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

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

Powerball

Post by Ken » Mon Nov 14, 2016 7:24 pm

ImageImageImage

Powerball - PL 11

Strength 5, Stamina 5, Agility 6, Dexterity 5, Fighting 4, Intellect 4, Awareness 5, Presence 4

Advantages
Accurate Attack, Agile Feint, All-out Attack, Attractive, Benefit, Wealth (well-off), Benefit: CoJ, Connected, Daze (Deception), Equipment 1, Improved Critical 2: Energy Sphere: Damage 8, Improved Critical 2: Pitches, Improved Initiative, Improvised Weapon, Interpose, Languages 1, Move-by Action, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Taunt, Teamwork, Well-informed

Skills
Acrobatics 2 (+8), Athletics 3 (+8), Close Combat: ???? 4 (+8), Deception 4 (+8), Expertise: Bartending 5 (+9), Expertise: Baseball 4 (+8), Expertise: Peru 1 (+5), Expertise: Restaurantier 5 (+9), Insight 3 (+8), Intimidation 4 (+8), Perception 3 (+8), Persuasion 4 (+8), Ranged Combat: Pitching 9 (+14), Stealth 2 (+8), Technology 1 (+5), Treatment 1 (+5), Vehicles 3 (+8)

Powers
Energy Sphere Bracers Array
. . Energy Sphere: Damage 8 (DC 23, Advantages: Improved Critical 2; Extended Range, Increased Range: ranged)
. . Exploding Sphere: Burst Area Damage 7 (DC 22; Burst Area: 30 feet radius sphere, DC 17, Increased Range: ranged)
. . Larger Sphere: Damage 12 (DC 27; Increased Range: ranged; Diminished Range, Inaccurate 2: -4)
Energy Dimension Slide Array
. . Normal-Range Slide: Teleport 8 (1 mile in a move action, carrying 1600 lbs.; Accurate, Change Direction, Change Velocity, Increased Mass 5)
. . Long-Range Slide: Teleport 6 (Carry 1600 lbs.; Accurate, Change Direction, Change Velocity, Easy, Extended: 60 miles in 2 move actions, Increased Mass 5; Limited to Extended)
Force Field Belt
. . Force Field: Immunity 5 (Environmental Conditions (All))
. . Force Field: Protection 8 (+8 Toughness; Impervious [5 extra ranks])
Strong Legs
. . Leaping 1 (Leap 15 feet at 4 miles/hour)
. . Speed 3 (Speed: 16 miles/hour, 250 feet/round)

Equipment
CoJ Communicator COJ-020 2, Contribution to CoJ Bases 1, Contribution to CoJ Vehicles 2

Offense
Initiative +10
Energy Sphere: Damage 8, +14 (DC 23)
Exploding Sphere: Burst Area Damage 7 (DC 22)
Grab, +4 (DC Spec 15)
Larger Sphere: Damage 12, +10 (DC 27)
Throw, +14 (DC 20)
Unarmed, +4 (DC 20)

Complications
Relationships: The staff of The Pitcher's Mound is large enough that any one of them could get into trouble at any time.
Scandals: Scott used to be a professional baseball pitcher until a scandal forced him out. Recently, Scott has suffered from more unwanted attention, leading him to be extra protective of his secret ID.
Power Complication: If Scott uses the Energy Dimension Slide power without his force field belt, he takes rank 10 Damage.

Languages
English, Spanish

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

Power Points
Abilities 76 + Powers 85 + Advantages 22 + Skills 29 (58 ranks) + Defenses 18 = 230

Known Background Scott Montoya was a professional baseball pitcher from Argentina who was brought to the United States to play in the majors. Several years ago, though, when the Mariners made it to the play-offs, an unscrupulous criminal organisation had substantial funds staked on the Seattle team losing. They kidnapped Montoya, and tried to convince him to throw the game. When he couldn't be convinced, they injected him with an experimental steroid that would show up in his system in drug tests. This worked, and Montoya was disgraced; his story dismissed as "too wild wo be believed".

Soon, he discovered that the concoction had also activated latent parahuman powers, specifically the ability to 'slide' through a non-euclidian dimension, essentially allowing him to teleport. This, however was dangerous and painful, as the dimension in question is filled with energy, and the energy burns.

Seeking proof of what was done to him, he returned to the laboratory where he was experimented on. He didn't find the proof he sought, but he did find (in the engineering wing, rather than the biochemical wing), an experimental force field belt in need of a power supply. He stole it. He learned to power the belt from the energy dimension, and to use it to protecthimself while sliding. He also learned to use it to create short-term force spheres filled with the same energy, which he uses as weapons.

Adopting a super-hero costume, he became Powerball. He became a founding member of Firepower, and his new friend Shockwave refined Powerball's equipment. Later, he also joined the Champions of Justice. Eventually, Powerball cleared Scott Montoya's name, but his chemically enhanced strength still prevents him from returning to professional ball.

Appearance Scott Montoya is a handome hispanic man with dark hair and tan skin. There are some who think he looks like actor Banjamin Bratt. His costume is blue and gold.

Real World Stuff
Concurrent with some of the really early Champions of Justice stiff, but before Neil would start visiting me at school, I started the Firepower campaign with Matt, Neil, and Jenn, during some of my weekends home. It never went very far, and eventually, it made sense to fold Firepower into the CoJ, after Matt started visiting me at school occassionally.
Does a Winnie poo in the 100-acre wood?

Ken
Posts: 1993
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 » Mon Nov 14, 2016 11:55 pm

Jcjec and I have decided to try a play-by-post game here at Echoes. I've started a recruitment thread in the Gaming Table area.
Does a Winnie poo in the 100-acre wood?

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

Sentinel

Post by Ken » Wed Nov 16, 2016 11:55 pm

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Sentinel - PL 11

Strength 6, Stamina 6, Agility 7, Dexterity 3, Fighting 12, Intellect 5, Awareness 6, Presence 3

Advantages
Accurate Attack, Assessment, Benefit, Security Clearance: Base level, Connected, Daze (Intimidation), Defensive Attack, Defensive Roll 2, Equipment 2, Evasion, Evasion, Extraordinary Effort, Favored Environment: Any Environment, Improved Critical 3: Shield Throw 1, Improved Critical 3: Shield Throw 3, Improved Critical 4: Shield Attacks, Improved Defense, Improved Initiative, Improved Smash, Inspire 5, Interpose, Languages 1, Leadership, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack 6, Seize Initiative, Takedown 2, Teamwork, Weapon Break, Well-informed

Skills
Acrobatics 3 (+10), Athletics 3 (+9), Close Combat: Unarmed 4 (+16), Deception 3 (+6), Expertise: Horse handling 1 (+6), Expertise: Military History 1 (+6), Expertise: Tactics 5 (+10), Insight 2 (+8), Intimidation 9 (+12), Investigation 5 (+10), Perception 2 (+12/+8), Persuasion 7 (+10), Stealth 3 (+10), Technology 1 (+6), Treatment 2 (+7), Vehicles 5 (+8)

Powers
Sentinel's Shield (Easily Removable (indestructible))
. . Indestructable Enladeron Shield
. . . . Base Functions (Advantages: Improved Critical 4)
. . . . . . Defensive Quality: Enhanced Trait 5 (Traits: Parry +2 (+14), Dodge +2 (+14), Advantages: Evasion)
. . . . . . Impervious Toughness 7
. . . . . . Shield Slice: Strength-based Damage 4 (DC 25)
. . . . . . . . Shield Bash: Strength-based Damage 2 (Alternate; DC 23; Accurate: +2)
. . . . Protective Shield
. . . . . . Protection: Immunity 80 (Linked; Toughness Effects; Reflect [30 ranks only], Sustained; Concentration, Distracting, Limited: not vs Surprise Attacks or Indirect Area Attacks, Notes: Reflect Only Works on Ballistics and Ranged Energy Attacks)
. . . . . . Stay Still: Enhanced Trait -2 (Linked; Traits: Dodge -1 (+13), Parry -1 (+13))
. . . . Shield Throw 1: Strength-based Damage 3 (DC 24, Advantages: Improved Critical 3, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover); Accurate 2: +4, Increased Range: ranged [6 extra ranks], Ricochet 2: 2 bounces)
. . . . Shield Throw 2
. . . . . . Bouncing Shield: Strength-based Shapeable Area Damage 3 (DC 24; Shapeable Area: 30 cft., DC 13 [6 extra ranks], Selective [6 extra ranks])
. . . . Shield Throw 3: Strength-based Damage 1 (DC 22, Advantages: Improved Critical 3; Accurate 3: +6, Increased Range: ranged [6 extra ranks], Multiattack [6 extra ranks])
Free Hand agility: Enhanced Trait 2 (Traits: Defensive Roll 2 +2 (+4); Limited: Not while carrying Shield)
Light Kevlex Uniform: Impervious Toughness 3
Protective Helmet: Immunity 2 (Critical Hits; Unreliable (roll), Notes: Head Shot on (11-20))
Training w/Mentalus: Enhanced Trait 3 (Traits: Will +3 (+14))
Wonder Warrior Drug
. . Enhanced Agility 3 (+3 AGL; Permanent)
. . Enhanced Awareness 2 (+2 AWE; Permanent)
. . Enhanced Dexterity 3 (+3 DEX; Permanent)
. . Enhanced Fighting 4 (+4 FGT; Permanent)
. . Enhanced Intellect 2 (+2 INT; Permanent)
. . Enhanced Stamina 2 (+2 STA; Permanent)
. . Enhanced Strength 3 (+3 STR; Permanent)
. . Enhanced Trait 4 (Traits: Perception +4 (+12), Dodge +1 (+14), Fortitude +1 (+8); Permanent)
Enhanced Movement
. . Jumping: Leaping 4 (Leap 120 feet at 30 miles/hour)
. . Running: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
. . Swimming 4 (Speed: 8 miles/hour, 120 feet/round)
Tactical Leadership: Perception Area Enhanced Trait 1 (Advantages: Favored Environment: Any Environment; Affects Others, Perception Area: DC 11 - Vocal, Selective, Variable Descriptor 2: broad group - Any; Check Required 4: DC 13 - Tactics, Fades)

Equipment
Contribution to Eclipse Observatory 4, Contribution to Eclipse vehicles 5, Eclipse Communicator 1

Offense
Initiative +11
Bouncing Shield: Strength-based Shapeable Area Damage 3 (DC 24)
Grab, +12 (DC Spec 16)
Shield Bash: Strength-based Damage 2, +14 (DC 23)
Shield Slice: Strength-based Damage 4, +12 (DC 25)
Shield Throw 1: Strength-based Damage 3, +13 (DC 24)
Shield Throw 3: Strength-based Damage 1, +15 (DC 22)
Throw, +9 (DC 21)
Unarmed, +16 (DC 21)

Complications
Dis-illusioned Patriot: My country right or... no, not wrong so much
Guilt: Harvey Munroe feals great guilt over the fates of David York and Buck Longhorn.
Power Complication: Many drugs have a particularly potent effect on Harvey due to his altered metabolism. Any attack with a "drug" (or similar) descriptor gets +5 points of effect on Harvey.
Power Loss: With a particularly bad miss when throwing the shield (nat. 1-5), Sentinel will not be able to use the shield in any way until it is picked up and returned to him.
Relationships: Like many soldiers, Harvey is tight with his team.
Watch Lists: As a parahuman with former government ties, Sentinel is watched by the Parahuman Security Bureau and a person of interest to Project Titan.

Languages
English, Russian

Defense
Dodge 14/11, Parry 14/12, Fortitude 8/7, Toughness 8/6, Will 14/11

Power Points
Abilities 58 + Powers 73 + Advantages 37 + Skills 28 (56 ranks) + Defenses 10 = 206

Background
Harvey Munroe was a teenager who's anti-bully, anti-authoritarian streak tended to get him into trouble. After a particularly nasty fight, he was looking at either jail time, or joiining the Army, and he chose the latter. While he excelled in many areas, his independent attitude was still sometimes disruptive. This led to him being selected to possibly particpate in Project Moonshot, a covert military operation intended to create a public super hero team that was actually military black ops. Harvey was selected, and was given the "Wonder Warrior Serum" the latest iteration of PHAST (Para Human Advanced Sldier Treatment). And he was selected to carry the shield that was once carried by the hero American Flag (although its time/speed warping abilities had worn off, its enladeron construction still made it a powerful weapon). Harvey Munroe became the Sentinel, one of the heroes in "Freedom Force".

However, after a number of years, some of the members of Freedom Force became disenchanted with what they were doing, and when their time for re-enlistment was coming up several of them, including Sentinel, decided to go public. The result was the Houston-based team Eclipse, and Sentinel became their leader.

Real World Stuff
Sentinel began as an exercise in "can I build a Captain America type character", but, since I wasn't trying to build Captain America, per se, I was going for a character more like DC's (Golden) Guardian ("guardian", "sentinel"), but with Captain America's powerset. Because, boys and girls, the people who claim that Guardian is a rip-off of Cap, are wrong. Cap was a soldier, fighting Nazis, with the super-soldier serum running through his veins, giving him low-level super human abilities. Guardian was an athletic cop who was working outside the law to help protect (guard) the people of the urban, low-income, neighnourhood that was his home. Outside of both carrying a shield, and being created by Joe Simon and Jack Kirby, Cap had more incommon with MLJ's the Shield, and Guardian was more of a low-rent Batman.

Anyway, that's how I had built Sentinel. But he was just one of a couple dozen characters sitting in my "unused characters" folder. I had no specific plans for him. Then Doug decided he wanted to run a campaign, and he knew it was about a team of covert military supers about to go public. But rather than asking Eric and I to build characters, he just looked through my folder, pulled out Sentinel, and said "I want you to play him." So, I did, and I started developing the person of Harvey Munroe, far beyond what I had put on paper about his abilities. And, at that point, Sentinel actually swung even closer to Cap, and away from Guardian.

I love playing Harvey. I love his team, Eclipse. However, Doug is not a regular gamer, let alone GM. During Doug's looooong hiatus from gaming, at least two other people tried GMing Eclipse. One of them was actually a worthy successor to what Doug had done and ran for several sessions. The other one, the earlier one, was a one-shot wonder that missed on several levels. Since Doug came back, he's run Eclipse a few times. And I hope he'll be running it again someday.
Last edited by Ken on Wed Nov 16, 2016 11:57 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

White Mask (Lyle Mendoro)

Post by Ken » Wed Nov 16, 2016 11:55 pm

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White Mask I - PL 9

Strength 7, Stamina 10, Agility 2, Dexterity 2, Fighting 8, Intellect 2, Awareness 4, Presence 3

Advantages
Accurate Attack, All-out Attack, Assessment, Beginner's Luck, Close Attack 3, Daze (Deception), Defensive Attack, Diehard, Equipment 4, Fascinate (Deception), Fearless, Great Endurance, Improved Initiative 2, Improvised Tools, Jack-of-all-trades, Languages 1, Power Attack, Uncanny Dodge

Skills
Acrobatics 2 (+4), Expertise: Auto Repair 3 (+5), Expertise: U.S. Highways 8 (+10), Intimidation 1 (+4), Stealth 2 (+4), Technology 2 (+4), Vehicles 8 (+10)

Powers
Acting Sane or Not: Enhanced Trait 6 (Traits: Deception +12 (+15); Unreliable (roll))
Bulletproof: Impervious Toughness 10
Bump of Direction: Senses 1 (Direction Sense)
Doesn't Eat or Sleep Much: Immunity 2 (Sleep, Starvation & Thirst; Limited - Half Effect)
Full-Out Punch: Strength-based Damage 6 (DC 28; Inaccurate 3: -6)
Healing Factor: Regeneration 2 (Every 5 rounds)
Running: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
. . Jumping: Leaping 5 (Alternate; Leap 250 feet at 60 miles/hour)
Super-Strong: Power-lifting 4 (+4 STR for lifting)

Equipment
Cadillac, CoJ Honorary Communicator COJ-137 2, Wanderer Radio 1

Offense
Initiative +10
Full-Out Punch: Strength-based Damage 6, +5 (DC 28)
Grab, +11 (DC Spec 17)
Throw, +2 (DC 22)
Unarmed, +11 (DC 22)

Complications
Mistaken Identity: Lyle Mendoro is unaware that another man uses the identity of White Mask.
Responsibility: Believes in helping people and doing what is right.
What Medication?: Medicines to correct Lyle's "little bit crazy" doesn't work on him.

Languages
English, Japanese

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

Power Points
Abilities 76 + Powers 30 + Advantages 24 + Skills 13 (26 ranks) + Defenses 10 = 153

Background The source of Lyle's superhuman strength and resiliance is unknown. What is known is that he's a little crazy, and the medicines that were tried to help his mental/emotional state doin't work. He owns a 1959 Cadillac, and he uses it to drive around the country. He has no permanent home. For several years, he was in a romantic relationship with the ex-Crusader known as Black Lotus, who travelled with him. However, her days as a wanderer recently came to an end when their relationship ended.

Real World Stuff
When I created Kyle Mendoro, I didn't actually have a name for him. But I had decided to leave his face mask this bright white colour, and I had made him a black man. Eventually, I decided to borrow a bit from Tony Daniels the D.A., and Dane Whitman, the Avenger, and reverse it. I named this black hero, "White Mask".

Shortly after creating him, he found a brief home in a campaign that was to be called "the Wanderers". However, while the first (and for a long time only) session went well) Neil quickly discovered that building a campaign around the "Fugitive"/"Incredible Hulk" model with only the PCs and one NPC as continuing characters would be tough, too tough for him to want to continue it.

However, during that one session, I found my hook. I decided Kyle was nuts. So, when his new ally, Roadwalker, used his shamanic powers to turn invisible, I had Kyle decide to use his invisibility powers too. And when people were acting like they could still see him (which they could, as he has no invisibility powers), he concluded they could still see his clothing. So, he made like Griffin and stripped naked. Neil, who appreciated zany more than he appreciates traditional heroics was thrown for a loop.

But, as I said, it went one session. Some years later, we went through a "let's streamline the universe" phase, so a number of characters who'd had minimal appearances and impact were disavowed. Kyle Mendoro, White Mask, was one of them.

This, in turn, left the door open for a new White Mask (see below).

Much later, we realised the streamlining didn't work because too many of us remembered too many differenty things. So, things we disavowed came back. One of them was the first White Mask. The one change I made was changing his name from Kyle to Lyle since having two White Masks both being black named Kyle was too much coincidence for me.

Jim ran a handful of Wanderers stories with Neil playing Black Lotus (who had been Neil's NPC in the first session). I also used him as a NPC in the one Frisco Freax story I guest-GMed. And I think I'll tell that story in the other White Mask's post.
Does a Winnie poo in the 100-acre wood?

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

White Mask (Pator Kyle Russell)

Post by Ken » Wed Nov 16, 2016 11:56 pm

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White Mask II - PL 10

Strength 6, Stamina 6, Agility 7, Dexterity 7, Fighting 10, Intellect 3, Awareness 5, Presence 5

Advantages
Accurate Attack, Agile Feint, All-out Attack, Assessment, Benefit, Alternate Identity: Captain Carnage, Benefit, Security Clearance: US Government, Connected, Daze (Intimidation), Defensive Attack, Defensive Roll 2, Equipment 1, Evasion, Fascinate (Expertise: Theology), Improved Defense, Improved Disarm, Improved Grab, Improved Trip, Inspire, Interpose, Languages 1, Leadership, