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DSumner
09-30-2008, 09:05 AM
V&V Character Creation Challenge

I did this back on the old boards, and figured I'd have a little fun by trying it here. I'll start off by posting a set of randomly rolled powers and weaknesses. Your job is to come up with a character (Name, background, explanation of powers, etc.). As with standard V&V, you you'll have your list of powers and one weakness, plus you'll have to choose a power to drop. You'll have one week from the date I post the info, to post your replies. The character can be a hero or a villain, just try to make it interesting. After that, someone else will do the same, and so on until we get bored and move on to some other way to waste our time (yes I'm that bored over here). So without further delay, here's the first entry. Have at it.

Powers:
1. Speed Bonus
2. Heightened Charisma (B)
3. Flame Powers
4. Telepathy
5. Weather Control
6. Heightened Senses
7. Weakness: Physical Handicap

Strongman
09-30-2008, 11:59 AM
V&V Character Creation Challenge

I did this back on the old boards, and figured I'd have a little fun by trying it here. I'll start off by posting a set of randomly rolled powers and weaknesses. Your job is to come up with a character (Name, background, explanation of powers, etc.). As with standard V&V, you you'll have your list of powers and one weakness, plus you'll have to choose a power to drop. You'll have one week from the date I post the info, to post your replies. The character can be a hero or a villain, just try to make it interesting. After that, someone else will do the same, and so on until we get bored and move on to some other way to waste our time (yes I'm that bored over here). So without further delay, here's the first entry. Have at it.

Powers:
1. Speed Bonus
2. Heightened Charisma (B)
3. Flame Powers
4. Telepathy
5. Weather Control
6. Heightened Senses
7. Weakness: Physical Handicap

Sirocco

1. Speed Bonus: to ground movement
2. Heightened Charisma (B)
3. Flame Powers: type B, no external flames but heat is generated
4. Weather Control: change most of the weather to something heat-related and can bring up sand-themed "weather" events such as a desert whirlwind hitting with wind and sand rather than a standard tornado, etc.
5. Heightened Senses: senses movement in the air in a radius of Ix10 outside or I inside by concentrating on it, x3 detect danger or hidden as applicable

A Middle Eastern character who could be hero or villain. Powers are mystic in origin (perhaps an ancestor was an efreeti?).

AnotherSKip
09-30-2008, 02:38 PM
Identity: Minds Eye
Side: G
Name: Stuart Rose
Sex: M
Experience: 0
Level: 1
Age: 23
Powers: 4
Training: End Agility & Int
1. Motivational Movement (Speed Bonus): Minds Eye adds Charisma to Movement speed, & adds Reaction Adjustment to Initiative. He is motivated to do more, more often than others of similar physical ilk.
2. Heroic Upbringing (Heightened Charisma [B]) +19, taught from an early age to be good he has also learnt motivation to do much more after
4. I See Into Your Soul (Telepathy): Minds Eye has the standard telepathic abilities.
6. The Third Eye (Heightened Senses): Using his telepathic powers in different ways than the standard operations Stuart can detect mentally active opponents 90% of the time, determine Truth as known to the questioned character, alignment, group affiliation and level with the same chances of success at up to C” away. This can be done though any material of a structural intensity of less than his Int (14) heavy metals seem to affect his mental powers to some small degree.

Weight: 196
Basic hits: 4
Agility mod: -
Str: 10
End: 11
Agil: 8
Int: 14
Char: 34
Good React: +6
Evil React: -6
Hit mod: (1) ( 1) (.8 ) (1.1)= .88
Hit Points( 4 ):
Power (43):
Healing Rate: 1
Dmg Mod: -
Accuracy:-2
C. Cap: 206
Basic HTH Damage: 1d4
Movement Rates: 63” ground movement
Detect Hidden: 10
Detect Danger: 14
Inventing Points: 1.4
Inventing %: 42%
Cash:$
Inventions:

Origin and Background: His paternal grandfather had been involved in the sacking of a WWII Nazi scientist’s lab never letting on to the strange things he saw. His maternal family was from a long line of witches and they passed on to him the learning to understand what he could sense.
Now he goes forth to battle crime as Minds Eye, Defender of Truth.

Legal Status: (Security Clearance= ) normal human

Other information: Other Mystics and Mentalists report sensations of a third eye, when that power is active. Mystics and Mentalists with Heightened Senses can detect the operation & existence of the power, whether it is active or passive

With reasonable rolls for Int, & Chr, a negative on Agility and barely approaching above average on Str & End, I dropped the Flame power, Weather Control & Physical Handicap. Though good solid useful powers, focusing on the characters mental abilities and, in fact, refocusing Everything to that mindset makes the character a much more versatile character than a regular energy blaster.

baldingfatman
09-30-2008, 05:09 PM
I like Mind's Eye. He seems to have a bit of an old Repulblic serial hero feel to me (some of the mystique of the pulp hero, but with Golden Age super-hero values and goodnss).

Stephane
09-30-2008, 07:20 PM
Skip, you always have quite colorful ways of adapting powers names and description. I like Mind's Eye.

AnotherSKip
09-30-2008, 08:53 PM
Skip, you always have quite colorful ways of adapting powers names and description. I like Mind's Eye.

Blame it on Champions/Steve Long's insistance that powers should have names... even +1" ground movement .

bishoplogan
09-30-2008, 10:27 PM
Identity: Minds Eye
Side: G
Name: Stuart Rose
Sex: M
Experience: 0
Level: 1
Age: 23
Powers: 4
Training: End Agility & Int
1. Motivational Movement (Speed Bonus): Minds Eye adds Charisma to Movement speed, & adds Reaction Adjustment to Initiative. He is motivated to do more, more often than others of similar physical ilk.
2. Heroic Upbringing (Heightened Charisma [B]) +19, taught from an early age to be good he has also learnt motivation to do much more after
4. I See Into Your Soul (Telepathy): Minds Eye has the standard telepathic abilities.
6. The Third Eye (Heightened Senses): Using his telepathic powers in different ways than the standard operations Stuart can detect mentally active opponents 90% of the time, determine Truth as known to the questioned character, alignment, group affiliation and level with the same chances of success at up to C” away. This can be done though any material of a structural intensity of less than his Int (14) heavy metals seem to affect his mental powers to some small degree.

Weight: 196
Basic hits: 4
Agility mod: -
Str: 10
End: 11
Agil: 8
Int: 14
Char: 34
Good React: +6
Evil React: -6
Hit mod: (1) ( 1) (.8 ) (1.1)= .88
Hit Points( 4 ):
Power (43):
Healing Rate: 1
Dmg Mod: -
Accuracy:-2
C. Cap: 206
Basic HTH Damage: 1d4
Movement Rates: 63” ground movement
Detect Hidden: 10
Detect Danger: 14
Inventing Points: 1.4
Inventing %: 42%
Cash:$
Inventions:

Origin and Background: His paternal grandfather had been involved in the sacking of a WWII Nazi scientist’s lab never letting on to the strange things he saw. His maternal family was from a long line of witches and they passed on to him the learning to understand what he could sense.
Now he goes forth to battle crime as Minds Eye, Defender of Truth.

Legal Status: (Security Clearance= ) normal human

Other information: Other Mystics and Mentalists report sensations of a third eye, when that power is active. Mystics and Mentalists with Heightened Senses can detect the operation & existence of the power, whether it is active or passive

With reasonable rolls for Int, & Chr, a negative on Agility and barely approaching above average on Str & End, I dropped the Flame power, Weather Control & Physical Handicap. Though good solid useful powers, focusing on the characters mental abilities and, in fact, refocusing Everything to that mindset makes the character a much more versatile character than a regular energy blaster. WOOOWWOOWWOW
I don't think I can top that.:not_worthy:wow but I will try.

Stephane
09-30-2008, 10:28 PM
Strongman, I had the exact same idea as you did. (I just put out of my mind all the previous characters and focused on the powers themselves). I would have named him Thermal though. Same idea.

Now I gotta go back to the drawing board.

Stephane
09-30-2008, 11:03 PM
Ok this is a brief power description, I'll fill in the blanks when I'm more up for it.

MindSear:

Side: Evil (complete psychopath).

Powers:
Heightened Charisma B
Telepathy
Flame Mastery (flame powers B). He has complete control over fire. He can extinguish it as well as start it. Combined with his telepathic powers, he can suggest visions in the flames he controls. He is able to create visual illusions only through his flames. He would supply voices with his telepathy. He can only use this side of his powers while in non-combat. Usually when he's got his victim sequestered and tied down.

Heightened Senses: Fear Detection. Like Weakness detection, but this is focused on the greatest fear of the victim. He can use a turn to detect the greatest fear then toy with his victim using his illusory flames.

More details to come.

bishoplogan
09-30-2008, 11:48 PM
the Prophet

powers:
1)speed bo :air walking +60
2)H.chr +23
3)Telepathy
4)weather con
5)H senses:det reality dets x7 sense see thru lies, disgiuses,illusions bluffs

(w) physical handicap:no sexual reproductive organs

Ja§on
10-01-2008, 12:35 AM
A little late, but here's my quick take:
Pentecost
Howard Keely was an ordinary man, living an ordinary life, when the dreams began. Dreams of descending fire, of a mighty wind, of men speaking in tongues, and of the world transformed. The dreams become more vivid and more frequent, and full of a burning purpose. He was an agent of divine will in these dreams, of retribution and purification. Soon, the dream followed him into waking, and his real mission began.

Pentecost could work as a hero or as a villain, depending on how compassionately or how wrathfully his mission unfolds. Whether he is a legitimate modern prophet, a delusional metahuman, or something else entirely is also an open possibility.

Powers:
Heightened Charisma (B): His personal aura is astoundingly powerful, commanding attention and inspiring strong feelings in all he encounters.

Flame Powers: A halo of burning light often surrounds Pentecost, and can lift him into the air. This light can also flash out to strike those who would oppose him.

Telepathy: He understands all who speak to him, and is understood by all, regardless of their language, and he seems to peer into the depths of a person's very soul at will.

Weather Control: Mighty winds rise at his bidding, and storms are calmed at his command. The power of these winds, combined with his burning light, can visit unimaginable wrath (Flame Carrier Attack on Weather effects)

Heightened Senses: Prescience: He can gaze into things yet to come. While in effect, He gains Heightened Defense (PR=1/turn). He can also attempt prophesy (Cosmic Awareness, -5% success).

