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DSumner
09-12-2008, 11:07 PM
I'll be posting my V&V characters here. To make things easier, I'll split it up into Heroes and Villains.

HEROES
Apex
Merlyn
Yeoman

VILLAINS

Warmonger

ORGANIZATIONS
The Dark Circle
The Foundry
The Four Winds Ninja Clan
The Jade Dragons Triad
M.E.R.C.
The Silent Brotherhood

Additional Notes on character creation

When I'm working these guys out, I roll 4d6, and drop the lowest roll when rolling for a super powered character's basic stats. It's worked well for years, so I figure why change. For the average Joe on the street (cops, thugs, henchmen, etc.) I use the standard 3d6. I randomly roll powers, and tinker with them until there to my liking. I also like to split rolls between powers and training, as I feel it gives a nice mix of abilities, but that's just me. For backgrounds, I either roll them randomly, or just through in one I like. It varies from character to character, it depends on how much time I feel like spending and the mood I’m in.

DSumner
09-12-2008, 11:10 PM
WAR MONGER
http://img.photobucket.com/albums/v26/DSumner/Superheros/Warmonger.jpg
Identity: Lt. Col. Mark Richards
Side: Evil Sex: Male
Age: 39 Level: 15
Training: Damage

Powers:
1. Bionics:
a) Endo-Skeleton: 2x body weight; 10 pts. Invulnerability
b) Enhanced Sensory System: 5 x Detect Hidden
c) Self Repair Capability: Regeneration: Unable to repair damage caused by acid/corrosive attacks.
d) Cybernetic Arm: +10 STR, carrier attack for Lightning Control attack: 2d8 damage.
2. Heightened Expertise: +4 w/everything
3. Special Weapon: War Strike (War Strike is a massive warhammer): +3 to hit, HTH +1d10 damage
4. Heightened Charisma (B): +12
5. Body Power: Artificially Enhanced Physique: +20 STR, END, +10 AGL
6. Natural Weaponry: +3 to hit; +6 to damage
7. Low Self Control: Enraged: Each time War Monger takes more than 10 points damage from a single attack, he must save vs. INT on a D20. If he fails, he will become enraged, lashing out at the character that attacked him. He will focus all his energies into attack that character and that character alone, completely ignoring anyone else.

Weight: 400 lbs. Basic Hits: 8
Agility Mod: - Strength: 43
Endurance: 31 Agility: 23
Intelligence: 18 Charisma: 29
Reactions from: Good: -5 Evil: +5
Hit Points: (278) Damage Mod.: +3
Healing Rate: 0.9 Accuracy: +4
Power: (113) Carrying Capacity: 16, 521 lbs.
Basic HTH Damage: 3d10 Movement Rates: 97” ground speed
Detect Hidden: 70 % Detect Danger: 18%
Inventing Points: Inventing: 54%
Legal Status: Wanted in the US, Canada, Mexico, Russia, and the EU.

Origin/Background: For as long as Mark Richards could remember, he’d wanted to be a soldier. He loved everything about them, the uniforms, the way they carried themselves, and most importantly, the weapons. He eventually achieved his goal, secured an appointment to the US Military academy, at West Point. Graduating at the top of his West Point class, he quickly rose through the ranks. Within a few years he was commanding his on battalion of infantry. When the second gulf war erupted, he and his troops were in the thick of it. Rapidly advancing across the Iraqi desert, he was determined to be the first US ground unit into Baghdad. That is until the mysterious sandstorm hit.

The storm was like nothing he’d ever seen, and with visibility next to nothing he ordered a halt. Soon he grew tired of the wait, and sent out several reconnaissance teams to scout out the area they now occupied. Within a short period, one of them radio back that they’d discovered a series of mysterious crypts. Intrigued, he decided to investigate them himself. Taking nothing more than a small security team, he set out to explore them. That was the last anyone heard or saw of Lt. Col. Mark Richards. What returned was the Avatar of War, The Warmonger. No one’s sure what happened to him or his men, or what they encountered that nigh, but they do know that this thing that carries his face must be stopped.

*NOTES*
War Monger is supposed to be a heavy hitter capable of taking on a whole group of PCs by his lonesome. As for how he could be used, I could easily see him striking at military targets (Ammunition plants, weapon storage depots, military bases), or striking at what he sees as symbols of US power (Washington DC). I wouldn't recommend sending a group of inexperienced low level characters up against him, but a group of moderate level characters should be able to capable of handling him.

DSumner
09-12-2008, 11:16 PM
Ever wonder where your favorite villain hires his gun toting thugs? The answer is MERC. It's a company that recruits, trains, equips, and supplies mercenaries to anyone.

Military Enterprises & Research Corporation
M.E.R.C.

MERC is an offshore holding company for several international private security firms and military contractors providing specialized security services to international corporations, governments, and VIPs, or at least that's what they advertise. In reality they provide, highly trained, heavily armed muscle to anyone who's will to pay their price. (It's where many of the world's criminal organization recruit their armies of henchmen from.) Persons, or organizations, wishing to make use of their services can be sure they will pay a hefty fee. Once their identity has been confirmed, through a long vetting process, a contract for services is negotiated and recruitment for their client begins. Known MERC subsidiaries include:

Strategic Security Services, International (S3I) - A Canadian based "security" company, with offices in the US, the UK, and a private “firearms” training facility, called Battle Site, in Idaho.

Battle Site (“Providing quality training for the prepared citizen.”) masquerades as a civilian and private security training facility. Operated by S3I, it provides MERC with a cover story when conducting paramilitary or weapons training. Its also managed to turn a nice little profit, since 9/11, by actually providing firearms training to unsuspecting civilian customers.

Command & Control (C2) - A South African consulting firm that provides "trainers" and "advisors" to foreign militaries. The company currently operates out of a small office building in Johannesburg, with a satellite office in Pretoria.

MERC’s operations are controlled by it’s “Board of Directors”. The “Company’s” (as they like to refer to themselves) current Board of Directors is composed of eleven members:

Warren J. Harding III - A former US Army Ranger who was dishonorably discharged for reportedly providing paramilitary training to several organized crime and paramilitary groups. Thanks to his family’s pull (they own Harding Industries, one of the largest shipping and transport companies in the US), the entire incident was hushed up.

“Major” Jerry Nottingham - A former Canadian Forces Major who was discharged for abusing prisoners during a UN peacekeeping mission. He’s currently the president of Strategic Security Services, International (S3I).

Henri Blanchard - A Corsican arms dealer with extensive contacts to various European underworld families. He’s currently wanted in France and Spain for supplying weapons to ETA, and the UK for supplying weapons to the IRA.

Col. Aleksandr Drevnerussky - A former KGB operative rumored to have extensive contacts with the Russian mafia. He still maintains strong ties to the current leadership of the FSB, Interior Ministry, and the Protectorate (Russia's official super team).

Bryan de Klerk - A former South African Recce Commando and BOSS operative. He's the current president and CEO of Command and Control (C2). C2 is rumored to be involved in everything from providing security for companies mining "conflict diamonds" to providing bodyguards to various dictators and strongmen.

Shamir Levi - A former Israeli Mossad agent, now operating as a mercenary. He’s wanted in Israel for his involvement in money laundering, embezzlement, and gun running scheme. He's rumored to have provided the bodyguard training to many members of the Colombian and Mexican cocaine cartels.

Hans Kruger - A former intelligence operative for the East German Stasi. He has many contacts in the former Eastern Europe and with the various criminal organizations operating in them.

Col. Jason “Jack” Roach - A former officer with the Parachute Regiment. He has extensive service as a “military advisor” to several African countries. He’s reportedly been involved in several war crimes, but no solid evidence has ever been turned up against him.

Kanaye Watanabe - The former Japanese super villain “Steel Warrior”. He currently specializes in providing “high-power” (metahuman) muscle to the various Yakuza families.

General Ali Mohammed Al-Barak - A former officer in the Egyptian Army’s Special Forces reportedly with extensive ties to several middle eastern extremist groups, and criminal organizations

Maj. Jose Alejandro Rodriguez - A former member of the Argentine Army Special Forces, he’s known for his lavish lifestyle and fondness for the ladies. He’s also rumored to have been providing info not only to the CIA, but anyone willing to pay his price.

