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AnotherSKip
10-14-2008, 11:54 AM
Marvel Super Heroes
Character information Sheet
Doctor Karma :
Group Affiliation:
Heroic Identity: Dr. Samuel Karman
Base of Ops:
Age: 42
Origin: once a normal human reborn as a mage

Stat Rank Rank #
Fighting Typical (5)
Agility Typical (5)
Strength Good (8)
Endurance Good (8)
Reason Poor (3)
Intuition Good (8)
Psyche Typical (5)

Health (F+A+S+E): 26
Karma (R+I+P) 16:
Resources Exceptional (16)
Popularity Good (8)

Special Abilities:
Powers: By being reborn (again and again) Doctor Karma is beginning the path of a truly powerful mage. He, despite some trappings, is not a member of the undead and instead has some fear of those creatures of darkness. He does not consider Energy Vampires a part of the problem as they are of a different class then mystical vampirism.

Sense the Paths of Power (Detect Energy): Dr K. has the ability to sense various Energy Sources such as Energy Projectors, Weather Patterns and Energy Vampires with an Amazing (46) rank ability.

Mystical Empathy (Empathy): As a part of his Mystical abilities Dr K. can sense emotions in others with a Good (8) ability.

Mystical Magery (Magical Control): Dr Karma has the Good (8) ability to use some of his innate magical abilities to magnify or reduce the effects of another casters spells. However his own magic is not affected.

Storm Magics (Weather Control): The Good doctor has a real knack for the ability to manipulate weather, due in part to his energy sensing abilities. And he is able to generate Good (8) effects without necessarily relying upon magic to enhance his abilities.

Reborn Again (Weakness): Each night the Doctor must rest in a coffin with earth from his first grave in order to again absorb the energies of long dead mages of good who are guiding his steps.

Fear the Un-Dead (Weakness): He has an extreme psychological fear of the undead. When he is in contact with said creatures he loses all ability to focus on casting his magic’s (but may use his normal powers) as his Phobia overrides his self control.

Talents: 1 /4
Resist Domination

Contacts: 4 /5
Computer technician
Airplane pilot,
Psychologist
Occult Lore

Character Quotes: “I died again last night, but I shall one day save the world.”

Goals: Dr. Karma would like to reform the powers of darkness that seem to be gathering in the local area. He seeks to help others to overcome their fears and become more heroic.

AnotherSKip
10-14-2008, 12:18 PM
Marvel Super Heroes
Character information Sheet
Sub-Surfacer :
Group Affiliation:
Heroic Identity: Grum
Base of Ops:
Age: 20
Origin: Empowered Mole Man

Stat Rank Rank #
Fighting Monstrous (63)
Agility Remarkable (26)
Strength Amazing (26+26)=52
Endurance Monstrous (26+46)=72
Reason Typical (5)
Intuition Feeble (1)
Psyche Feeble (1)

Health (F+A+S+E):213
Karma (R+I+P): 7
Resources Poor: (3)
Popularity: Excellent (16)

Special Abilities:
Powers:

Burrowing: (Hyper-Digging) Subby has the Remarkable (26) ability to burrow through nearly any part of the earths surface. Because of his constant use of this power it adds it’s rank number directly to his Strength and Endurance.

Stone Skin: (Body Resistance) the future hero of the mole men has Incredible (36) Resistance to Energy and Physical Attacks reducing the damage by his rank number.

It’s Tougher than me?: (Weakness) Anytime Grum is placed in contact with Uru or any other Class 1000 or greater material he loses his powers until the item is taken away from his presence. Thus he hides from Captain America, Wolverine, etc…

Talents: 3/6
Healer (Medicine *)
Martial Arts C

Contacts: 1 Mole Men

Character Quotes: “For the Earrth!!!!”

Background : Grum has been sent to “the Surface world” by his people in order to learn how to be a ‘hero’.

AnotherSKip
10-14-2008, 12:34 PM
Marvel Super Heroes
Character information Sheet
Heat Wave:
Group Affiliation:
Heroic Identity: James Cauldron
Base of Ops:
Age: 22
Origin: Random Mutant

Stat Rank Rank #
Fighting Good 8
Agility Good 8
Strength Good 8
Endurance Excellent 16
Reason Excellent 16
Intuition Remarkable 26
Psyche Good 8

Health (F+A+S+E)
Karma (R+I+P) 50
Resources Typical (5)
Popularity Remarkable (26)

Special Abilities, Powers: Most of Heat Waves Abilities come from his mutated biological and chemical processes ranging from regeneration to the ability to generate heat.

Turn Up the Heat (Heat Emissions): Because of his dramatically altered biochemistry Heat Wave can generate Incredible (26) levels of Heat as a damaging attack or to perform other power stunts.

Faster Chemistry (Regeneration): the faster Chemical processes in his body also generate the ability to Recover from damage at a Remarkable (26) rate.

Hot Holes (Wall Crawling): He has the ability to climb surfaces with Remarkable (26) ability due to heating the surfaces hot enough to mold hand/finger holds or grab on to a surface and then uses cooling reduction to form a vacuum causing him to ‘stick’ to the surface.

Not Who I Seem to Be (Alter Ego): He is actually capable of hiding his mutation so well he appears as a normal human when he so desires (or is forced back into his alternate form, see below)

Mental Shift (Weakness): Heat Wave will be transformed automatically back into his ‘alternate’ form whenever he is exposed to hypnotic abilities in any way (he will become powered if he is unpowered and vice versa) for as long as he is under the influence of the abilities.

Talents: 1/4
Weapon Specialization: Heat Powers

Contacts: 3/4
Occult Specialist
Mutant Team
Ghost

Character Quotes: “Is it getting hot in here or is it just me?”
“Did I mention this is MY Kichen?”

Background: Heat Wave randomly manifested his powers primarily as a random mutation in his teenaged years. It appears that his Good Psyche is the reason behind his mental shifting. Perhaps a greater level of mental stability would cause fewer instances of problems.

AnotherSKip
10-15-2008, 09:59 AM
Marvel Super Heroes
Character information Sheet
DarkHowl
Group Affiliation:
Heroic Identity: Phillip Batsman
Base of Ops:
Age: 16
Origin: Born as A Lupinoid

Rank Rank #
Fighting Incredible 36
Agility Excellent 16
Strength Excellent 16
Endurance Incredible 36
Reason Excellent 16
Intuition Incredible 36
Psyche Poor 3
Health(F+A+S+E) 104
Karma(R+I+P) 55
Resources Poor 3
PopularityRemarkable 26

Special Abilities:
Powers: Darkhowl is a naturally occurring lupinoid ‘killed’ at birth by a mysterious doctor who was using Kansas as a way to make more energy vampires. He does not understand his urges nor is he aware of his limitation.

Draining Howl (Energy Vampier): Darkhowl can drain all kinds of energy by ‘howling’ at the source he desires to drain. It reduces the Targets abilities by a Good (8) level each time he successfully uses the power and adds an equal amount of points to his Strength, Endurance, Psyche & his two other powers. Reference the book for other details on Energy Vampires.

Seething Storm (Whirlwind): Darkhowl can surround himself with a counter rotating whirlwind, not only during draining targets but also while moving around in search of them. It allows Remarkable (26) rank Movement, as well as the same (Remarkable) ratings of defense against Sonic and Physical attacks.

Heartrending Storm (Force Field against Hostiles): Darkhowl as a built in Amazing (46) revulsion to harming others (which may be part of the reason why he isn’t more noticeable on super heroic radar) when he first began learning he could control his draining of others. If the target of his feeding becomes hostile to him (which will frequently happen) his subconscious somehow detects the change in the mind and then defensively hurls away the target, breaking the link (without causing the target to develop immunity to his power).

Suss Them Out (Enhanced Senses Smell): Dark howl because of his lupinoid birth has an Excellent (16) sense of smell.

Weakness: If Darkhowl ever is forced into his comatose like state he will lose all of his powers, except his Sense of Smell and natural attributes.

Talents: 0/3

Contacts: 3/3
Vortexa
Occult Lore
Beat Cop

Character Quotes:
“I’m gonna ‘sniff sniff’ dog you till ya tell me what I want ta know…”
“And you thought Dog the Bounty hunter was bad!”

AnotherSKip
10-16-2008, 01:32 AM
Marvel Super Heroes
Character information Sheet
Vortexa :
Group Affiliation:
Heroic Identity: Vola Tx’ea
Base of Ops:
Age: 12 (but an adult)
Origin: Humanoid Race, Energy Exposure

Stat Rank Rank #
Fighting Poor 3
Agility Monstrous 63
Strength Good 8
Endurance Incredible 36
Reason Feeble 1
Intuition Excellent 16
Psyche Monstrous 63

Health (F+A+S+E) 120
Karma (R+I+P) 80
Resources Poor 3
Popularity Typical 5


Special Abilities Powers: Vortexa has the powers of a native of her planet and the abilities she gained from having been drawn through a Vortex.

Vortex Power (Plasma generation): Several of her powers come from her plasma generation ability. However she definitely has the base ability to generate Incredible (36) Plasma effects through her hands and feet.

Center of Power (Whirlwind): Vortexa uses her plasma generation abilities to generate Amazing (46) power winds around her. Granting her that defense rank # vs. Physical and Sonic Attacks.

Flight Vortex (True Flight): in addition to generating defensive winds she also can fly with great ease at Incredible (36) Rank.

Invisible Plasma (Magnetism): By minimizing her plasma heat output she can generate Good (8) Level Magnetism effects.

More Invisible Plasma (Illusion casting): Vortexa as part of a series of complex power stunts can generate several differing kinds of illusions so long as they are of energy sources related to Plasma or Weather.

Sea Born (Water Freedom): Vortexa has the ability to move through any water easily, she may in addition maintain her Flight speed and Whirlwind powers even under water (which normally does not occur).

Repulsion (Force Field vs. Vampirism): Part of the advantage of her alien abilities is that they generate an Excellent (16) Vampirism defense innately because she in essence tastes ‘bad’.

Alien Physiology (Weakness) Vortexa can lose her Vortex powers for 10 minutes after being exposed to plastics. This also reduces her Agility and Psyche to Incredible (40).

Talents: 0/3 untalented

Contacts: 1/1 Contact: Others of her kind

Character Quotes: Reap MY Whirlwind!!!!!
Background: Vortexa Having been drawn through a Vortex from her home world to this one has had a difficult time adjusting to the situation. In addition she has accidentally absorbed some of the powers of the Vortex herself and now has a problem of her powers being more in control of her than she is of them.