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AnotherSKip
10-06-2008, 12:27 PM
Identity: Candyman
Side: ?
Name: Charles Mifflin
Sex: M
Experience:?
Level: 6
Age: 39
Powers: 4
Training: still early in level six, he hasn’t made up his mind.

Super Stomach (Body Power): He may eat anything organic and survive ingesting any organisms and poisons, often with no more than a slight irritation at best. As a benefit to this power Candyman can gain or lose a reasonable amount of weight once per level in addition to his regular trainings.

Candy Spitting (Unique [Mutant] Power): Candyman can take whatever available candies and turn them into weapons. Currently he uses hard candies that when spat deals 2d8 damage for 4 PR at a range of up to 15” (E) attacking on the Power Blast table. He also has a bubblegum attack that acts like the Ice control ability but does not melt or deal additional damage with a cost of 4 Pr per shot.

Special Weapons: Candyman has developed a wide repertoire of candy themed weapons to go with his main power.
Bang Pops- standard by the book grenades that look like candy pops, rip off the wrapper and toss (5 phase delay from the wrapper being removed till detonation).
Slippery Skitteries- a rainbow of ball bearings -4d10” to each characters movement inside of the area affected. (3 Charges of 2X2” area)
Toxies – these appear to be Chocolate Bon Bon’s that spew toxic gas when properly pressed. The Gas so released Drains 1d10 Strength (as Absorption) on anyone in the 1” radii around the Bon Bon. (Box of 8 different colors)
Jawbreakers- these are silence field generators disguised as the classic candy store items. They function like darkness generators providing a static background that drowns out most conversation in a 2” Area for 1 minute. (4 charges)
Trappy Taffy- this is an entanglement device, in addition to his Gum spitting ability this item reduces Charisma by 1d6 as well as reducing the effectiveness of all other actions by -1d6
Boston Baking Beans- these heat generators reduce the ice generated in an area by 1d6 points of damage, possibly more in enclosed areas. each bean lasts 2 minutes. Set differently they can provide up to eight hours of heat to warm a small tent or one hour to modestly cook food/melt water. Each package made has 4 pieces
Pop rock Caltrops- these are a landmine or caltrops type of idea that look like someone spilled pink sand. Anyone crossing an area seeded with this has a 70% of triggering the effect requiring a save on Agility Vs. d20 to avoid once triggered, if not avoided the triggering character suffers an explosion dealing 1d10, all others in a 2” radii must save on Agility Vs. d20 or face a 1d6+2 attack (3 Charges covering a 2X2” area).
Mallet and Mace’s (x2) he carries two giant sized M&M headed club-like things when he is expecting battle. Use club/baton stats for these weapons.
Dumb-Dumb Pop Rounds- In bad situations Charles can pull out his special auto fire capable machine pistol that fires Dumb-Dumb Pop’s. It uses HTH +2, dealing 1d10 damage, and has a capacity of a 20 round clip. Again, this is only intended for “must fight” situations.

Friendly (Willpower B): Candyman automatically has an increased likelihood that he will make allies, contacts and friends by whatever means necessary. Typically this is represented by awarding the character the ability to pick one person per adventure as a contact so long as they were not harmed by the character or his group or directly opposed to Charles. In addition Charles has the option to re-roll any reaction roll and use the better of the two results, twice per session.

Easy to Track : Physical limitation: he often leaves candy wrappers in a trail behind him since he continually munches on the things much like a ruminant chewing his cud, however when you consider that his power is such a surprise the first time it is used…. In addition his candy scents may give him away also.

Weight: 236
Basic hits: 5
Agility mod: -
Str: 9
End: 15
Agil: 18
Int: 12
Char: 12
Good React: +1
Evil React: -1
Hit mod: ( 1) (1.8) (1.6 or 1.9) (1.1) =3.168/3.762
Hit Points (16 /19 ):
Healing Rate: 2
Power ( 54 ):
Dmg Mod: +2
Accuracy: +3
C. Cap: 263
Basic HTH Damage:1d6
Movement Rates: 42” ground
Detect Hidden: 10
Detect Danger: 14
Inventing Points: 1.2
Inventing %: 36%
Cash: $ 10,000 as a successful G-man and hero Candyman has 10K available for pet projects.
Inventions: Toxies, Jawbreakers, Trappy Taffy, Boston Baking Beans, Pop rock Caltrops.