Weakness: Physical Handicap: Lethargy: Pentecost is in a constant partial dream-state, giving him a -5 Initiative phase shift for any action requiring significant exertion and cutting his Detection chances in half.

Sketchpad
10-01-2008, 12:40 AM
Identity: Wildmane IV
Side: G
Name: Tyson Jerome Hines
Sex: Male
Experience: 0
Level: 1
Age: 19

1. Powers of the Cheetah (Animal/Plant Powers): Tyson has been granted the powers of a cheetah through a rite of passage. Because of this, he gains the following abilities:
- Natural Weaponry: +3 to hit, +6 damage in HtH Combat
- Heightened Endurance A: +11 Endurance
- Speed Bonus: +90" ground movement
- Heightened Agility A: +12 Agility
2. Trained in Fighting (Heightened Attack): Training since a youth, Tyson has learned specialized forms off martial arts, granting him a +1 to damage/level.
3. Moves Like a Cat (Heightened Defense): Because of his natural speed, Tyson is -4 to be hit.
4. Keesa (Pet): He has a pet Cheetah (see pg. 46) that follows him while under the guise of Wildmane.
5. Knows What Hurts (Weakness Detection):Because of his hunting and combat skills, Tyson has learned how to avoid armor and do the most damage.
6. His Will Is Strong (Willpower): His will is so strong, he may use willpower as a defense.
W. Mistrust (Prejudice): New on the scene, few people trust him and have mistaken him for a villain on one occasion.

Weight: 210 lbs.
Basic hits: 4
Agility mod: -
Str: 13
End: 23
Agil: 26
Int: 11
Char: 13
Good React: +1
Evil React: -1
Hit mod: (1.2) (2.6) (1) (2.5)= 7.8
Hit Points( 31 ):
Power (73):
Healing Rate: 2.4
Dmg Mod: +3
Accuracy:+4/+7 in HtH
Carrying Capacity: 472
Basic HTH Damage: 1d6/1d6+7 in HtH
Movement Rates: 152” ground movement
Detect Hidden: 8
Detect Danger: 12
Inventing Points: 1.1
Inventing %: 33%
Cash:$ 0.00
Inventions: None

Background: Tyson Hines, or TJ to his friends, was born and raised in Zaire. Since birth, he's been prepared to take over the mantle of Wildmane, a mythic warrior that represents his nation as a superhero. When seventeen, TJ faced the trial and won, earning the title of the hero. But, the former holder of the name refused to give it up, opting to oppose his nation and rebel into a string of villainous actions.
Gathering his nation's support, TJ has become the new Wildmane and hunts his predecessor down along with his cheetah, Keesa. So far, he's tracked the villain into the United States, where he's been met with mixed reactions. It is his hope that he finds allies to help him against the other Wildmane and bring pride back to his nation and people.

Wow ... I haven't done this in ages! Brings me back it does ...:th_dblthumb2:

Ja§on
10-01-2008, 10:11 AM
How about these rolls?

Body Power
Heightened Endurance B
Emotion Control
Ice Powers
Heightened Intelligence A
Pet

Weakness: Special Requirement

Justice
10-01-2008, 03:21 PM
A little late, but here's my quick take:
Pentecost
Howard Keely was an ordinary man, living an ordinary life, when the dreams began. Dreams of descending fire, of a mighty wind, of men speaking in tongues, and of the world transformed. The dreams become more vivid and more frequent, and full of a burning purpose. He was an agent of divine will in these dreams, of retribution and purification. Soon, the dream followed him into waking, and his real mission began.

Pentecost could work as a hero or as a villain, depending on how compassionately or how wrathfully his mission unfolds. Whether he is a legitimate modern prophet, a delusional metahuman, or something else entirely is also an open possibility.

Powers:
Heightened Charisma (B): His personal aura is astoundingly powerful, commanding attention and inspiring strong feelings in all he encounters.

Flame Powers: A halo of burning light often surrounds Pentecost, and can lift him into the air. This light can also flash out to strike those who would oppose him.

Telepathy: He understands all who speak to him, and is understood by all, regardless of their language, and he seems to peer into the depths of a person's very soul at will.

Weather Control: Mighty winds rise at his bidding, and storms are calmed at his command. The power of these winds, combined with his burning light, can visit unimaginable wrath (Flame Carrier Attack on Weather effects)

Heightened Senses: Prescience: He can gaze into things yet to come. While in effect, He gains Heightened Defense (PR=1/turn). He can also attempt prophesy (Cosmic Awareness, -5% success).

Weakness: Physical Handicap: Lethargy: Pentecost is in a constant partial dream-state, giving him a -5 Initiative phase shift for any action requiring significant exertion and cutting his Detection chances in half.

Jason, I especially like this interpretation of Telepathy for the non-Psi type PCs - just make it a Universal Translator.

Wow.

I wish I had wrote this.

:th_salute:

Majestic
10-01-2008, 11:29 PM
Jason, I especially like this interpretation of Telepathy for the non-Psi type PCs - just make it a Universal Translator.

Wow.

I wish I had wrote this.