MERC primarily recruits personnel with prior military, or paramilitary experience. Over the last few year, many of their recruits have come from eastern Europe, or from the former Soviet Union. INTERPOL believes many of these recruits to be former elite troops such Soviet VDV paratroopers, or Spetsnaz special operations soldiers drawn in by the promise of high pay and the chance to put the skills they have learned to use.

MERC provides its troops with some of the finest training money can buy, with several former special forces members and the super villains acting as their instructors. MERC troops are equipped with some of the latest in hi-tech weaponry (primarily purchased from the criminal organization known as the Foundry).

At various times, throughout its history, MERC has made use of super powered operatives, when they have deemed necessary. These “special operatives” operate under MERCs’ Special Operations Division. The metahuman powerhouse Hammer, the Russian cyborg Steel Wolf, the German villain Warhead , and the sound controlling Soundwave are believed to currently be on MERC’s payrolls. It’s also rumored that the former Soviet super soldier, Surge (A former operative of the KGB's Al'fa special operations unit, who now sells his services for profit.) was also once in their employ.

In addition to providing routine foot soldiers, MERC also maintains a small cadre of power armored troopers. These troops are specially selected and trained in the use of MERC designed Enforcer power armor. Enforcer Power Armor Troops are trained to work in teams of five men. The Enforcer troops training program was conceived by Warren J. Harding, with input from Maj. Rodriguez, and Kanaye Watanabe. The program is continuously refined as they receive after action reports from the field. Here's a quick run down of the MERC Enforcer Power Armor.

MERC Enforcer Power Armor

Powers:
1. Invulnerability: 10 points
a) Life Support: 16 hours.
b) Heightened Senses: IR Vision
c) Jump Jets (Speed Bonus): +52” to ground movement.
d) Heightened Strength: +15
2. Sonic Disruptor (Sonic Abilities): R=34", 1d12 damage, 13 charges
3. Flame Powers (A): Hand Flamer: R=26", 1d12 damage, 18 charges

MERC Special Operations Division
Here's a few details on some of the super powered muscle working in MERC's Special Ops Division.

Sound Wave

Identity: William "Willy" Jennings
Side: Evil/M.E.R.C. Sex: Male
Age: 31 Level: 5
Training: Endurance

Powers:
1. Armor (B): 78 ADR
a) Heightened Senses (Sonar): 4x Detect Hidden
b) Life Support:
2. Sonic Abilities Device: Sonic Blasters
3. Heightened Expertise: w/Sonic Abilities
4. Physical Handicap: Deaf

Warhead

Identity: Meinrad Fuhrmann
Side: Evil/M.E.R.C. Sex: Male
Age: 37 Level: 8
Training: Damage

Powers:
1. Bionics:
a) Heightened Senses:
b) Heightened Strength: +13
2. Armor (B):
a) Flight:
b) Life Support:
3. Heightened Attack:
4. Willpower (A): 1 per hour to use as a defense.
5. Body Power: Capable of generating an explosive blasts of energy from his hands. Attacks as Power Blast. R=Touch, 2d10 damage, PR=3.
6. Reduced Strength: -6

DSumner
09-13-2008, 12:01 AM
Here's The Yeoman, sort of a cross between Batmam, Green Arrow, Hawkeye, and Daredevil.

The Yeoman
"Look, you've got two ways out of this, the easy way, or the hard way. Personally I hope you go with door number two."
http://img.photobucket.com/albums/v26/DSumner/Superheros/Hawkeye.png
Identity: Randal Peterson
Side: Good Sex: Male
Age: 33 Level: 7
Training: Accuracy

Weight: 200 lbs. Basic Hits: 4
Agility Mod: - Strength: 15
Endurance: 17 Agility: 19
Intelligence: 11 Charisma: 23
Reactions from Good: +4 Evil: -4
Hit Points: 18 Damage Mod.: +2
Healing Rate: 0.4 Accuracy: +3
Power: (64) Carrying Capacity: 507 lbs.
Basic HTH Damage: 1d8 Movement Rates: 100” ground speed
Detect Hidden: 8% Detect Danger: 12%
Inventing Points: 7.7 Inventing: 33%
Origin: Former criminal
Legal Status: US citizen, with a criminal record
Alias: Peterson, Randal

Powers:
1. Willpower (A): PR=1 per use as a defense.
2. Heightened Attack: +7 damage
3. Speed Bonus: +49” ground speed.
4. Heightened Defense: -4 to be hit while conscious and mobile.
5. Heightened Agility (A): +12

Weapons:
Longbow: +4 to hit, HTH +1 damage, R=48”.
Billy Club:+2 to hit, HTH +1d4 damage.
Brass Knuckles: HTH +2 damage

Origin/Background: Randal is a former small time street hood, who at one point worked as muscle for supervillain. After watching the hero Strongbow sacrifice his life to save an innocent woman, and her child, he had change of heart and took up where the Bowman left off.

Combat Tactics/M.O.: In combat, he’s right in the thick of it. He’ll lead of with his bow, picking off anyone with a weapon, before jumping into finish off the rest with hand to hand attacks. And he’s definitely not afraid to take a couple of blows in the process. He receives as well as he dishes it out.

Personality/Character Traits: He's a little more hard edged than most heroes. While he won't kill, unless he's got no other choice, he's not above breaking a few bones, and cracking heads to make his point.

Rouges Gallery:

Killjoy , Jack & Jill

Additional Notes: The Yeoman is a “street level” hero for use in a low power, or slightly more gritty modern campaign. He’s not blood thirsty, but as pointed out, he’s more than happy to jump in and put the beat down on the local gang of thugs. The PCs, on the other hand may have serious problem with his methods. It’s up to the GM to determine exactly how he wants to integrate him into a game.

Some suggestions include having the local PD have reports of some new urban vigilante terrorizing the local street gangs. Or, if the game involves another street level hero, the to might “accidentally” stumble upon each other during a routine outing.

DSumner
09-13-2008, 12:06 AM
Apex
"I know you don't believe me, but you have to trust me."
http://img.photobucket.com/albums/v26/DSumner/vectornew.jpg
Identity: Jason Goodman
Side: Good Sex: Male
Age: 34 Level: 9
Training: Accuracy

Powers:
1. Willpower (A): PR=1 per hour for use as a defense.
2. Heightened Endurance (B): +22
3. Absorption: Apex absorbs both the damage produced by both Physical and Energy based attacks. The stored energy can be used to either boost his Strength to superhuman levels, or stored as additional Power. He’s vulnerable to magical and mental/psionic based attacks, as he’s unable to absorb them.
4. Flight: 782” , PR=1 per hour
5. Adaption: PR=1 per hour
6. Force Field: PR=1 per 2 points of damage stopped.
7. Prejudice: Apex's people tried to conquer Earth not to long ago. As a result, he's mistrusted by large portions of the population, and has to work at proving himself.

Weight: 225 lbs. Basic Hits: 5
Agility Mod: - Strength: 23
Endurance: 34 Agility: 19
Intelligence: 13 Charisma: 25
Reactions from Good: (-4) Evil: -4
Hit Points: 79 Damage Mod.: +2
Healing Rate: 1 Accuracy: +3
Power: (89) Carrying Capacity: 1,751 lbs.
Basic HTH Damage: 1d10 Movement Rates: 76” ground speed, 782” Flight Speed
Detect Hidden: 10% Detect Danger: 14%
Inventing Points: 11.7 Inventing: 39%
Origin: Alien
Legal Status: Currently being debated by the US government
Alias: Goodman, Jason

Origin/Background.: Apex is a genetically engineered humanoid alien, who's people sent him on Earth, as an infant, hoping to gain knowledge of our planet for their planned invasion. But, their plans were ruined when he turned against them and sided with his adoptive world, during their recent invasion. Despite that fact many humans no longer trust him, and suspect his motives after learning of his true origin.

Combat Tactics/M.O.: In combat, Apex is usually one of the power houses. His absorption and force field allow him to soak up huge amounts of damage, while growing stronger in the process. He’ll try to position himself to take most of the punishment being directed at any other members of the group. Once his strength reaches a level he feels in sufficient, he’ll usually go after the biggest threat, using his strength to pummel his opponents into submission.

Personality/Character Traits: Until recently he was the poster child for middle American values, he as raised by his adoptive parents to believe in God, family and country, and that in the end the good guys always win. He’s deeply troubled by the revelation of his true origins and the fact that he was intended to be the a living weapon used against the people he’s grown to love. But, that hasn’t stopped him from doing everything in his power to protect those around him from harm.

Additional Notes: Which alien race either Apex belongs to is left up to the GM to decide. Other than his close friends, and teammates, people will react to him with extreme distrust. If the PCs have government contacts, he may be asked to leave from classified briefings, or to abstain from taking part in certain missions. GMs should play this aspect up and see how there players react to them showing up on the scene of say a train wreck, or tornado, and being booed because Apex is with the group.

DSumner
09-13-2008, 12:10 AM
MERLYN
"Be done with him, we can not afford to waste time dealing with this fool."
http://img.photobucket.com/albums/v26/DSumner/Superheros/Immortal.jpg
Identity: Merlyn
Side: Good Sex: Male
Age: 45*(see below) Level: 14
Training: Endurance

Powers:
1) Willpower (A): PR=1
2) Weather Control Device: Magical Staff: See pages 18-19 for a full description of this power.
3) Heightened Intelligence (A): +12
4) Body Power: Retarded Aging: He has magically slowed his aging process to 1/10th of normal.
5) Heightened Charisma (B): +13
6) Pet: Talon: A Peregrine Falcon. Use the stats for an Eagle from page 46 of the rulebook.
7) Magic Spells:
a) Deflection: Save vs. AGL to deflect magical based attacks back at attacker. Only usable from front or side arcs.
b) Thunderbolt: Attacks as Lightning Control. PR=3, R=END x 2 (46”), 1d12 damage
c) Thunderclap: Attacks as Sonic Abilities. PR=4, R=END x 2 (46”), 1d12 damage
d) Fireball: Attacks as Flame Powers. PR=2 , R=END x 2 (46“), 1d12 damage
e) Forget: Target must save vs. INT or forgets. R=I, PR=variable (See table)

1 thought - PR=1
5 min - PR=3
1 hour - PR=5
1 day - PR=7
1 week - PR=12
1 month - PR=20
1 Year - PR=25

f) Sphere of Protection: Affects the user as though he were protected by a Force Field. PR=1 per turn, +1 per two points of damage stopped.
g) Shrink: Unwilling targets must save vs. END or be shrunken to 6” in height. R = Self, PR = 3
h) Portal: Acts as Dimensional Travel. Special Requirement: Must use a normal doorway as a focus for this spell. PR=5
I) Flight: PR=1 per hour. 115“ (max speed is based on 5 x END).
j) Dispel Magic: PR=6* To successfully dispel a spell cast by another, he must successfully roll his inventing percentage, or lower, on 1d100 - the level of the individual who cast the spell. He may increase his percentage chance by spending additional power. For each additional point spent, he increases his chance to succeed by 2%.
k) Mirror Image: Creates multiple illusions of him. R=I, PR=3+1 for each additional image.
l) Invisibility: PR = 2 per hour.
m) Spirit Drain: Attacks Devitalization Ray, R=I x 2 (52”),
n) Fickle Fingers: Drains 1d6 AGL. Target must save vs. END to resist effects. Affected characters recover 1 point of AGL per hour.
o) Shield: Defends as though it were force field. R=I (26”)

Weight: 165 lbs. Basic Hits: 4
Agility Mod: - Strength: 13
Endurance: 23 Agility: 16
Intelligence: 26 Charisma: 28
Reactions from: Good: +5 Evil: -5
Hit Points: (30) Damage Mod.: +3
Healing Rate: 0.6 Accuracy: +2
Power: (78) Carrying Capacity: 373 lbs.
Basic HTH Damage:1d8 Movement Rates: 52” ground
Detect Hidden: 18% Detect Danger: 22%
Inventing Points: Inventing: 78%
Origin and Background: English, mystical
Legal Status: N/A
Name: Merlyn
Alias: none

Origin and Background: Not much is known about the past of the man simply known as Merlyn. Some have postulated that he may be a reincarnation of the Merlin of Arthurian myth, whether this is true or not remains to be seen, and Merlyn has done nothing to offer any clues to his origins.

Combat Tactics/M.O.: Merlyn prefers not to engage in direct combat, preferring to remain on the sidelines using his mystical abilities to support his comrades. He’ll usually target the most powerful opponents with either his Fickle Fingers, or Spirit Drain. If forced into a physical combat situation he will use immediately cast his Sphere of protection spell. He will do his best to disengage form his target cast either a Fireball, Thunderbolt, or Thunderclap spell.

Personality/Character Traits: When it comes to mystical threats, Merlyn is a force to be reckoned with. He’s defended the Earthly plane for many decades, defeating an untold number of otherworldly threats. The problem is he lets everyone know it. To be honest, Merlyn comes across as a bit of an ass, as he has somewhat of a condescending attitude. It’s not unusual for him to belittle his fellow heroes, if he feels they are not meeting his exceptionally high standards. He doesn’t tolerate fools, or rashness. As a result, his personality tends to grate on those around him. It’s not unusual for him to expect to lead missions involving mystical threats, as “His many years of experience provide him with knowledge that others could hardly comprehend.” But, unlike many blow hards and loud mouths the heroes may encounter, Merlyn has the ability to back up his comments. When it comes to the mystical world, he’s not one to be toyed with.

Rouges Gallery:

Black Raven, Hellspawn, The Sorceress, Azerac: The Usurper

Additional Notes: Merlyn could be used as a powerful ally for any hero group. He could quite easily be integrated into any game, or scenario involving magic. His superior attitude could come as a bit a of a shock to the PCs, especially PCs who are used to running the show. GMs could use this to cause a bit of friction, having him go head to head with the team's leader if he feels the group is making a mistake (i.e. the GM wants to have a little fun at the players expense). this should be played up to the fullest, with the Gm doing his best to undermine the group's leader by constantly having Merlyn make side remarks such as, "I suppose this is the most I could expect when dealing with some as inexperienced as YOU." Basically you want things to come to a head, and the PCs should have to force him to treat them as equals. Once they do, I'd suggest giving them an additional point or two of charisma for the effort.

DSumner
09-13-2008, 12:16 AM
PHOTON
“Sorry you got banged up holmes, but I couldn’t stand by and let you jack the nice lady’s car.”
http://img.photobucket.com/albums/v26/DSumner/Superheros/Image6.gif
Identity: Migel Jesus Ortega
Side: Good Sex: Male
Age: 28 Level: 6
Training: Accuracy

Powers:
1. Light Control: R=26”, 2d8 damage, PR=1 per attack
2. Absorption: Light Energy: White Star absorbs the light energy generated by energy based attacks. The damage boosts his Power score by two points per point of damage taken.
3. Adaption: PR=1 Per Hour
4. Flight: 304” max speed; PR=1 per hour
5. Heightened Attack: +5 damage
6. Heightened Strength (A): +9
7. Vulnerability: Darkness based powers.

Weight: 180 lbs. Basic Hits: 4
Agility Mod: - Strength: 19
Endurance: 16 Agility: 13
Intelligence: 12 Charisma: 14
Reactions from: Good: +1 Evil: -1
Hit Points: (16) Damage Mod.: +1
Healing Rate: 0.4 Accuracy: +1
Power: (60) Carrying Capacity: 761 lbs.
Basic HTH Damage: 1d8 Movement Rates: 48” ground, 304” fight
Detect Hidden: 10% Detect Danger: 14%
Inventing Points: 6 Inventing: 36%

Origin/Background: Migel is a Hispanic male police officer from Los Angeles, CA, and a member of the LAPD's gang unit. He's married and is the proud parent of a young daughter.

Combat Tactics/M.O.: Migel basically functions as a flying “sniper” using his light control powers to selectively pick off ground targets. He’ll also use his “flash” to blind opponents until they can be effectively dealt with by his teammates.

Personality/Character Traits: Migel, while somewhat of an idealist, is very level headed, and has both his feet firmly planted on the ground. He has no illusions about what it takes to be hero in his city. While not as experienced as some of the team’s senior members, his abilities, and coolness under pressure, could one day help him advance to a leadership position within the team. He’s also, vary conscious of his image in the Hispanic community, and is well aware that many young Hispanics look to hi as a role model.

Additional Notes: Migel has extensive knowledge of the various gangs operating in southern California, and would make and outstanding contact or ally for the PCs. It wouldn’t be unusual for PCs with a law enforcement background to bump into him at a training conference in his civilian ID. Or, have him arrive as a guest speaker at school. If the PCs characters have children, they might attend the same school as Migel’s could lead to some interesting situations with a creative GM.

DSumner
09-13-2008, 12:22 AM
BOUNTY
"I just want you to know, it's nothing personal, but business is business."
http://img.photobucket.com/albums/v26/DSumner/Superheros/BountyHunter.jpg
Identity: Randal Jerome Washington
Side: Evil Sex: Male
Age: 37 Level: 9
Training: Accuracy

Powers:
1. Invulnerability (Device): Battle Suit, 18 points
2. Life Support : See page 14 for additional rules
3. Heightened Senses (Device): Sensory Array 3x Detect hidden and Danger
4. Weakness Detection: +5 to attacks; see page 18 for additional rules.
5. Special Weapon (Smart Gun): R= 60”. Fires heat-seeking “smart rounds”. The pistol is keyed to Bounty’s bio signature, and may only be fired by him. 12 rounds per magazine. Up to six magazines carried.
a) Armor-piercing explosive rounds: +4 to hit, 1d12 damage, 1” blast radius.

Inventions:
a) Photon Grenades: +2 to hit, 2d8 damage, attacks as Light Control. Carries 4 grenades.
b) Disc Grenades: +2 to hit, 1d10 damage, R = Ax 2, 2” blast radius. AGL roll to “bounce” grenades off of solid objects.
c) Acid Spray: Attacks as Chemical Attack. 1d12 damage. R = 2”, damage from the spray affects targets as though they were hit by a Disintegration Ray.
d) Beam Knife (right) wrist: +2 to hit, HTH+1d4 damage.
e) Monofilament Garrote: +4 to hit, HTH +1d6 damage.
e) Electro-Shock Bolas: +3 to hit, HTH +1d3 damage; Carrier attack for Paralysis Ray Attack, 6 charges.
f) Shock Stick: +3 to hit, 1d12 damage; Attacks as Lightning Control, 8 charges.

Equipment:
a) Scattergun (Automatic Shotgun): +3 to hit, 2d6 damage, R=15”
b) Blaster (Energy Pistol): +2 to hit, 1d10 damage, R=45”
c) Force Screen: Acts as a Force Field for defense. 25 charges, 1 charge expended for every to points of damage stopped.

Weight: 210 lbs. Basic Hits: 4
Agility Mod: - Strength: 15
Endurance: 19 Agility: 15
Intelligence: 16 Charisma: 9
Reactions from Good: - Evil: -
Hit Points: 22 Damage Mod.: +2
Healing Rate: .5 Accuracy: +2
Power: (65) Carrying Capacity: 554lbs.
Basic HTH Damage: 1d8 Movement Rates: 49” ground,
Detect Hidden: 36% Detect Danger: 48%
Inventing Points: 3.4 Inventing: 48%
Origin and Background: Time traveling mercenary and bounty hunter

Origin and Background: Bounty is a time traveling bounty hunter from 50 years in the future. Due to an unfortunate "incident" with one of his employers, he's stuck here, until he can figure a way back home. Until then, he's making the most of his skills.

Combat Tactics/M.O.: In combat, he'll try to take out fliers, and anyone with long range attack abilities first. If he has the time, he'll lay booby traps, extra weapons, etc. in the area he's operating in. He'll also make sure he has an escape route, and a back-up planned.

Personality/Character Traits: Randal is as cold blooded and mercenary as they come, he’d slit his own mother’s throat if he thought it was necessary to complete a contract.

DSumner
09-13-2008, 12:23 AM
PROTEUS
http://img.photobucket.com/albums/v26/DSumner/Superheros/Proteus.jpg
Identity: -
Side: Evil Sex: -
Age: ? Level: 8
Training: Accuracy

Powers:
1. Transformation: Shapechange: Shapes and Objects only. He has the ability to alter his physical form and assume the shape of any object of similar size.
2. Body Power: Synthetic Body:
a) Stretching: Max Length = 153”. Max area is a square 76” on a side. Maximum cubic size is 38” in thickness. PR = 1 per use as a defense.
b) Invulnerability: 27, only vs. Kinetic energy attacks.
c) Regeneration: 1 action per turn maximum to heal full rate, can’t heal damage caused by fire.
3. Heightened Strength (B): +13
4. Heightened Endurance (B): +18

Weight: 225 lbs. Basic Hits: 5
Agility Mod: -2 Strength: 24
Endurance: 27 Agility: 18
Intelligence: 13 Charisma: 15
Reactions from Good: - Evil: +1
Hit Points: 84 Damage Mod.: +2
Healing Rate: 4 Accuracy: +3
Power: (82) Carrying Capacity: 1,859lbs.
Basic HTH Damage:1d10 Movement Rates: 56” ground
Detect Hidden: 10% Detect Danger: 14%
Inventing Points: 10.4 Inventing: 39%
Origin and Background: Synthetic Being
Legal Status: Wanted in the US on various charges.
Name: -
Alias: Proteus

Origin and Background: Proteus is a synthetic being created as part of an experimental weapons program using reverse engineered alien technology.

Combat Tactics/M.O.: During battle, he’s a flurry of motion, assuming one shape, and then suddenly shifting forms to something else.

Personality/Character Traits: Proteus exact motivations have yet to be reveled. He seems to amassing various technologies for some unknown purpose. The one constant theme in all of his crimes is that he seems to specifically target companies that specialize in developing artificial intelligence technology.

DSumner
09-13-2008, 12:24 AM
Minotaur
"You dare strike me"
http://img.photobucket.com/albums/v26/DSumner/Superheros/minotaur2.jpg
Identity: Alcander the Strong
Side: The Brotherhood of Power Sex: Male
Age: 370 Level: 6
Training: Accuracy

Powers:
1. Mammal Powers:
a) Heightened Strength: +14
b) Reduced Charisma: -6
c) Speed Bonus: + 37" ground speed
d) Natural Weaponry (Horns): +2, +4
e) Heightened Senses (Smell): 3x normal % to detect Hidden/danger
2. Special Weapon: Thunder Blade - A 5’ long magical Battle Axe : +3 to hit, HTH + 1d10 damage.
a) Dimensional Travel: By “cutting” through the veil of reality, Minotaur can travel freely between this reality, and his. Limited to two uses (charges) per day.
3. Body Power:
a) Shockwave stomp: When he stomps with his hoof, a vibratory shockwave is produced along the ground, radiating out in a circle from the point of impact. It affects an area 5"x5". Any in the affected area must save vs. AGL, or loose your footing. Attacks as Vibratory Control. Inanimate objects in contact with the ground take damage as though they were struck by a vibratory attack.
b) Super Leap. He can leap 3 times his normal distance (I use a leaping rule suggested by Tim Hartman).
c) His final weight, END, and Power are doubled.
4. Regeneration: Can't regenerate fire damage.
5. Heightened Defense: -4 to hit while conscious and mobile.
6. Low Self Control: Berserker Rage: When struck by flame, or insulted about his looks, he must save vs. INT, or fly into rage. (I'll probably refine this later).

Weight: 650lbs. Basic Hits: 13
Agility Mod: -4 Strength: 28
Endurance: 36 Agility: 10
Intelligence: 12 Charisma: 6
Reactions from Good: +4 Evil: -4
Hit Points: 145 Damage Mod.: -
Healing Rate: 1.1 Accuracy: -
Power: (172) Carrying Capacity: 8,304lbs.
Basic HTH Damage: 2d10 Movement Rates: 111” ground speed, Leaping
Detect Hidden: 30% Detect Danger: 42%
Inventing Points: 6.6 Cash:
Inventing: 33%
Origin: Extra-Dimensional mythical being
Legal Status: Wanted in US, Canada, and the EU for various crimes
Name: Alcander the Strong
Alias: None

Origin and Background: Minotaur is the former commander of his home world’s Royal Guard. When his plot to slay the Royal Family, during a coup, was discovered, he was forced to flee to our world. Now he waits until the day he can return and take his revenge against his enemies.

Combat Tactics/M.O.: In battle, Minotaur, is quite simply a beast. He’ll usually wade into the hick of it, smashing the strongest opponents he can find.

Personality/Character Traits: Brutish and warlike, he doesn’t really like humans, but tolerates them because he needs their help.

DSumner
09-13-2008, 12:26 AM
The Sorceress
"Little man, now you shall know the true meaning of pain."
http://img.photobucket.com/albums/v26/DSumner/Superheros/Scarwitch4-1.png
Identity: Selena
Side: The Brotherhood of Power Sex: Female
Age: 85 Level: 7
Training: END

Powers:
1. Heightened Charisma (B): +19
2. Willpower (A): PR= 1
3. Magic Spells:
a) Shadow Animation: This spell allows the character to animate his shadow or the shadow of another. Treat as a solid energy illusion. R=Ix2, RR=3 per shadow.
b) Shroud of Darkness: Acts as the standard Darkness power. R=I, PR=2
c) Acid Rain: A dark, menacing thunderstorm rapidly appears, producing highly acidic rain drops that burn on contact. Attacks as Chemical Power. 1d12 damage, R=Ix2, PR=8
e) Enthrall: Only usable against males. Only one command is given, "love me". Acts as the standard Mind Control power with the following modifications. R=C, Maximum number of targets that can be controlled is = to E+C/2.
f) Mystic Bolt: Attacks as Power Blast. PR=3, R=E+I (31”)
g) Spirit Drain: Attacks and acts as a standard Devitalization Ray attack. PR=3, R=Ix2
h) Invisibility: Acts as the standard Invisibility Power. PR=3 per hour, per person affected.
i) Enrage: Attacks as Emotion Control. Victims must save vs. I or become overcome with rage, lashing out against anyone within reach. PR=10, R=30”, maximum area affected = I in inches.
j) Inferno: The target is engulfed in a swirling cloud of mystical hellfire. Attacks as flame powers. R=28”, PR as per flame powers (A).
4. Animal Control: Rodents and Reptiles. See pg. 9 for a full description of this power.
5. Special Requirement: See Below

Inventions:
a) Ring of Protection: Her Ring provides her with 15 points of Invulnerability.
b) Potion of Immortality: She’s managed to concoct a potion that prevents her from aging. While physically over 80 years old, she appears to be an attractive woman in her early 30's. The potion makes use of the blood of attractive young females. If she does not consume the potion on a daily basis, she will begin to age a very rapid state until her body reaches it’s actual age. The blood of a normal human female will allow her to create enough of the potion to last approximately one month.

Weight: 150lbs. Basic Hits: 3
Agility Mod: - Strength: 9
Endurance: 14 Agility: 15
Intelligence: 17 Charisma: 30
Reactions from Good: -5 Evil: +5
Hit Points: 8 Damage Mod.: +2
Healing Rate:0.3 Accuracy: +2
Power: (53) Carrying Capacity: 160lbs.
Basic HTH Damage: 1d4 Movement Rates: 38” ground speed
Detect Hidden: 12% Detect Danger: 16%
Inventing Points: 2.9
Inventing: 54%
Origin: Eastern European,
Legal Status: Wanted in US and the EU for various crimes
Alias: None

Origin and Background: The Sorceress was born on the eve of WWI to a cabal of European witches. While many of her "sisters" were killed during the war, she managed to survive and immigrate to the west.
Over the years she’s managed to amass quite a fortune, including many valuable antiques and arcane relics.
Now the last of her kind, she’s

Combat Tactics/M.O.: The Sorceress rarely engages in direct combat. Instead she’ll hang back using various spells to help her more physically capable teammates.

Personality/Character Traits: Strong willed and intelligent, but vain and cruel, she thinks of nothing but her own personal pleasures, and how to prolong here unnatural life span. Her main weakness is the fear of old age, and the loss of her beauty as she knows that with her passing there here bloodline will fade from existence.

Additional Notes: The Sorceress needs a constant flow of young females to keep her supplied with her immortality potion. Heroes could become involved after a series mysterious disappearances involving young women. She’s likely to have taken up residence in an area with large number of young women, say near a local college campus, or gained membership to a women’s health club.

If the PC is involved in law enforcement, he may be assigned to investigate on of the disappearances. Or he could be a reporter assigned to cover the case. A good way insert her into an ongoing game is for the GM could drop clues in the local news over the course of several games. Have the players make a detect danger role to see if they pick up on the clues or decide to investigate on there own. Another option is to have local law enforcement or a family member of one of the missing girls ask for the players help in finding the missing girl.

One other note - I limit the maximum number of spells a character can have to their INT score. So if a character has an INT score of 15, that's the maximum number of spells they could use.

DSumner
09-13-2008, 12:30 AM
Here's the assassin Chimera. She's a member of The Silent Brotherhood, a group of the world's best assassins.

CHIMERA
"It's far to late to beg for mercy."
http://img.photobucket.com/albums/v26/DSumner/Superheros/Chimera.jpg
Identity:
Side: Evil/The Silent Brotherhood Sex: Female
Age: 26 Level: 6
Training: Endurance

Powers:
1. Heightened Intelligence (A): +9
2. Heightened Agility (A): +14
3. Weakness Detection:
4. Heightened Attack(A): +6 damage
5. Armor (B) Sneak Suit: 98 ADR
a) Heightened Senses (Sensory Net): 3x Detect Hidden & Danger
b) Invisibility: See pg. 14 for full description. (9 charges)
c) Clinging/Wall Walking: Special micro tubing in her boots and gloves allow her to cling to, and move on, most surfaces like a bug.
6. Special Weapon: Power Staff: +3 to hit, HTH +1d6 damage, carrier for Electrical Control attack. May be thrown like a spear; Range = 25"; Or collapsed, split in two, and used as fighting sticks. +2 to hit, HTH +1d4 damage. It can also be used to block/deflect incoming attacks. She must save vs. AGL to successfully block an attack from the front. PR=1 per an attack blocked. The maximum number of attacks she can block per turn = AGL/2
7. Body Power: Immunity to poisons

Weight: 130 lbs. Basic Hits: 3
Agility Mod: - Strength: 13
Endurance: 15 Agility: 25
Intelligence: 19 Charisma: 12
Reactions from Good: -1 Evil: +1
Hit Points: 14 Damage Mod.: +4
Healing Rate: 0.4 Accuracy: +4
Power: (72) Carrying Capacity: 240lbs.
Basic HTH Damage: Movement Rates: 53” ground speed
Detect Hidden: 52% Detect Danger: 18%
Inventing Points: 17.4
Inventing: 57%
Origin and Background: Japanese/American
Legal Status: US citizen with no criminal record.


Origin and Background:Chimera is a former Yakuza assassin now employed as one of the Silent Brotherhood's primary operatives. She's rumored to have single handedly killed several dozen people during a strike on an opium warlord's jungle strong hold.

Combat Tactics/M.O.: In combat, she will remain invisible, to shield her movements, and strike at her opponents from every direction, trying to quickly overcome any defenses her target(s) may have. She'll be everywhere at once, using the walls, ceilings, windows, etc. to the best of her advantage. It's not unusual for her to leap on the ceiling, and suddenly strike you form above. If things are looking bad for her, she will look for the most accessible escape route.

Personality/Character Traits: Cold, and calculating, she's known to take up to several months to plan out her strategy before striking. Once she's set on a course of action, it's extremely difficult for her to accept defeat.

Additional gaming notes: The Silent Brotherhood, and/or Chimera can easily be introduced into an on going game. I’d suggest that GMs slowly drop clues to their existence over the course of several gaming sessions before the PCs have any direct contact with the group. After the first encounter, they can be used as a long term foe for either a group of characters, or a single character.

As for Chimera, she could have been hired by an organized crime group, that the PCs have had run ins with, or a martial artist could have run into her in the past. Either one would fit nicely with her background. Once the PCs manage to defeat her, she’ll make it her mission to seek revenge for her defeat at their hands.

DSumner
09-13-2008, 12:32 AM
CHAR

"Now I'm gonna watch you burn !@$%^"

http://img.photobucket.com/albums/v26/DSumner/Superheros/Char-1.jpg

Identity: Terrence Lamar Jackson
Side: Evil Sex: Male
Age: 35 Level: 7
Training: Endurance

Powers:
1. Armor (A): 95 ADR
2. Body Power: Magma Touch: Attacks & Defends as Flame Powers, R=Touch, 1d12 damage, PR=2
3. Heightened Strength (B): +19
4. Heightened Endurance (B): +12
5. Tunneling: Char can superheat his body, allowing him to tunnel through solid materials. Max tunneling movement rate = (S + E/2)-SR of the material being tunneled through, or 28” per turn.

Weight: 400 lbs. Basic Hits: 8
Agility Mod: -2 Strength: 31
Endurance: 26 Agility: 12
Intelligence: 16 Charisma: 13
Reactions from Good: -1 Evil: +1
Hit Points: 82 Damage Mod.: +1
Healing Rate: 6.4 Accuracy: +1
Power: (82) Carrying Capacity: 6,478 lbs.
Basic HTH Damage: 2d8 Movement Rates: 66” ground, 28” tunneling
Detect Hidden: 12% Detect Danger: 16%
Inventing Points: 11.2 Inventing: 48%
Origin and Background: African American, Criminal.
Legal Status: American citizen, with an extensive criminal record.

Origin and Background: Terrence Jackson was a small time thief and street hustler, in Detroit, before his "little accident" gave him his powers.

Combat Tactics/M.O.: Char is a straight up brawler. He’ll do his best to close in on an opponent and grapple him, and use his “magma touch” to inflict as much damage as possible. If that fails he’ll try to ignite surrounding objects and through them at his foes.

Personality/Character Traits: Char is quite frankly a pompous ass and a bully. He’s been that way as long as he can remember, and the addition of super powers to the mix, just made his attitude worse.

DSumner
09-13-2008, 12:34 AM
OSPREY

"Back off, or I'll gut her like a fish."

http://img.photobucket.com/albums/v26/DSumner/Superheros/Peregrine.jpg

Identity: Ronald Frasier
Side: Evil/Brotherhood of Power Sex: Male
Age: 27 Level: 3
Training: Endurance

Powers:
1) Armor (B): 106 ADR
2) Wings (Device): +3 Agility, Flight speed = 2,448”; PR=1 per hour.
3) Bionics:
a) Heightened Agility (B): Computer enhanced reflexes: +19
b) Heightened Attack: Computer enhanced sensory systems: +1 point damage per level (+3)
c) Heightened Strength (B): Synthetic muscular system: +13
d) Heightened Senses: Enhanced Telescopic Vision: 3x Detect Hidden
4) Heightened Expertise: with his claws/talons (+2 to hit, +4 damage)

Inventions:
1) Retractable Talons/Claws: +2 to hit, +4 damage

Weight: 170 lbs. Basic Hits: 4
Agility Mod:- Strength: 25
Endurance: 14 Agility: 33
Intelligence:15 Charisma: 9
Reactions from Good: - Evil: -
Hit Points: 46 Damage Mod.: +5
Healing Rate: 0.4 Accuracy: +6
Power: (78) Carrying Capacity: 1,447lbs.
Basic HTH Damage: 1d10 Movement Rates: 72” Ground, 2,448” Flight
Detect Hidden: 12% Detect Danger: 14%
Inventing Points: 2
Inventing: 45%
Origin and Background:
Legal Status: Canadian citizen, with an extensive criminal record.
Name: Frasier, Ronald
Alias: Raptor

Origin and Background: Ronald Frasier was a petty criminal who got in over his head. He’d taken up with a low level Canadian villain thinking it was his ticket to the big leagues. During a battle with a group of Canadian heroes, there was an explosion and his body was severally damaged. After multiple surgeries, and several years in prison, he was finally released.

With is disabilities, and criminal record, he was unable to find a job to support himself, and hit rock bottom. That’s when a mysterious man appeared and made him an offer. He’d make Ronald “better” than he was before, and allow him to seek revenge on those who had done this to him. All he asked in return was that Ronald be required to perform certain tasks, from time to time. Failure to comply with the request (or more accurately put, order) would result in him being returned to his previous state. Ronald accepted.

The man made good on his promises, and while Ronald is ordered perform certain tasks such as theft, the elimination of certain people, or the gathering of materials, he’s pretty much allowed to lead his life as he wants to.

Combat Tactics/M.O.: Osprey is a vicious HTH combatant. His high AGL score allows him to repeatedly land accurate blows. He’ll normally fly high above the fray, swooping in to attack targets of his choosing. If a target proves immune to his attacks, he’ll back off allowing someone else to step in, and move on to a new target. He’s not above wounding innocent civilians to distract the heroes, allowing him to make his escape.

Personality/Character Traits: Ronald is fairly intelligent, and if he applied his brain power to getting an honest job, he would probably do well. Unfortunately, that’s not likely to happen. He’s not vicious, just petty and greedy, but, he’ll do what he feels he as to stay out of jail again.

Additional Notes: Who granted Osprey his powers, and what his motives are, is left up to the GM to determine.

DSumner
09-13-2008, 12:37 AM
Red Phoenix

"When all this is over, how about we meet back at my place for a drink?"

http://img.photobucket.com/albums/v26/DSumner/phoenix.jpg

Identity: Mark Johnson
Side: Evil Sex: Male
Age: 31 Level: 8
Training: Accuracy

Powers:
1) Heightened Charisma (A): +8
2) Flame Powers (B): PR=3 to activate; 3 per an attack; 1 per hour to maintain.
3) Heightened Expertise: w/Flame Powers
4) Adaption: PR=1 Hour for use as a defense.
5) Heightened Endurance (A): +13

Weight: 205 lbs. Basic Hits: 4
Agility Mod: - Strength: 13
Endurance: 24 Agility: 12
Intelligence: 12 Charisma: 20
Reactions from Good: -3 Evil: +3
Hit Points: (15) Damage Mod.: +1
Healing Rate: 0.7 Accuracy: +3
Power: (61) Carrying Capacity: 469lbs.
Basic HTH Damage: 1d6 Movement Rates:
Detect Hidden: 10% Detect Danger: 14%
Inventing Points: 9.6 Inventing: 36%
Legal Status: US citizen, with a criminal record.
Alias: Red Phoenix, Rod Steele

Origin and Background: A former adult movie star (Rod Steele), Red Phoenix still manages to maintain quite a following on the internet, including a number of unauthorized "fan sites", his former production company (now known as Phoenix Productions), and his daily blog (Diary of the Phoenix). During his last capture, he received several hundred "fan letters" from admiring females, and he's recently released a swimsuit calendar in Brazil

Combat Tactics/M.O.: He’s primarily concerned with making his escape, not getting into a slugging match with the local band of heroes. In combat, he’ll immediately activate his flame powers, and concentrate his attacks on fliers and anyone with a ranged attack. As soon as an opportunity to escape presents itself, he’ll take it.

Personality/Character Traits: Mark is extremely vain and hedonistic. He enjoys an extremely lavish lifestyle, wearing only the finest clothing, eating the best foods, and bedding down with beautiful women. He craves the attention his supervillain persona brings him. But, unlike most villains, Red Phoenix will go out of his way not to harm anyone, and in the right situation, he may even be convinced to help the heroes out. While he has no problem stealing, he’s quick to tell you he only steals from those who can afford it.

Additional gaming notes: When first introduced, Mark will hit on any and all the attractive female members of a group, and will continue to do so every chance he gets. It's not unusual for him to send them flowers, along with a picture, or one of his autographed calendars.

While Red Phoenix is a powerful opponent, he's not out to kill the PCs. He's not really that bad of a guy, and if the PCs make the effort, they may actually be able to get him to change his ways. It should be a gradual process over the course of a campaign. If some truly earth shattering event were to happen, he's very likely to assist the heroes. It's up to the GM to decide how he wants to play him though.

DSumner
09-13-2008, 12:49 AM
MOONSHADOW
http://img.photobucket.com/albums/v26/DSumner/Superheros/Random_ninja__by_pulyx.jpg

Identity: ?
Side: Evil Sex: Male
Age: ? Level: 7
Training: Accuracy

Powers:
1. Heightened Agility (B): + 24
2. Heightened Attack: + 7on all damage inflicted.
3. Heightened Defense: - 4 to hit while conscious and mobile.
4. Heightened Expertise: + 4 to hit w/Ninja Weapons.
5. Weakness Detection:
6. Body Power: Shadow Melding - Due to his specialized ninja training, Moonshadow gains the benefits of invisibility when in dark shadows or areas without illumination (see page 14, Invisibility).
7. Heightened Senses: Danger Sense: 4x Detect Danger; Spatial Awareness: 4x Detect Hidden
Weapons: Ninja-to (+2, HTH +1d6), Shuriken (+3, HTH +1, Range = S inches), Sai (+2, HTH +1d4, may be used to block opponents attacks, -4 to be hit in HTH if not attacking), Blowgun (+1, attacks as Chemical Attack, save vs. E, or affects as Paralysis Ray, Range = E inches).

Weight: 175 lbs. Basic Hits: 4
Agility Mod: - Strength: 15
Endurance: 15 Agility: 34
Intelligence: 16 Charisma:11
Reactions from: Good: - Evil: -
Hit Points: (41) Damage Mod.: +4
Healing Rate: 7.2 Accuracy: +7
Power: (80) Carrying Capacity: 427 lbs.
Basic HTH Damage:1d6 Movement Rates: 64” ground
Detect Hidden: 48% Detect Danger: 64%
Inventing Points: 11.2 Inventing: 48%
Origin and Background: Japanese, Master ninja assassin
Legal Status: Japanese citizen, with no criminal record.

Origin and Background: Very little information is available on the ninja known only as “Moonshadow”. He first appeared on the scene approximately five years ago, and restricted his operations to mainland Japan, where he reportedly carried out a number of murders for several warring Yakuza families. The only thing that is known, is that once he accepts a contract, he will not stop until that contract is fulfilled. Japanese police reports state that witness saw him seemingly appear from nowhere in a crowded room, cut his way through several heavily armed body guards, kill his target, then “vanish” into the shadows.

Moonshadow is a highly skilled ninja assassin with several other abilities. He can cloud the minds of his targets, rendering them unable to detect his presence, until he is ready to strike. He can detect weakness in most physical structures allowing him to strike at the point that will do the most damage, and he can blend into the shadows allowing him to conceal his movements. His speed and accuracy with his weapons is almost superhuman. His agility is at peak human levels, and very, very hard to hit. He normally makes use of classic ninja weapons, smoke and flash bombs, poisons, and various gases. He is also an expert n disguising his identity. In the past he has appeared as a businessman, a poor farmer, a police officer, and a crippled old man.

Combat Tactics/M.O.: Moonshadow prefers to remain in the shadows, rarely if ever attacking an opponent outright. He will observe his target for several days trying to gain information on him. If possible, he will assume the identity of a trusted figure (police, para-medic, etc.) so that he can get close to his target. Once he is within range he will use his weakness detection before striking. If all else fails, he also has access to several slow working poisons, that are designed to weaken his targets or powders that can blind them. Feel free to use your imagination when coming up with possible inventions.

Personality/Character Traits: Moonshadow is extremely loyal to his employers. Once he takes a contract, he will not stop until that contract is fulfilled.

DSumner
09-13-2008, 12:51 AM
DECIMATION
http://img.photobucket.com/albums/v26/DSumner/Superheros/Decimation.jpg
Identity: Casey Stone
Side: Evil/Ruin Sex: Female
Age: 16 Level: 7
Training: Agility

Powers:
1. Death Touch: PR=20 (see rule book for complete power description)
2. Disintegration Ray: 56" Range, 1d20 damage, PR=2 per shot
3. 2x Heightened Strength (B): + 44
4. Invulnerability: 18 points
5. Telekinesis: Capacity 1,130lbs., 91" range, Speed of object movement 112", PR=1, +1 per turn per object controlled paid on her first action; costs an additional point of PR whenever something else is grabbed.
6. Mutant Power: Destructive Aura - 1d4 damage to anything with in a 2” radius of her body.
8. Weakness (Special Vulnerability): 2x damage from holy artifacts.

Weight: 125 lbs. Basic Hits: 3
Agility Mod: - Strength: 56
Endurance: 16 Agility: 13
Intelligence: 13 Charisma: 16
Reactions from: Good: -2 Evil: +2
Hit Points: (31) Damage Mod.: +1
Healing Rate: 3.3 Accuracy: +3
Power: (98) Carrying Capacity: 11, 076 lbs.
Basic HTH Damage: 2d10 Movement Rates: 85” ground
Detect Hidden: 10% Detect Danger: 14%
Inventing Points: 8.4 Inventing: 39 %

Origin and Background: American, Mutant, former HS student
Legal Status: American citizen with duel British citizenship, currently wanted in the US, UK, and Canada

Origin and Background: Decimation is a 16 year old psi-sensitive female mutant that's been possessed by an alien entity. She's was never very stable to begin with, and when her powers emerged she completely went off the deep end. She nearly died during a suicide attempt, and during her recovery a extra-dimensional psionic entity to possession of her body. She’s clashed with Titan and the Protectors on several occasions.

Combat Tactics/M.O.: In combat she prefers to use her Disintegration Ray on flying opponents, or using her TK to throw objects at them. When engaged in HTH, she’ll try to pummel opponents with her strength, finishing them off with her Death Touch.

Personality/Character Traits: The entity has completely suppressed her natural personality. She’s cruel, vindictive and cruel, and enjoys inflicting pain on others. She should come as a nasty surprise to the PCs who may underestimate her because of her age.

DSumner
09-13-2008, 12:53 AM
Blaze
"Sorry about your luck mate, but now I'm gonna have to burn you."
http://img.photobucket.com/albums/v26/DSumner/Superheros/Blaze.jpg
Identity: Nigel Derrick Green
Side: Evil Sex: Male
Age: 29 Level: 5
Training: Damage
Powers:
1. Flame Powers (B): R=36”, 1d12 damage, PR=3, Max flight speed = 51”, PR=1 per hour of flight.
2. Heightened Endurance (B): +10

Weight: 190 lbs. Basic Hits: 3
Agility Mod: - Strength: 13
Endurance: 21 Agility: 15
Intelligence: 10 Charisma: 15
Reactions from Good: -2 Evil: +2
Hit Points: 23 Damage Mod.:+2
Healing Rate: 2.4 Accuracy: +2
Power: (59) Carrying Capacity: 408lbs.
Basic HTH Damage: 1d6 Movement Rates: 51” ground,
Detect Hidden: 8% Detect Danger: 12%
Inventing Points: 5 Cash:
Inventing: 30%
Origin and Background: British
Legal Status: British citizen with an extensive criminal record

Origin and Background: Derrick was a small time hood working for a gangster in Cardiff. That all changed when he broke into a warehouse filled with chemicals. The warehouse’s owner had refused to pay protection money, and his boos just couldn’t have that, so the warehouse had to go. Unfortunately for Nigel, the timer on the incendiary device malfunctioned, and the bomb detonated before he could get out. Nigel was now trapped in a warehouse full of burning chemicals with no way out. The blazing hot fumes soon overwhelmed him, but much to his surprise, he awoke a few hours latter, other than some singed clothing, he was none the worse for ware. Making his escape, he soon discovered he had several other new abilities. Now calling himself Blaze, he put his powers to use and has embarked on a crime spree that will allow him to live the type of life he thinks he deserves.

Combat Tactics/M.O.: In battle, he’ll primarily fly above the battlefield, engaging targets with burst of flame. To distract his opponents, he’ll try to randomly start fires or endanger innocent civilians. If things are really going bad, he’ll grab a hostage or two.

Personality/Character Traits: Derrick is cocky, arrogant and crude. He not only thinks God’s gift to women, but that he’s truly destined for greatness.

DSumner
09-13-2008, 12:54 AM
THUNDERBOY
"Ha, ha, ha, ha"
http://img.photobucket.com/albums/v26/DSumner/Superheros/Thunderboy.png
Identity: Ronald Masterson
Side: Evil Sex: Male
Age: 15 Level: 3
Training: damage

Powers:
1. Lightning Control: R=28”, 2d8 damage, PR=4, no machine control.
2. Heightened Strength (B)/Device: Asgardian Belt: +18
3. Teleportation Device: Mystic Hammer: (See below). Max Range = 23“; 14 charges.
4. Invulnerability Device: Asgardian Belt: 16 points
5. Special Weapon: Mystic War Hammer: +3 to hit, HTH+1d6 damage. May be thrown up to “S” inches.
a) Flgiht: 117”,
b) Sonic Powers: Thunder: Thunderboy’s Hammer may be used to create a deafening “Thunderclap” on impact. Attacks as Sonic Abilities. Damage = 2d8; 21 charges
c) Double Carrying Capacity: While holding his hammer, Thunderboy’s carrying capacity is doubled.

Weight: 135 lbs. Basic Hits: 3
Agility Mod: - Strength: 30
Endurance: 14 Agility: 9
Intelligence: 10 Charisma: 13
Reactions from Good: -1 Evil: +1
Hit Points: (10) Damage Mod.: -
Healing Rate: 0.3 Accuracy: -
Power: (62) Carrying Capacity: 3,834lbs.
Basic HTH Damage: 2d8 Movement Rates: 52” ground; 117” air
Detect Hidden: 8% Detect Danger: 12%
Inventing Points: 3 Inventing: 30%
Legal Status: Duel citizenship, US/Norway. Wanted in both the US and EU.
Name: Masterson, Ronald
Alias: Thunderboy

Origin and Background: Ronald "Ronny" Masterson, or Thunderboy as he is now known, is quite simply put, insane. Given his powers by Loki, the Norse god of mischief, he's slowly lost his grip with reality. Basically Loki’s goal is to have Ronald run amok, causing as much havoc and destruction as possible. He knows that Ronald will eventually be stopped, but until then, he plans on sitting back to enjoying the show.

Combat Tactics/M.O.: Thunderboy’s primary tactic is to smash everything in sight. If confronted, he’ll lead off with a lightning bolt, and then begin swinging away with his hammer. He’ll use his teleportation to get behind his target, and strike them from the rear. He’ll use his “Thunderclap” to inflict collateral damage to the surrounding area, shattering glass, smashing buildings etc. He’ll then fling debris in every direction, until he tires, or becomes bored.

Personality/Character Traits: Ronald is basically a 15 year old mentally unstable sociopath with superpowers. His powers have severed whatever links he still had with humanity. He now lives for the next time he can inflict harm on others.

DSumner
09-13-2008, 01:04 PM
Nachteule
http://img518.imageshack.us/img518/1496/knightowl209xv.jpg
Identity: Max Kruger
Side: Good Sex: Male
Age: 36 Level: 8
Training: Accuracy

Powers:
1. Heightened Agility (A): + 8
2. Heightened Endurance: (A) + 15
3. Heightened Defense: - 4 to hit while conscious and mobile.
4. Heightened Attack: + 8 on all damage inflicted.
5. Heightened Senses Device: Night Vision Goggles: No penalty for darkness.
6. Weakness Detection:
7. Utility Belt: mini-cutting torch, Lock Pick set, Mini flashlight, Handcuffs, radio, PDA.
a) Owl’s Crescents (Crescent Moon shaped throwing blades): +3,HTH +1, Range = A inches
b) Collapsible Baton: +2, HTH + 1d4
c) Boomerang: +2, HTH + 1, R = 52”
d) Bola: +3, HTH + 1d3, R = 26”
e) Flash Pellets: Special Light Attack for Blinding damage. Attacks as Light Control)
f) Tear Gas Pellets: R = S (15”), creates a 2”x2” cloud of gas. Affects last for 1d6 + 2 turns. Save vs. End or victims are at -4 to hit. Attacks as Chemical Attack
g) Grappling Hook/Swing line: 44” of line. A save to use grappling hook.
h) Mini-Rebreather: Life Support, 1 hour air supply.

Invention: Glider Cape: 78” air speed, must have air currents to gain altitude.

Weight: 180 lbs. Basic Hits: 4
Agility Mod: - Strength: 15
Endurance: 27 Agility: 26
Intelligence: 15 Charisma: 20
Reactions from: Good: +3 Evil: -3
Hit Points: (56) Damage Mod.: +3
Healing Rate: 3.2 Accuracy: +4
Power: (81) Carrying Capacity: 532 lbs.
Basic HTH Damage:1d8 Movement Rates: 68” ground
Detect Hidden: 10% Detect Danger: 14%
Inventing Points: 8.8 Cash: $
Inventing: 39%
Background: German, former soldier and Border Guard, now president of a major private security firm, Sentinel Security Services., International.
Legal Status: German citizen, with no criminal record

Origin/Background: Max Kruger is the son a Army officer. His father, a stern man, instilled a strong since of justice into max. After serving a short term in the German Army, where he excelled as a member of one of the three elite Long Range Scout Companies, Max entered into a law enforcement career as a Border Guard. With the fall of the wall, and the collapse of the Soviet Union, Max saw a growing need for private security services, and left the Border Guard’s to form his own private security firm. Shortly after that, Max received devastating news, both his parents were killed by a group of criminals in the employee of the criminal organization CHAOS. Max, vowed revenge on those he deemed responsible. Knowing that he could endanger the rest of his family, he choose to adopt a new identity, Nacheule, the Night Owl. Since then Nacheule has been the terror of the German criminal scene. The never when or where he will strike from.

Combat Tactics/M.O.: Max prefers thinking to fist fights. He will usually hang back using his weakness detection. When he finally does strike, he’ll go after the most powerful foe first, leading off with either a tear gas or flash pellet. If things get to heavy, he has no problem with retreating to fight another day.

Personality/Character Traits: Max is very level headed and thinker. He's and extinsive reader and speaks three languages (German, Russain, and English). He has a strong since of duty, and will always stop to help out someone in need. He’s very generous, donating large sums of money to charities he deems deserving. When not in his costumed identity, he can usually be found in his office digging through intelligence reports, or in the gym training.

*NOTE*

Thanks to "Major Adventure" and www.superbuddies.com/forum for the pic and the idea seed.

Justice
12-18-2008, 05:48 AM
Hey, hey! Welcome BACK Dom!

:ola:

Just in time for Christmas, too!

Are you stuck in Mississippi - "MS"?

- and a name for your Storm Giant demi-god super -

I once had a semi-hemi-demi-god PC named "Lord Marg" with a STR of 25 in AD&D 2nd edition rules. Old bad munchkin days.

His appearance was based on the barbarian warrior from "Fire and Ice":

http://www.criticalfumble.net/forum/attachment.php?attachmentid=1694&stc=1&d=1229594243

Use if you like.

DSumner
12-18-2008, 06:26 AM
Yes I'm stuck in Mississippi. I was supposed to leave on the 16th, but they keep screwing me over on my flight. I'm FINALLY sitting at the airport, and have a six hour wait for my flight. They still have to figure out how I'm going to get paid for the two days of leave I've burned up sitting here.

AnotherSKip
12-18-2008, 09:09 AM
it's called "cutting a check"?
*barump Ching!*
thank you, thank you, ladies and germs, try the veal! :throwup:

but to the real gist of the thread you could go for northern regions 'royalty' titles for his heroic name.

ie Jarl, Earl, etc...depending upon where he is located you could also look at eskimo/alute stories . there isn't really much to the south of the equator IIRC.


i used to use Halciyon (sp) for a weather controlling avian I had back in the late 80's. Look it up there may be ideas there. that or Tjorn (deep dark pool of water high in the mountains).

Aj Woj
12-19-2008, 02:19 AM
Just wanted to comment and say that these are VERY cool heroes and villains!!!!! good job!

Justice
12-19-2008, 05:20 AM
I'm still playing with the name for the group...

I would look into Norse mythos and pull something from there - keeping a Teutonic feel (like your Nachteule/Night Owl) I'd use German (http://translation2.paralink.com/)as a base.


Crystal Guard = Kristallwächter
Crystal Killers = Kristallmörder
Crystal Soldiers = Kristallsoldaten

Frost Giants = Frost-Riesen
Frost Soliders = Frost-Soldaten

Storm Warriors = Sturmkrieger