Ken's Kache of Khracters (too many Hydronauts and Devilfishes)

Where in all of your character write ups will go.
Ken
Posts: 1993
Joined: Fri Nov 04, 2016 10:40 pm
Location: DeKamore, Madiganistan

Kristoffer, Son of Mordred

Post by Ken » Tue Nov 08, 2016 6:53 pm

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Kristoffer, Son of Mordred - PL 16

Strength 4, Stamina 5, Agility 2, Dexterity 2, Fighting 12, Intellect 5, Awareness 2, Presence 2

Advantages
Accurate Attack, All-out Attack, Artificer, Assessment, Benefit, Alternate Identity: Maurice Christopher, Benefit, Cipher, Benefit, Wealth 3 (millionare), Close Attack 4, Connected, Defensive Attack, Defensive Roll 2, Equipment 15, Improved Defense, Improved Disarm, Languages 3, Power Attack, Ritualist, Weapon Bind, Well-informed

Skills
Acrobatics 1 (+3), Deception 8 (+10), Expertise: Champions of Justice 2 (+7), Expertise: Dimensional Travel 1 (+6), Expertise: History 5 (+10), Expertise: Magic 10 (+15), Expertise: Riding 3 (+8), Intimidation 6 (+8), Perception 5 (+7), Persuasion 8 (+10), Ranged Combat: Sorcery 8 (+10), Stealth 1 (+3), Technology 1 (+6), Treatment 1 (+6), Vehicles 6 (+8)

Powers
Enchanted Weapon Array
. . Flail: Strength-based Damage 7 (DC 26; Accurate: +2, Reach (melee): 5 ft.)
. . Spear / Halbeard: Strength-based Damage 8 (DC 27; Reach (melee): 5 ft.)
. . Sword / Axe: Strength-based Damage 9 (DC 28)
Magic Armour: Protection 7 (+7 Toughness; Impervious)
Protection Spell
. . Immunity: Immunity 2 (Disease, Poison)
. . Protection: Protection 5 (+5 Toughness)
Sorcery: Variable 8
. . Eldritch Blast (Powers: Magic Blast: Damage 19)
. . . . Magic Blast: Damage 19 (DC 34; Accurate: +2, Increased Range: ranged, Precise)
Who Wants To Live Forever: Immunity 1 (Aging)

Power Settings
Badaboom! (Powers: Badaboom: Burst Area Damage 13)
Eldritch Blast (Powers: Magic Blast: Damage 19)
Magic Missiles (Powers: Magic Missiles: Damage 12)

Equipment
Bases, henchmen, and vehicles as needed 75

Offense
Initiative +2
Badaboom: Burst Area Damage 13 (DC 28)
Flail: Strength-based Damage 7, +18 (DC 26)
Grab, +16 (DC Spec 14)
Magic Blast: Damage 19, +12 (DC 34)
Magic Missiles: Damage 12, +18 (DC 27)
Spear / Halbeard: Strength-based Damage 8, +16 (DC 27)
Sword / Axe: Strength-based Damage 9, +16 (DC 28)
Throw, +2 (DC 19)
Unarmed, +16 (DC 19)

Complications
Dysfunctional Family: Kristoffer believes he is the son of Mordred and Morgan LeFey. He shares their goal to permanently destroy King Arthur (his Grandfather).
Megalomania: Kristoffer has delusional fantasies of power and omnipotence, desiring to create a "New Old World Order".
Police Record: Kristoffer is wanted by global law enforcement agencies.
Vulnerability: Kristoffer has the magical weakness to wrought iron. His toughness is not Impervious to pure iron weapons and take +2 to the effect. This entails wrought iron only, not objects that have been refined, like steel.

Languages
Celtic, English, French, German

Defense
Dodge 12, Parry 12, Fortitude 7, Toughness 19/17, Will 18

Power Points
Abilities 68 + Powers 89 + Advantages 41 + Skills 33 (66 ranks) + Defenses 28 = 259

===== Additional Details =====
PP earned so far: 11

Background
Kristoffer's background is mostly shrouded in secret. He claims to be the son of Mordred and Morgan LeFey, and the grandson of Arthur and... Morgan LeFey. This is unverified, though. He is an accomplished sorcerer, though, and hasn't aged appreciably since at least 1944. His son, Mikhail Kristoffer, is also reputed to have Morgan LeFey as a mother. Kristoffer himself has recently learned that there is a hard-assed mage, working for the side of "right" that may be his grandson (Balatar).

Most of Kristoffer's plots usually involve trying to cause a major catastrophe in England. He believes that if he can bring about England's most desperate hour, his grandfather will return. And then Kristoffer will kill him.

Real World Stuff
My first real "returning campaign heavy", I actually created Kristoffer as a joke. His name "Kristoffer Mordred's Son" was based on the name of a particular dean that got on my nerves. And I had a lot of gamer-friends who were enthralled by the film Excalibur. But, early on, I needed a "master villain" on short notice, and he was what I had available.

He's a fun villain, in that his reasoning is sound enough to follow, but nuts enough to see that, yeah, it breaks down. This makes him intractable. And his centuries of magic use make him powerful and dangerous. And really, really, difficult to keep locked up.

My one real pet peeve with him is that a number of my players, ones who've faced him numerous times, keep wanting to drop the "-er" off the end of his name. I keep telling them, "it's 'Kristoffer'! '-Ffer'! Kristoff is that demon in der Nacht!"
Does a Winnie poo in the 100-acre wood?

Ken
Posts: 1993
Joined: Fri Nov 04, 2016 10:40 pm
Location: DeKamore, Madiganistan

All We Need is a Miracle

Post by Ken » Tue Nov 08, 2016 11:52 pm

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Captain Miracle (V) - PL 11

Strength 14/0, Stamina 14/0, Agility 2, Dexterity 2, Fighting 6/2, Intellect 2/0, Awareness 7/3, Presence 4/0

Advantages
Accurate Attack, All-out Attack, Assessment, Attractive, Beginner's Luck, Benefit, Status 2: he's Captain Miracle, Connected, Diehard, Eidetic Memory, Equipment 1, Extraordinary Effort, Fearless, Great Endurance, Holding Back, Improved Initiative 2, Interpose, Jack-of-all-trades, Move-by Action, Power Attack, Ranged Attack 2, Startle, Takedown 2, Teamwork, Withstand Damage

Skills
Acrobatics 2 (+4), Close Combat: Unarmed 1 (+8/+7), Insight 3 (+10), Investigation 1 (+3), Perception 1 (+10/+8), Sleight of Hand 2 (+4), Technology 2 (+4)

Powers
Aged to Adulthood: Enhanced Trait 4 (Traits: Strength +1 (+14), Stamina +1 (+14))
. . Just a Kid: Enhanced Trait 4 (Alternate; Advantages: Disarming 4)
I need a Miracle!: Feature 1 (instant transformation between christian and captain miracle)
I'm Captain Miracle!: Enhanced Trait 86 (Traits: Stamina +13 (+14), Fighting +4 (+6), Awareness +4 (+7), Intellect +2 (+2), Presence +4 (+4), Dodge +4 (+6), Toughness +2 (+16), Will +1 (+8), Expertise +2 (+4), Perception +2 (+10), Ranged Combat +3 (+5), Treatment +2 (+4), Close Combat +1 (+8), Advantages: Accurate Attack, All-out Attack, Attractive, Benefit, Status 2: he's Captain Miracle, Diehard, Extraordinary Effort, Great Endurance, Holding Back, Improved Initiative 2, Interpose, Move-by Action, Power Attack, Ranged Attack 2, Startle, Takedown 2, Withstand Damage)
Miracle of Invulnerability
. . Immunity 11 (Aging, Life Support)
. . Impervious Toughness 13
. . Regeneration 5 (Every 2 rounds)
Miracle of Motion
. . Miracle of Flight: Flight 9 (Speed: 1000 miles/hour, 2 miles/round)
. . Miracle of Speed
. . . . Quickness 9 (Perform routine tasks in -9 time ranks)
. . . . Speed 9 (Speed: 1000 miles/hour, 2 miles/round)
Miracle of Strength: Enhanced Strength 14 (+14 STR; Limited to Lifting [1 rank only])
Miracle of the Mind: Comprehend 1 (Languages - Understand All, Advantages: Assessment, Beginner's Luck, Connected, Eidetic Memory, Fearless, Jack-of-all-trades; Sustained)
We Need a Miracle: Variable 1 (Action 2: free)

Power Settings
Champions-Style Haymaker (Powers: Haymaker: Strength-based Damage 4)
Faster Haymaker (Powers: Faster Haymaker: Strength-based Damage 6)
Faster Recovery (Powers: Regeneration 5)
Here's Your Miracle (Powers: Here's Your Miracle: Perception Area Enhanced Trait 1)
Hyper Flight (Powers: Hyper Flight: Flight 5)
Man Was Not Meant To Know (Powers: Man Was Not Meant to Know: Movement 1)
Miracle of Lifting (Powers: Miracle of Lifting: Enhanced Strength 5)
Miracle of the Mind, Part 2 (Powers: Translation Complete: Comprehend 2)

Equipment
CoJ Communicator COJ-107 2, Comtributions to CoJ stuff 2, Hawk Communicator (Commlink)

Offense
Initiative +10
Faster Haymaker: Strength-based Damage 6, +2 (DC 35)
Grab, +6 (DC Spec 24)
Haymaker: Strength-based Damage 4, +4 (DC 33)
Throw, +7 (DC 29)
Unarmed, +8 (DC 29)

Complications
Age: Christian is a 14 year old boy with all of the physical, social and emotional limitations that accompany it.
Enemy: Christian is hunted by his uncle, Mr. Omega.
Responsibility: Christian inherited the Captain Miracle entity and responsibilities to do good from his father and other ancestors.
Secret Identity / Power Loss: Christian Cameron has no powers, few advantages, STR 0, STA 0, FGT 2, INT 0, AWE 3, and PRE 0 in normal form.
The Legion Pact: While definately the more experienced member of the team (while in hero form), former Legion of Champions heroes have taken an unspoken pact to allow the next generation to step up rather than take leadership upon themselves.

Languages
English

Defense
Dodge 6/2, Parry 6, Fortitude 14, Toughness 16/14, Will 8/7

Power Points
Abilities 18 + Powers 184 + Advantages 2 + Skills 6 (12 ranks) + Defenses 0 = 210

Personal Details
Captain Miracle first appearred on the morning of 7 December, 1941 at Pearl Harbor, Hawai'i. It is believed that the damage wrought by the Japanese fleet would have been far worse if not for his arrival. He continued to fight for America and the Allies throughout the war. Having issues with bombing civilians, he was believed to be killed by the atomic bomb in Hiroshima. He reappeared nearly five years later, and was a charter member of the Legion of Champions. There were two times, during the Cuban Missile Crisis and Nixon's trip to China, when, again, he was believed to be killed, only to reappear a few years later.

He is rumored to be one of the instigators in the break-up of the Legion of Champions, and he was apparently retired for several years. However, when the modern age of heroes was beginning, Captain Miracle was once again active, this time acting as the elder statesman for the Windy City Warriors in Chicago. This was ended when Professor Mercury attempted nuclear blackmail on the city of Chicago. While removing the nuclear device into space, Captain Miracle was apparently lost again.

But, shortly after the Hawk formed, Captain Miracle once again returned, and joined the Chicago superteam, declining joining the Champions of Justice, who by then had become the definitive heirs to the Legion of Champions. Captain Miracle remained with the Hawk, acting as the bulwark for the team throughout many incarnations. When the Hawk was annexed into the Champions of Justice, the Captain still declined full membership. He has been seen less often recently, most often in the company of his old Legion teammates Doctor Radio and Amazon Grace.