:th_salute:


Justice, great to see that you've made the jump over to these forums. It wouldn't be the same without you as part of the mix! :)

Justice
10-02-2008, 01:08 AM
Same to you! :wave:

Strongman
10-02-2008, 02:11 AM
How about these rolls?

Body Power
Heightened Endurance B
Emotion Control
Ice Powers
Heightened Intelligence A
Pet

Weakness: Special Requirement

(no name as of yet)

1. Ice Powers: standard
2. Heightened Endurance B: +11
3. Pet: snow leopard; this animal acts as a sort of familiar
4. Body Power: feline powers from snow leopard
(his Pet acts as a sort of mystic familiar to him, granting him some of his abilities); treat as a Mammal Powers variant, giving him Heightened Senses and a +6 on each of his three physical scores; also grants an immunity to normal cold within terrestrial limits
5. Emotion Control: control of his own emotions rather than those of others; this gives him a x3 on detect danger rolls and is not really surprised by anything; the Emotion Control power of others does not affect him and any attempts to control him in any other way are halved
6. Special Requirement: Needs to have his leopard within 100 yards or so of him to gain his Body Power

Trained in a remote mountain retreat deep in the Himalayas, this character is very "monkish" at heart. He has finished a large part of his training but has been told to "go out and do battle with evil" before returning.

Omuraisu
10-02-2008, 03:52 AM
Ama-no-jaku (天邪鬼)
(Translation: "Wicked Demon of Heaven")

Identity: Yamaguchi Mamiko (note: family name first)
Side: Evil
Sex: Female
Age: 29
Height: 5' 4"
Hair: Black
Eyes: Dark Brown
Level: 1st
Training: +1 Intelligence

POWERS:
1. Flame Powers: Entire body can burst into flames (automatic flame defense). Flight 33 mph. Flame attack – range 25", 1d12 damage. PR 3 to activate, 3 to attack, 1/hour of flight.
2. Heightened Charisma B +22
3. Telepathy: 120" max radius range. PR 1 per thought scan. Mental communication takes an action to activate and 1 PR (spent between turns) to maintain. PR5 per Mind probe (range touch).
4. Heightened Senses (Yokai* Awareness): Her otherworldly abilities allows her to see in the dark as if it was daylight, she can also see the invisible, and her Detect Hidden and Danger rolls are doubled.

Weight: 112 lbs
Basic Hits: 3
Agility Mod.: +2

Strength: 10
Endurance: 15
Agility: 18
Intelligence: 12
Charisma: 36
Reaction Mod.: -7 / +7

Hit Mod. (1) (1.8) (1.9) (1.1) = 3.762
Hit Points: 12
Damage Mod.: +2
Healing Rate: 1.2
Accuracy: +3
Power: 45
Carrying Capacity: 140 lbs.
Basic HTH Damage: 1d4
Movement Rates: 33" ground, 145" air (when on fire).

Det. Hidden: 20%
Det. Danger: 28%
Inventing Points: 1.2
Inventing (36%):

Knowledge Areas: Scholar (Japanese Folklore) & Scholar (Japanese History)
Origin and Background: (Japanese) Yamaguchi Mamiko was a below average graduate student studying at Kyoto University. Her days were spent in libraries and archives researching the many cultural artifacts for her thesis. She wanted to impress Professor Maeda with her work but she had strong competition from her fellow graduate students so Mamiko did what she always did – she used her good looks and charm to seduce her fellow peers to get their help on her own work. She was not above using any method to further her own ambition.

One day while she was reading an ancient scroll about the Ama-no-jaku*, to her astonishment it began to glow with an eerie green light. With a bright flash and a small cloud of dark smoke, the scroll burst into flames while it was still in her hands. Coughing from the noxious fumes, Mamiko inhaled the strange cloud and became dizzy and passed out.

When she woke up, she felt very strange. She could suddenly sense the thoughts of those around her. She quickly used that ability to gain advantages against her academic colleagues. While Mamiko quickly advanced within the academic environments of Kyoto University, she wanted more. When she discovered her other otherworldly powers, she decided to leave her career as a researcher behind and pursued a career as a "super-villain" instead. She was capable of stealing more money than she could ever earn legitimately. Now she could have whatever she wanted by taking it.

* The Yokai are a bunch of Japanese spirits/goblins. See the Obakemono Project:
http://www.obakemono.com/index.php

** The Ama-no-jaku is known as a Japanese demon of ancient origin. It is the very spirit of contrariness and perversity. It is an invariably wicked being which lives to torment and frustrate people. Sometimes it is said to be able to read human thought, and instigate human desire, all the better to make sure people get exactly the opposite of what they want.

I will try the 2nd entry tomorrow. ;)

Cheers,
Tim

Omuraisu
10-02-2008, 04:53 AM
Dr. Moloch

Identity: Dr. Daniel Schale
Side: Evil
Sex: Male
Age: 32
Height: 5' 11"
Hair: Bald
Eyes: Red
Level: 1st
Training: +1 Strength

POWERS:
1. Body Power (Hellfire Breath): Daniel can breathe corrosive fire that otherwise acts as Disintegration Ray with a range of 13", does 1d20 damage, with a PR cost of 3/shot.
2. Heightened Endurance B +11
3. Heightened Intelligence A +11
4. Emotion Control: Hate. Range 1". PR 8 per successful hit.
5. Pet (Constrictor Snake): 10 ft long female Boa Constrictor named Temptation.
6. Weakness – Special Requirement: Daniel Schale must irradiate himself with Omega Radiation once a month to retain his Body Power (Hellfire Breath), Heightened Endurance, and Emotion Control powers.

Weight: 188 lbs
Basic Hits: 4
Agility Mod.: --

Strength: 13
Endurance: 25
Agility: 12
Intelligence: 21
Charisma: 10
Reaction Mod.: -- / --

Hit Mod. (1.2) (3) (1.3) (1.4) = 6.552
Hit Points: 27
Damage Mod.: +3
Healing Rate: 2.8
Accuracy: +1
Power: 71
Carrying Capacity: 442 lbs.
Basic HTH Damage: 1d6
Movement Rates: 50" ground.

Det. Hidden: 16%
Det. Danger: 20%
Inventing Points: 2.1
Inventing (63%):

Knowledge Areas: Research/Technology & Religion/Mysticism
Origin and Background: (American) Dr. Daniel Schale was a research scientist who shared a passion for science and the occult. He worked in the Special Projects Department for the Applied Industrial Dynamantics Corporation. His research was into a new energy source that he called Omega Energy. on his off hours, he would spend his time in dusty old bookstores and esoteric magic shops looking for more information about the occult.

One night while working on the prototype device that would harness this new energy, a fault in the equipment's power generator caused a surge to occur and Dr. Schale was bathed in this mysterious energy. The radiation caused Schale to change into a powerhouse of Omega Energy.

Seeing his chance to gain great riches and power with his new found abilities, Dr Schale deactivated the Omega Energy Generator and stole the device from the Applied Industrial Dynamantics Corporation. He then took it and his favourite pet boa constrictor and went into hiding. He is planning to take advantage of his new powers and become a scourge on the city in his quest for greater wealth and power.

Cheers,
Tim

AnotherSKip
10-02-2008, 10:09 AM
Identity: Rimefrost
Side: E
Name: Roger Calvinist
Sex: M
Experience: 22780
Level: 6 Age: 32
Powers:
Training: (1=+1 Int), (2, 3=-2 PR Emotion Control, x2), (4= -2 PR Ice Powers), (5=x2 range Ice Powers) currently he is reducing his Get Into the Cold problem.

Frost Fighter (Ice Powers) up to a range of 12” [(S+E)/2.5] does 1d12 for 5 PR per attack. As a defense Rimefrost may coat his body in ice up to 100 pts of armor worth reducing his movement by 1” per 3 points of armor so dedicated, and may generate ice at a rate of 2 cubic feet per 1” movement spent (no PR cost)

Body of Ice (Body Power) there are several advantages to having a body of ice, all of his k.o.% are halved, any ice in personal contact is automatically maintained (at least tying up one limb per ice mass), special attacks against his person take a -3 to hit because of various physiological changes his body has gone through. As a final note because he does have such a special form he cannot be killed or paralyzed unless his will is immobilized first, certain forms of paralysis don’t work against him, nor do most instant death type of powers/special attacks.

Super Chilled (Heightened Endurance B) because of the Synergy of his body and his frostlike powers he has a much better ability to endure things +18

Chilling Thoughts (Heightened Intelligence A): Rimefrost receives +12 to his intelligence because of his ability to keep his emotions at bay reducing his distractions while thinking.

The Chill of Fear (Emotion Control) a successful attack within I” range for 4 PR causes the target to lose all movement and stand ‘frozen’ in place. Until a save vs. Charisma on % dice is made the character cannot expend movement in any way shape or form unless the Gm rules otherwise.

Get into the Cold (Special Requirement): Rimefrost must spend one minute an hour in close contact with cold (0 Celsius or better) or ice not generated by his own powers or else he begins to lose his powers at a rate of -1 damage class (follow the Str/C Cap progression chart) -1” range and -1 Heightened stat per hour. These can be regained at one point per minute of exposure to external chilling sources.

Weight: 198
Basic hits: 4
Agility mod: -
Str: 13
End: 27
Agil: 10
Int: 21
Char:10
Good React:
Evil React:
Hit mod (1.3) (3.4) (1) (1.4) =6.188
Hit Points (25):
Power (71):
Healing Rate: 3.2
Dmg Mod: +2
Accuracy: -
C. Cap: 485
Basic HTH Damage: 1d8
Movement Rates: 50” movement
Detect Hidden: 16
Detect Danger: 20
Inventing Points: 6.4
Inventing %: 63%
Cash: millions in bonds (after street value) hidden somewhere in the US
Inventions:

Origin and Background: once upon a time Roger Calvinist was a good man until he fell afoul of a criminal syndicate he had embezzled millions of bonds from. Trying to get the secret location from him they ended up dumping him in a chamber of his own experimental gas freezing compound.
He would have died but for the changes his body underwent at the cellular level eventually changed him physically as well as mentally until releasing himself from the chamber with an explosion of power he was more dangerous and ruthless than the syndicate he took over. Eventually he has won and lost against not only his own kind but several superheroes as well. Yet no one has managed to discover the location of his first haul.

