he has last struck up to a mile away and for 20 minutes at most.
Alterverse Access (Dimensional Travel): This is a pocket dimension accessed by the formulae in the professor’s head. Shop #722-564-664 is the AI watchdog and assistant in charge of this warehouse containing nearly unlimited tools, science and research equipment along with enough free power so that as long as Professor Alterverse is in the dimension he may…
- Repair/replace any of his devices and possibly those of others for free.
- Research any technological device.
- Heal as if a day passes for every hour spent in this dimension.
Weight: 203
Basic hits: 4
Agility mod: -
Strength: 13
Endurance: 10
Agility: 11
Intelligence: 16
Char: 8
Reaction: -1
Hit mod: ( 1.3) (1) (1) (1.2) = 1.56
Hit Points (6):
Power (50):
Healing Rate: 1
Damage Mod: +1
Accuracy: -
C. Cap: 325
Basic HTH Damage: 1d6
Movement Rates: 22” with the suit, otherwise 9”
Detect Hidden: 12
Detect Danger: 14
Inventing Points: 1.6
Inventing %: 48%
Cash: $ 5,000 (grants)
Inventions:
Origin and Background: Isaac Jermain is a professor of Math/Physics at a local respected college. While working on one of his pet projects combining Math, Music and Science to generate an auditory tri dimensional representation of his mathematics when he stumbled upon a few key chords that propelled him into the Alternate Dimension. Shop, reacting with haste to an unrecognized intruder began attacking the defenseless professor. With a last cry of despair Isaac made a noise that sounded like an agreement with the AI. Sensing Isaac was dying Shop #722-564-664 used the resources of the warehouse to restore Isaac to better than new status.
The only part of the deal Professor Isaac understands is that failure to live up to his end of the bargain will result in termination. As such the professor is understandably reluctant to bring attention to his deal with Shop and he is trying to figure out what constitutes his end of the bargain.
Description: In his Professor Alterverse outfit the chest plate is a navy blue with the quantum suit being very reflective silver and the chain of nanites is steel flecked with a blood red color. Otherwise “the pro” as some of his students call him dresses as a traditional professor of science at any major college complete with short sideburns, a tweed jacket and leather patches on the elbows. Out of the suit he wears glasses and seems to be distracted, muttering to himself and behaving the part of an absent-minded professor. He has recently (post op) begun living healthier and looking less dyspeptic, though his face is still a bit pinched and he does seem forgetful. He has grey hair with hints of his handsome brown coloring and his faded brown eyes seem to be getting stronger.
Other information: Skills: Math (Hyper-dimensional) and Physics (Research)
Shop will not give him any details as to the nature of the actions or lack of actions that may be a deal breaker for their contract. Anyone playing Professor Alterverse should choose a side in the conflict and have Shop reinforce that particular side whether for good or evil. Like any other NPC Shop should be played as deep as is reasonable with a complex personality or a code of justice all his own. Revealing or concealing information and abilities as needed for game play. In some instances Shop could act as a source of missions and if Professor Alterverse himself is an NPC he could be dramatically opposed to Shop, a conflict needing dramatic resolution and player involvement.
AnotherSKip
10-07-2008, 09:52 AM
Identity: Reflector
Name: Tory Thelonius
Sex: F
Age: 23
Powers: (5)
Training Suggestions: End, Agility
Energy Reflection Field (Invulnerability, Absorption): After Reflector takes an action to set up the field Tory can benefit from the shields effectiveness. Roll 3d20 every turn, this result is the amount of damage Reflected/absorbed. Each Attack that is aimed at the reflective field is absorbed (reducing the results of the 3d20 roll by that much if possible, excess penetrates the field dealing damage to Reflector as normal) in order to reflect an attack back Reflector must spend an action and there must be points left over from the roll. These leftover points are spent to deal damage (1 point per 1 step up to the maximum dice done by the initial attack) and for range (1 point per 1” range) this attacks on the same column as the “reflected” energy attack, force field or Power Blast, as decided by Reflector but has a base 20% chance on a miss of something interesting occurring from the shot per the missed hit rules.
Field Surge (Power blast): For 1 Pr and one action the Reflector field can be made to surge, attacking as a Force Field and dealing 1d20 damage up to 5” away.
Slippery Field (Non-Corporealness): the reflection field when active can be adjusted and used to slide between the molecules of opposing objects as well as potentially avoiding some attacks. If the general reflector field is on Tory needs to take no action to activate the non-corporeal defense, other wise it takes an action to activate (however this also counts as activating the reflection field). In addition to the defensive benefits of the field it also enables the field to pass though solid objects this costs one inch of movement per point of structural defense the object has per inch of solid matter being passed through with no additional action or power cost.
Super Scientist (Will power): Tory has the ability to use any Intelligence based skill as if she had the relevant skill and specialization due to her driving desire for science.
Weight: 160
Basic hits: 4
Agility mod: -
Strength: 15
Endurance: 6
Agility: 17
Intelligence: 10
Char: 15
Reaction: +2
Hit mod: (1.4) (.6) (1.4) (1) = 1.176
Hit Points (5):
Healing Rate: .8
Power (48):
Damage Mod: +1
Accuracy: +2
C. Cap: 318
Basic HTH Damage: 1d6
Movement Rates: 10”
Detect Hidden: 8
Detect Danger: 12
Inventing Points: 1
Inventing %: 30%
Cash: $ 40,000 is available at the beginning of the campaign to Reactor to begin any projects she may desire, leftover from her inheritance from the death of her parents.
Inventions:
Origin and Background: Tory Thelonious as a little girl was fascinated with the wonders of science however her family had other plans for her every day she was shuttled back and forth between music lessons in classical Violin. Each birthday and at Christmas she asked for books of science and technology while they gave her expensive lessons and music sheets until her 10th birthday when she smashed her Stradivarius in a rage driven fit.
Finally convinced of her sincerity her parents relented and agreed to letting her drop the whirlwind of music lessons, however that night her parents were coming back from a “welcome back Jesus party” when they crashed their car from having had a few too many. Her parents passed away that night leaving her grandmother raising her.
Her grandmother never dealt with her conviction that she had everything to do with her parents death, she took that rage and guilt turning it into a driving energy and drove it into science, yet her musical training never really left her. It instead guided her to field oscillation study where her musical skill apparently meshed well with the fluxuations enabling her to see things the other scientists never could. So she took her projects home and while working with the 1812 Overture and the fields she discovered it could be wrapped around her body fairly comfortably, then the canon blasts kicked in just as her grandmother came downstairs to see what the matter was. The wildly fluxuating energies caught her grandmother in a powerful blow and sent her reeling down the stairs nearly killing her.
With the guilt over her family and finally achieving a scientific success this whole series of events became a confusing mix in Tory, leaving her confused as to what to do with her discoveries whether to use them to cause death and mayhem as she seemed destined to do or to honor the death of her parents and fix the injuries of her grandmother by going out and doing some good.
Description: Tory is a tall, majestic appearing almost Amazonian woman of creole descent with coco colored skin, ravishing slightly slanted eyes of a honey color and a sprinkling of moles decorating her graceful body. The first empowering of the field with her inside and subsequent reaction to the energies have permanently leeched all the color from her hair leaving the flowing tresses stark white. Dyes only hold until encased in the field then they too become leached away, never lasting more than 10 turns. Her frequent attendances at a gym to keep her from the “researcher spread” have helped her do well as far as keeping her figure in reasonable shape. At home she lounges around in sweats with her hair in a bun, at work the bun still stays but she dresses in flats, stockings, knee high black skirts with a mid thigh slit and white blouse. In her Heroic identity the only adds are a black one piece suit with a black pleated skirt and black sneakers and the bun comes undone. The field aids in the concealment of her appearance from deciphering.
Other information: Skills: Music (Classical), Athlete (weight lifter)
There is some sort of problem with the energy fields as the frequently leave her tired for more of a long term duration than could be reasonably explained by any sort of temporary power use (which explains her low end).
AnotherSKip
10-07-2008, 11:37 PM
Identity: Riverlord
Name: Cyrus Alkahest
Sex: M
Age: 50
Powers: (5)
Training Suggestions: Agility, Charisma,
Hydro Filtration (Water Breathing): Riverlord has an unusual ability related to his capacity to breathe underwater, he filters everything out of the water converting it to raw power and exhaling only pure H2O. This can cause his allies some distress (since most creatures need more in the water than just pure water), while eventually leaving him with no power to draw from but his own. Riverlord can draw one power from the surrounding water for every 1” area he cleanses with his gills, up to five hexes may so be cleansed per turn. This can either replace lost power or be directly used to prevent any power loss as the character sees fit.
The Flow Of Life (Heightened Senses): From his altered physiology the lord of the rivers can utilize Sonar, he possesses Nictitating Membranes that halve all chances of temporary and permanent eye damage, and he possesses an Ambivalent Electro-sense that enables him to detect living creatures in the water up to 1 mile away (similar to using a compass).
Seas of Emotion (Heightened Charisma): Riverlord has the eternal appearance of a young man; in addition he may speak with any amphibious, aquatic or semi-aquatic life form. This powerful communication ability also gives him the ability to generate in himself and those he leads Charisma+ defense irregardless of the respective Charisma’s involved. And lastly, once per session Riverlord may attempt to gain an ally of some sort and once per level he may attempt to upgrade the loyalty/utility of an ally.
Hydro-kinesis: (Psionic) this describes the ability to control volumes of water, which is based off of the simple calculation of volume =mass (nee wt). The Hydro-capacity of the character equals Int.xLvlx50# which is the maximum weight of water the character can manipulate. Used as a defense Hydro-kinesis utilizes the Ice defense table, takes one action and one PR to set up with one PR per attack repulsed thereafter. This takes up 100# of Hydro-capacity (to form the water “wall” or sheath).
The character can hurl waves of water at his opponents attacking on the Ice column for 5 PR per shot with a range of Int. doing damage based upon the number of pounds employed (not expended) in the hydro manipulation, this may be less than the characters maximum if the hydro-kinetic capacity is being employed in other activities.
The character can manipulate liquid mass/volumes by expending one action, 5 PR and making a successful roll to hit to gain control over the desired volume of water, manipulating the water thereafter only takes movement and the Hydro-kinetic capacity is reduced by the amount of water controlled. The speed with which these water sculptures can be moved equals the remaining amount of Hydro-kinetic capacity divided by 10, rounded up, in inches per turn. Once control is established it lasts for Int. number of turns before fading and expending 5 PR will extend control for Int. more turns. Using controlled water to attack costs no additional power and does damage based upon the waters weight and velocity as per a thrown projectile. Use the HTH column on the combat tables for this style of attack not the Ice Column.
Hydro Command (Paralysis Ray): Riverlord can focus local water to obey most of his commands including forcing others to become immobile by making their own water obey his commands. He cannot make his power work on those not primarily composed of water or surrounded by it and his Hydrokinetic capacity is reduced by the weight of his target(s). In addition, he can use his hydro-kinesis to stop most watercraft (roll on the Paralysis Ray Column) simply by preventing the watercraft from interacting properly with the water. To reflect the utility of this power reduce the Liaison to the Landlubbers Hydro-kinesis capacity by 1/10th the vehicles weight for those who do not use propellers, and 1/100th the vehicles weight for propeller driven watercraft. His ability costs 5 Pr per attempt and has a range of Int. in inches.
Weight: 200
Basic hits: 4
Agility mod: -
Strength: 12
Endurance: 16
Agility: 7 Intelligence: 13
Char: 11 Reaction:
Hit mod: (1.3) (1.8) (.8) (1.1) =
Hit Points (8):
Healing Rate: 1.6
Power (48):
Damage Mod: -1
Accuracy: -1
C. Cap: 332
Basic HTH Damage: 1d6
Movement Rates: 8” Ground Movement, 9” Swimming
Detect Hidden:
Detect Danger:
Inventing Points:
Inventing %:
Cash: $
Inventions:
Origin and Background: Cyrus Alkahest grew up on a riverboat after his father died and his mother took over piloting the boat for profit. His whole life he thought that rivers and the sea was a happy, joy filled place, after all anything that laughed thousands of times a day (as he always thought the sound of the lapping of waves was) and was home to the marvelous dolphins had to be the happiest of places in the world. Little did Cyrus know that his father was not human but instead of an alien race that sailed the seas of space as adroitly as his father sailed the rivers and seas of the earth.
Upon his 40th birthday Cyrus was contacted by others of his father’s race who wanted him to return to the life of his father and master the piloting of interstellar craft rather than the poor craft of this backwater planet. They even went so far as to attempt to transform him into one of their own to force him to leave the planet but they had not thought that the human blood could be so strong and resist their science. Once transformed by their super science into a half breed Cyrus was determined to be worthless to their cause so they abandoned their plan. Leaving Tributary to watch over the man, they abandoned him to his backwater planet.
Riverlord would have ignored these changes if it had not been for Tributary. After years a wary friendship grew up between the two and eventually Tributary became bored with this life, soon seeking excitement he helped save some children from a fire. He was knocked unconscious and has remained comatose since then. The child and friend to the star sailors now seeks to use what resources he can get to return his former friend and ally to his natural state , but whether that means bending/breaking the rules of society or not remains to be seen.
Description: Appearing to be a Spanish-American of some sort of indeterminate descent, with dark beetling eyebrows brown eyes and hair and a fading tan. Riverlord wears the outfit of a longshoreman and frequently smells of nearby water sources. He sports a brown goatee with a few wisps of grey hairs. But his feelings about the goatee changes with the tides.
Originally he had a dark humorist attitude; however he noticed that people didn’t respond well to the constant doom saying other Environmentalists have so he has switched tracks becoming instead as happy as he feels the rivers and seas are. He has a joy de vive unparallel to most others to be found and this infectious enthusiasm brings spirit and life to those nearest to his heart. He even has a dramatically different viewpoint than even the most casual of environmentalists. As long as the changes are gradual enough the oceans life will survive, after all, the ocean was slowly poisoned for millennia by salt in order to make it the salty sea, otherwise it would be as clean as any freshwater river. And recent discoveries by Exo-biologists have shown that life occurs at a far wider range of environments than previously thought possible.
Other information: Skills: Lore (Sea), Navigation (Sea), Ally: Tributary.
Do not give him Art (Dance)
AnotherSKip
10-08-2008, 08:59 AM
Identity: Stel-lar
Name: S’el L’r
Sex: O
Age: Measured in Millennia
Powers: (4)
Training Suggestions: Earth Culture, Super Science, Strength
Sarlight Power (Light Control): As one who can communicate directly with photons, Stel-lar can generate intense light from his constructs, and is able to control the wavelength of light emitted from Infrared to Ultraviolet as well as the intensity ranging from the barest of sheens to an intense blinding glare if desired. As a weapon the fields he controls emits an intense beam of photons, lasers or whatever dealing 2d8 damage for 1 power point per attack up to 21” range. As another form of Attack a Blinding burst can be emitted directed at a single target it has a range of 21” requiring a special roll on the Light Control column to hit, One Pr per use and if successful the target behaves as if encircled in darkness. If both rolls were a one the character may be permanently blinded. S’el L’r may change this attack to a radius equal to 21” in diameter from any object he has telekinetic control of for the same cost. This may be added to his normal energy attack for one more PR. In addition the creation of light for mundane usages generally costs no power but may cost movement or even actions depending upon the difficulty of the activity and how well he can communicate with the ambient photons.
Photo-kinesis (Telekinesis): This is the ability to manipulate objects without touching them; S’el L’r performs this by directly communicating with the available photons and requesting their assistance. S’el L’r considers this to be a part of his Sarlight abilities however it is much more powerful than a reasonable extension of those abilities. Stel-lar can use his photonic communication to manipulate up to Strength X Level X 10 in lbs worth of objects, and represents a maximum amount that may be handled at once. Telekinesis can be used as a defense taking one action and one Power to set up a repulsion field with a cost of 1 PR per attack repulsed thereafter. TK as a defense requires that character have available a number of pounds of capacity equal to the weight/force of the object(s) attacking.
In Combat Stel-lar can command waves of force at a target with a range of (A x Level)” doing damage based upon the number of pounds of telekinetic capacity employed in the attack (cross reference the available capacity with the basic damage column on the volume chart. This is not expended in the shot but may be less than the maximum if the energies are partially focused on other targets/ in use otherwise). PR cost is one per shot and attacks on the HTH column.
The character though his communication abilities can manipulate objects at will, employing only movement to do so, although his telekinetic capacity will be temporarily reduced by the number of pounds being used. The speeds at which objects can be moved equals the characters Endurance x Level in inches per turn at a maximum range of Agility x level, again in inches. The power cost is 1 per turn per object paid on the characters first action of the turn with an additional 1 PR per object grabbed during other actions. Using a telekinetically controlled object as a weapon costs no additional power beyond that already listed and does damage based on the weight as basic damage and velocity as advanced damage per thrown projectiles.
Coherent Form (Non-Corporealness): Stel-lar’s entire body is permanently composed of photons he therefore appears insubstantial and ghost like. He may pass through all non-opaque forms of matter, and any aperture that is not light sealed. Any force field that has a visual component provides resistance, invisible force fields do not hold him but other kinds may hold him at the Gm’s discretion (some may only make it more difficult to pass through requiring dramatic effort or actions to pass).
Without his other powers he has a great deal of problems dealing with our corporeal state; in addition to the standard abilities granted by this power he can “fly” at the Speed of Light (essentially “teleporting” 299,792,458 (m/s) but he must actually travel the distance accounting for objects that can alter or stop his photonic travel such as black holes and refraction indexes). The other ability this grants Stel-lar is the ability to hear atoms being smashed. Whether or not other abilities related to this form exist remains to be seen.
Not nearly Light speed (Heightened Agility B): +13. S’el L’r overcorrects for the reactions of others since he is not used to dealing with the level of fine control really needed to work at these speeds. Even with this level of overcorrection he still operates at above normal human levels.
Weight: 180
Basic hits: 3
Agility mod: -
STR: 7
End: 9
Agility: 21
Intelligence: 9
Char: 15 Reaction: +2
Hit mod: (.7) (1) (1.8) (1) = 1.26
Hit Points (4):
Healing Rate: .75
Power (46):
Damage Mod: +2
Accuracy: +4
C. Cap: 112
Basic HTH Damage: 1d3
Movement Rates: 9” ground, otherwise at light speed.
Detect Hidden: 8
Detect Danger: 12
Inventing Points: .9
Inventing %: 27%
Cash: $ 0
Inventions: -----
Origin and Background: S’el L’r came from very far away, but he still heard the cries emanating from this planet, cries so loud he had no choice to respond. He came to this planet amid the entire galaxy and made a plea to stop the senseless killing of others. Most did not understand this warrior from the stars, most wrote him off. But one man came forward with questions that led the unlikely pair to understanding.
S’el L’r could hear the deaths of photons in atom smashers. He revealed to this scientist that light may be born from a myriad of scenarios but it is alive also and capable of great fear and pain as demonstrated by those lost to the cyclotrons. Stunned by this revelation the man puffed his pipe lost deep in thought, finally he suggested that there was but one way for these deaths to be silenced, he must gain the respect of those in power. Now all that was left was to determine which way to gain that respect: whether with terror and fear or with a determined showing of how light too could be alive and worth of respect.
Description S’el L’r appears to be a prime physical male who glows softly; his eyes are white all the time and he has a continual stern look on his face. He is neither ugly nor pretty but does appear to be a composite appearance of many people almost a studied non-descriptiveness. He is 6’ tall and wears whatever is handy for him for he is comfortable with anything so long as it allows him to fit in society.
Other information
Skills: Navigation (Galactic), Physics (Spectral)
AnotherSKip
10-09-2008, 09:10 AM
Identity: Swordsman
Name: Richard Dusteel
Sex: M
Age: 29
Powers: (3)
Training Suggestions: Swordsmanship, Intelligence,
Sword of Blood (Special Weapon + Devitalization Ray) the Sword of Blood draws blood from every hit, HTH+5 to hit, HTH +1d8 damage, bleed 1 pt of power per phase (not turn) until either the wound is bound or the power loss equals the damage on the dice plus modifiers. The powers of the sword are such that neither armor nor invulnerability stops this special ability.
Teleport Belt (Teleportation Device): simply by pushing a stud on the belt this device teleports the character to a reasonably safe location nearby. The location is not predetermined but instead sends the character in a random direction and a distance of 100-1000” inches away up to 6 times a day. This is the Swordsman’s escape clause….
Vitality Ray Projector (Heightened Speed): this Device grants the target a boost of +20 Initiative And +20 Agility only for calculating the Accuracy and Damage Modifier from Agility. Though generally aimed at himself the Swordsman can aim it at others but only one individual per turn can benefit from the advantages of this device.
Weight: 209
Basic hits: 4
Agility mod: -
Str: 13
End: 10
Agility: 16/36
Intelligence: 11
Char:11
Reaction: -
Hit mod: (1.3) (1) (1.4) (1) = 1.82
Hit Points(7):
Healing Rate: 1
Power (50):
Damage Mod: +5
Accuracy: +6
C. Cap: 334
Basic HTH Damage: 1d6
Movement Rates: 10” ground movement, 100-1000” randomly determined distance and direction.
Detect Hidden: 10
Detect Danger: 14
Inventing Points: 1.1
Inventing %: 33%
Cash: $ 1000, a well paid reconstruction specialist at a museum Richard some money available
Inventions:
Origin and Background: Richard was a museum reconstruction specialist who had just received in a shipment of 18th century blades from the Bastille Museum in and among the relics was an unmarked sword shaped package with Richards name on it. Figuring it was a practical joke Richard left it for last. Alone late at night Richard opened the package with his name on it and promptly passed out. Since then on one out of every three nights Richard has mysteriously passed out and a mysterious dramatic figure has struck again and again. Richard is rapidly coming to the conclusion that he is the source of this outbreak of violence and the only thing he can think of is how he is going to stop himself, when he isn’t even around?
Description: A blond haired blue eyed tall athletic man with heavy features including a strong chin with no facial hair. Rich currently bears a slightly haunted look as if something is vaguely wrong but usually he is quick with a smile and even faster with a shoulder to lean on. Richard wears at work a clean button down, collared, long sleeve, white shirt, tan slacks and good shoes protecting his outfit with the most disreputable looking apron on the planet.
Whoever the mysterious stranger is that Richard is beginning to think he is associated with he has a similar height and build but he wears the outfit more appropriate to an 18th century duelist wanting to conceal his identity than anyone from the modern age. The sword wielding character wears clothes of dark blue, doublet and hose with black knee high boots and the occasional glint of brass buckles he carries a baldric and belt (both black) and has an appropriate hat complete with a gaudy (but still dark) plume that with the light scarf over his face conceals his identity from all onlookers. Perhaps he believes he could be the Navy Pimpernel?
Other information: Skills: Weapon smith, Meditation
AnotherSKip
10-12-2008, 12:15 PM
Identity: Toy Maker
Name: Regina Moter
Sex: F
Age: 78
Powers:
Training Suggestions: Inventing, Intelligence.
Winding Mechanism (Heightened Speed); for every 3” of toy movement assigned to a toy, the toy in question has +1 initiative. Unless assigned movement, the toys do not roll for actions in a turn (and do not act). It will be rare for there to be extra toy actions but they can occur as is normal for the initiative pass. The Toy Maker can have “wound up” a maximum of 27 groups of +1 initiative (or one toy receiving a maximum of +27/ 71”, or any combination in between). As the toys run down (player’s choice as to when) or when demolished Regina may then assign the movement capacity to other toys.
Toy Weapons (Power Blast): Her husbands Toys have an offensive capacity that is based upon a tiny but effective power generator. In most cases the objects in question have 8 shots and are generally based upon the Power Blast ability but may be modified with Gm’s permission.
Toys (Special Weapons): See below for a list of suggested toy-like concepts, these are all intended to follow the character theme for the Queen of the Toys, and since they combine three powers into a single unit (Heightened Speed, Power Blast & Special Weapons) the individual concept may be too powerful for being based upon one weapon.
Old Age (Physical Handicap): Regina uses her toys as a proxy for her activities, as such she does not have access to the level vs. level chart in HTH combat (she Counts as a level 0 character) however her creations do have said access and act and fight in combat as if her level.
Weight: 137
Basic hits: 4
Agility mod: -
Strength: 10
Endurance: 10
Agility: 9 Intelligence: 14
Char: 17 Reaction: +2
Hit mod: (1) (1) (1) (1.1) = 1.1
Hit Points (4):
Healing Rate: 1
Power (43):
Damage Mod: -
Accuracy: -
C. Cap: 137
Basic HTH Damage: 1d4
Movement Rates: 7” ground
Detect Hidden: 10 Detect Danger: 12
Inventing Points: 1.4
Inventing %: 42%
Cash: $ 500,000 her husband’s legacy is so prominent that she never needs to worry for money.
Inventions:
Origin and Background: wife of the late, great Carl Moter toy designer and perhaps chief keeper of the secret hearts of children around the world, Regina had been called several times the Queen of the Toys during his glory days. However during her 60 years of marriage to her husband Carl Moter she never knew the one secret of his life. When he passed away a year ago most people figured that she would soon follow but they did not know Carl’s secret, he was a crime fighter.
With his last will and testament he bequeathed her his last legacy, and enraged her to no end quite possibly energizing her to survive the loss of him. After all for 62 years the man had the nerve to keep a lifelong secret from her and then expected her to keep his secret alive after he was gone. Only his trusty legal council knew the secret, he and his uncle before him had well kept the Moter family secret, and now Regina needs to decide whether or not she is to continue with her husband’s legacy or wreck posthumous vengeance upon him by turning to a life of crime made easy by his beloved toys
Description: Regina appears as a frail little old lady well dressed in a fashion a few years behind almost as if she comes from another age. She has an aura of great dignity that demands respect, her white hair and many wrinkles deny the once almost scandalous beauty she once possessed. She wears a light scent of roses in memory of her belated husband.
Other information: Skills: Design (Toys), exceptionally wealthy
AnotherSKip
10-12-2008, 12:16 PM
TOY SUGGESTIONS
Fire-case Alloy Cars fleet
Description: This is a set of 10 cars of indeterminate scale: each vehicle in a group is based upon a relatively interesting car style, different from the rest.
Weight: 1/6th oz.
Damage Disable: 0 (but every 2 points of damage dealt reduces maximum damage for Power blast attacks by 2)
Damage to Demolish: 20 (all vehicles gone)
Number Available: 4 Fleets
Fire-case Alloy Boats fleet
Description: This is a fleet of 10 naval ships of indeterminate scale: All are based upon relatively recent naval styles
Weight: 1/6th oz.
Damage Disable: 0 (but every 2 points of damage dealt reduces maximum damage for Power blast attacks by 2)
Damage to Demolish: 20 (all vehicles gone)
Number Available: 6 Fleets
Notes: nearly useless on land these are the naval arm of the character. They can only use their allotted movement to travel over (or for the fleet of submarines, under) waterways.
Fire-case Alloy Aircraft fleet
Description: This is a set of ten aircraft of indeterminate scale but varying military and commercial usage. Typically these get within range of the power blasters, strafe the target (s) and then half move away form the targets trying to keep losses to a minimum. Because of design limitations the aircraft must expend their full movement on moving in order to stay aloft.
Weight: 1/6th oz.
Damage Disable: 0 (but every 2 points of damage dealt reduces maximum damage for Power blast attacks by 2)
Damage to Demolish: 20 (all vehicles gone)
Number Available: 4 Fleets
Notes: flies (1\2” of movement allotted applies only)
Man Top
Description: This is a single man sized Top that tries to overbear any target knocking the target of the attacks around. It uses the power generator to add power to its main attack. This may be best used as a last resort to defend the secret base of the Toy Maker attempting to buy time for someone to escape.
Weight: 150 Lbs
Damage Disable: 6
Damage to Demolish: 14
Number Available: 2
Note: Power Blast will aid in dealing damage as a carrier attack on a +2/1d6+1 HTH attack (total damage if both attacks hit would be 1d20+1d6+1).
Mechanized Orange
Description: Appearing to be a plastic piece of fruit this toy concept has several interesting features. Originally intended to be an educational toy that shows how an orange becomes an orange it was highly modified by the original Toy Maker. The Orange can peel itself making its peel into 4 helicopter style blades giving it flight at ½ the given movement. Then the Orange can spread the fruit part and either drop these 8 sections like bombs (dealing 2d8 in a 2” radii from the targeted area at HTH +3 to hit) or simply move them to allow the flower camera to “bloom” giving a birds eye view of the situation to the Toy Maker or anyone in his secret base.
Weight: 1 lb.
Damage Disable: 3
Damage to Demolish: 8
Number Available: 6
Mobo-Board :jump:
Description: these represent giant sized pieces from a board game based upon an Easter Island theme; each piece is a different color as well as slightly resembling the famous monoliths , and all the pieces appear to be twice human height with an open mouth and sliding portcullis-type teeth, behind the teeth is enough room for a reasonably man sized creature. The pieces move in unison by releasing the coiled and powered springs hidden in their bases (similar to the “jumping frog” toy concept).
Targeted characters must save vs. Agility once per “attack action” by the Mobo pieces or be ”swallowed” by the Mobo’s (all attack at the same initiative, as well as only needing one Movement/Initiative set from the Toy Maker for all the pieces) a Mobo will attempt to only have one character inside it unless special circumstances warrant otherwise. A character may heroically save another by throwing himself in the “jaws” of the game piece, forfeiting his save in the process. Characters that are captured in the pieces travel at their allotted movement to a predetermined location (originally a police station/jail for the crime fighter in his hey days) and are then spat out (taking no damage except to their dignity) and the Mobo’s return to their primary location. Because of the jostling/bounding movement any “swallowed” character must make an Agility save in order to take any action during the trip other than hold on and minimize damage forfeiting this once causes the character to suffer a loss of half of his power in damage twice causes the loss of all power and three times the character takes 1d6 damage per turn from the bouncing. Characters with more than 2000 lbs carrying capacity and reaction less flight could stop movement simply by knocking the Mobo piece off the “game board” which due to safety considerations will stop the springs and release the prisoner. The same event could occur if the character can deal 20 or more points of pushing damage by pushing to a side and over balancing the game piece. In certain cases with a week or more advance warning the pieces can be modified to counter known special attacks or defenses and take advantage of known weaknesses. The Mobo will not target characters known to weigh more that 1000 lbs (the Mobo will not move if that wt limit is exceeded).
Weight: 2000 lbs
Damage Disable: 30 (generally breaking the cage-like teeth or the movement spring)
Damage to Demolish: 100
Number Available: up to 8 game pieces
Space Beasts Action Figures
Description: This is a set of four “alien space beasts” of indeterminate scale: complete with tentacles and bug eyes these are generic enough to not break any copy wrights for the genre but accurate enough to be readily identifiable and appeal to little boys, though there may be other variants.
Weight: 1 lb
Damage Disable: 2 (every 4 points dealt reduces the maximum damage possible for power blasts attacks by 5)
Damage to Demolish: 16 (all four action figures destroyed)
Number Available: 3 Sets
Note: Figures may Brachiates at 1/3 allotted move rate across appropriate surfaces.
Toy Military Man Unit
Description: This is a 20 man unit of military models (think little plastic figures) all possessing weapons and equipment relevant to the military. They fire as a single unit; the damage rolled determines how many of the shots have hit. If through attrition or some other reason there is less than a full unit left the damage maximum then becomes the maximum number of troops available.
Weight: 25 grams each
Damage Disable: 0 (but each point of damage dealt reduces maximum damage for Power blast attacks by 1)
Damage to Demolish: 20 (all figures deceased)
Number Available: 10 units
Toy Tank Set
Description: This is a set of two tanks of indeterminate scale: Generally these are based upon WWII style tanks though there may be other variants.
Weight: Each tank weighs 5 pounds
Damage Disable: 7 (determine left or right tank)
Damage to Demolish: 20 (both tanks demolished)
Number Available: 2 sets
Train Set
Description: This is a set of four train cars of indeterminate scale modeled upon various train lines: they are composed of an engine, two cargo cars and a caboose.
Weight: Each car weighs 5 pounds
Damage Disable: 5 (roll 1d4 for car struck 1= Engine: controls move, 2-3 = cargo car, 80% chance the attack damages the payload [whatever that may be] 4= Caboose w/ blaster gun.)
Damage to Demolish: 20 (All cars demolished)
Number Available: 2 sets
Whirling Top
Description: This is a whirling toy top, standard toy store issue. The only noticeable difference is the topmost section does not turn providing a stable weapons platform for the Power Blast.
Weight: ½ lb.
Damage Disable: 4
Damage to Demolish: 8
Number Available: 6
Note: roll Power blast attack as normal, deal no initial damage but it deals knock back automatically as if the character in question has ½ Basic hits available.
(Blank Option: Gm Designed Toys)
Description:
Weight:
Damage Disable:
Damage to Demolish:
Number Available:
Suggested Ideas to make future toys out of
Animal toys
EZ Bake oven, perhaps designed similar to the Mobo Pieces?
Animated Armor
Duo-Dogs: Power Blast is now a free Hyper-leap carrier attack on a +2/1d8+1 HTH attack up to
12” range.
RE-REX (RE-mote tyrannosaurus REX)
Terror Bear
Thread Bare Bear
Bright Light (hypnosis)
Springy Entangle: a mechanized spring that tries to loop itself around its target and imprison the target in its coils of steel
Droll Doll
Princess Pram
:dance5:
AnotherSKip
10-13-2008, 09:30 AM
Identity: Universalass
Name: Lacey Kingstone
Sex: F
Age: 26
Powers: (5)
Training Suggestions: End, Intelligence,
Universal Indestructibility (Invulnerability): Universalass has 25 points of Invulnerability applied against most forms of damage dealt to the character each turn, once this is exceeded the character must deal with the effects of being damaged normally. She may still roll with the punch or take other defensive maneuvers.
Universal Power (Unique Power): being a highly evolved life form from a differing dimension
-She can lift any object she is tougher than (i.e. that would do less damage to her if it was resting on her than her Invulnerability) and if necessary hurl it at her movement rate of speed/range for 8 PR per hurl. She may not teleport with this weight.
-In addition to her regular Hth punches she deals 3d10 damage, this may be dealt at without the basic Hth damage by range by projecting her 'universal power', this reduces the damage by 1 per 1” away the target is.
Universal Senses (Heightened Senses) Universalass has a few extraordinary senses related to both being of alien physiognomy and from another dimension. She can detect the density of air, currents in and fluxuations in that medium as easily as people can see colors. While underwater or in space with decent support for those environments she can do the same. This is based upon some sort of density reading ability her people have.
Universal Manipulation (Heightened Agility) Universalass has +15 to her agility, +10” to all her movement forms, she adds her basic hits to her Damage Modifier, and she only expends 1 Pr per additional action taken in a turn.
Universal Movement (Teleport) this power is unique to Universalass since being cast adrift across the dimensions has gifted her with an unusual power of travel for her race. She may teleport anywhere on her current planet for 4 PR. She may teleport to any reasonable location in the galaxy for 10 PR. In addition to the ability to travel among the stars, Universalass can switch from her street clothes to her Universalass outfit for 1 PR per switch allowing for a dramatic flash and clap of thunder. 6 PR if she desires to perform the change in secret.
Weight: 120
Basic hits: 3
Agility mod:
Strength: 12
Endurance: 11
Agility: 28
Intelligence: 14
Char: 13
Reaction: +1
Hit mod: (1.3) (1) (2.2) (1.1) = 3.146
Hit Points (9):
Healing Rate: .75
Power (65):
Damage Mod: +6
Accuracy: +5
C. Cap: 170
Basic HTH Damage: 1d4 Advanced HTH Damage: 1d4+3d10+6
Movement Rates: 23” ground,
Detect Hidden: 10
Detect Danger: 14
Inventing Points: 1.4
Inventing %: 42%
Cash: $ 100. An out of work farmer’s daughter in the big city
Inventions:
Origin and Background: Born in another dimension the daughter of Whar and Kher ‘Uol was sent here as a child to escape from a devourer of worlds gone mad. Discovered by two Oklahoman farmer’s by the name of Julius and Stephanie Kingstone (affectionately called Ma and Pa) unable to have their own children they adopted and named her Lacey Kingstone. She is the last survivor of her native dimension, with only her earthen family’s nature and the teachings of her native dimension to guide her she must choose one of two paths.
Gifted with powers beyond the normal ken of mortals whether man or woman she has since her youth struggled to change this world and many another by dealing with the universal forces of destruction.
Description: the Last Daughter of Her Universe appears to be a young blond female human with jade green eyes, until she goes into action that is. Though only 5’2” she made of sterner stuff than most earthers, as a mortal she wears black jeans, with matching halter tops and sneakers and wears discreet glasses and keeps her hair in a pony tail with a black scrunchie allowing a few wisps of bangs to frame her face. As Universalass she has a costume from her home dimension made of her swaddling clothes and starship parts that consists of a one piece leotard covering her top that is black with star like crystals and a jagged lightning bolt forming a symbol of a cube containing a large U, a sash tied around her waist of a light grey and black leather appearing knee high boots. This outfit is nearly as indestructible as she is.
Other information: Skills: Student, Volunteer
AnotherSKip
10-14-2008, 01:20 PM
Identity: X-O Borg
Name: James Leirson
Sex: M
Age: 21
Powers: (6)
Training Suggestions: End, Agility, Mechanic
Exoskeleton (Bionics) James has an exoskeleton as a part of his bionics, the only internal parts are the synaptic connectors. The modifications give him the following abilities:
-Auto-block: Evasion may be performed at the cost 1” movement per -1 to be hit up to his normal maximum for evasion.
-Suit Structure: Approximately 25% of the time James’s Suit will absorb up to six points of damage from the attack before it is applied to either of James power or hit points.
-Heavy Capacity Servo Motors: XO-Borg can with his suit carry 10x his listed carrying capacity (this has no effect on his HTH damage) for 1 PR per hour.
Sap-fists (Devitalization Ray Device) this device has contacts centered in Leirsons Exo-knuckles that with every punch can provide some of these possible effects. These abilities are automatic costing no Movement, PR or Action to utilize.
-The damage to be dealt by James is raised by 1d4 steps before rolling for damage.
-Damage dealt to X-O Borg that would result from his attack (such as from failing to break through a wall) has 6 points of damage value subtracted from it (the Structural Rating of the Exo-suit).
-Any HTH only attack that James hits with automatically drains 1d10 points or 1d2 steps from defenses based upon structurally resisting attacks. this includes most forms of Armor, Invulnerability, and Structural Rating but not Force Fields, Magnetic Defenses or other avoidance based strategies. This lasts for 1d4 turns for self repairing defenses or until repaired and may stack twice.
If there are no defenses to be drained then the Sap-fists drain 1d10 + his damage modifier from the targets power score if any.
Nano thoughts (Heightened Intelligence B Device) +26 to Intelligence, this is generated by nano-bots working inside his skull generating better connections and cerebral stability.
Trained Thoughts (Heightened Intelligence A): +13, a skilled student, James is very intelligent.
Physical Training (Heightened Strength A): +10 James is also a skilled student of the physical realm.
Extremely Personable (Heightened Charisma A): +14 Secure and confident James is also generally well thought of.
Physique Insight (Weakness Detection Skill): when within 1” of a target XO may spend one action and no power to determine any weaknesses of his target. After doing so The Borg knows one of his targets weaknesses (if any) and also gains an accuracy bonus of + 16 (Int/3). The bonus only lasts during combat, is not transferable and may not be increased by multiple attempts at finding weakness. Multiple attempts in a single combat may be used to find out if the target has more than one weakness; any weaknesses found are not forgotten and can be revealed to others.
A History of Problems (Physical Limitation):
Pain ControlAs the XO-Borg, occasionally the nanites is his head use pain inducements to try to keep him from taking certain actions as determined by his former master. The primary programming prevents the learning of any form of super science especially nanotech or bionics.
-In the suit James is noisy and fairly obvious, he is twice as easy to detect as other individuals.
-In addition he has a great deal of difficulty with fine manipulation, something of a veritable bull in a china shop this is mostly due to not being used to the external parts of the exoskeleton.
-In addition to the benefits of the suit this powerful item does not perform well when exposed to certain forms of energy, as such:
-Magnetic Attacks reduce X-B’s Carrying Capacity by 1/10th the force of magnetic forces used against him for 1d4 phases as the polarization locks up his bionics.
-Lightning attacks have double the KO% of shutting down the Exo-suit, causing a loss of the benefits from the Exoskeleton for 1d4 phases as a side effect of targeting X-O Borg.
-Weather effects that directly target him or his suit reduce the Battling Borg’s movement by 1d4” during the duration of being a target.
Weight: 170
Basic hits: 4
Agility mod:
Strength: 22
Endurance: 14
Agility: 14
Intelligence: 49
Char: 32 Reaction: +6
Hit mod: (2.2) (1.4) (1.2) (2.3) =8.5008
Hit Points (34):
Healing Rate: 1.2
Power (99):
Damage Mod: +7
Accuracy: +1
C. Cap: 1024
Basic HTH Damage: 1d10 (1d12-2d12 w/ Sap-fists)
Movement Rates: 13” ground
Detect Hidden: 34
Detect Danger: 38
Inventing Points: 4.9
Inventing %: 147%
Cash: $.02 he is avoiding the authorities so will probably have no income
Inventions:
Origin and Background: James Leirman was a gifted Athlete as well as being academically talented and well liked. 100% of this was from his attitude of self discipline. So when he began looking for an area to apply his prodigious talents he was eventually given a place to check out by one of his college recruiters. Though not well known to James, he suggested an address in the bad part of the industrial section in his town.
Leirman had a feeling that he was selected for something special and he had no idea how right he was. He knocked on the door and was admitted to the warehouse then he was jumped by four men. He struggled mightily with his mechanically altered foes but in the end he was no match. Tied up, but still struggling he was presented to a masked super villain who informed him that he was a new experiment chosen to join his ranks of mechanical servants and with his natural talents he could rise up to be a lieutenant in his forces. Giving James no choice he began mechanically altering James first by inserting nanites into his mind to make him more intelligent and docile then he added enhancements and weaponry turning James into XO-Borg.
After years of being a test subject something went wrong with the administer most sinister and James was able to escape, though he suspects he either was let go or he had outside help. Either way James as XO-Borg has to make the biggest decision of his life, rebel against the machines in his head or go back and join the villain in his plans for world domination.
Description: XO Borg appears as a young human male with good muscles, he is tanned in his exposed areas while underneath where the suit rests he is very pale and light skinned, with brown hair and green eyes. In combat James wears little but his exoskeleton since most clothing will not fit over and clothing cannot be worn between his body and the exoskeleton. The Exoskeleton is a matte black and covers approximately 25% of his body and follows the major bone and muscle systems to help protect the wearer. He has a rugged set of good looks and tries to be charming as well as personable. He favors the Explorer for men fragrance but it always has a metallic undertone of iron when he wears the fragrance.
“Being the man inside the machine is never easy.”
Other information: Skills: Student, Medicine, Athlete, Detective, and Leadership
(Chippendale dancers may be embarrassed to wear his XO Suit)
AnotherSKip
10-15-2008, 09:49 AM
Identity: Youngman
Name: Archeltypoloios
Sex: M
Age: 3-10,000 yrs
Powers: (4)
Training Suggestions: STR, Culture (Modern), Mysticism
Strength of the Young (Heightened Strength): +5 Steps to damage dealt with HTH Attacks of pre-medieval weaponry including hands (1d4+1), 5x Carrying Capacity (after HTH damage is calculated, 1d4+1).
Tirelessness of Youth (Heightened Endurance): +8” Ground movement (1d10), +20 Power (3d10), +10 HP (2d8),
Athleticism (Heightened Agility): -2 to be hit (1d4), +3 accuracy (1d6), Evasion costs movement only, +4 (1d4) to all saves.
Spirit Form (Non-Corporealness): Youngman can apparently assume the form of a spirit in combat as a defense mechanism. While this is active he appears insubstantial and wraithlike and it requires a minimal amount of concentration in order for the character to maintain this state (costing 4 PR per hour or fraction thereof). He may go completely insubstantial or solid by using all of his ground movement for one round, he may walk on air as if it was solid ground (use same movement rates) while incorporeal or he may solidify parts of his body in order to contact others while being untouchable for 2” movement per attack made in addition to all regular attacks.
Weight: 158
Basic hits: 4
Agility mod:
Strength: 14
Endurance: 9
Agility: 9
Intelligence: 9
Char: 14 Reaction: +1
Hit mod: (1.3) (1) (1) (1) = 1.3
Hit Points (16):
Healing Rate: 1
Power (61):
Damage Mod: -
Accuracy: -
C. Cap: 1439
Basic HTH Damage: 2d10(1d6 w/out Strength)
Movement Rates: 16”
Detect Hidden: 8
Detect Danger: 12
Inventing Points: .9
Inventing %: 27%
Cash: $ 1000 from people who think he is a reincarnated god
Inventions: none yet.
Origin and Background: Youngman is theorized to be the living embodiment of an ideal, that of youth given human form. Some think he represents a type of spirit not seen for over a millennium. Where he went, why he is back (or even why he left) and what he represents is a complete unknown.
His only commentary on his appearance is he felt the world needed him again and he is here to do as the Gods will him to. Whether that bodes well or ill for humanity is certainly up in the air.
Description: Youngman appears to be a living statue of Apollo as crafted by Michelangelo turned to flesh; he has noble features, piercing blue eyes, wavy sandy blond hair and a slight tan. He wears a white toga with gold fringe almost all the time unless forced to change by other considerations and in order to dress up he wears a wreath of olive leaves. He typically does not carry any weapons however his might is enough to give anyone pause.
Other information: Skills: Lore (Days of the Greeks), Dilettante
AnotherSKip
10-22-2008, 02:32 PM
Identity: Enchantress
Name: Lilac DeFerre
Sex: F
Age: 28
Powers:
Training Suggestions:
Robes of Desire these robes provide nearly all the power the Enchantress needs to accomplish her goals
Function of Desire (Emotion Control): the Robes of Desire uses pretty scintillating light effects with a skirling noise to generate the desired emotions in others. The wearer’s mystic link with the robe helps the robe make decisions about what effects are truly desired. DeFerre simply concentrates on the Emotion she desires of the two she currently has mastered (greed and indifference).
Enchantment (Transmutation): the Enchanting Escort can temporarily enchant items to gain certain magical effects: upon a successful Inventing % roll (no Inventing Point expenditure required). These usually are weapons and defenses designed with a specific opponent in mind, but not necessarily. For one hour of labor, $1000 in mystical supplies and 10 PR she can add one option to each item: increasing the damage done by the weapon by two steps, a magical 1d10 attack of a specific energy (fire, ice& sound being the most common) placed in a four shot weapon, or a bonus to hit of a maximum of +2 (plus any other typical bonuses). Defensively she can decrease the odds of being hit by 2, allow certain items to absorb 20% of the damage dealt to the attacker,
Trinkets Of Talent (Special Weapon): the Dangerous Deferre carries a series of small enchanted items for her personal use.
-Figurine De Lyonesse: This is a small carved figure of icespar that when cast upon the ground summons a lioness carved from icespar. (Use lion stats and add 40 Armor to equate the hardness of the material over flesh)
-Oliphant De Destruccione: This item temporarily grows to the size of an Elephant an then smashes one object of DeFerre’s choice with a 36 (Sx3)% chance of success.
-Cluttered Planes Pellet: once hurled this pellet generates a field of magic sounding like a thousand pieces of shattering obsidian glass and filling an 8” radii with a maze like area are multiple opaque planes of force mystically suspended in midair at various points ranging in size from 8” diamonds to 16” octagons. These tumble in midair at various speeds and can dimly reflect images. In addition to the -2 to hit anyone in the area and for anyone in the 8” area to hit others, double all movement costs in the 8” area, and effects from Evasion are halved. In addition add Darkness 8" to all sight and magical detects but use the darkness power but without the tripping and falling rules, the hurler however is personally immune to the effects of the pellet as the necessary math and information to use the field to its best effect is implanted in their head.
-Chaos Ring: This Ring is powered by an uncontrolled spirit that randomly chooses what effect turning the ring does to the wielder, target, or the area in which the spirit loosed.
Emotional Wasteland (Reduced Charisma): The Enchantress had her own empathy burned out not long after donning the Robes of Desire; as such she is picturesque, but cold like a beautiful statue. The initial reactions of others are guided by her appearance with her lack of empathy soon becoming obvious (before the slash is her appearance, after is how she is treated when her lack of emotions become obvious).
Weight: 167
Basic hits: 4
Agility mod:-
Strength: 12
Endurance: 12
Agility: 10
Intelligence: 14
Char: 10/5
Reaction: -/-2
Hit mod: (1.3) (1.4) (1) (1.1) = 2.002
Hit Points (8):
Healing Rate: 1.2
Power (48):
Damage Mod: -
Accuracy: -
C. Cap: 244
Basic HTH Damage: 1d6
Movement Rates: 9” ground
Detect Hidden: 10
Detect Danger: 14
Inventing Points: 1.4
Inventing %: 42%
Cash: $ 10,000
Inventions:
Origin and Background: A clothing mix up at Laundromat left Lilac with a strange robe. The scintillating appearance of the robe caught her eye and she decided to try on the outfit, suddenly she found herself in the battle for her life as she was rocked by the sensations that the robe impressed upon her. Finally, she managed to get her own head together enough to figure out the robe of all things was doing this to her.
At last she began to think again and realized she knew how to do things that most ordinary people had no idea how to do. And she began crafting items with no thought as to her final goal until her first tests were done. Now that she has this power to do things she must decide whether the apathy from her damaged robes will allow her to even do something as simple as fight to help others or pursue her own selfish desires.
Other information: Skills: Magic, Business/finance
AnotherSKip
10-22-2008, 02:44 PM
Identity: O. P. T. E. C. H.
Name: Optimal Prototype Technical Experiment for Challenging Humanity
Sex: O
Age: 14
Powers: (7)
Training Suggestions:
Proto-Form (Robotic Body): 45% human appearing, x5 wt, +17 Strength, Optech appears to be a humanoid robot with large powerful hands and feet
Proto-Alterations (Bionic Devices, x2): Limb independence; all four of his limbs can be detached and obey his mental radio commands, each limb in combat has a HTH of +1/1d6, is -2 to be hit, plus when it is detached it subtracts 100 MPH from Optech’s flight speed, it may fly at 50 MPH and uses 1 of Optech Basic hits, and has 5 hit points, they independently have 10 power points each.
While still attached his Lasso Arm enables the bot’ to climb/swing to any surface within 7” including vertically.
Rocket Boosters (Flight): by using his attached rocket thrusters 462 MPH, (62 MPH with no limbs)
Light Absorption (Absorption): Optech converts any sort of photonic emissions into additional power, he has a power pool of 100 that is not usable for rolling with the punch but can be used for any additional power abilities. For every minute spent resting on earth in direct sun Optech gains 2 pr this is a base and should be adjusted from here by ambient light ranging from 1 pr per hour in the depths of unshadowed space to by using an action absorbing all the damage from a Light attack and converting it at a one to one ratio of damage to power. It may start a session with 4d8 power in his storage cells unless logic dictates otherwise. He can still be blinded or damaged by attacks that he is unprepared for.
Big Combat Tools (Innate Weaponry): Extra large and hard hands and feet grant a +2 to hit and +4 damage in HTH combat.
Scanners (Heightened Senses): this robotic explorer has several sensory devices that enable a great deal of flexibility Radio Hearing and Transmission, Thermal Detection, X2 Detect Danger (background scanners),
Weight: 1375
Basic hits: 10
Agility mod: -3
Strength: 33
Endurance: 14
Agility: 10
Intelligence: 13
Char: 15
Reaction:+2
Hit mod: (3.4) (1.4) (1) (1.1) = 5.236
Hit Points (52):
Healing Rate:3
Power (70):
Damage Mod: -
Accuracy: -
C. Cap: 25,669
Basic HTH Damage: 3d10
Movement Rates: 14” ground, see flight power
Detect Hidden: 10
Detect Danger: 28
Inventing Points: 1.3
Inventing %: 39%
Cash: $
Inventions:
Origin and Background: Sent from outer space he is a successful adaptation of a machine race that sent him as an ambassador. However upon reentry one of his memory systems failed leading to a complete loss of memory and a reboot from scratch that only gives him a few details about how to decide anything.
Currently as his explorations of humanity have left him with the distinct impression there are two kinds of humanity on or off and he isn’t certain what to do about the former or the latter pending input could leave him either a benefit or a bane of humanity.
Description Optech is a barely human appearing large lump of metal for all practical purposes, he is humanoid appearing (being bipedal and bilateral) with arms but other than that he is not really vaguely human.
Other information: Skills: Mechanic, Astrogation
-Limb 1 has one device that operates as an automatic pistol with 19 rounds,
-Limb 2 has one device that operates as a Shotgun with 3 clips 1 with stun ammo (deals x2 damage to power), 1 regular and one with armor piercing solids(x2 damage vs. invulnerable, Chemical power defenses, and Armor, x1/2 against unarmored opponents.
-Limb 3 has two weighted nets that can be fired up to a range of 10”, +2 to hit, 1d6+1 damage, on a successful special attack it entangles its target for S+ Level # of rounds – targets S+Levelx2/3.
-Limb 4 has anchoring spikes so that it may use a steel cable lasso that can be fired up to a range of 10”, +2 to hit, 1d6+1 damage, on a special attack it entangles it’s target and can hold with a capacity of 100# x the SR of the surface it is embedded to (cannot fly in this state).
AnotherSKip
10-22-2008, 04:26 PM
Identity: Vitreous
Name: Jennifer Jean-Antoine du Fay
Sex: F
Age: 27
Powers: Vitreous gets her powers from the dreadful changes her body has gone through.
Training Suggestions: Int
Glasslike (Body Power): Jennifer has the ability to ignore 10% of all damage dealt to her and can on Agility save vs. d20 redirect a light attack to another target. In addition in any conditions except good lighting or during one of her attacks a character needs to roll a x2 DH roll in order to sense Jennifer (she gains no other benefits from this ‘invisibility’).
Chemical Conversion (Lightning Control): Vitreous’s body can generate and store powerful electrical impulses. These can be used as an attack with a range of (Ex2”), doing 2d8 damage for 4 Pr per attack. Because of the operators control over electricity she may attempt to take over or short out items influenced by electricity. To short out use 4 Power per attempt, at (Ex2”) range and having a (Ex2%) chance of success per attempt. In order to gain control over electric powered items expend 4 Power per attempt. Save on I vs. d20 for actual control and Save on A vs. d20 to avoid some sort of mishap each time the device is used (this is ignored if the character a relevant skill). In addition each use may require Movement or actions to be spent in order for the action to occur.
Vitreous can, as a defensive option electrify her body for one action per three turns (as the charge slowly fades).
Energy Control (Absorption): Assuming Vitreous is prepared (spends an action) she can take lightning, fire or HTH damage sources to feed her feed to her Lightning control for every 5 points of damage absorbed in this way she gains +1 damage step, +1 to all PR Lightning costs, and +1 to her control rolls. She also gains +3% to her odds of destroying electrical items, but this bonus must be checked by itself each time she attempts to influence items after her power increases (even on successes)
Weight: 86
Basic hits: 3
Agility mod:
Strength: 14
Endurance: 12
Agility: 18
Intelligence: 11
Char: 11 Reaction: -
Hit mod: (1.3) (1.4) (1) (1.6) = 2.912
Hit Points (9):
Healing Rate: .9
Power (55):
Damage Mod: +2
Accuracy: +3
C. Cap: 170
Basic HTH Damage: 1d4
Movement Rates: 11” ground movement
Detect Hidden: 8
Detect Danger: 12
Inventing Points: 1.1
Inventing %: 33%
Cash: $
Inventions:
Origin and Background: Jennifer Jean-Antoine du Fay was a respected experimenter in the fields of chemistry. Her family had been involved in the study of Vitreous compounds for centuries. After her father passed away one of her great grandfathers books passed into her hand that contained some very strange but promising notes. Her curiosity aroused she noted that her grandfather, one Jean Antoine, had discovered that there were certain very interesting responses between electromagnetic theories of the day and chemical compounds that produced startling effects.
At first she dismissed them as ramblings of the day and age but something in his writing struck a chord with her own observations. Finally after several agonizing months she repeated the experiment only to discover that today’s chemical compounds are far more powerful than that of centuries ago taking the experiment from temporary but dangerous to permanently irreversible.
Her mother later revealed that the death of her father was no accident and that he too had been consumed with the writings of Jean Antoine but the chemicals had killed him when he tried to reverse the effects and the circumstances altered his body in the field. Though luck Jennifer had managed to avoid some of the more unpleasant effects of the transformation but had instead found herself at a very dangerous choice of paths.
Other information: Skills: French, Super Science,
Description: Jennifer in her base form has an extremely transparent appearance to her form not quite glass/liquid or air she is however fairly unnoticeable. Otherwise she appears to be a late 20’s black female with smoky colored eyes and curled hair. Speaking with a French accent her education is obviously noticeable as is her unusual grace.
AnotherSKip
11-15-2008, 09:34 AM
Identity: Wormhole
Name: Steven Rippinger
Sex: M
Age: 37
Powers: (5)
Training Suggestions: End, Agility
Reality Ripping (Natural Weaponry): Steven can increase his combat effectiveness by creating ham sized reality rips around his hands. This grants him +3/+6 HTH.
Wormhole Whip (Disintegration Ray): Focusing the energies of the wormholes he generates into small beams he can grab items (or in some cases parts of items) and get them “lost” in the time space fabric or cause distortions in the fabric of reality that disrupt the health of others. Offensively Wormhole can project a beam of disintegrative force/energy up to S” away dealing 1d20 damage, 2 pr per shot. Each point of damage destroys a part of the structure regardless of the damage threshold of the object in question, but only warps living targets.
Seamless Seal (Regeneration): Steve can seamlessly seal and essentially repair wounds by using a combination of time and distance Travel. This power is not only applicable to himself but others as well (enabling him to act as team medic in many cases) though there are attendant risks that many would not like.
Temporal Tapping (Heightened Defense): By using waves of time the Wormhole Warrior can decrease the odds of him being hit, it costs 0 Pr per attack to have up to -4 to his being hit, it costs 1 PR per attack “altered” to have the effects of evasion plus his -4 but this costs no action to do so.
Gauntlets of Passage (Dimensional Travel): Found upon another World, these gauntlets enable Steve to increase the size of his rip holes in the fabric of Reality to where they are stable enough to allow others to cross. However the base power is generated by Mr. Rippinger the gauntlets simply enable the portal option (allowing the team to pass into other times as well). Currently there are 5 places he can go to and back (chosen to reflect the campaigns interests).
Focus Steven-san (Diminished Senses): The Wild Wormhole must focus for one minute per regeneration attempt (no outside stimuli can be acted upon) for himself and 3 minutes for most others. Failure to do so can result in dealing 1d20 damage to the target as the energies fly apart ripping the target new pieces.
Weight: 173
Basic hits: 4
Agility mod: -
Strength: 13
Endurance: 8
Agility: 17
Intelligence: 9
Char: 13
Reaction: +1
Hit mod: (1.3) (.6) (1.4) (1) =1.092
Hit Points (4):
Healing Rate: .8
Damage Mod: +1
Accuracy: +2
Power (47):
C. Cap: 259
Basic HTH Damage: 1D6
Movement Rates: 10” ground movement,
Detect Hidden: 8
Detect Danger: 12
Inventing Points: .9
Inventing %: 27%
Cash: $
Inventions: none yet
Origin and Background: A time portal opens before Steven guided by others and he is blasted by incredible energies that instead of killing him give him incredible powers. Steven awakes later with little knowledge of what happened but he now feels as if he is divided in two, part of him feels the draw of power, a latent desire to use his time traveling power to his own end, amassing fortunes in the past to gain wealth and power in the now. Another part of him is slowly flailing his soul for these thoughts his power should be used for the inherent good of the system, people then, then, then, then as well as now need his help and he can give it. After all why shouldn’t he?
Other information: Skills: Explorer, Medicine
Costume & Appearance: A Black skin suit complete with cowl with Chrome Gauntlets, Belt, Domino Mask and Boots, Steve is 6’ flat with dark hair and eyes with a slightly olive skin of Italian descent.
Character Quotes
-“Come on guys, if we don’t stop him in 1976, the Bicentennial celebration will be ruined!”
-“You have already agreed, here is tomorrow’s paper.”
AnotherSKip
11-15-2008, 08:34 PM
Unlike most of the other characters here this one was very difficult. Originally her background was the one now on Willpower (uposted character). the character/background never worked for me, it didn't feel right and I knew I was looking for something that fit better. Finally I stumbled upon a living animal capable of speech with a generic enough background to have come from Oz or Narnia or (the Golden Queen book) that could then pass the other character building requirements.
Identity: Ursong
Name: Ursula Von Singer
Sex: F
Age: 24
Powers: 3
Training Suggestions: Str, Int, Dimensional Enchantments/Sciences
Bear (Animal Powers): as an Ursoid, Ursula has several differences between her and a normal human. These are represented by the various statistical items listed below
-Bear Size (Special): Ursong is the approximate size and shape of a female bear, weighing in at 800 lbs.
-UnBearable Strength (Heightened Strength A): +9
-Bear Teeth and Claws (Natural Weaponry): +3/+6 in HTH combat, when she chooses to use them to her advantage.
-Bear running (Speed Bonus): +18” ground speed, as such she is easily capable of running down anyone she doesn’t like.
The Roar (Sonic Powers): Ursula may expend 1 PR per shot to deal 1d12 damage up to Sx2” range (40” currently).
Enchanted Speech (Emotion Control): Ursong has the ability to generate emotions and feelings in target characters that may cause unusual behaviors. She currently has the ability to generate goodwill towards herself simply by speaking to the target audience and expending 8 Pr per turn. Secondly as a carrier attack for the Roar ability she can inflict fear upon her target by expending an additional 8 PR if it succeeds. Either power lasts until the target makes a save versus Charisma modified by Ursula’s Charisma reaction modifier.
Weight: 800
Basic hits: 5
Agility mod: -2
Strength: 20
Endurance: 12
Agility: 9
Intelligence: 17
Char: 16
Reaction: 2
Hit mod: (1.9) (1.4) (1) (1.2) = 3.192
Hit Points (16):
Healing Rate: 1.5
Power (58):
Damage Mod: +1
Accuracy: -
C. Cap: 3680
Basic HTH Damage: 1d12
Movement Rates: 28” ground movement
Detect Hidden: 12 Detect Danger: 16
Inventing Points: 1.7
Inventing %: 51
Cash: $ none
Inventions: none yet
Origin and Background: She came from another land, one in which what others would call the “beasts in the fields” spoke with a similar mind to that of man. A crazed sorceress muttering imprecations as well as magic’s gestured rudely at the inoffensive Ursula as she foraged in the forest. Simply being too close on accident to the witchy woman the loose magic’s enveloped her and left her in a new land strangely similar, but vastly different than her homeland.
Here she finds herself the only one who can speak or indeed think not as a bear but as a Bear. Though with some encounters she finds herself thinking she is the only one on the planet who truly thinks. But in the days since she has been divorced from her home her mind wanders two paths. One cast with hope that she can use her differences from her home to this world as well as the changes the magic left her with to make her way here as a good and powerful individual until such time as she can find a way back. Sometimes though her mind suggests she should endeavor to show these stupid people who the hell are the boss by using her 800 pound frame to show them the truth behind the old saw, “Where does an 800 pound Bear sit? Anywhere it wants!”
Other information: Skills: Herbalist, Tracker
AnotherSKip
11-26-2008, 08:04 PM
Identity: Flashing Blade
Name: Jennifer Betham
Sex: F
Age: 18
Powers: (6) Training Suggestions: Lore (aliens),
Stunning Swords-woman-ship (Heightened Expertise): +4 with all Swords, Jennifer had a real knack for swords-woman-ship even before she entered the symbiosis.
Enduring Physique (Heightened Endurance A): +14 End
Symbiotic Giant Amoeba (Ally): Jennifer has entered into a mutually life sustaining relationship with Defrenet’mbioni# the thing she encountered and has since called Ambi. Ambi’s stats outside of the symbiosis is listed below.
Symbiotic Reflexes (Heightened Speed): The Symbiosis grants The Femme Blade +130” to ground speed, and a +17 initiative bonus.
Symbiotic Jolt (Revivification): Ambi can utilize her to raise the dead. Once per week the Flashing Blade Creature can attempt this but the chances of success equals 100% -10%/day after the life has fled the body, or only 2% per day if the body is preserved. The Resurrected has 1 day worth of healing and 9 PR when they awake (almost instantly).
Call of the Heart (Willpower B): By expending 10 power points the symbiotic life form that is Flashing Blade can cause any one target within the range of their voice to regain 9 PR and one full day worth of healing.
Symbiotic Limitation (Vulnerability): while any further from Ambi than 5” she loses her Heightened Speed, Revivification, and Willpower. Any further than five miles from Ambi and Jennifer begins to feel sick. Much further or longer and Jennifer may eventually pass out and die.
Weight: 100 Basic hits: 3 Agility mod:
Strength: 15
Endurance: 32
Agility: 18 (35 I)
Intelligence: 16
Char: 15 Reaction: +1
Hit mod: (1.6) (3.8) (1.6) (1.2) =11.6736
Hit Points (35):
Healing Rate: 2.7
Power (81):
Damage Mod: +3
Accuracy: +3
C. Cap: 329
Basic HTH Damage: 1d6
Movement Rates: 16”/146” in symbiosis
Detect Hidden: 12%
Detect Danger: 16%
Inventing Points: 1.6
Inventing %: 48%
Cash: $ 3,200
Inventions:
Origin and Background: Jennifer was a history buff on school break between college and visiting friends on an archaeology dig out in the woods when she saw a meteor fall to the earth close enough to find the spot. Her friend bet her that she could not find the spot before he could and they took off looking for the landing spot. When Miss Betham found the spot she had lost the bet, however something had oozed from the meteor and she found a scene right out of The Blob, complete with her friend screaming for her to help get it off of him. Rushing to her friend’s aid she picked up a rock and tried to scrape the thing off of her friend but to no such luck. It devoured him and reached for her.
As she tried to scramble away she heard a soothing voice in her head that weakly cried that it would die without her. She paused torn by what she had seen and the voice she heard. As she began to run away again it grabbed her and drew itself around her. It told her that the flight had been too long and it awoke confused and dazed from the landing it thought her friend was an animal so it killed him, but there was another way to save this creatures life and make her friends death meaningful with symbiosis… she chose to save its life and to remember her friend by entering symbiosis with the alien. Hours later she awoke having gained so much more from the process than she thought she would, including a new way of looking at her deceased friend and a way to honor his memory. However the creature she would come to call “Ambi” seeks to learn more about the planet, and it begins after she awakens by asking one thing: what does she want to do with their new abilities?
Description: Jennifer Betham appears to be a young woman just in the prime of her life, a college student (or will be when the academic year begins) she seems to have done well in European history and may have an idea as to getting a degree in that field. She keeps in shape by doing blade work something she learned from her stuntman father.
Other information: Skills: History (European), Student,
Defrenet’mbioni#: wt 60, Bh 2, Am+4, S=10, A=15, I=10, C=--, Ferocity= 20, hits=8, Accy==1, Dmg=2d10, Pwr=55, Move =45, DD=30%
Ambi’ as she calls him is a sort of transparent mucous slimy creature that apparently can enter and exit the body at will by humans pores or possibly the same way DMSO works, no one is sure.
The Flashing Blade (their sword) = +2 HTH Accuracy, +1d6 HTH Damage
AnotherSKip
11-26-2008, 08:11 PM
Identity: Oscillator
Name: Othello Carmichael
Sex: M
Age: 25
Powers: (3)
Training Suggestions: Super Science (Electromagnetic)
Magnetic Fields of Power (Magnetic Powers): Oscillator can turn Electrical fields perpendicular to his Electrical fields thus creating magnetic fields and waves of force, however Othello’s power generation is too low to create the widely dramatic effects other characters can generate. He oscillates the energy creating various fields he is connected to by some unknown means. The strength of his ability is SxLvlx25 (approximately ½ the power of other characters).
Electrical Fields of Power (Lightning Control Powers): The character Oscillator can generate powerful electrical impulses by generating energies at certain frequencies much like his magnetic generation. This power can generate powerful electrical impulses. These can be used as an attack with a range of (Ex2”), doing 2d8 damage for 4 Pr per attack.
Because of the operators control over electricity he may attempt to take over or short out items influenced by electricity. To short out use 4 Power per attempt, at (Ex2”) range and having a (Ex2%) chance of success per attempt.
In order to gain control over electric powered items expend 4 Power per attempt. Save on I vs. d20 for actual control and Save on A vs. d20 to avoid some sort of mishap each time the device is used (this is ignored if the character a relevant skill). In addition each use may require Movement or actions to be spent in order for the action to occur.
Energy defense (all): energies striking the personal field loose much of their force thus they are reduced in effectiveness by the existing energies of his field generation. Because of the direct relationship of his p[owers to each other he may choose the best of Magetism, Light or Lighting control defenses after spending an action activating his field and needs spend nothing else to keep his defenses active thereafter.
Perpendicular Oscillation (Light Control): As a master of Oscillating Energy Othello can generate intense spectral radiation perpendicular to the oscillating fields of his other two main forms of energy and is able to control the wavelength of light emitted from Gamma to Radio as well as the intensity ranging from the barest of sheens/blips to an intense blinding glare if desired. The creation of light for mundane usages generally costs no power but may cost movement or even actions depending upon the difficulty of the activity.
-Radio: Send and receive both images and sounds utilizing TV and Radio. The Oscillator can for 1 pr per hour send or receive radio messages, for 1 pr per minute he can do the same for TV messages.
-Microwave: By generating microwaves not only can he cook food but he may generate an automatic Device failure in combat. This only occurs on the next use of the item and if the failure percentage is rolled (see combat, treat like a K.O. result).
-Infrared: detect particulate attacks (i.e. sprays and gasses that are not normally visible to the naked eye.)
-Visible: this form of attack a Blinding burst can be emitted directed at a single target it has a range of (Ax2) requiring a special roll on the Light Control column to hit, One Pr per use and if successful the target behaves as if encircled in darkness. If both rolls were a one the character may be permanently blinded. The individual may change this attack to a radius equal to his Agility score in diameter for the same cost. This special attack may be added to one of his normal energy attacks for one more PR.
-Ultraviolet: the character has two special abilities involving the damaging properties of UV’s vs. organics & micro organisms. Disease immunity and the ability to disinfect any surface than can withstand UV rays.
-X-Rays: High energy higher than UV damages organics also
-Gamma rays: Most energetic of his attacks Oscillator can induce nausea or vomiting on a special attack to do so the target character loses 1d6 phases and an action if the loss would extend to or past the point of first being able to take an action.
-Immune suppressive effect: firing short controlled bursts of gamma radiation Oscillator could make the target of this attack much more likely to suffer from whatever diseases he currently has on him. Generally this is a less dramatic version of the nauseating effects that also lasts on the order of days but takes a day to take effect. The effects are a general feeling of sickness that reduces their
-Oddly enough bursts of gamma radiation can be used to alter the properties of semi precious stones,
Weight: 140
Basic hits: 4
Agility mod:
Strength: 12
Endurance: 10
Agility: 10
Intelligence: 15
Char: 9
Reaction:
Hit mod: (1.3) (1) (1) (1.2) = 1.56
Hit Points (5):
Healing Rate: 1
Power (47):
Damage Mod: +1
Accuracy: -
C. Cap: 191
Basic HTH Damage: 1d6
Movement Rates: 8”
Detect Hidden: 12
Detect Danger: 16
Inventing Points:
Inventing %:
Cash: $
Inventions:
Origin and Background: While experimenting with Maxwell's Theory of Electromagnetism Othello Carmichael an undergrad at the local university discovered that he could mentally manipulate those energies for unknown and unexplained reasons. He has applied rigorous scientific testing and knowledge to his unusual abilities resulting in less damaging and defensive properties to his powers while increasing the range of his versatility.
Other information: Skills: Student, Physics (Electromagnetism),
A short listing of various uses of the Electro magnetic spectrum: We feel infrared light as heat and our radios pick up the messages encoded in radio waves emitted by radio stations. Ultraviolet light has high enough energy to damage our skin cells, so our bodies will produce a darker pigment in our skin to prevent exposure of the deeper skin cells to the UV (we tan as a defense mechanism). The special bulbs called ``black lights'' produce a lot of UV and were used by hospitals to kill bacteria, amoebas, and other micro-organisms. X-rays are produced by very hot things in space. X-rays have more energy than UV, so they can pass through skin, muscles, and organs. They are blocked by bones, so when the doctor takes your X-ray, the picture that results is the shadow image of the X-rays that passed through your body. Because X-rays have such high energy, they can damage or kill cells. A few brief exposures to low-intensity X-rays is okay. The X-ray technician would be exposed to thousands of X-ray exposures if s/he did not use some sort of shielding. Gamma rays are the most energetic form of electromagnetic radiation and are produced in nuclear reactions.
Gamma-ray bursts: The molecular changes can also be used to alter the properties of semi-precious stones, alongside radiation; gamma-rays also produce thermal burn injuries and induce an immunosuppressive effect
For acute full-body equivalent dose, 1 Sv causes slight blood changes, 2-5 Sv causes nausea, hair loss, hemorrhaging and will cause death in many cases. More than 3 Sv will lead to death in less than two months in more than 80% of cases, and much over 4 Sv is more likely than not to cause death.
For low dose exposure, for example among nuclear workers, who receive an average radiation dose of 19mSv, the risk of dying from cancer (excluding leukemia) increases by 2 percent. For a dose of 100mSv, that risk increase is at 10 percent. By comparison, it was 32% for the Atom Bomb survivors.
AnotherSKip
11-27-2008, 10:45 AM
Identity: Vital-ray Man
Name: Vincent Hammer
Sex: M
Age: 25
Powers: 7
Training Suggestions: End & Int (for HPM), Super Science (Weaknesses)
Speed of the Ray (Heightened Agility): +11 the energies have granted him boundless energy making him quicker and surer than others of his apparent physique.
Subtle Glow (Heightened Charisma): +13 when he is charged the energies subtly influence others granting the Vital Victor an enhanced ability to react with others
Uncanny Purity (Heightened End x2): +30 the forces that move through his body have cleansed him and enhanced his cellular structure to the point where he is able to endure things that would maim or
Vital Intelligence (Heightened Intelligence): +18 his mind too has a clarity of purpose and a narrowing of focus to the point where he is capable of
Revitalized (Heightened Strength): +10 the vital rays have energized Vincent’s body to the point where he can perform feats of strength beyond that of normal men.
Penetrating Senses (Weakness Detection): Vital ray Man can automatically detect any weaknesses of any target up to Intelligence + Level in inches simply by feeling how the Vital ray radiation reflects off of the target. Vital-ray Man gains no bonuses in combat performance but this power may in dramatic situations even penetrate secret identities.
Refueling (Special Requirement): because he does not possess a way to permanently inherently generate Vital-rays inside his body Vital Ray man must once every 24 hours be exposed to a source of Vital Rays or lose his abilities until he is exposed again to the source of his powers, the mighty Vital-rays.
Weight: 178
Basic hits: 4
Agility mod: -
Strength: 19
Endurance: 47
Agility: 24
Intelligence: 32
Char: 28 Reaction: +5
Hit mod: (1.9) (5.8) (1.7) (2) = 37.468
Hit Points (150):
Healing Rate: 5.6
Power (122):
Damage Mod: +6
Accuracy: +4
C. Cap: 1029
Basic HTH Damage: 1d10
Movement Rates: 22” ground movement
Detect Hidden: 22
Detect Danger: 26
Inventing Points: 3.2
Inventing %: 96%
Cash: $
Inventions:
Origin and Background: Vincent was studying his grandfathers early works in a lab rented from the national science foundation, his study focused upon an unusual group of rays named in the 1940’s during the war effort Vital-Rays, since they were believed by the discovering scientist, one Victor Von Hammeister, to be “vital” to winning the war against the Nazi’s. Victor had been a slightly respected scientist in the 30’s until the rise of Nazi political party which forced the doctor to flee his German homeland due to his physical deformity of cystic fibrosis leaving him with a look of having bubbles all over his body.
Starting over in the United States Dr. Victor was unable to complete enough of his project before the war was over and his research was prematurely ended and concealed by the growing threat of the cold war. However accidental infusions of his subject to the German Doctor altered his genetic structure so that two generations later his grandson in the form of Vincent when experimenting with his grandfather’s research discovered that he had the ability to absorb the Vital Rays to power great though temporary changes in his body. He suspects that he may one day develop either cystic Fibrosis himself or possibly have a reaction to his constant playing with the Vital Rays
Description: Vincent is a decently built man of 6 feet approximately. He has reddish hair just going grey at the temples but his skin is clear and pale. As Vital Ray man Victor wears a red iridescent cowl to cover his rugged good looks, though it doesn’t help with his lantern jaw. He has a navy blue spandex body base with his gloves, belt, boots and collar being of the same iridescent red. His chest bears a prism-like symbol (intended to indicate the utility of the Vital rays).
Other information: Skills: Super-science (radiation), Physics
This is what Vincent’s stats are when he runs out of fuel…
Weight: 178
Basic hits: 4
Agility mod: -
Strength: 9
Endurance: 17
Agility: 13
Intelligence: 14
Char: 13 Reaction: +1
Hit mod: (1) (1.8) (1.1) (1.2) =2.376
Hit Points (10):
Healing Rate: 1.6
Power (53):
Damage Mod: -
Accuracy: -
C. Cap: 216
Basic HTH Damage: 1d3
Movement Rates: 10” ground
Detect Hidden: 10
Detect Danger: 14
Inventing Points: 1.4
Inventing %: 42%
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