Real Life Stuff
So, back in 1994, I was joining a friend's extant campaign while simultaneously working on fixing a damaged friendship with said friend. So rather than saying "this is what I want to play", I asked Jim "what kind of character do you need for the campaign?" Jim explained that the Hawk had ended up considerably darker than he had wanted, and commented that there was one character everyone seemed to be intimidated by. And I realised that what was called for was a riff on Captain Marvel. Jim agreed. And well, here he is.

He was designed to operate primarily at one level, but be capable of operating at the "earth-shattering" level in a pinch. After a number of different methods were tried, including the one that used to be in this spot, I read Hero High and the Holding Back advantage. Jim and I agreed that this is what we needed to represent the Captain's two different sets of abilities. The one that I actually used in play, and one that was saved for the cosmic emergencies.
Last edited by Ken on Mon Jul 10, 2017 11:27 pm, edited 2 times in total.
Does a Winnie poo in the 100-acre wood?

Ken
Posts: 1993
Joined: Fri Nov 04, 2016 10:40 pm
Location: DeKamore, Madiganistan

Captain Malachi Lee Able

Post by Ken » Tue Nov 08, 2016 11:53 pm

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Captain Malleable - PL 10

Strength 2, Stamina 3, Agility 7, Dexterity 0, Fighting 8, Intellect 9, Awareness 4, Presence 1

Advantages
Accurate Attack, All-out Attack, Assessment, Beginner's Luck, Benefit: Federal Officer, Connected, Equipment 7, Fast Grab, Improved Initiative, Move-by Action, Power Attack, Redirect, Talented Amateur 2, Well-informed

Skills
Acrobatics 1 (+8), Athletics 2 (+4), Deception 1 (+2), Expertise: Criminology 1 (+10), Expertise: Forensics 1 (+10), Expertise: Science 1 (+10), Investigation 1 (+10), Perception 4 (+8), Persuasion 1 (+2), Ranged Combat: Firearms/Duty Belt 5 (+5), Stealth 1 (+8), Technology 1 (+10)

Powers
Ambidextrous and Double Jointed: Feature 2
Elasticised Body
. . Immunity 30 (Common Descriptor: Electricty, Very Common Descriptor: Bludgeoning; Limited - Half Effect)
. . Protection 5 (+5 Toughness)
Malleable: Variable 4 (Action 2: free; Limited: Body size and reshaping abilities only, without changing colour)
. . Sling-Shot Fist (Powers: Sling-Shot Fist: Strength-based Damage 6)
. . . . Sling-Shot Fist: Strength-based Damage 6 (DC 23; Accurate 2: +4)
. . Long Arm of the Law (Powers: Elongation 10)
. . . . Elongation 10 (Elongation: 1 mile, +10 to grab)

Power Settings
Default (Powers: Movement 3, Speed 3)
Sling-Shot Fist (Powers: Sling-Shot Fist: Strength-based Damage 6)
7 League Strides (Powers: Movement 5, Speed 5)
Balloon Body (Powers: BIG Rubbery Fists: Strength-based Damage 4, Growth 12, Toughness +6 (+14))
Bouncy Body (Powers: Bouncy Body: Immunity 40)
Eye Spy (Powers: Eye Spy: Remote Sensing 8)
Go Limp (Powers: Insubstantial 1)
I'm Rubber, You're Glue (Powers: I'm Rubber...: Deflect 12)
Long Arm of the Law (Powers: Elongation 10)
Prince Charles' Ear (Powers: Ear Stretch: Remote Sensing 8)
Rubber Necking (Powers: Auditory Communication 2, Whole Head: Remote Sensing 8)
Snaking (Powers: Movement 1, Speed 2)
Sneaky and Slinky (Powers: Sneaky: Concealment 6)
Up, Up, and Away (Powers: In my Beautiful Balloon: Cone Area Flight 4)

Equipment
Contribution to Strikeforce Base and Vehicles 2, Duty Belt 29, Flashlight, Strikeforce Radio 1

Offense
Initiative +11
BIG Rubbery Fists: Strength-based Damage 4, +14 (DC 21)
Grab, +8 (DC Spec 22)
Sling-Shot Fist: Strength-based Damage 6, +12 (DC 23)
Throw, +0 (DC 17)
Unarmed, +8 (DC 17)

Complications
Natural Introvert: Mal is a scientist, not a bureaucrat or manager. He is not a people person. He is uneasy about his ability to actually liase between his superiors, the local crime lab, and the parahuman consultants.
Responsibility: As a police forensic specialist, and then as a Strikeforce officer, Able is sworn to uphold the law. As a federal police officer, there are several codes he must follow.
Weakness: Mal's elasticised body is vulnerable to temperatures. Attacks with fire, heat, or cold descriptors get +5 to the effect.

Languages
English

Defense
Dodge 12, Parry 12, Fortitude 5, Toughness 8, Will 5

Power Points
Abilities 68 + Powers 54 + Advantages 21 + Skills 10 (20 ranks) + Defenses 12 = 165\

Personal Details
Malachi Lee Able was a forensic scientist working for the Saint Louis police. An accident while investigating residue left from a battle between the Gateway Guardians and some group of supervillains gave Mal the ability to stretch and reshape his body.

Trained as a police officer and scientist, heading into the world of super-heroics seemed a natural. Before he could do so, he was tapped by the PSB to join the new Federal version of Strikeforce to become one of their suprisingly rare super-powered officers.

He has recently been assigned to the Las Vegas Strikeforce officer to act as a liason both between the Strikeforce office and the Las Vegas Crime Lab, and between the Strikeforce office and their parahuman consultants.

Real Life Stuff
So, after Jim asked me to retire Neon, as I described above. This was who I came up with: a very reluctant leader (keeping in mind that I also play the leader character in three other campaigns). The other this was that duing the later years of the Hawk, one of the loudest anti-Captain Miracle players (the one with the PL 11 Consultant) was playing Elastiwoman.

Mal has been okay. He's not bad. But he's a character I'm playing more because I was asked to fulfill a different role than the role I actually wanted to play. The best part is when I start describing some of what Mal is doing, and it kind of grosses out my fellow players. I let Captain Mal Lee Able do things that are outright disturbing; things Elastiwoman's player would never let her do.
Does a Winnie poo in the 100-acre wood?

Ken
Posts: 1993
Joined: Fri Nov 04, 2016 10:40 pm
Location: DeKamore, Madiganistan

Jack of Diamonds

Post by Ken » Tue Nov 08, 2016 11:54 pm

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Jack of Diamonds - PL 10

Strength 2, Stamina 3, Agility 2, Dexterity 1, Fighting 2, Intellect 2, Awareness 4, Presence 2

Advantages
Assessment, Attractive 2, Beginner's Luck, Benefit, Wealth 2 (indepently wealthy), Close Attack 7, Equipment 1, Evasion, Favored Foe: Gamblers, Improved Initiative 2, Jack-of-all-trades, Languages 2, Luck 5, Power Attack, Quick Draw, Seize Initiative, Talented Amateur 2, Taunt, Ultimate Effort: Gambling

Skills
Acrobatics 1 (+3), Athletics 1 (+3), Close Combat: Unarmed 4 (+6), Deception 6 (+8), Expertise: Gambling 8 (+10), Expertise: Gambling cities 6 (+8), Intimidation 1 (+3), Perception 4 (+8), Persuasion 6 (+8), Ranged Combat: Laser Eye Patch 2 (+3), Sleight of Hand 9 (+10), Stealth 5 (+7), Technology 2 (+4), Vehicles 3 (+4)

Powers
Always "Criticals": Strength-based Damage 5 (DC 22)
Combat Luck Array
. . Defense Shifted: Enhanced Trait 25 (Traits: Fighting +7 (+9), Dodge +7 (+13), Toughness +4 (+18); Subtle: subtle)
. . Toughness Shifted (Advantages: Close Attack 7)
. . . . Grazed Me: Protection 11 (+11 Toughness; Subtle: subtle)
. . . . It'll be Okay: Regeneration 3 (Every 3.33 rounds; Persistent, Subtle: subtle)
Lucky Landing: Movement 1 (Safe Fall)
Lucky with the Ladies: Enhanced Trait 1 (Traits: Attractive 2 +1 (+2))
Exploding Dice: Burst Area Damage 10 (Easily Removable, DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged; Diminished Range 2, Unreliable (5 uses))
Eye Patch Last Ditch Laser: Damage 13 (Removable, DC 28; Accurate 2: +4, Increased Range: ranged; Activation: move action, Diminished Range 3, Unreliable (5 uses))
Eye Patch: Senses 1 (Removable, Low-light Vision)
Flying Card: Flight 6 (Removable, Speed: 120 miles/hour, 1800 feet/round; Platform)
Jump Jets: Leaping 3 (Removable, Leap 60 feet at 16 miles/hour)
Lucky Guy: Luck Control 4 (Bestow Luck, Force a Re-roll, Negate Luck, Spend on Other; Subtle 2: undetectable; Quirk: Jack is unaware of ability)

Equipment
Aces Communicator 1, Cell Phone (Smartphone)

Offense
Initiative +10
Always "Criticals": Strength-based Damage 5, +13 (DC 22)
Exploding Dice: Burst Area Damage 10 (DC 25)
Eye Patch Last Ditch Laser: Damage 13, +7 (DC 28)
Grab, +9 (DC Spec 12)
Throw, +1 (DC 17)
Unarmed, +13 (DC 17)

Complications
Dark Horse in the Running: Jack accepts failure as a very real possibility of his risk taking. He dislikes it when others "put their money" on him.
Relationships: Jack is a loner, despite his belief that he is more reliable as a part of a team of heroes. It's also why the only family he still talks to is his Uncle Lance in Detroit.
Risky Business: Jack enjoys taking chances. As such, he enjoys pushing the extremes when it comes to risk-taking, including his gambling, drinking, womanising and crimefighting.
Showoff: Jack is a flamboyant man, in costume, with a theatrical crimefighting style. Some people jump to the erronious conclusion that Jack is a homosexual. As Jack Diamond, he eschews the limelight.
Travelin' Man: Jack Diamond doesn't want to seetle down or put down roots. If he stays in one city for too long he starts getting edgy. He's also commitment-phobic.

Languages
English, French, Spanish

Defense
Dodge 6, Parry 6, Fortitude 5, Toughness 14, Will 8

Power Points
Abilities 36 + Powers 75 + Advantages 25 + Skills 29 (58 ranks) + Defenses 14 = 179

Personal Details
Jack Diamond grew up in a poor neighborhood Detroit. In his world, there were only three types of people: criminals, victims, and the people who refused to be victims. He resolved to be in the last group, and when he discovered his talent for dice and card games, he hand found his way out of the cesspool. He made as much money as he could off the scum who were ruining his town (he refused to play against people he perceived as victims), and then he got out of Detroit. Especially because some of is gambling opponents were, wrongly, convinced he was cheating. He then went off to see the world: Las Vegas, Monte Carlo, Atlantic City. Pretty much anywhere there was a casino, Jack would visit. The bigger the casino, the sooner he went.

But he still was careful about who he would play against. He'd only play against people who could afford to lose what they bet. And, as often as not, these individuals were criminals, or at least people with underworld ties. Then, one night, back in Detroit, he was playing against a mafia lieutenant with a big mouth. The lieutenant bragged too much about the money he was going to be making, and off of which Tri-Cities bigwig. What the lieutenant hadn't known was that bigwig had just that day hired Jack's private detective uncle, Lance Diamond. Jack had visited Lance that very afternoon, and while not knowing the particulars, knew who Lance's client was. And Jack was canny enough to connect the dots. Later that night, or rather, early the following morning, Jack disguised himself with an eyepatch and a pair of red sweats, and went out to help his uncle, secretly. At least as secretly as Jack could manage. He found he was as lucky fighting mooks as he was when gambling for their money, and Jack saved the industrialist's daughter along the way. Stumbling through keeping a 'secret identity' when talking to the press, Jack became the Jack of Diamonds.