Legal Status: Career Criminal
(Security Clearance= n/a )

bishoplogan
10-02-2008, 12:38 PM
what happened did the week go by already?:grin:
:sacool:

Imaginos
10-02-2008, 04:21 PM
Body Power
Heightened Endurance B
Emotion Control
Ice Powers
Heightened Intelligence A
Pet

Weakness: Special Requirement

Identity: Changeling
Alter Ego: Bob Smith
Side: Evil
Age: ?
Stats: undetermined at this point

Powers:
Soul Feeding (Body Power): The changeling's mouth and digestive system exists in two planes, the physical and spiritual. While able to eat physical items, true sustenance is taken in the spiritual realm. This sustenance grants him regeneration while feeding (absorption of hit points) and longevity (he could be immortal). But the sustenance only comes from innocent youths.

Lives in Two Worlds (Ht End B): Due to being more in touch with duality than most, the Changeling has greater endurance than most people.

Predatory Instinct (Ht Int A): The Changeling's predatory nature is enhanced because of his keen intellect.

He would never hurt me (Emotion Control): Victims that survive the soul feeding become slaves of the Changeling. But his sustenance comes from children, who cannot survive the feeding for long. The victims believe he loves them, and would do anything they could for him.

Pure Evil (Pet): The Changeling's pet(s) are the children he feeds off of. At any time, he will have no more than 2 or 3. But they are completely dedicated to him, and will fight with tooth and claw, or gun and knife if he gives them one.

Origin and Background: The Changeling is a supernatural being, never truly human. The human he originally masqueraded with was abducted centuries ago, and replaced with this being. He has adopted different guises over the centuries, currently presenting himself as a single father of 2 boys and a girl between the ages of 5 and 11.

Imaginos
10-02-2008, 06:49 PM
No comments on Changeling?:bricks:

Strongman
10-02-2008, 06:55 PM
Identity: Changeling
Alter Ego: Bob Smith
Side: Evil
Age: ?
Stats: undetermined at this point

Powers:
Soul Feeding (Body Power): The changeling's mouth and digestive system exists in two planes, the physical and spiritual. While able to eat physical items, true sustenance is taken in the spiritual realm. This sustenance grants him regeneration while feeding (absorption of hit points) and longevity (he could be immortal). But the sustenance only comes from innocent youths.

Lives in Two Worlds (Ht End B): Due to being more in touch with duality than most, the Changeling has greater endurance than most people.

Predatory Instinct (Ht Int A): The Changeling's predatory nature is enhanced because of his keen intellect.

He would never hurt me (Emotion Control): Victims that survive the soul feeding become slaves of the Changeling. But his sustenance comes from children, who cannot survive the feeding for long. The victims believe he loves them, and would do anything they could for him.

Pure Evil (Pet): The Changeling's pet(s) are the children he feeds off of. At any time, he will have no more than 2 or 3. But they are completely dedicated to him, and will fight with tooth and claw, or gun and knife if he gives them one.

Origin and Background: The Changeling is a supernatural being, never truly human. The human he originally masqueraded with was abducted centuries ago, and replaced with this being. He has adopted different guises over the centuries, currently presenting himself as a single father of 2 boys and a girl between the ages of 5 and 11.


You are way too creepy to post here. :shocked:

AnotherSKip
10-03-2008, 09:52 AM
odd we both went evil on the second character.....

Imaginos
10-03-2008, 09:57 AM
Emotion control has always felt more evil than good to me. And to be fair, I didn't post my idea for the first set of stats, but it was evil as well (or neutral, more likely).

Imaginos
10-03-2008, 10:14 AM
1. Speed Bonus
2. Heightened Charisma (B)
3. Flame Powers
4. Telepathy
5. Weather Control
6. Heightened Senses
7. Weakness: Physical Handicap

My first character, as a basic concept, was:

Identity: Poltergeist
Name: John Doe
Side: Neutral

Powers:
Something about that guy (Ht Cha B): Despite his physical condition, there is something about Poltergeist that draws people to him.

Looks into the supernal realm (Ht senses): Because of his physical condition, Poltergeist senses are not in the natural realm. He views and interacts in the supernatural realm.

I could have sworn he said something Telepathy: Poltergeist's tries to communicate with those who are conscious, but is unable to make a full connection. When he connects to someone with Telepathy, it comes across in flashes to them, and seems more like a hallucination to the target.

Things fly across the room Speed bonus: (I'm taking a big liberty with Spd Bonus here.) Given his physical state, Poltergeist cannot apply the speed bonus to himself. Instead, objects in the room seem to take a life of their own at times and fly across the room, smashing into a wall.

This is some strange weather (Weather Control): Poltergeist doesn't change the weather intentionally, it is just something that happens. In times of stress or physical agitation, the weather just gets funky (GM determines which direction the weather goes).

It must be hard on his family (Physical Handicap): Poltergeist suffers from severe autism. He does not have much interaction (seemingly) with anything in the real world. Little do people know what he sees, and what he truly knows. (I was wavering between autism and comatose. Either work, but autism actually allows him to be mobile, rather than just in a hospital bed.)

Imaginos
10-03-2008, 02:25 PM
Okay, how about this set of powers?

1. Lightning Control
2. Mind Control
3. Invisibility
4. Poison/Venom
5. Death Touch
6. Willpower

Weakness: Prejudice

Imaginos
10-03-2008, 03:42 PM
Okay, how about this set of powers?

1. Lightning Control
2. Mind Control
3. Invisibility
4. Poison/Venom
5. Death Touch
6. Willpower

Weakness: Prejudice

Okay, I got these powers from a randon % generator online compared to the Powers table, so this wasn't me planning this. But here's a character concept.

Identity: Static
Name: Jerry Nixon
Side: Good

Powers:
1. Willpower type B: Static has developed immense personal willpower. His willpower is so strong, that he is able to power his powers using movement instead of Power points. He channels his energy into the powers instead of the inches of movement. The ratio is 1:1 (power to inch of movement).

2. Invisibility: Static's will is so strong, that he is able to bend the fundamental laws of nature and bend light around himself, effectively turning himself invisible.

3. Poison / Venom: Static's willpower creates an electrical charge due to the increased activity of his neurons. There are two effects he can manifest a number of times per day equal to End x2. These are both carrier attacks.
a. Lightning touch - Static can discharge a burst of electricity when he attacks. If successful, the target remains affected by the electricity until either their brain shuts down (knocked out) or they make a save vs End on d20.
b. Death touch - a more vicious version of the Lightning touch. This one is such a devastating shock that the target may die if they fail both saves. If the target fails one save, they are subject to the rolls again the next round. This ends with either both saves are made or failed.

Prejudice: Because of how powerful his powers can be, many people do not trust Static. But he has shown no evil intentions, so he is on the radar of the authorities and other heroes as a danger, but not a villain.

Origin and Background: Jerry Nixon always wanted to be someone. As a youth, he always tried out for sports, but was always told he didn't have the nature to stick with it. He began reading texts on will, intent, and motivation. Somehow he managed to stumble on a mystic formula that truly showed him how to increase his willpower so he could control his life and his destiny. His powers manifested as spontaneously generated by will.

bishoplogan
10-03-2008, 07:05 PM
My first character, as a basic concept, was:

Identity: Poltergeist
Name: John Doe
Side: Neutral

Powers:
Something about that guy (Ht Cha B): Despite his physical condition, there is something about Poltergeist that draws people to him.

Looks into the supernal realm (Ht senses): Because of his physical condition, Poltergeist senses are not in the natural realm. He views and interacts in the supernatural realm.

I could have sworn he said something Telepathy: Poltergeist's tries to communicate with those who are conscious, but is unable to make a full connection. When he connects to someone with Telepathy, it comes across in flashes to them, and seems more like a hallucination to the target.

Things fly across the room Speed bonus: (I'm taking a big liberty with Spd Bonus here.) Given his physical state, Poltergeist cannot apply the speed bonus to himself. Instead, objects in the room seem to take a life of their own at times and fly across the room, smashing into a wall.

This is some strange weather (Weather Control): Poltergeist doesn't change the weather intentionally, it is just something that happens. In times of stress or physical agitation, the weather just gets funky (GM determines which direction the weather goes).

It must be hard on his family (Physical Handicap): Poltergeist suffers from severe autism. He does not have much interaction (seemingly) with anything in the real world. Little do people know what he sees, and what he truly knows. (I was wavering between autism and comatose. Either work, but autism actually allows him to be mobile, rather than just in a hospital bed.)really inventive
I like this.

Identity: Changeling
Alter Ego: Bob Smith
Side: Evil
Age: ?
Stats: undetermined at this point

Powers:
Soul Feeding (Body Power): The changeling's mouth and digestive system exists in two planes, the physical and spiritual. While able to eat physical items, true sustenance is taken in the spiritual realm. This sustenance grants him regeneration while feeding (absorption of hit points) and longevity (he could be immortal). But the sustenance only comes from innocent youths.

Lives in Two Worlds (Ht End B): Due to being more in touch with duality than most, the Changeling has greater endurance than most people.

Predatory Instinct (Ht Int A): The Changeling's predatory nature is enhanced because of his keen intellect.

He would never hurt me (Emotion Control): Victims that survive the soul feeding become slaves of the Changeling. But his sustenance comes from children, who cannot survive the feeding for long. The victims believe he loves them, and would do anything they could for him.

Pure Evil (Pet): The Changeling's pet(s) are the children he feeds off of. At any time, he will have no more than 2 or 3. But they are completely dedicated to him, and will fight with tooth and claw, or gun and knife if he gives them one.

Origin and Background: The Changeling is a supernatural being, never truly human. The human he originally masqueraded with was abducted centuries ago, and replaced with this being. He has adopted different guises over the centuries, currently presenting himself as a single father of 2 boys and a girl between the ages of 5 and 11.
I like this also
should change his name to KULT like the game

Imaginos
10-06-2008, 10:13 AM
Thanks Bishoplogan!

Anyone else going to post character write ups? People out of pocket? Lost their rulebooks?

Justice
10-06-2008, 07:35 PM
I spent four hours last night using that V&V animated Style creator! I'll post him soon!

Omuraisu
10-07-2008, 05:28 PM
Thanks Bishoplogan!

Anyone else going to post character write ups? People out of pocket? Lost their rulebooks?

I've been busy with work but I found the time to come up with this...