Origin and Background: As a child Charles was a serious overeater with a strong sweet tooth. However when a local candy shop offered a prize to whoever could eat the most candy in one sitting Charles won and won big. He was part of a group sent to attend a grand unveiling of a candy factory in Wisconsin and as a special treat Charles and his group went behind the scenes. Three days later out of the group of five children and seven adults (including Charles’ grandmother) touring the factory only Charles escaped, then the factory grew legs and ran away.
Since then no one has seen the mysterious Barbara A Gay’s candy factory, but Charles still keeps an eye out for the woman he once faced, and her candies….
When there was a superhero crash in the Midwest in 89’ the Government responded by rounding up a few of the survivors forcing them into being a team and making the Midwest as safe as it used to be. The three recruits Candyman, Warlord II, and Harmonica did well enough that when the project ended in 93’ they were offered more…. permanent jobs, the others refused but Charles accepted. Since then Charles has responded well to a life of government service working in a variety of government jobs, dealing with many branches of the United States government, he just recently ended a stint with the Ambassador to Canada, prior to that he was advising the French Foreign Legion.

Legal Status: Currently Candyman is a respected member of United States Government.

(Security Clearance= 10)
Other information: Skills: Law, Politics,

Contacts: Charles is very likely to have good contact with many members of both the US and UN political bodies. His ability to make friends/contacts and alliances is considered a real asset as his easily concealed “weapons” should be considered an ace in the hole by anyone. In addition, his Cast Iron stomach is a useful social tool also.

Trainings: Agility, Endurance, French, Russian and Tactile Differential: he can tell the difference between his weapon candies of differing types and normal candies by touch.

Equipment: In addition to his listed above equipment Candyman carries approximately 20 lbs of various candies in a black satchel. These are mixed in with his special weapons so that anyone has an 80% chance of getting a candy rather than a weapon (he automatically sorts out the weapons when passing out goodies and vice versa in combat).

Omuraisu
10-07-2008, 04:51 PM
Who can take a sunrise, sprinkle it with dew
Cover it with choc'late and a miracle or two
The Candy Man, oh the Candy Man can
The Candy Man can 'cause he mixes it with love and makes the world taste good

http://paratime.ca/images/36_11_10.gif

I really like this character, AnotherSKip. I could see him being an interesting villais to throw at a bunch of heroes.

Cheers,
Tim

AnotherSKip
10-07-2008, 11:05 PM
Thanks he's a design for a request to flesh out an NPC team doing the whole SG1 route.

and yes he is a bad guy.... eventually. kinda like the lawyer hero from a Spoof of a western....

AnotherSKip
10-07-2008, 11:10 PM
Identity: Sir Tech
Name: Tom Achine
Sex: M
Age: 52
Powers: 6
Training: External Computer Manipulations

-Armor of the Whipporwill (Tech Armor): 107 ADR
--Electron Manipulation : Control electronic items as the Lightning Control Power
--Magno-Suction Boots: the ability to use his boots to attach to almost any surface, this plus his wings allows perching.
-Adamantine Plating: 20 points of Invulnerability
-Self Contained Environment : life support defense benefits.
-Whipporwill Design Concept(animal/plant powers): (-2 S, -2 E, +3 A)
--Energy Conservation (Heightened Endurance): +12
--Repulsor Boots (Speed bonus):+10" to ground, +7.5" to leaping
--Whipporwill Wings (Wings):+3 Agility, Flight at (AxMV)/2=135"

Space Cube (Vehicle): named Hy-Tech Craft I, wt 20,000, Passengers 1+30, C Cap: 10, 000, Spd: 200mph, Disable: 65 Demolish 260.

Special Weapons:
-- Dual Reactive Chainstars: HTH +4 to hit, +1d8 to HTH damage, -2 to inititive
-- Dual Energy Lances: Attack as Light Control +3, 1d8 damage, Ex2 range

Weight: 160
Basic hits: 4
Agility mod: --
Str: 15
End: 27
Agil: 18
Int: 18
Char: 14
Good React:
Evil React:
Hit mod: (1.4) (3.4) (1.9) (1.3)=11.6572
Hit Points(47):
Healing Rate: 3.2
Power(78):
Dmg Mod: +3
Accuracy: +3
C. Cap: 498
Basic HTH Damage: 1d8
Movement Rates:135” Air, 25” Ground, +7.5” Leaping
Detect Hidden: 14
Detect Danger: 18
Inventing Points: 2.8
Inventing %: 54
Cash:$ 50,000

Inventions:

Origin and Background: Originally one of the lead scientists in the development of the Battlesuit (stolen by Rookie and used to start his war on crime) Tom Achine ended up being placed in charge of the recovery efforts when the typical resources (mercenaries and criminals) used by The Insitute were not enough to recover the suit from "That accursed Rookie!!!!"
He may occasionally allly himself with the more grey legal elements of society but he does suffer from a fairly hefty ego and this may cause him more problems than it may appear intially.

Legal Status: Sir Tech has never been imprisoned, though he has been captured. Sir Tech does have a yard long list of crimes though the only time he does do robberies is for rare and expensive scientific equipment/ inventions. Never for money, though he does occcasionally do standoffs with the police (disguised as bank robberies) in order to try to trap his current target. In certain circumstances Sir Tech will allow associates limited access to his special weapons in order to toughen them up.

(Security Clearance=20 inside The Insitute)
Other information/Trainings: Dual combat bonus: +2 to offset the to hit modifier for using two weapons (training)
+3 to all science skills.

AnotherSKip
03-07-2009, 05:35 PM
Identity: Orphanus
Name: Dominic Garrison
Side: G
Sex: M
Experience: ? (whatever is appropriate to the story)
Level: ?
Age: (Born approximately in 1916, age is variable, depending upon campaign date)
Training: Str, abilities that would make him a better ‘spy’ (whatever that may be)
Powers: (5)

Well Educated (Heightened Expertise): Dominic has received incredible amounts of training from his loving adoptive parents. In addition to the abilities listed below he is fluent in English, Greek, Latin, French and German
-Writer: As the only child of a second generation writer and the adopted child of Anne, Dominic has learned much academia as well as self expression. In any session of four hours or more he has the capacity to generate a remarkable turn of prose or wit that automatically has a 20% chance of swaying members of his target audience regardless of negative penalties from reaction rolls. Longer works take considerably more effort. If he chooses to spend additional sessions he can adjust the percentages however it should be remarkably difficult to achieve more than a 60% success ratio.
-Doctor: Dr. Gilbert is an extremely talented and highly trained Doctor of Medicine, he has managed to pass on to Dom through ordinary day to day living many of the ‘secrets’ of being a good physician, as such Dominic has a 20% chance to correctly diagnose any medical problem that is not a combat wound (diseases and such). Dominic can, even without proper tools spend an hour trying to fix wounds to the best of his ability with a 20% chance of allowing the target to recover his Healing Rate in Hit Points. If nothing else can be done Dominic can stabilize a patient long enough for help to arrive so long as he makes an End Check vs. 1d20 every hour.

Islander (Willpower): growing up as a child on Prince Edward Island as well as being the child of the remarkable people and influenced by the incredible people he was raised with, he is a truly gifted adventurer. Dominic has the ability to focus his willpower for a quite good chance of success in any single endeavor one at a time.
-The Easy Lie: Dominic can change a negative reaction penalty to a positive one simply by lying to them then changing the subject. This ability does cost 4 PR per use due to the stress of the situation as well as making his mind work extra hard.
-Time to Go: Whenever not focused by using his other abilities he may concentrate on being aware of danger any time he makes a save vs Int on d20 he is aware of danger far enough in advance to escape with his needs. Otherwise he will have to game through a possible capture scenario.

The Garrison Inheritances (Heightened Expertise): His fathers and grandfathers legacy though partly monetary includes a mansion in Belgium (currently an orphanage for war children, again.) plenty of money and a truly remarkable inspiration for success.
-Sensible Adventurer: Inventing points spent on escaping from death traps or any other kind of remarkable adventure type situation have only a 20% chance of being permanently spent because of his vast education in his family’s adventure writing and real life stories.
-Ace War Correspondent: though Orphanus has no press contacts, Dominic Garrison does. If there is a need to get the word out even if he is actively opposed Garrison has a 20% chance of automatically smuggling his coded reports to the outside with none the wiser. Much like his stealth ability the failure of his clean success only means that there is a possibility of resistance not that he necessarily will encounter active opposition.

Fred’s Lessons (Heightened Defense): Fred, a WWI combat veteran taught Dominic many survival lessons. These skills have no power or action cost, as long as he is conscious and mobile.
-Keep your head down: -2 to be hit when aware and able to take defensive actions.
-Stealth: Dominic has a 20% chance to pass though nearly any defense as if it wasn’t there. In addition, a failure only dictates that he can encounter resistance not that he will.

Charismatic (Heightened Charisma A) having the blessings of the physical characteristics of both of his birth parents as well as the strong moral and ethical upbringing of the Blythe’s has given Dominic a certain amount of charm and poise rarely seen in others. +18 Charisma.

Weight: 190
Basic hits: 4
Agility mod:-
Str: 14
End:15
Agil: 15
Int: 18
Char: 30
Good React:
Evil React:
Hit mod: (1.3) (1.8) (1.4) (1.3) = 4.2588
Hit Points (17):
Power (62):
Healing Rate:1.6
Accuracy: +1
Dmg Mod: +2
C. Cap: 403
Basic HTH Damage: 1d6
Movement Rates: 11” ground
Detect Hidden: 14%
Detect Danger: 18%
Inventing Points: 1.8
Inventing %: 54%
Cash: steady paychecks of $100 per month primarily royalties off of his fathers, grandfathers and his own works. In addition to this he has war correspondent pay, expense covering by his newspaper and some possibility of increasing his own royalties if he writes more of his own works.
Inventions: none in the strictly traditional sense.

Origin and Background: Born the only child of James and Colette Garrison, Dominic was adopted as a child by Anne Shirley (Blythe) of the Anne of Green Gables/ Anne of Avonlea fame, His adopted father is Dr. Gilbert Blythe a skilled medical practitioner. A German born German-American raised on Prince Edward Island in Canada after being orphaned by events in WWI. The Sheer amount of Suffering Ann had to go through to keep him alive which resulted in his life being entwined with the Blythe’s lives in Canada bonded them like few other adopted families.

However those same morals and ideals helped lead to a formulation of a rare strength of character also led to his being drawn to the developing problems in Europe leading up to what would be called WWII. He had been raised on the true stories of his father, operating behind enemy lines freeing prisoners writing war reports, smuggling people across the border Along with some property and other interests in Belgium as well as being himself half German he feels he has little choice but to interfere with the developing situation. These left him with little choice but to attempt to follow in his Fathers footsteps and attempt to do the same things he did, act.

Though some may have seen his good sense as leaving him it may have served himself well by taking a few of the strange ideas from adventure fiction and putting them into practice. He, in addition to his war correspondence role, has adopted a Nom de Gurre and secret Identity of Orphanus to fight the good fight against the Germans. He clearly remembers the overheard bits of a conversation between Fred and Dr. Gilbert when they first became aware of the untangling of the estates of his father and grandfather by US Probate courts and the good doctor made the offhand forgettable comment he thought Dominic was not around to hear “well, he certainly isn’t an Orphan-US anymore!” The turn of phrase stuck with Dominic and when he needed a secret name to conceal his own, the memory came flooding back. He decided to use Orphan-US, but made it smoother into Orphanus to in part conceal not only his Canadian upbringing but to further protect the Islanders he certainly considers his family.

Legal Status: a German born German-American, naturalized Canadian and Orphan, he legally is a respectable member of the Canadian Press currently working as a War Correspondent.

(Security Clearance= ) A Foreign born German-American, naturalized Canadian who has rarely if ever set foot in the United States he is not easily considered for any sort of Security Clearance in the standard American sense. He may be able to gain some as an ally and confidant to various resistances as well as freed POWs. In addition, should his service merit the attention of the Canadian Govt’ he may receive some help as well as trust there.

Description: As Orphanus Dominic often conceals his identity with scarves and hats pulled low, much like a pulp adventurer. This is in part because having any sort of real costume with him would be nearly impossible.
Under the name Dominic Garrison, he dresses well, is generally clean shaven and a respectable appearing member of the community. He speaks with little to no accent in any of the languages he is familiar with. In either identity he is a 6 foot tall man with decently broad shoulders and light brown nearly blond hair his features are very light but well cast giving him definition but not heaviness.

Other information: This character is based upon a reasonable extrapolation of a character from the Sullivan Entertainment Anne of Green Gables the Continuing Story. Having to watch it with my wife I then made this character after deciding he would make a good Golden age/WWII character. The character is not based upon any other information other than that solely presented in the movie. Nor is any of the information presented in here used with permission or knowledge of those holding the copy-write of the stated materials the character is based upon and related to.

AnotherSKip
04-11-2009, 01:52 AM
Identity: Buzz
Name: Buzz Devlin
Sex: M
Age: 24
Training: +1 with Hirsute
Powers: (1)
Hirsute (Body Power): Buzz apparently has a telekinetically based ability to control his hair on his admittedly hirsute body. He can perform the following power stunts with this ability.
1. +1/+2 HTH damage and all HTH attacks use the better of the TK or HTH tables.
2. By expending one point of power Buzz can generate the Telekinesis defense, generally destroying projectiles and 20% of the time he deals his HTH damage to the attacking target as a side effect of being attacked by HTH.
3. Wall Crawling: Buzz can use the varied hairs on his body to grab various surfaces and drag him along them at ½ his normal movement operating something like a centipede.
4. Because of a slight sensitivity he has 3x the Detect Danger of other people as smart as he is. This is due to sensing slight air pressure changes and other minute disturbances much like a fly.
5. By focusing he can use his HTH damage to disintegrate items for 1 PR per attack.
6. Buzz can perform multiple attacks for half the regular PR cost as well as up to two attacks per limb.
7. Microburst: Buzz can get most of his hairs working together to create a gust of air that can reach up to A” away and dealing his HTH damage at range for only 4 PR.
8. Gliding: by directing the air flow downwards Buzz can prevent most falling damage
9. Higher Lift: by using his hair to form a sort of exoskeleton he can lift up to 2000 lbs.

In all cases the use of his powers usually makes a buzzing noise ranging from a subtle bee buzz to a chainsaw like rattle. By expending 2 PR per activity he can be quiet by going slower.

Weight: 205
Basic hits: 5
Agility mod: -
Str: 12
End: 15
Agil: 15
Int: 11
Char: 13
Good React: +1
Evil React:-1
Hit mod: (1.3) (1.8) (1.4) (1) =3.276
Hit Points (16):
Power (54):
Healing Rate: 2
Accuracy: +2
Dmg Mod: +2
C. Cap: 331
Basic HTH Damage: 1d6
Movement Rates: 11”
Detect Hidden: 8
Detect Danger: 12
Inventing Points:1.1
Inventing %: 33%
Cash: $ 2000 having a little stuffed away in savings he can cover a few expenses and deal with some minor issues.
Inventions:

Origin and Background: Named after Buzz Aldrin the famous astronaut, Buzz has grown up to become a man much like his hero, though he never joined the armed forces (citing his families concerns and feelings post the Viet Nam War). Denied this opportunity to serve his country Buzz did feel something had been left out of his life. Finally he met his fate at the hands of a shaman who tried to curse him and failed. Buzz then took matters into his own hands, becoming more of an active hero and finally filling the void that was in him.

Legal Status:

(Security Clearance= )
Other information

AnotherSKip
05-04-2009, 08:34 PM
Identity: Alex V
Name: Alexander Sandy Oliphant the Fifth
Sex: M
Age: 18
Powers: (5)
Training Suggestions: Agility, Id Sciences, and Vehicles

Last Chance for Life (Android body): As an android Alex gains the following modifiers; +10 Endurance, Appearance of 55% Human, 66% of his health loss can be repaired by Self Repair operations; Healing is by making repair attempts at a rate of HR/hour and $1000 in materials and energies per point repaired.

Tougher Than He Looks (Body Power, from Android body): -4 (1d6) points of damage per die from all attacks (minimum of 1)

Mechanical Strength (Heightened Strength B): +19

Bionic Alterations (Bionics): these are improvements to the Android Body of the Clockwork Hero.
-Computer Connections: 60% chance of accessing computer information -1 to 10% per defense (passwords, firewalls and data erasure being the three most common ones),
-Combat Computers & Programs: +2 to hit -2 to be hit when aware,
-Metal Skeleton: +7 to Strength,
-Increased weight: +35% and increased electro magnetic capacity by 35% (all the dense usually ferrous materials), -1 to Agility, ½ swimming speed.

Primary Field Projection Systems (Magnetic Powers): This describes the ability to generate and control magnetic fields and waves of force. The magnetic capacity of the character equals (SxLvlx50#) x135% [see bionics] = {2430/lvl that Bionic wt. and Str. does not change} which is the maximum weight of metal the character can manipulate. Used as a defense this utilizes the Magnetic defense table, building the defense takes one action and one PR to set up with one PR per attack repulsed thereafter. This defensive stance takes up no magnetic capacity.
Offensively the Automatic Android can hurl waves of Magnetic force at his opponents attacking on the Magnetic column for 5 PR per shot with a range of 36” (S”) doing damage based upon the number of pounds employed (not expended) in the EMF burst (1d12 max at first level), this may be less than the characters maximum if there is Magnetic capacity employed in other activities.
The AV can manipulate masses of metals by expending one action, 5 PR and making a successful roll to hit to gain control over the desired object, manipulating the object thereafter only takes movement and the magnetic capacity is reduced by the amount of metal as long as it is controlled. The speed with which these metal items can be moved equals the remaining amount of magnetic capacity divided by 10, rounded up, in inches per turn. Once control is established it lasts for 20 (E) turns before fading and expending 5 PR will extend control for 20 (E) more turns. Using controlled items to attack costs no additional power and does damage based upon the items weight and velocity as per a thrown projectile. Use the HTH column on the combat tables for this style of attack, not the Magnetic Column.

Secondary Field Projection Systems (Lightning Control Powers): A-5 can generate powerful electrical impulses. These can be used as an attack with a range of 40” (Ex2), doing 2d8 damage for 4 Pr per attack. The character can as a defensive option electrify his body for one action with no additional cost or requirement to maintain.
Because of the Mechanical Myth’s control over electricity he may attempt to take over or short out items influenced by electricity. To Short out 4 Power per attempt, 40” (Ex2) range and a 40% (Ex2%) chance of success per attempt.
In order to gain control over electric powered items expend 4 Power per attempt. Save on I vs. d20 for actual control and Save on A vs. d20 to avoid some sort of mishap each time the device is used (this is ignored if the character a relevant skill). In addition each use may require that Movement or actions to be spent in order for the action to occur.

Weight: 260
Basic hits: 5
Agility mod:-
STR: 36
End: 20
Agility: 11
Int.: 10
Char: 5
Reactions: -2
Hit mod : (3.7) (2.2) (1) (1) = 8.14
Hit Points(41):
Damage Mod: -
Healing Rate: 2.5 (27 internally)
Accuracy: -
Power (77):
C. Cap: 6325
Basic HTH Damage: 2d8
Movement Rates: 17” Running
Detect Hidden: 8
Detect Danger: 12
Inventing Points: 1.0
Inventing %: 30
Cash: $5,000
Inventions: -
Origin and Background: Alexander Sandy Oliphant the Fifth was born to a slightly above average family, his grandfather had been involved in the work at Los Alamos and his father continued on in the family’s steps as a research scientist. Few knew that the research projects Los Alamos included many alternate projects to the atomic research but these were eventually stopped, buried and forgotten after the war. Trey (Alexander Sandy Oliphant the third) had worked on a post-combat survival program that would enable the minds of the too far gone to return to combat to return in new stronger bodies.
All of this would have been so much dusty forgotten history if the future Clockwork Combatant had not fallen prey to a school shooting and had his spine irreparably shattered, His father and grandfather stole their progeny after he was stabilized and took him to the buried project. Fusing old and new technology Trey and his son gave a new body to Alex the Fifth. During the startup though AV’s unknown powers went “wild” killing his family and destroying much of the machinery used to bring him to life.
Now sitting in the desert Alex 5 has to make a decision as to whether he is to continue the path of ruination and sorrow allowing himself to destroy others as he was nearly destroyed or to take advantage if his new life and leave the sorrow behind and try to put his second life to better use and repay his father and grandfather for their generosity and faith in him.

Other information: Skills: Mechanic, Computers,

Appearance: Because of his new body AlexV does not really use costumes or outfits. He has a slightly blocky and unfinished look because the technology in some ways is very old and was more mid century military in out look than today’s aesthetics. Alex 5 is bald, but muscular in an unrefined way. Like many others of the Id classification he is missing many of the humanizing characteristics (wrinkles and imperfections) as well, as his face was intended to be finished to more resemble his self image. He has become slightly inhuman (thus the low Charisma) but this he can overcome in part by learning how to react to society again and also by some internal and external reconfiguration. To appear like a normal human is somewhat to very difficult, his voice is synthesized and he does wear a spandex outfit most of the time (black body, with a light military green for his highlights, insignia, belt, boots optional gloves and cape.) This costuming decision is more because he doesn’t think about wearing anything else because he doesn’t need to.

Strongman
05-04-2009, 09:42 PM
You can sure make some neat V&V characters, Skip.

AnotherSKip
05-06-2009, 12:34 AM
thanks, wait till i get further in my campaign and i can post some really odd Champions builds i have waiting in the wings for my players.

Strongman
05-06-2009, 02:50 AM
thanks, wait till i get further in my campaign and i can post some really odd Champions builds i have waiting in the wings for my players.

I'm a V&V guy. I don't think that I ever even bought a copy of Champions. Looked at it in the store and thought that V&V was far simpler and easier and went that way. I hate to say it, but for years I've made V&V characters as a time-killer. I have an Excel spreadsheet that generates the basics and then I manually type in information and delete or insert stuff. I must have generated thousands of characters over the years just killing time.

AnotherSKip
05-07-2009, 09:27 AM
Identity: Sun Girl
Side: Good
Name: Mary Mitchell
Sex: F
Experience: 0
Level: 1
Age: 22
Powers: 7 Training: regaining her past

Sunbeam Ray (Light Control Device): This item can generate intense light from its power source providing 20 charges, and is able to control the wavelength of light emitted from Infrared to Ultraviolet as well as the intensity ranging from the barest of sheens to an intense blinding glare if desired. In addition the creation of light for mundane usages generally costs no power but may cost movement or even actions depending upon the difficulty of the activity. As a weapon it emits an intense beam of photons/lasers dealing 2d8 damage for charge per attack up to Ax2” range.
As another form of attack a Blinding burst can be emitted directed at a single target it has a range of (Ax2) requiring a special roll on the Light Control column to hit, one charge per use and if successful the target behaves as if encircled in darkness. If both rolls were a one the character may be permanently blinded.

Emergency Pouch (Special Weapon Device): She carries an "emergency pouch" while on the job; the pouch had, among other things, a "portable electronic tracer." This should be treated like a mid-grade utility belt.

Sprinter (Speed Bonus): her sprinting really quickly, +100” to ground movement.

Acrobat, Judo & Jiu Jitsu Expert (Natural Weaponry): +2 Accuracy +4 Damage in HTH, Plus she may perform many acrobatic stunts with only a 10 % failure rate at most.

The Nations Most Popular Personality (Ht Chr A): Sun Girl because of her previous activities is an international phenomenon, her actions are avidly listened to in the international community. As such she has a much higher Charisma than many beginning characters. +17 Charisma.

Friends in the Scientific Community: (Pet): Sun Girl has knowledge of, an active interest in, and frequent contact with other members of the scientific community as such she may call upon various other members of that community for assistance in various matters. Most of her contacts consider her a bright girl who is something of a teachers pet….

Secret Origin (Heightened Expertise) Sun Girl is treated as if she is 4 levels higher than her current level would indicate.

Secret Love (Low Self Control): Sun Girl is in love with The Human Torch, as such she will sacrifice not only her life but her origin and most of her adventures merely to keep his fame and character alive. Rather desiring to be an ‘ordinary’ secretary for The Human Torch than a super heroine.

Weight: 110
Basic hits: 3
Agility mod: +2
Str: 12
End: 15
Agil:15
Int: 15
Char: 31
Good React: +6
Evil React: -6
Hit mod: (1.3) (1.8 ) (1.4 ) (1.2)= 3.9312
Hit Points(12):
Healing Rate: 1.2
Power (57):
Dmg Mod: +2
Accuracy: +2
C. Cap: 177
Basic HTH Damage: 1d4
Movement Rates: 142”
Detect Hidden: 12
Detect Danger:16
Inventing Points: 1.5
Inventing %: 45%
Cash:$
Inventions:

Origin and Background: Her origin was never revealed

Legal Status:

(Security Clearance= ? )
Other information

Drawn directly from the following site---->
http://www.geocities.com/jjnevins/sungirl.html

During the Golden Age Sun Girl's private identity and origin were never revealed; she fought the bad guys and replaced Toro as the Human Torch (I)'s sidekick.
Well, okay, it's not quite as brief or simple as all that. While her origin was never revealed, some things about her were known. She had friends in the scientific community she could call upon at any time. Oh, and she's also, according to Sun Girl #3, "the nation's most popular personality," so famous and popular that when a giant ape-creature from Brazil is loose in the city, an Admiral says, "I would suggest the atom bomb rather than sacrifice the life of Sun Girl!" Her efforts to capture the animal are broadcast internationally and listened to with great interest across the world, from China to Russia to South America to the North Pole. When Sun Girl succeeds in capturing the beast, schools across the United States are closed for a day in her honor. Some textual evidence indicates that she'd been active for more than the short amount of time her stories credit her with; she is seen to be familiar with a mad scientist who is being released from prison after a long stretch in The Big House, and one story in Sun Girl #1 is told narrated by a grown man and judge, who was rehabilitated, as a teenager, by Sun Girl, thus implying that either the story is set in the future or that Sun Girl was active for twenty years or more.
In the modern era her background was changed and most of her adventures retconned away. In current continuity she was Mary Mitchell, the personal secretary of Jim Hammond, the Human Torch (I), and that she knew all about Hammond's other life; she'd fallen in love with him and became his secretary to get close to him, and when Toro left the Torch to tend to his ailing foster mother she leapt to replace him. When Toro returned he replaced her as the Torch's sidekick, and Mary was left behind, never seeing the Torch again.
Note: As Ronald Byrd says, "THIS is the woman that Roy Thomas blithely dismisses as the Human Torch's secretary." Sun Girl must be counted as one of the most victimized characters of Roy's Retcons, I think.

AnotherSKip
05-07-2009, 09:30 AM
I'm a V&V guy. I don't think that I ever even bought a copy of Champions. Looked at it in the store and thought that V&V was far simpler and easier and went that way. I hate to say it, but for years I've made V&V characters as a time-killer. I have an Excel spreadsheet that generates the basics and then I manually type in information and delete or insert stuff. I must have generated thousands of characters over the years just killing time.

Well then, POST THEM!!!!!!!

And we could have your post count up to 2000+ easy.

besides there are all sorts of fun things to do with others characters. who know what sorts of things they could become one they are out in the wide wide world

Strongman
05-07-2009, 01:01 PM
Well then, POST THEM!!!!!!!

And we could have your post count up to 2000+ easy.

besides there are all sorts of fun things to do with others characters. who know what sorts of things they could become one they are out in the wide wide world

Most of them are bare-bones sets of powers and scores with only a sentence or two about origins. I just like the randomness of the V&V system. Coming up with random sets of powers that you then have to tweak into some semblance of continuity appeals to me for some reason.

Majestic
05-07-2009, 07:21 PM
Most of them are bare-bones sets of powers and scores with only a sentence or two about origins. I just like the randomness of the V&V system. Coming up with random sets of powers that you then have to tweak into some semblance of continuity appeals to me for some reason.

I agree; for whatever reason I really like the challenge of trying to make certain combinations work into something unique and creative, too.

Strongman
05-07-2009, 07:47 PM
I agree; for whatever reason I really like the challenge of trying to make certain combinations work into something unique and creative, too.

I'm normally fairly straightforward in my interpretations and the randomness helps me "break through" that and spurs my creativity a little. I don't like characters that I see wherein the powers are taken "as is" and you end up with some energy projector with claws and mind control or something like that.

I have to say that Skip has some fantastic write-ups of V&V characters and I've really gotten a lot of pleasure out of reading the rationalizations behind some of them.

I've always regretted that V&V was not a huge commercial success. It is and was a really neat game with a nice set of rules.

AnotherSKip
05-07-2009, 11:59 PM
You could always pull the Dsumner trick of posting the bare bones and then polishing the characters bit by bit.

or heck take what you have and ill put up some suggestions for things to do to/with them.