Jack found he enjoyed the rush from the risks of crime fighting, and he enjoyed it when he helped the victims. So he started becoming the Jack of Diamonds more and more often, and started acquiring more and more crime fighting gear. He even met the Champions of Justice when he was gambling on a Fort Bernard riverboat, although he declined the offer to join. The past few years, he's been living in Las Vegas, staying at the StarChylde Casio and Hotel. He was a founding member of the Lucky Sevens, who would become the Aces. Lately though he's been traveling again. But he still visits Las Vegas enough to become a semi-active consultant for the Strike Force office in Nevada.

Real Life Stuff
Originally, Jack was going to be a darker, angrier character motivated by the death of his cousin, Lance Diamond Jr. That didn't really work out. Then I loaned the character to another friend, Tim, who was going to use him as an NPC in a game he was going to run. But after a disasterous first session, he gave that up. So those versions of Jack became semi-apocryphal.

Then, when Jim decided he wanted to run a game in Vegas, I realised that Jack would be perfect for that. So that's when this version (or the Hero System version of this version) came into existence. It ended up being me/Jack who coined both names for the Vegas team: the Lucky 7, at the beginning when their were 7 PCs, and then when attrition brought the group down to 4, the Aces.

Sadly, more attrition happened, and Jim started seeing Jack as the "old hand", and wanting me to have Jack become team leader, which is when I took him out of the group, and had him start travelling. And Jim ended the Aces. But he started up the Las Vegas Strike Force Consultants. Fairly recently, I've brought Jack to Vegas once or twice.
Does a Winnie poo in the 100-acre wood?

Ken
Posts: 1993
Joined: Fri Nov 04, 2016 10:40 pm
Location: DeKamore, Madiganistan

Quadtron

Post by Ken » Wed Nov 09, 2016 3:05 am

Image.Image

Quadtron - PL 10

Strength 6, Stamina 5, Agility 2, Dexterity 2, Fighting 10, Intellect 8, Awareness 1, Presence 0

Advantages
All-out Attack, Beginner's Luck, Benefit, Ambidexterity, Benefit, Cipher, Chokehold, Daze (Intimidation), Eidetic Memory, Equipment 1, Fast Grab, Improved Critical 4: Overload Laser: Blast 16, Improved Critical: Basic Blast: Blast 8, Improved Grab, Improved Hold, Improvised Tools, Inventor, Jack-of-all-trades, Power Attack, Speed of Thought, Teamwork, Ultimate Effort: (self Treatment), Weapon Bind, Well-informed

Skills
Close Combat: Unarmed 4 (+14), Close Combat: Wrestling 4 (+14), Expertise: Science 1 (+9), Expertise: Urban Survival 1 (+9), Intimidation 8 (+8), Perception 5 (+10/+6), Ranged Combat: Helmet Lasers 4 (+6), Stealth 3 (+5), Technology 4 (+12), Vehicles 2 (+4)

Powers
Four-Armed: Extra Limbs 2 (2 extra limbs, Advantages: Improved Grab)
Four-Warned (Multiattack)
Many Hands make Light Work: Quickness 1 (Perform routine tasks in -1 time ranks)
Relies on Hearing
. . Better Hearing: Enhanced Trait 2 (Traits: Perception +4 (+10); Limited: Hearing Only)
. . Really Better Hearing: Senses 2 (Accurate: Hearing)
Thick Skinned: Impervious Toughness 5
Very Fast: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
Force Field Belt (Removable)
. . Anti-Gravity Generator: Flight 5 ([0 active, 0/8 PP, 2/r], Speed: 60 miles/hour, 900 feet/round)
. . Force Field
. . . . Immunity 1 ([0 active, 0/8 PP, 1/r], Environmental Condition: Cold)
. . . . Protection 5 ([0 active, 0/8 PP, 2/r], +5 Toughness; Impervious)
. . Tinkering: Variable 2 (Stacks with: Tinkering: Variable 4; Limited: Must be technology-based, Slow)
Helmet Cameras Features (Removable)
. . Helmet Off but in comm range: Remote Sensing 2 (Affects: Visual Senses, Range: 120 feet)
. . Specialised Focusing: Senses 4 (Extended: Choose Sense 2: x100, Microscopic Vision 2: cell-size)
Helmet Cameras: Senses 8 (Removable, Infravision, Penetrates Concealment: all Vision, Radius (Type): all Vision, Ultravision, Advantages: Eidetic Memory, Speed of Thought)
Helmet Computer Link (Advantages: Well-informed)
. . Comprehend 2 (Removable, Machines / Electronics)
. . Computer Link: Other Communication 1 (Removable, Sense Type: Computers)
Helmet Laser Emitters (Removable)
. . Basic Blast: Blast 8 (DC 23, Advantages: Improved Critical; Accurate 3: +6, Precise)
. . Narrow apature cone: Perception Area Damage 10 (DC 25; Perception Area: DC 20 - sight)
. . Overload Laser: Blast 16 (DC 31, Advantages: Improved Critical 4; Inaccurate: -2, Unreliable (5 uses))
. . Tinkering: Variable 4 (Limited: Must be technology-based, Slow)
. . Wide Apature Cone: Cone Area Damage 10 (DC 25; Cone Area: 60 feet cone, DC 20)
. . Wrap Around Laser: Cylinder Area Damage 10 (DC 25; Cylinder Area: 30 feet cylinder, DC 20, Selective; Limited: Cylinder is less than rank -5 in depth)
Helmet Radio Link: Radio Communication 2 (Removable)

Equipment
CoJ Honorary Communicator COJ-144 2, Commlink, Magic Helmet Clasp B.A.D.A.S.S. Communicator 2

Offense
Initiative +8
Basic Blast: Blast 8, +12 (DC 23)
Grab, +14 (DC Spec 16)
Narrow apature cone: Perception Area Damage 10 (DC 25)
Overload Laser: Blast 16, +4 (DC 31)
Throw, +2 (DC 21)
Unarmed, +14 (DC 21)
Wide Apature Cone: Cone Area Damage 10 (DC 25)
Wrap Around Laser: Cylinder Area Damage 10 (DC 25)

Complications
Abandonment Issues: Luke is always afraid that the people around him will leave eventually.
Blind: Without his helmet, Quadtron cannot see.
Pheromones: Quadtron excretes a scent that is especially potent to those who have altered brain chemestries, be it from large exposures to chaos magic, extensive drug use or some other reality-altering experiences. The affection he recieves from them is unusual and makes him uncomfortable given the way he is used to people reacting to him.
Social Misfit: Quadtron was born with four arms and no eyes. His social interactions are extremely limited.
Vulnerability: Quadtron has cybernetic implants in his brain. His toughness is not impervious to electrical attacks.

Languages
English

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 8

Power Points
Abilities 68 + Powers 77 + Advantages 16 + Skills 18 (36 ranks) + Defenses 20 = 199

Background Roughly thirty years ago, a young, single, expectant mother entered St. Luke's Hospital in labor and a great deal of pain. An emergency C-section later and she realized why it was such a difficult pregnancy: the child she gave birth to was a genetic abnormality. Unable to see anything but the monster in front of her, she quickly left the hospital and abandoned the newborn baby in the nearest dumpster. Fortunately for him, the infant was found soon after by a homeless woman nicknamed "Wagon Wendy" who rescued him from his steal coffin and took him as her own.

As the child she named Luke grew, she discovered that he had talents far beyond his physical appearance. Driven with a constant hunger for knowledge, the boy overcame his limitations, adapting to his situation and surroundings. By the age of 10, he understood concepts far above Wendy's capabilities, forcing her to find books about all of the sciences from wherever she could and reading to him. For his eighteenth birthday, he had created, based on touch alone, a functional cybernetic helmet that gave him the gift of sight, built out of discarded parts found in junk yards around the city.

Shortly after his first adventure as a "hero," Wendy passed away, causing Luke to leave the city of his birth, wandering across the country. He continued to make advancements on his helmet along the way, creating one of the most complex visual input replacement devices known to man. Unfortunately, the general public doesn't know about his device, or him. He occasionally encountered various super heroes and aided them when he could, but tried to keep his head low and out of public as much as he could. After all, most people reacted poorly to a freak like him.

Many years later, he found himself returning to San Francisco, invited by Bernard Mason. He was one of the charter members of the Frisco Freax. There he found acceptance on a level that he couldn't process. When the suicidally-depressed Kent (Zero Man) Smythe befriended him, Luke could handle that. But when his teammate Fast Track made sexual advances on him, and the extra-dimensional pixies that had overrun their base started treating him like a rock star, that was very difficult for the former recluse. When he tried to leave the team the first time, he was stopped and gained an unusual feeling of confidence, making him more open to their fondness and a stronger leader. He threw himself into helping Kent, and when the latter decided to leave San Francisco, Luke decided to join him. He now shares an apartment with his friend in Nimrod, Minnesota, and as his friend's mental and physical health improved, the duo decided to return to adventuring, joining the Minneapolis Crusader Force. A few weeks later, during the Seige on the Crusader Fortress, an EMP blast that shorted out electrical systems throughout the base also messed with the wiring running into his brain, shorting out whatever had changed his personality and returned him to normal.

Personality Quadtron is a shy man who tries to stay out of the public eye. His timid demeanor is his way of respecting other's wishes to not see him rather than due to a psychological need to distance himself from others. When people show an interest in him, he is quite friendly. Down deep inside, though, he always wonders how long it will take before they leave him behind as well. Quadtron's wish for a better, equal and fair world lends itself well to a heroic ideal and causes him to become involved when trouble arises no matter the personal cost.

Powers/Tactics Quadtron is naturally four times stronger, faster and agile than a normal human at the peak of physical fitness. He has developed a unique brawler style of fighting that maximizes the use of his extra limbs. While he is skilled at hand-to-hand combat, he is not a professional fighter and therefore will grow tired after time if all he does is fisticuffs. As such, he will often mix his hand-to-hand fighting with ranged attacks using his helmet's radiation projection system, which takes the form of a laser.

Appearance Quadtron is 6'5" and weighs 320 lbs., which is clear in his extremely muscled, well-cut, high-end bodybuilder physique (he has less than 6% body fat). It is his second set of arms, located directly beneath the top set, rather than any form of vanity, that leads him to wear loose-fitting, low-slung shooter shirts most of the time (any other fashion would cause him to rip out the sides of the shirt anyway). Usually relying on what he can find, he is often seen in well-worn jeans and work boots as well. His visual input replacement device currently resides in a modified black motorcycle helmet with tinted visor, which also does a satisfactory job of hiding the fact that he has no eyes; empty sockets covered over with fully-sealed flaps of skin. His skin is also covered in intermitant dark blotches and has several moles covering his head. While extremely unobvious in comparison with all of the other physical deformities he has, it can also be noted that Quadtron is incapable of growing hair anywhere on his body.

Real World Stuff
This is Jim's character who I described elsewhere as an "outcast". He's actually the first super-hero RPG character that Jim ever built or played. He introduced him in a Champions of Justice game, but, rightfully, realised that having the character with the CoJ would be like having the Beast join the Avengers. Not an all together bad thing on a meta-level, but rather than the angst of being so different, he'd be accepted too quickly. Jim wants to plumb Luke's angst.

Jim tried him in a few different campaigns over the course of 20 years, but the campaigns didn't last. Finally, Neil started the Frisco Freax, and he was building it around Quadtron (obstensibly it was around Quadtron and Zero Man, but Neil later admitted that it was just around Quadtron). And missed the point utterly. Neil set about trying to keep Luke from feeling angst. All of the NPCs were accepting of him; beautiful women were throwing themselves at him. And Jim tried to keep it in character, "Why is this happening, all of a sudden?"

Finally, Jim and Neil being at odds over Quadtron led to Quadtron leaving, and the campaign being overhauled. Jim brought Quadtron to Andy's game, where, honestly, things are a little better. There are actually characters around who remember that Quadtron is hideous looking.
Does a Winnie poo in the 100-acre wood?

Ken
Posts: 1993
Joined: Fri Nov 04, 2016 10:40 pm
Location: DeKamore, Madiganistan

Zero Man (cold never bothered him anyway)

Post by Ken » Wed Nov 09, 2016 3:06 am

Image.Image.Image

Zero Man - PL 10

Strength 3, Stamina 4, Agility 6, Dexterity 2, Fighting 8, Intellect 2, Awareness 4, Presence 3

Advantages
Accurate Attack, Agile Feint, All-out Attack, Attractive, Beginner's Luck, Close Attack 6, Defensive Roll 3, Equipment 2, Favored Environment: Any Environment, Favored Environment: on Ice, Improved Critical 4: Cold Blast, Improved Critical 4: He Shoots, He Scores, Improved Critical 4: High Sticking, Improved Critical 4: Ice Cream Headache, Improved Disarm, Improved Initiative, Improved Trip, Improvisation 2, Inspire 2, Languages 1, Leadership, Move-by Action, Power Attack, Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack 8, Second Chance: Fire & Heat Damage, Seize Initiative, Talented Amateur 2, Teamwork, Ultimate Effort: He Shoots He Scores

Skills
Acrobatics 2 (+8), Athletics 7 (+10), Deception 1 (+4), Expertise (AGL): Figure Skating/Ice Dancing 1 (+7), Expertise: Hockey 6 (+8), Expertise: Tactics 2 (+4), Intimidation 1 (+4), Investigation 1 (+3), Perception 2 (+6), Persuasion 1 (+4), Ranged Combat: Cold Pulses 2 (+4), Ranged Combat: Shoots & Scores 1 (+3), Sleight of Hand 1 (+3), Stealth 2 (+8), Technology 1 (+3), Treatment 1 (+3), Vehicles 2 (+8/+4)

Powers
Good Driver: Enhanced Trait 2 (Traits: Vehicles +4 (+8); Limited: land vehicles only)
He Sucks: Environment 1 (Cold, Visibility (-2), Radius: 30 feet; Quirk: Fog is dependent on humidity being present)
He's Cold
. . Immunity: Immunity 1 (Disease)
. . Immunity: Immunity 10 (Common Descriptor: Cold; Limited - Half Effect)
. . Movement: Movement 1 (Environmental Adaptation: Extreme Cold)
Ice Cold
. . Brittlize: Progressive Weaken 6 (cold, Affects: physical Toughness, Resisted by: Fortitude, DC 16; Affects Objects, Progressive)
. . Cold Blast: Damage 10 (DC 25, Advantages: Improved Critical 4; Increased Range: ranged)
. . Cold Pulses: Damage 8 (DC 23; Increased Range: ranged, Multiattack)
. . Focussed Cold Blast: Damage 14 (DC 29; Increased Range: ranged; Diminished Range 2, Inaccurate 2: -4)
. . Freeze Area: Environment 6 (Cold (Extreme), Visibility (-5), Radius: 900 feet; Quirk: Fog is dependent on humidity being present)
. . Frozen Tunnel: Line Area Damage 10 (cold, DC 25; Line Area: 5 feet wide by 30 feet long, DC 20)
. . He Shoots, He Scores: Strength-based Damage 4 (DC 22, Advantages: Improved Critical 4; Accurate: +2, Increased Range: ranged [3 extra ranks], Ricochet 4: 4 bounces)
. . High Sticking: Strength-based Damage 3 (ice , hockey stick, bludgeoning, DC 21, Advantages: Improved Critical 4)
. . Ice Bonds: Snare 8 (ice, DC 18; Accurate: +2; Diminished Range)
. . Ice Cream Headache: Affliction 10 (1st degree: Impaired, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20, Advantages: Improved Critical 4; Custom: Will overcomes on subsequent rounds, Increased Range: ranged)
. . Ice Maker: Create 10 (ice, Volume: 1000 cft., DC 20; Innate, Stationary; Permanent)
Ice Slide
. . Elevated Ice Slide: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Platform, Quirk: Ice is connected to ground so there are structural limits to the height and distance Kent can go.)
. . Fast on his feet
. . . . Speed: Speed 2 (Linked; Speed: 8 miles/hour, 120 feet/round; Stacks with: Speed: Speed 2+2; Limited: Only When on Ice)
. . . . Speed: Speed 2+2 (Linked; [Stacking ranks: +2], Speed: 30 miles/hour, 500 feet/round)
Insulated Pyjamas: Enhanced Trait -1 (Traits: Toughness +1 (+8), Dodge -1 (+12), Parry -1 (+12); Feature: Negates "He Sucks" power [1 extra rank])
Tactical Leadership: Perception Area Enhanced Trait 1 (Advantages: Favored Environment: Any Environment; Affects Others, Perception Area: DC 11 - Sight, Selective, Variable Descriptor 2: broad group - Any; Check Required 4: DC 13 - Tactics, Fades)

Equipment
Cell Phone (Smartphone), CoJ Honorary Communicator COJ-146 2, Commlink, Retractable Ice Skates 1, Snowmobile 0

Offense
Initiative +10
Brittlize: Progressive Weaken 6, +14 (DC Fort 16)
Cold Blast: Damage 10, +10 (DC 25)
Cold Pulses: Damage 8, +12 (DC 23)
Focussed Cold Blast: Damage 14, +6 (DC 29)
Frozen Tunnel: Line Area Damage 10 (DC 25)
Grab, +14 (DC Spec 13)
He Shoots, He Scores: Strength-based Damage 4, +13 (DC 22)
High Sticking: Strength-based Damage 3, +14 (DC 21)
Ice Bonds: Snare 8, +12 (DC Dog 18)
Ice Cream Headache: Affliction 10, +10 (DC Fort 20)
Throw, +10 (DC 18)
Unarmed, +14 (DC 18)

Complications
Accident: Kent's body cools a 30 ft. radius around him by about 30 degrees Fahrenheit. People can't be around him without getting very cold. He has been receiving treatments so that he can control this effect, but it is still a problem when he is asleep or similarly incapacitated.
Screwed-Up: Kent plays super-hero because of an honest desire to help people. He is receiving psycological treatment for his secret urge to get himself killed.
Super-Conductor: Kent's extreme cold makes him an excellent conductor of electricity. Electrical attacks targeting him get an additional +2 to the Attack Bonus and +2 to the effect.

Languages
English, French

Defense
Dodge 13, Parry 13, Fortitude 6, Toughness 7/4, Will 8

Power Points
Abilities 64 + Powers 50 + Advantages 44 + Skills 17 (34 ranks) + Defenses 18 = 193

Known Background Kent Smythe was born to be of the ice. He grew up in Nimrod, Minnesota where the sport of choice is hockey. He had learned to skate before he could speak in complete sentences. He spent his teen years as a high school hockey star, except when he was impressing the girls with his graceful, gentle figure skating.

He went to college on a hockey scholarship. And he tried out for the U.S. Olympic Hockey team and just missed the cut. After college he went pro, and began playing for the Huron City Hawks. Right before his fourth season was to begin, he went home to Nimrod. There was a celebration going on in his honor; the hometown hero from this tiny town had made good. During the party, Kent looked outside at the frozen pond where he had learned to skate. He noticed a little boy out on the ice. He realised the boy had been at the party, but was young enough that he had to have been born while Kent was in college. He wasn't sure who the boy's parents were; undoubtedly, the child had gotten bored at the adults' party. Then he noticed that while practicing hockey moves, the boy had gone beyond the Tree: the marker between the shallow and deep "halves" of the pond. One side always froze thick, the other didn't. And the boy was now on the wrong half.

Kent raced outside without his coat, cursing himself for not saying anything when he first noticed a little boy unsupervised on the ice. He got the boy to safety, but as he got the boy to shore, he fell backwards. The thin ice gave; Kent went in and slipped beneath the ice. Fortunately, a professional rescue crew arrived in time and got him out. But he had to recover, as he became ill. And the illness cost him his lead spot on the Hawks. The illness gave way to Kent discovering his body had changed. His skin turned pale, and his hair turned blue. And he became cold. Not that it bothered him, but anyone else in any room he was in would become bothered by the cold. Kent's body absorbed the heat, lowering the ambient temperature.

Kent Smythe had become a freak; a man whose body brought the temperature down to zero degrees. But he had also found that he had enjoyed saving the boy. He liked being a hero. So he practiced controlling his 'cold projection'. He learned to create pockets of cold so that water vapor in the air would condense into ice, and he learned to shape those pockets as to make crude ice structures. He had special boots made with collapsable ice skates in them; he could switch from walking to skating without changing his footwear. And then he received a letter from Bernard Mason, inviting him to come to San Francisco.

As Zero Man, Kent was a charter member of the Frisco Freax. But rather than making him feel like less of a freak, everything at the the Freax compound was so upside-down topsy turvy, that Kent felt even more of a freak because of the normalcy in his life he had clung to. For example, before, Kent used to be invited to pose for underwear ads, and but then was largly ignored by the female population of the Freax, but his four-armed, eyeless teammate with a face that stops clocks, Quadtron, was treated like a sex symbol. Ironically, after several months, when Zero Man had had enough and decided to leave, Luke/Quadtron went with him. However, another Freak, Paul (Lumpy) Clarence, did make arrangements for Kent to visit Dr. Doyle Conan, one of the leading physicians in the field of parahuman medicine. Today, Kent has enough control of his powers that he rarely uses the insulated suit that Luke had made for him, save at night when he sleeps. He has returned to his hometown, and shares an apartment with his friend Luke. He is also receiving treatment for his suicidal depression, and is considering going back into super-heroing.

Personality Kent Smythe was a successful professional athlete. He had money, fame, and no shortage of women. His accident took all of that away. He mostly enjoys trying to be a super hero, but among his Frisco Freax teammates, he was an outsider. He was a jock in a house full of scientists and pixies. He felt no real acceptance from most his teammates, just an expectation that he should drink their proverbial 'Kool-Aid'. As such he was increasingly resentful and depressed, to the point of being suicidal. Getting away from that hell has helped, as has his psychological and medical treatment. He is slowly returning to the smiling, friendly person he once was.

Powers/Tactics Kent Smythe is a strong and agile athlete who's also a gifted skater. His time as a hockey player has taught him much about group dynamics and group combat. His body is also a heat sink. He lowers his immediate vicinity by approximately fourty degrees fahrenheit just by being. He can concentrate this effect and he uses it offensively. He can also create crude ice structures if there is enough humidity; he favours making hockey-stick-like structures, as well as pucks to use against people. Due to his deathwish, he tends to pick the most dangerous opponents.

Appearance Zero Man is 5’9" and weighs around 170 lbs. His skin is blueish-white and his hair is blue. He has a strong, athletic build, and is handsome despite his altered pigmentation.

Real World Stuff
Okay, first off, the D.B. Sweeney/Moira Kelly film The Cutting Edge is a guilty pleasure favourite film of mine; which led directly into how I designed Kent's personality.

Secondly, the first iteration of Zero Man I created was in 1998, during the "Electric Blue" phase of Superman's career. Peter David had, reportedly, opined when seeing Superman's blue outfit that it "needs ice skates". Obviously, I took some inspiration there.

Thirdly, Doug has a character named Count Zero. Yes, Doug took the name from William Gibson's 1986 novel. Eric tended to call Count Zero "Zero Man", much to my annoyance. I mean if it had fewer syllables, I could understand the nickname, but, it doesn't. Anyway, so when I needed a name for a cold character, I chose "Zero Man" expressly to get people to stop using the term for Doug's offworld originated character.

So, back in '98, Neil decided to run a campaign set in Montreal, and he wanted Canadian heroes. This was when Eric decided that Shock Absorber was a Canadian (as I explained in the Micron background). Zero Man was my first submission to Neil. Neil rejected him, saying that he didn't want to non-flying energy projectors on the team, and I was the more likely to come up with something else. (Eric was, after all, recycling an old character from a prior game). So I filed Zero Man away.

Years later, Neil decides to run an "Outcast Heores" game. Jim was dusting off Quadtron. I decided to rewrite Zero Man so that he couldn't control the field of cold around him, making him an outcast. And Neil was cool with that, so to speak.

It didn't go overly well. As I described elsewhere, Neil focussed all of his GM energy and NPCs at Quadtron. So, the character who'd always been an outcast his whole life was suddenly Mr. Popular, and the character who'd been a sports star until his powers made him outcast became even MORE of an outcast. It was very weird.

In play, Kent's first costume was the green one with the bare arms and legs. Then he got the second one, the one that Quadtron made that insulated Kent, and let him inteact with people more. When the pair left San Francisco for Minneapolis to join Crusader Force, Kent got the blue costume for the first time in continuity. This is also when Quadtron got his burgendy costume.
Does a Winnie poo in the 100-acre wood?

Ken
Posts: 1993
Joined: Fri Nov 04, 2016 10:40 pm
Location: DeKamore, Madiganistan

Ms. Scarlet

Post by Ken » Wed Nov 09, 2016 3:34 am

Image.ImageImage

Ms. Scarlet - PL 11

Strength 1, Stamina 1, Agility 4, Dexterity 2, Fighting 6, Intellect 8, Awareness 4, Presence 2

Advantages
Accurate Attack, Assessment, Benefit, Wealth (well-off), Benefit: Champion of Justice, Chokehold, Close Attack 2, Connected, Defensive Attack, Defensive Roll 2, Equipment 21, Improved Aim, Improved Critical 3: Zap Knuckles, Improved Initiative 2, Improved Trip, Improvised Weapon, Inventor, Power Attack, Quick Draw, Ranged Attack 6, Skill Mastery: Ranged Combat, Skill Mastery: Vehicles, Taunt, Teamwork, Ultimate Effort: Piloting, Well-informed

Skills
Acrobatics 1 (+5), Athletics 4 (+5), Deception 6 (+8), Expertise: Aeronautics 7 (+15), Expertise: Engineering 7 (+15), Insight 3 (+7), Intimidation 1 (+3), Investigation 1 (+9), Perception 4 (+8), Persuasion 6 (+8), Ranged Combat: Weapons Array 4 (+6), Sleight of Hand 3 (+5), Stealth 5 (+9), Technology 4 (+12), Treatment 1 (+9), Vehicles 11 (+21/+13)

Powers
Kick-Ass Pilot: Enhanced Trait 4 (Traits: Vehicles +8 (+21); Limited: Not with Land Vehicles)
Armoured Uniform: Protection 4 (+4 Toughness; Impervious [3 extra ranks])
Centurion Control: Summon 11 (Easily Removable; Active, Controlled; Limited: Must Arrive Under its Own Power)
Mask Lenses: Immunity 5 (Sensory Affliction Effects; Limited: Vision Only, Limited - Half Effect)
Weapons Array
. . Grenades: Burst Area Damage 11 (Easily Removable, DC 26; Burst Area: 30 feet radius sphere, DC 21, Increased Range: ranged; Diminished Range 3, Unreliable (5 uses))
. . Net Gun: Snare 10 (Easily Removable, DC 20; Unreliable (5 uses))
. . Ray Gun: Damage 6 (Easily Removable, DC 21; Accurate 2: +4, Increased Range: ranged, Multiattack)
. . Recoil-less Blaster: Blast 10 (Easily Removable, DC 25)
. . Stun Gun: Affliction 10 (Easily Removable, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Increased Range: ranged)
. . Zap Knuckles: Strength-based Damage 11 (Removable, DC 27, Advantages: Improved Critical 3; Accurate: +2)

Equipment
CoJ Communicator COJ-015 2, Contribution to CoJ Vehicles 3, Contribution to CoJ Bases 1, Scarlet Ship, Scarlet Spaceplane, Tara

Offense
Initiative +12
Grab, +8 (DC Spec 11)
Grenades: Burst Area Damage 11 (DC 26)
Net Gun: Snare 10, +12 (DC Dog 20)
Ray Gun: Damage 6, +16 (DC 21)
Recoil-less Blaster: Blast 10, +12 (DC 25)
Stun Gun: Affliction 10, +12 (DC Fort 20)
Throw, +8 (DC 16)
Unarmed, +8 (DC 16)
Zap Knuckles: Strength-based Damage 11, +10 (DC 27)

Complications
Power Loss: If Paula is caught without her chain-mail uniform, she is a lot easier to hurt.
Practical Jokester: Paula's tendancies towards practical and impractical jokes has numerous effects on people.
Relationships: Paula lives with her boyfriend Peter McMurphy and her father, Peter Rostokov. Her father's former apprentice, Technon, is a teammate as well as "adoptive brother".
Responsibility: Being the daughter of Legion of Champion veterans left Paula with many issues.

Languages
English

Defense
Dodge 13, Parry 13, Fortitude 6, Toughness 7/5, Will 12

Power Points
Abilities 56 + Powers 51 + Advantages 52 + Skills 34 (68 ranks) + Defenses 29 = 222

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Scarlet Centurion - PL 11

Strength 14, Stamina -, Agility -4, Dexterity -4, Fighting 0, Intellect -, Awareness -5, Presence -

Advantages
Accurate Attack, All-out Attack, Close Attack 8, Diehard, Hero Lab Bug 4, Improved Critical 4: Particle Beam Blast: Damage 13, Improved Critical: Big Blast: Damage 17, Improved Initiative 2, Languages 1, Move-by Action, Power Attack, Uncanny Dodge

Skills
Perception 15 (+10), Ranged Combat: Throw 11 (+7), Ranged Combat: Weapon System 13 (+9), Stealth 1 (-19)

Powers
Giant Robot: Growth 12 (+12 STR, +12 Tough, +6 Intimidate, -12 Stealth, -6 active defenses, +3 size ranks, +12 mass ranks, +; Permanent)
that's Lighter than one'd expect
. . Enhanced Trait 0 (Traits: Toughness -4 (+18), Advantages: Hero Lab Bug 4)
. . Growth 4 (+2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank; Limited to Increasing Size Only, Permanent)
Armor: Protection 4 (+4 Toughness; Impervious [11 extra ranks])
Cargo and Passenger Compartments: Feature 1
Giant Sword: Strength-based Damage 6 (Removable, DC 35; Inaccurate 3: -6)
Immunity to Fortitude Effects
Impressive Robot: Enhanced Trait 4 (Traits: Intimidation +8 (+16); Permanent)
Jet System Array
. . Afterburner: Flight 13 (Speed: 16000 miles/hour, 30 miles/round; Concentration, Distracting)
. . Jump Jets: Flight 3 (Speed: 16 miles/hour, 250 feet/round; Aquatic)
Load Bearing Chassis: Enhanced Strength 2 (+2 STR; Limited to Lifting)
Radar: Senses 10 (Accurate: Ranged Touch, Acute: Ranged Touch, Extended: Ranged Touch 5: x100k, Radius: Ranged Touch, Ranged: Touch)
Sensors: Senses 11 (Analytical (Type): Sight, Direction Sense, Distance Sense, Extended: Sight 3: x1k, Low-light Vision, Radio, Ultra-hearing, Ultravision)
Weapon System Array
. . Big Blast: Damage 17 (DC 32, Advantages: Improved Critical; Increased Range: ranged; Inaccurate 2: -4)
. . Flamethrower: Shapeable Area Damage 6 (DC 21; Shapeable Area 4: 250 cft., DC 16, Reach (ranged) 3: 15 ft.)
. . Mini-Missile Swarm: Damage 9 (DC 24; Accurate 2: +4, Homing 4: 4 extra attempts, Increased Range: ranged, Multiattack)
. . Missiles: Burst Area Damage 11 (DC 26; Burst Area: 30 feet radius sphere, DC 21, Increased Range: ranged)
. . Particle Beam Blast: Damage 13 (DC 28, Advantages: Improved Critical 4; Extended Range 3, Increased Range: ranged)

Offense
Initiative +4
Big Blast: Damage 17, +5 (DC 32)
Flamethrower: Shapeable Area Damage 6 (DC 21)
Giant Sword: Strength-based Damage 6, +2 (DC 35)
Grab, +8 (DC Spec 24)
Mini-Missile Swarm: Damage 9, +13 (DC 24)
Missiles: Burst Area Damage 11 (DC 26)
Particle Beam Blast: Damage 13, +9 (DC 28)
Throw, +7 (DC 29)
Unarmed, +8 (DC 29)

Complications
Complex Machine: Operating the Scarlet Centurion, either from the inside, or with the control box requires both a Vehicles (aircraft) check of DC 15 as well as a Technology check of DC 10.
Disability: The Scarlet Centurion is a robot comparable in size to the Statue of Liberty, but at twice the weight. There are a lot of places it cannot go.

Languages
Binary, English

Defense
Dodge 4, Parry 4, Fortitude Immune, Toughness 18/22, Will Immune

Power Points
Abilities -52 + Powers 150 + Advantages 17 + Skills 20 (40 ranks) + Defenses 30 = 165

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Scarlet Ship - PL 11

Strength 10, Defense -2, Toughness 13, Size Huge

Features:
Alarm 1, C.A.P.T.A.I.N. 3, Drop Lines 5, Hidden Compartments 1, Navigation System 1, Radar 1, Sonar 1

Powers
Engines Array
. . Afterburner: Flight 12 (Speed: 8000 miles/hour, 16 miles/round)
. . Jets and Impeller: Flight 9 (Speed: 1000 miles/hour, 2 miles/round; Aquatic)
Radar Shielding: Concealment 1 (Other Sense: Radar)
Weapons System Array
. . Blaster Cannon: Damage 12 (DC 27; Accurate: +2, Increased Range: ranged)
. . Rockets: Burst Area Damage 11 (DC 26; Burst Area: 30 feet radius sphere, DC 21, Extended Range 4, Increased Range: ranged; Unreliable (5 uses))
. . Turbo Lasers: Damage 6 (DC 21; Accurate 4: +8, Extended Range 3, Increased Range: ranged, Multiattack)

Offense
Blaster Cannon: Damage 12, +10 (DC 27)
Rockets: Burst Area Damage 11 (DC 26)
Turbo Lasers: Damage 6, +16 (DC 21)

Power Points
Abilities 4 + Powers 55 + Advantages 0 + Features 13 + Skills 0 (0 ranks) + Defenses 6 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 78

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Scarlet Spaceplane - PL 11

(Alternate of Scarlet Ship)

Strength 11, Defense -3, Toughness 13, Size Gargantuan

Features:
Alarm 1, C.A.P.T.A.I.N. 3, Hidden Compartments 1, Long-Range Sensors 1, Navigation System 1, Radar 1

Powers
Engines Array
. . Spaceflight
. . . . Flight 19 (Speed: 1 million miles/hour, 2000 miles/round; Concentration)
. . . . Movement 1 (Space Travel 1: within solar system)
. . Standard Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
Radar Shielding: Concealment 1 (Other Sense: Radar)
Weapons System Array
. . Blaster Cannon: Damage 12 (DC 27; Accurate: +2, Increased Range: ranged)
. . Rockets: Burst Area Damage 11 (DC 26; Burst Area: 30 feet radius sphere, DC 21, Extended Range 4, Increased Range: ranged; Unreliable (5 uses))
. . Turbo Lasers: Damage 6 (DC 21; Accurate 4: +8, Extended Range 3, Increased Range: ranged, Multiattack)

Offense
Blaster Cannon: Damage 12, +10 (DC 27)
Rockets: Burst Area Damage 11 (DC 26)
Turbo Lasers: Damage 6, +16 (DC 21)

Power Points
Abilities 2 + Powers 52 + Advantages 0 + Features 8 + Skills 0 (0 ranks) + Defenses 5 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 67

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Tara - PL 11

Toughness 10, Size Huge

Features:
Communications, Computer, Dock, Fire Prevention System, Garage, Gym, Hangar, Laboratory, Library, Living Space, Power System, Secret 1, Security System 2, Workshop

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 15 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 20

Known Background Ms. Scarlet began her career as a costumed adventurer twelve years ago, when the Champions of Justice were reforming after briefly disbanding. She has had a minimal solo career, working almost exclusively with the team of heroes. She has indicated publicly that she is the daughter of the 1950’s-60’s super hero Techno-Wizard. She has not been an overly prominent Champion of Justice. She voids the limelight, and her abilities as an adventurer are not overly spectacular. She was a member in good standing for several years, and has enjoyed, and been perplexed by, a good measure of popularity within the team. Despite this she has become an inactive member as she has become involved with Peter (Fireforce) McMurphy. More recently, she's retired, as she and Peter are trying to adopt children.

Personality Ms. Scarlet grew up in a super hero environment. As such, she is very casual about the life of the costumed adventurer. She believes strongly in what they are doing and is comfortable being a part of it. However, she is also very aware of her own mortality, and if it weren’t for genuinely liking some of the Champions, she could easily leave it behind. She lacks confidence in her own abilities, believing them to be overshadowed by the likes of Stuntman and Dr. Technon. She thinks she should give up smoking completely. She is also something of a practical joker and she enjoys magic tricks.

Powers/Tactics Ms. Scarlet has no true super powers. Her greatest gift is her skill as an avionics engineer and as a pilot. She is an adequately trained martial artist. She has considerable skill in other areas of engineering and is good at designing and assembling weapons. She carries many of these gadgets with her.

She pilot’s the Scarlet Ship. The Scarlet Ship is a marvel of engineering. It is a submersible, jet powered flying craft that is capable of achieving super sonic speeds, but it is also able to hover in place. Ms. Scarlet is often upgrading its weaponry.

Appearance Ms. Scarlet is an attractive looking blue eyed blonde. She stands 5’7” and weighs 130 lb. She appears to be considerably younger than her actual age. She wears a leather jacket and boots, all red, over a black micro-chain mail bodysuit.

Real World Stuff
In the 1st-3rd editions of "Champions", there was no game mechanic for truly super, super-human speed. The fastest any character to get, with anything resembling a decent point cost, was around 300 mph. Still impressive, but not what I wanted for the Champions of Justice who I wanted to be highly, highly mobile. This was only a problem between January 1988 (when we started using "Champions") and mid-to-late 1989 when the 4th edition came out. But, in the meantime....

In the early issues of Justice League, the Giffen-deMattis era, post "of America" and pre-"International", the League got around in Blue Beetle's Bug. Ted Kord was the inspiration for Ms. Scarlet. The Bug was the inspiration for the Scarlet Ship. I made her a chick, because, well, why not? She proved very popular with my players, although almost never in a "my character pursues a romantic relationship with Paula" kind of way.

Then, as I said, in late 1989, when converting from 3rd to 4th, the velocity issue with various characters got addressed. The Scarlet Ship became less needed. Then, in late 1991, my friend Andy joined our gaming group, and he (re-)introduced Stuntman. I knew a much, much earlier version of Stuntman from about 1984, when Andy and I were in high school. The version introduced in '91 had been through a lot, had changed his costume (to include a jacket, no less), and his tendencies as a wise-cracking joker were more evident than I remembered. And, he was a gadget weilding, vehicle piloting kind os super-hero. Stuntman made Ms. Scarlet utterly redundant. Andy knew nothing of her, so it's not like it was on purpose. Hell, Andy was just getting to know my college friends since, at that point it was clear that they were, like him, in for the long haul and not just "college friends".

It seemed natural enough to me to push Ms. Scarlet to the proverbial back-burner. As a story-teller, I no longer needed her nor her toys. And, of course, always give priority to a PC over an NPC. So, Scarlet kind of faded into the background.

Then, one day, years later, I was looking for a sacrifical lamb character. I wanted to kill off an NPC hero to make a point of some kind: this new villain's a bad-ass or something. And, since I no longer needed her, I considered using her. I mentioned in passing that I was thinking about killing Ms. Scarlet off to my friends. And they lost their shit!

Well, I didn't kill her off. But to this day I don't understand the whole "yeah, it's okay if you don't use her but, damn, you better not kill her" thing.

Eventually, Jim let his Fireforce character stop mourning his dead wife (long story), and get involved with Ms. Scarlet. mostly off-screen. Deep down, I think it has less to do with him wanting Peter to grow and be happy, and more to do with giving me an express reason to not kill her off.
Last edited by Ken on Mon Dec 04, 2017 1:30 pm, edited 2 times in total.
Does a Winnie poo in the 100-acre wood?

Ken
Posts: 1993
Joined: Fri Nov 04, 2016 10:40 pm
Location: DeKamore, Madiganistan

Riptide

Post by Ken » Wed Nov 09, 2016 3:34 am

ImageImage

Riptide - PL 11

Strength 12, Stamina 10, Agility 8, Dexterity 1, Fighting 7, Intellect 4, Awareness 5, Presence 3

Advantages
Accurate Attack, Accurate Notice, All-out Attack, Animal Empathy, Attractive 2, Benefit, Wealth (well-off), Benefit: CoJ, Connected, Defensive Attack, Equipment 7, Evasion, Fascinate (Persuasion), Favored Environment: water, Favored Foe: Women in bars, Great Endurance, Improved Initiative, Interpose, Move-by Action, Power Attack, Second Chance: Water Attacks, Set-up 2, Skill Mastery: Close Combat, Skill Mastery: Persuasion, Takedown, Taunt, Teamwork, Ultimate Effort: Lovemaking, Withstand Damage

Skills
Acrobatics 2 (+10), Athletics 2 (+14), Close Combat: Grab 3 (+10), Close Combat: Unarmed 3 (+10), Deception 4 (+7), Expertise: Fishing 1 (+5), Expertise: Lovemaking 5 (+9), Expertise: Sailing 1 (+5), Expertise: Sea Life 6 (+10), Expertise: World Oceans 11 (+15), Insight 3 (+8), Intimidation 7 (+10), Perception 10 (+15), Persuasion 12 (+15), Ranged Combat: Thrown Objects 9 (+10), Sleight of Hand 4 (+5), Stealth 2 (+10), Technology 1 (+5), Treatment 1 (+5), Vehicles 3 (+8/+4)

Powers
Built for the Ocean Depths
. . Immunity 3 (Environmental Condition: High Pressure, Environmental Condition: Cold, Suffocation: Drowning)
. . Movement 1 (Environmental Adaptation: Underwater)
. . Protection 3 (+3 Toughness)
. . Senses 3 (Extended: Hearing 1: x10, Low-light Vision, Ultra-hearing)
Enhanced Constitution: Immunity 2 (Disease, Poison)
Enhanced Lifting: Enhanced Strength 4 (+4 STR; Limited to Lifting)
Fast Swimmer: Swimming 5+5 ([Stacking ranks: +5], Speed: 500 miles/hour, 1 mile/round)
Mental Powers Array
. . Mental Blast: Perception Area Damage 6 (DC 21; Alternate Resistance: Will, Perception Area: DC 16 - Sight, Selective)
. . Mental Burst: Perception Area Damage 8 (DC 23; Alternate Resistance: Will, Perception Area: DC 18 - Sight)
. . Mental Telepathy
. . . . Comprehend 4 (Animals - Speak To, Animals - Understand, Languages - Understand All, Languages - You're Understood)
. . . . Mental Area Communication 3 (Area)
. . Mind Control 6 (DC 16)
. . Mind Probe: Mind Reading 11 (DC 21; Insidious, Subtle: subtle)
Movement Array
. . Fast Runner: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
. . Once More Into The Breach: Leaping 5 (Leap 250 feet at 60 miles/hour)
. . Swimming Boost: Swimming 5 (Speed: 16 miles/hour, 250 feet/round; Stacks with: Fast Swimmer: Swimming 5+5)
. . Swimming Push
. . . . Propulsion Push: Enhanced Strength 2 (+2 STR; Limited: Only while swimming, Limited to Lifting)
. . . . Swimming 4 (Speed: 8 miles/hour, 120 feet/round; Stacks with: Fast Swimmer: Swimming 5+5)
Piloting: Enhanced Trait 2 (Traits: Vehicles +4 (+8); Limited: Not with Land Vehicles)
Underwater Punch: Strength-based Damage 2 (DC 29; Inaccurate: -2)

Equipment
CoJ Communicator COJ-006 2, Contribution to CoJ Bases 1, Contribution to CoJ Vehicles 2, Hydroplane

Offense
Initiative +12
Grab, +10 (DC Spec 22)
Mental Blast: Perception Area Damage 6 (DC Will 21)
Mental Burst: Perception Area Damage 8 (DC Will 23)
Mind Control 6 (DC Will 16)
Mind Probe: Mind Reading 11 (DC Will 21)
Throw, +10 (DC 27)
Unarmed, +10 (DC 27)
Underwater Punch: Strength-based Damage 2, +8 (DC 29)

Complications
Origins: Riptide is unaware that he is one quarter Erylusian; the grandson of his rival, Tritan.
Relationships: Murray is known for his numerous romantic and/or sexual liasons.
Reputation: Riptide is known in some circles as a violent environmentalist because of his hatred of the indiscriminate slaughterers of ocean life.
Vulnerability: Riptide's senses are very sensitive. Sonic and other sensory attacks vs Riptide get +5 to the effect.
Weakness: Riptide dehydrates when away from water for an extended time, becoming impaired, disabled, then incapacitated before his condition becomes dying. Exposure to desiccants accellerates the process. Immersion in water immediately removes all accumulated conditions. Fire and heat based attacks vs Riptide get +5 effect.

Languages
English

Defense
Dodge 9, Parry 9, Fortitude 10, Toughness 13, Will 12

Power Points
Abilities 100 + Powers 60 + Advantages 36 + Skills 45 (90 ranks) + Defenses 10 = 251

--------------------

Image

Hydroplane - PL 11

Strength 8, Defense -1, Toughness 9, Size Huge

Features:
Alarm 1, Navigation System 1, Radar 1, Sonar 1

Powers
Jet Engines: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
. . Aquadynamic Lifting body: Flight 7 (Alternate; Speed: 250 miles/hour, 0.5 miles/round; Aquatic)

Power Points
Abilities 2 + Powers 21 + Advantages 0 + Features 4 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 30

Known Background Riptide first appeared publicly about sixeen years ago. He was a teenager who helped rescue a beached Humpback Whale on the shore near Everett’s Bay, Maine. At the time he wore normal clothing and did not identify himself. Shortly thereafter, he started his work as a "Super Hero of the Sea". It was at that time he started wearing a uniform and using the code name "Riptide". His heroic career has been largely involved with menaces on the ocean. This has ranged from battling whale poachers on the high seas to fighting pirates to fighting oceanic super villains such as Orca and Devil Fish. His first contact with the Champions of Justice took place during his first year of adventuring. After their second meeting, he was offered membership in what was still a small group. He declined full-time membership, but he has worked with them a reserve member for several years.

Personality Murray Nichols is a complex man full of contradictions. He has no desire to lead a double life, but he avoids mentioning his real name. He loves being around people, socialising, and having a good time, but is, at heart, a loner and spends much of his time alone, at sea. He genuinely likes his fellow Champions of Justice, but he rarely hangs around with them. And he seems to take life as it comes; however he is very concerned about the oceans, and its life and ecology and the state of the world. Riptide is the kind of man that if asked to help, he will, but the rest of the time follows his own path through life. He is also quite the ladies’ man. A charmer who isn't serious about relationships, he tends to find at least one girl in every port.

Powers/Tactics Riptide has two major powers. The first is that his body is very adapted to life in the ocean. He can breathe while under water and he can swim in excess of 430 knots. To survive the pressure in the ocean’s depths, his body is incredibly strong and can withstand enormous pressure. Over the years he has adopted a fighting style that makes the best use of his strength, durability and agility. He can see in the darkest oceans and has incredible hearing. Riptide is also a psionic, although he dislikes using these abilities. He can read and command minds or simply shut them down. His reluctance to use them causes him extra effort when using them.

Appearance Riptide is a very attractive man, and very muscular. His reddish blond hair is quite long, and he stands 5’10". His muscle density is very high and he weighs close to 350 lb. though this isn’t particularly noticeable. He usually favors costumes in sea green and/or light blue.

Real Life Stuff
Way, way back in my early GMing days (1988), I was "adapting" the "Who Killed Trident" story from The New Teen Titans #33 into a Champions of Justice story. Aqualad had a bried appearance in that story, so I decided to create a character to fill that niche in the story I was running. Riptide was the result.

As a curious sidenote, the first drawing I ever did of Riptide was actually before the character was named. But, when I gave him a mustache, he ended up looking like (at least in my own opinion) actor Perry King, who had been one of the leads on a TV show called Riptide a few years earlier. I had enjoyed the show. There was another character on the show named Murray. So that was where Murray's names came from.

I have a friend in North Carolina who is a big Aquaman fan, so on the few times he's played with my gaming group (Google Chat is awesome), I've loaned out Murray (who's usually an NPC) to him.
Last edited by Ken on Fri Dec 08, 2017 1:22 pm, edited 1 time in total.
Does a Winnie poo in the 100-acre wood?

Ken
Posts: 1993
Joined: Fri Nov 04, 2016 10:40 pm
Location: DeKamore, Madiganistan

Micron

Post by Ken » Wed Nov 09, 2016 3:36 am

Image

Micron - PL 11

Strength -3, Stamina 3, Agility 4, Dexterity 4, Fighting 4, Intellect 9, Awareness 7, Presence 3

Advantages
Benefit, Wealth (well-off), Benefit: COJ, Close Attack 4, Close Attack 5, Connected, Defensive Roll, Equipment 2, Fascinate (Expertise: Teaching), Favored Foe: Bureaucrats, Favored Foe: Students, Hide in Plain Sight, Improved Critical 2: Q-Blast, Improved Critical 4: Compacted Mass, Improved Disarm, Inventor, Jack-of-all-trades, Languages 1, Move-by Action, Power Attack, Precise Attack (Close, Cover), Precise Attack (Ranged, Cover), Skill Mastery: Close Combat, Skill Mastery: Ranged Combat, Teamwork, Well-informed

Skills
Athletics 3 (+0), Deception 2 (+5), Expertise: Science 6 (+15), Expertise: Teaching 3 (+12), Insight 1 (+8), Intimidation 2 (-5), Perception 1 (+8), Persuasion 1 (+4), Ranged Combat: Quantum Tap 4 (+8), Technology 6 (+15), Vehicles 1 (+5)

Powers
Mass Manipulation Array
. . Static Tininess: Shrinking 12 (-3 STR, -6 Intimidate, +12 Stealth, +6 active defenses, -3 size ranks, -1 speed ranks; Feature 5: Array defaults to this setting if other settings end, Increased Duration: continuous)
. . Tiniest: Shrinking 20 (-5 STR, -10 Intimidate, +20 Stealth, +10 active defenses, -5 size ranks, -2 speed ranks, Advantages: Close Attack 5; Atomic Size)
. . Tiny but Normal Weight
. . . . Density: Protection 4 (+4 Toughness; Feature 6: Regains Shunted Mass)
. . . . Tiny: Shrinking 12 (+12 Stealth, +6 active defenses, -3 size ranks; Normal Strength)
Quantum Tap
. . Quantum Blast
. . . . Quantum Blast: Damage 8 ([8 active, 17/17 PP, 2/r+1], DC 23; Accurate 3: +6, Increased Range: ranged; Quirk 2: at least 12 ranks of Shrinking must be on)
. . Quantum Powered : Flight 7 ([1 active, 17/17 PP, 2/r-2], Speed: 4 miles/hour, 60 feet/round; Quirk 2: at least 12 ranks of Shrinking must be on)
Compacted Mass
. . Compact Mass Punch: Strength-based Damage 4 (DC 16, Advantages: Improved Critical 4; Accurate 4: +8; Quirk: Only works when 8 or more ranks of Shrinking Active)
Goggles: Immunity 5 (Sensory Affliction Effects; Limited: Visual Only, Limited - Half Effect)

Equipment
CoJ Communicator COJ-056 2, Contribution to CoJ Bases and CoJ Vehicles 4, Guardian Communicator (Commlink)

Offense
Initiative +4
Compact Mass Punch: Strength-based Damage 4, +21 (DC 16)
Grab, +13 (DC Spec 7)
Quantum Blast: Damage 8, +14 (DC 23)
Throw, +4 (DC 12)
Unarmed, +13 (DC 12)

Complications
Family Man: Wes' most important relationship is to his teenaged daughter, Michelle Jackson.
Responsibility: As a man of science, Wesley hates the stereotype of the "mad scientist." Just because someone is able to think "outside the box" doesn't qualify them as insane, and there are people in many lines of work who are psychopaths and don't have to have a background in science to do it.
Sensitive eyes: Visual Dazzle attacks get +2 effect on Wes when he is normal sized, and +5 effect when he is using 8 or more ranks of Shrinking.

Languages
English, Spanish

Defense
Dodge 18, Parry 18, Fortitude 5, Toughness 4/3, Will 8

Power Points
Abilities 72 + Powers 81 + Advantages 28 + Skills 15 (30 ranks) + Defenses 11 = 207

Personal Details
Wesley Jackson, in his identity as Micron, was one of the founding members of the Gateway Guardians, and one of the last two members left after Shock Absorber was called home to Quebec, and the fight between Starlight and Pyre caused them to both leave Saint Louis. But before he and British Intelligence could rebuild, they were invited to join the Champions of Justice.

I need to find the piece of paper I have more of his background written ou on and transcribe it into the computer, one of these days.

Real Life Stuff
Before I started the Champions of Justice, the first campaign I tried to start was the Saint Louis based "Gateway Guardians", and the diminutive Micron was my NPC voice. I thought it was a failure, largely because the team wouldn't gel and come together as a team.

After I got the Champions of Justice started ("We're beginning in medias res; you've been a team for five years"), one of the Gateway Guardians actually ended up in the CoJ for no other reason than Lynda wanted to keep playing Whirlwind. And Eric (who was a diehard, if ecclectic, D&D DM/GM) tried reviving the Guardians, with the caveat that sometime after I gave them up, they did actually form a team. But it didn't last.

Years later, Eric had his Gateway Guardian, Shock Absorber, show up in eastern Canada, retconning him as a Canadian who just lived in the U.S. for work for a long time. And, a few other characters that almost ended up in the Hawk, but didn't ended up in Saint Louis.

And, of course, as I described elsewhere, when... how did Jab put it so brilliantly? Oh yeah.
Jabroniville wrote:a bit of jealousy and "My Character SUCKS!"
When Neil and Eric got down on Captain Miracle and the Hawk, I was ready to pull Captain Miracle out and bring Micron in, except Neil and Eric fought me and Jim on it!? Amusingly their jealousy and "My Character SUCKS" caused them to feel like the group to feel like "Captain Miracle and his Little Friends". I say "amusingly", because I've told Neil (Eric's disappeared into a government job after moving to Maryland) that if they hadn't fought Miracle's departure they would have felt like "Micron and his Little Friends" which, since Micron's a shrinker...

Anyway, since Doug started gaming again, after his marriage started to crumble, I wanted to make his Gateway Guardian, British Intelligence, available, so I had the long-unused team break-up and had B.I. and Micron join the CoJ.
Does a Winnie poo in the 100-acre wood?

Ken
Posts: 1993
Joined: Fri Nov 04, 2016 10:40 pm
Location: DeKamore, Madiganistan

Count Zero

Post by Ken » Wed Nov 09, 2016 3:37 am

Image.Image.Image

Count Zero - PL 14

Strength 13/8, Stamina 8, Agility 5, Dexterity 5, Fighting 12/7, Intellect 9, Awareness 5, Presence 3

Advantages
Accurate Attack, Agile Feint, All-out Attack, Assessment, Benefit: CoJ, Close Attack, Connected, Defensive Attack, Diehard, Eidetic Memory, Equipment 2, Extraordinary Effort, Fascinate (Expertise: Music), Hide in Plain Sight, Improved Critical 3: Heat Blast, Improved Initiative, Improvised Tools, Inventor, Jack-of-all-trades, Lionheart, Power Attack, Second Chance 2: Temperature-based Attacks, Seize Initiative, Takedown, Teamwork, Uncanny Dodge

Skills
Acrobatics 3 (+8), Deception 5 (+8), Expertise: CoJ and Foes 1 (+10), Expertise: Music 1 (+10), Expertise: Navigation 1 (+10), Expertise: Xehnian Tech. 1 (+10), Insight 1 (+6), Intimidation 5 (+8), Persuasion 6 (+9), Ranged Combat: Temperature Control 5 (+10), Stealth 2 (+7), Technology 3 (+12), Vehicles 2 (+7)

Powers
Artificial Being
. . Immunity 11 (Aging, Life Support)
. . Protection 7 (+7 Toughness; Impervious 15)
Cybernetic Warrior: Enhanced Trait 31 (Traits: Strength +5 (+13), Fortitude +6 (+15), Fighting +5 (+12), Dodge +5 (+13); Limited: Not in Noble Gases)
Speed Reader/Calculator: Quickness 4 (Perform routine tasks in -4 time ranks; Limited to One Type: Mental Tasks)
Translator Database: Comprehend 3 (Languages - Read All, Languages - Speak All, Languages - Understand All)
Additional Features: Feature 2 (Notes: Ambidextrous and Perfect Pitch)
Cloaking Form
. . Invisibility: Concealment 6 (All Aural Senses, All Visual Senses)
. . Shapeshifting: Morph 2 (+20 Deception checks to disguise; Narrow group)
Defy Gravity: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
Enhanced Sensors: Senses 4 (Direction Sense, Infravision, Low-light Vision, Ultravision)
Temperature Control Array
. . Firebomb: Burst Area Damage 12 (DC 27; Burst Area: 30 feet radius sphere, DC 22, Increased Range: ranged; Quirk: Not in Noble Gases)
. . Fireburst: Burst Area Damage 14 (DC 29; Burst Area: 30 feet radius sphere, DC 24, Custom: Area +1 [8 ranks only]; Quirk: Not in Noble Gases)
. . Heat Blast: Damage 16 (DC 31, Advantages: Improved Critical 3; Accurate: +2, Increased Range: ranged; Quirk: Not in Noble Gases)
. . Ice Bonds: Snare 12+3 ([Stacking ranks: +3], DC 25; Quirk: Not in Noble Gases)
. . Ice Control: Create 11 (Volume: 2000 cft., DC 21; Innate, Selective, Stationary, Tether; Quirk: Not in Noble Gases)
. . More Temp Control: Variable 5 (Action 2: free, Stacks with: Temperature Control: Variable 2+5; Limited: Not in Noble Gases, Limited: Heat and Cold Powers Only)
Temperature Control: Variable 2+5 ([Stacking ranks: +5]; Action 2: free; Limited: Not in Noble Gases, Limited: Fire/Heat and Ice/Cold Effects Only)
. . Improved Ice Snare (Powers: Bonus Bonds: Snare 3, Ranged Combat +2 (+7))
. . . . Bonus Bonds: Snare 3 (DC 13; Stacks with: Ice Bonds: Snare 12+3)

Power Settings
Firey Thrust (Powers: Firey Thrusters: Flight 5)
Icy Control (Powers: Icy Knuckles: Strength-based Damage 2, Ranged Combat +6 (+13))
Improved Ice Snare (Powers: Bonus Bonds: Snare 3, Ranged Combat +2 (+7))

Equipment
CoJ Base contribution 1, CoJ Comm COJ-005 2, CoJ Vehicle contribution 3

Offense
Initiative +9
Bonus Bonds: Snare 3, +10 (DC Dog 13)
Firebomb: Burst Area Damage 12 (DC 27)
Fireburst: Burst Area Damage 14 (DC 29)
Grab, +13 (DC Spec 23)
Heat Blast: Damage 16, +12 (DC 31)
Ice Bonds: Snare 12+3, +12 (DC Dog 25)
Icy Knuckles: Strength-based Damage 2, +13 (DC 30)
Throw, +5 (DC 28)
Unarmed, +13 (DC 28)

Complications
Distinctive Features: Count Zero's default setting has a featureless face and stark white skin, but can change it at will.
Image: Count Zero feels he must maintain his reputation as a "good guy" at all cost. To this extent, he supresses his anger. He is also very protective of children.
My Brother, My Fiend: Count Zero hates his fellow Xehnian Synthoid Captain Zero.
Vulnerability: Count Zero is weakened by noble gases. If he is attacked in or by high concentrations of noble gases, attacks get +5 to the effect.

Languages
Xehnian

Defense
Dodge 13/8, Parry 13, Fortitude 15/9, Toughness 15, Will 12

Power Points
Abilities 100 + Powers 142 + Advantages 27 + Skills 18 (36 ranks) + Defenses 12 = 299

Known Background Count Zero is an alien being, and an artificial one at that. He arrived on Earth eighteen years ago when his ship crash landed in the California desert. Clearing up the violent misunderstanding between the alien being and the investigating military was one of the first cases of the Champions of Justice. A compromise between Count Zero's desire to help and request for asylum and the military's wary suspiciousness was struck and Count Zero was made a Champion of Justice where he could be kept in the public eye. He served well for many years, until it appeared, about twelve years ago, that the government's worst fears were realised. Count Zero was actually a deposed despot, and he aimed to make Earth his own. He openly betrayed the Champions of Justice; they fought. In the end, he was killed and the Champions of Justice were demoarlised and disbanded in disarray. And this was, save the death, the real plan. Actually, there was an evil physical duplicate of Count Zero, who with an accomplice captured the real Count Zero, and perpetrated the classic Evil-Twin-Substitution plot. The Champions' better nature had caused them to regroup, and several months after doing so, the real plot unfolded, and Count Zero returned to Earth. A few months later, after being publicly exonerated, Count Zero returned to active membership. He spent several years on reserve status, actively maintaining the Champions' headquarters, Liberty Station, and constructing their outpost in the Asteroid Belt, Ceres Station. He has recently returned to the active roster and has joined the Executive Board.

Personality Count Zero is an alien, artificial lifeform. As such, while liking people and wanting to help and protect them, especially children, he doesn't always understand us. It makes it hard for him to relate. On the opposite side, he is incapable of making blanket judgments on types of people. He understands better than most about the uniqueness and sanctity of life. He is also very sensitive about public trust and opinion. Having endured mistrust and hatred, he understands how important it is to have people trust you. As such, he has become very image conscious.

Powers/Tactics Count Zero's primary ability is his ability to manipulate kinetic energy on a molecular level. This gives him complete mastery of heat and cold, which he uses for any number of effects. He'll fly on a cloud of super heated plasma, project beams and waves of destructive temperature extremes, or create ice weaponry. His artificial body was designed for warfare. As such, he is incredibly strong and durable and he will often use simple fisticuffs instead of his temperature powers to subdue an opponent. Designed for infiltration, he can alter his malleable flesh and pigmentation to appear as other people.

Appearance Count Zero usually appears as a well muscled man, standing 6'2". His build shows no signs of the fact that he actually weighs nearly 340 lbs. His skin is chalk white. His face, though it could appear human, he keeps, while Count Zero, as a blank, featureless, yet somehow expressive, oval shape. He wears no uniform; his lack of features keeping him decent. The an interlinked triangle and circle, the Xehnian pictogram of his name, is his symbol.

Real Life Stuff
My friend Doug created Count Zero (yes, his name was taken from the William Gibson novel) and was the first addition to the Champions of Justice after Dragon, Burt Remington, Banshee, and Morning Star. Doug had forgotten to bring Burt's character sheet back to school after a weekend home. However, the campaign was new enough that while we said he was the Champions' first recruit, we maintained that his joining had been, like the teams formation, five years prior.

The hardest part for me about Count Zero, honestly is the sporadic nature of Doug's playing. Post-Rockford, Doug played less, and around the time he got married, he stopped playing, all together. Eventually, he came back, but it's still sporadic. But I love the character, and Doug has always been a great idea man.
Does a Winnie poo in the 100-acre wood?

Ken
Posts: 1993
Joined: Fri Nov 04, 2016 10:40 pm
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Re: Ken's Kache of Khracters (Goldar, Superman, RCU Heroes & Villains)

Post by Ken » Wed Nov 09, 2016 3:45 am

And, with my reposting of Micron, I have no re-posted all of the heroes I had posted in my young thread before The Incident. I think.

Obviously, with the likes of Count Zero, Spectrum, the Thunder Twins, and Kristoffer I've been trying to keep the new-to-you builds coming, but I'll admit that I did prioritise the repostings.
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Re: Ken's Kache of Khracters (Goldar, Superman, RCU Heroes & Villains)

Post by Jabroniville » Wed Nov 09, 2016 10:54 am

Count Zero actually looks pretty cool... though I imagined him a super-villain at first, given the name (how many "Counts" have ever been good guys?) and his faceless nature.

I'm still amazed that you get so many regular players. My group hasn't played a game consistently for more than a couple of adventures since our teens. And I'm just on the cusp of being ignored by pop culture (the 18-35 male demographic).

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jcjec
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Re: Ken's Kache of Khracters (Goldar, Superman, RCU Heroes & Villains)

Post by jcjec » Wed Nov 09, 2016 4:01 pm

Jabroniville wrote:And I'm just on the cusp of being ignored by pop culture (the 18-35 male demographic).
Pop culture? What's that? Its been so long that I forgot. And even when I fell into that age group, I didn't really pay that much attention to it. ;)
Jim C.

I know that into every life a little rain must fall,
but why do we have to live in the flood plains?

Ken
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Joined: Fri Nov 04, 2016 10:40 pm
Location: DeKamore, Madiganistan

Re: Ken's Kache of Khracters (Goldar, Superman, RCU Heroes & Villains)

Post by Ken » Wed Nov 09, 2016 5:32 pm

Jabroniville wrote:Count Zero actually looks pretty cool... though I imagined him a super-villain at first, given the name (how many "Counts" have ever been good guys?) and his faceless nature.

I'm still amazed that you get so many regular players. My group hasn't played a game consistently for more than a couple of adventures since our teens. And I'm just on the cusp of being ignored by pop culture (the 18-35 male demographic).
As I said, Count Zero is awesome. His name was almost changed to Captain Zero, but instead that name got associated with his evil twin. And there was a certain amount of real world writing the plot when that happened.

As far as the number of regular players go, what isn't evident is our 90% attrition rate. I mean, I've been led to believe that keeping the same campaign world going for nearly three decades is a bit odd. Basically, there's really only 4 of us who've really been in it for the real long haul, and one of those 4 took a 5 or 6 year sabbatical. Count Zero's creator, Doug, might costitute a 5th, but he did have a 15-16 year sabbatical in there.

Our 3 "newcomers" to the grup have been gaming with us for 2 or 3 years now, and I hope they're in for the long haul.

We have had other long haulers. One was in for the long haul for the first decade and a half, then took a long sabbatical, then burned his bridges and moved East. One came in around 1998, and was in for years. He, and the friend he dragged in with him are still on the periphary, keeping up with RCU news, but they haven't played in the RCU in a few years. 3 of the 4 of us at the core have had siblings that have been major players at different times.

But there's still the 75 other players who've been a part of the group for anywhere from a session or two to several years that have still come and gone.

I've only scratched the surface.
jcjec wrote:Pop culture? What's that? Its been so long that I forgot. And even when I fell into that age group, I didn't really pay that much attention to it.
And you're the youngling of our "core 4 or 5" buddy.
Does a Winnie poo in the 100-acre wood?

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jcjec
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Re: Ken's Kache of Khracters (Goldar, Superman, RCU Heroes & Villains)

Post by jcjec » Wed Nov 09, 2016 6:30 pm

Ken wrote:As far as the number of regular players go, what isn't evident is our 90% attrition rate. I mean, I've been led to believe that keeping the same campaign world going for nearly three decades is a bit odd. Basically, there's really only 4 of us who've really been in it for the real long haul, and one of those 4 took a 5 or 6 year sabbatical. Count Zero's creator, Doug, might constitute a 5th, but he did have a 15-16 year sabbatical in there.

Our 3 "newcomers" to the group have been gaming with us for 2 or 3 years now, and I hope they're in for the long haul.

We have had other long haulers. One was in for the long haul for the first decade and a half, then took a long sabbatical, then burned his bridges and moved East. One came in around 1998, and was in for years. He, and the friend he dragged in with him are still on the periphery, keeping up with RCU news, but they haven't played in the RCU in a few years. 3 of the 4 of us at the core have had siblings that have been major players at different times.

But there's still the 75 other players who've been a part of the group for anywhere from a session or two to several years that have still come and gone.

I've only scratched the surface.
And this, at the core, is the reason why a majority of the campaigns have leaders that are played either by Ken or myself. It is very hard to have a group leader that may or may not be there after the current adventure. In the core of four / five, Ken runs two campaigns (the CoJ and the Allied Defenders), I run three (Force d'Orleans, Las Vegas Strikeforce Consultants and B.A.D.A.S.S.), Neil runs one, Andy runs Crusader Force and Doug runs Eclipse every couple of years. As he said above, we have three other regular players that have joined us recently, but none of them have shown any interest in stepping up into the leadership role with any of their characters. Neil is a self-professed follower, disliking having to make decisions, and Andy is.... Andy.

I've tried to encourage others to take the leadership role in the past. Andy's Fantastic Man was a great leader on paper, but was fouled up by his player's unwillingness to communicate when it doesn't suit him. I've tried to encourage Neil to lead on occasion, to much consternation on both our parts. Migraine's player stepped up toward the beginning of the Aces, but then fell out of the game due to outside influences until just recently. Eric G's Diamant actually proved to be a good leader of Force d'Orleans for several years, but when he stopped playing, there wasn't a good candidate to step up, short of my NPC, who I didn't want to be telling the players what to do. With an almost complete change-out of the members, it left me with Ham Mulligan as the old guard, who was meant to be the newbie and got pushed through his building story far faster than either Ken or I felt comfortable with. Jason's Stalwart was meant to lead the LVSFC, but quit playing within the first couple of games, leading them to be aimless until Ken agreed to put out his rebellious teen in exchange for a (reluctant) field commander that they needed.

I would love to take some of the pressure off of Ken (and myself, for that matter), but teams need leaders. Even groups like the Champions of Justice, which operates far more by committee than any other, needs someone to step forward when all of the ideas are being retread over and over again and make a decision. As we have a lot of players that like to mull ideas around but not pull the trigger, the leader can do what needs to be done. And my belief is that the GMPC should provide information and allow the players to make up their minds as to which direction to go. I just count myself fortunate that, for the most part, people can respect my PCs enough to allow them to do it when its needed for other GMs.

Just a bit of insight, considering how often its been mentioned that Ken's characters have been put in as leader.
Jim C.

I know that into every life a little rain must fall,
but why do we have to live in the flood plains?

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