Contagion

Identity: Dr. Stephan Ross
Side: Evil
Sex: Male
Age: 33
Height: 6' 1"
Hair: Unknown
Eyes: Unknown
Level: 5th
Experience: 14,000
Training: +1 Intelligence

POWERS:
1. Death Touch (Toxic Viral Touch): PR 20/death (fails both saving throws), PR 10/Partial Save (Saves on one saving throw).
2. Invisibility: Permanently invisible!
3. Poison (Toxic Viral Spores): Contagion's body can generate a powerful toxic spores with a range of 15" (E/2). Attacks as Chemical Powers and does 3d10 damage. Contagion can generate 30 Spore Attacks per day.
4. Willpower: Type B. Immunity to his own toxicity (also grants +15 bonus to his Endurance).

Weight: 176 lbs
Basic Hits: 4
Agility Mod.: --

Strength: 12
Endurance: 30
Agility: 14
Intelligence: 17
Charisma: 15
Reaction Mod.: -2 / +2

Hit Mod. (1.2) (3.8) (1.3) (1.2) = 7.1136
Hit Points: 29
Damage Mod.: +2
Healing Rate: 3.6
Accuracy: +1
Power: 73
Carrying Capacity: 416 lbs.
Basic HTH Damage: 1d6
Movement Rates: 56" ground.

Det. Hidden: 12%
Det. Danger: 16%
Inventing Points: 8.1
Inventing (51%):

Knowledge Areas: Crime & Medical
Origin and Background: (American) Medical researcher who became victim to his own experimental viral research when a stray lightning bolt caused a surge in his computer system, releasing the genetically engineered virus into the room. The virus didn't kill Dr Ross but it did turn him into something not quite human either. The experimental virus reacted with Ross' DNA and turned him invisible with a toxic touch. The painful process warped his mind and now he uses his powers for personal gain only.

Training:
2nd Level: +1 Intelligence
3rd Level: +1 Accuracy w/ Hand-to-Hand Combat
4th Level: +1 Intelligence
5th Level: +1 Accuracy w/ Hand-to-Hand Combat

Security Clearance: Dr Stephan Ross is presumed dead. Contagion is wanted by the authorities but his appearance is unknown.

Cheers,
Tim

Imaginos
10-07-2008, 05:52 PM
I've been busy with work but I found the time to come up with this...

Contagion


Nice (well, evil really). I like.

AnotherSKip
11-10-2008, 12:30 PM
Okay, how about this set of powers?

1. Lightning Control
2. Mind Control
3. Invisibility
4. Poison/Venom
5. Death Touch
6. Willpower

Weakness: Prejudice

Ion

Ion was an ordinary college student when he was exposed to a mathematical formula that opened something inside of him. Channeling ancient forces of destruction that he is trying to control, has has mastered them enabling him to try to turn the use of thoe powers to good.

Sacrificing Death touch, keeping everything else.

Ion draws upon energies that are trying to force their way in to this universe with destructive intent. As such he has managed to force the powers though his sense of self and channeled them into less destructive forces than ripping the entire universe apart. Unlike Dr. Apocalypse he does not need a gem focus nor can he change his powers (though he may be able to some day) and the forces are entirely different coming from another universe.

Cosmic Control (Willpower) being engaged in a constant battle for the defense of the universe he allows nothing else to distract him. however having finally gained control he now puts his mind to other uses gaining Willpower A.
Should he be convinced he has nothing to lose he can release a Final Strike essentially use the stats for a nuclear bomb as given in the book, expend all of Ion's PR and make an E vs d100 save vs. Death for Ion.

Cosmic Projection (Lightning Control) by letting small amounts of the forces trying to break though the universe out in a controlled fashion he can release some of the pressure. Cosmic Bolts are the most visible form of this power (2d8, 4 PR, Lightning Control Ax2" range) however he can generate Cosmic Fields around himself that grant the lightning defense for 1 PR and he can use those same energies to destroy almost any sort of device by unleashing the Cosmic Forces on them (ex2%). Sadly the forces are too destructive to allow control of devices per normal Lightning control.

Cosmic Mind Mind Control the forces from outside of the universe also attempt to inflict mental energies also to force change thus Ion has the standard Mind Control ability.

Altered Energies (Invisibility): Ion can adjust the flow of Photons as well as Electrons with his control over the Cosmic Bolts enabling him to essentially turn invisible gaining the stated benefits.

Cosmic Leakage (Poison/Venom) No matter how hard he tries Ion leaks a small level of background radiation. In addition to being trackable by this Ion also is dangerous to others that attack him. When he has generated Cosmic Fields around himself he deals 1d8 electrical damage to anyone that attacks him. When the field is off he does 1d2 damage per contact to organic materials that come into contact with him.


Barely Contained Forces of Destruction! (Prejudice) Few heroes (or indeed many other normals) wish to associate with Ion because whether for good or ill he is keeping those forces barely in check, meaning that if something goes wrong, well... they and possibly many innocents will be at ground zero.


Inventions: Ion has invented a metal bed that uses his default energy projection to keep himself warm at night.

AnotherSKip
11-10-2008, 09:58 PM
* Rolls Dice*
* blinks*

Crud.

Yeah, it figures, Roll of one.

Flight
Flight (or Death Touch)
Special Weapon

all are magic/psionic Items

DSumner
01-31-2009, 05:01 AM
I'm bumping this up because it 's fun to mess around with.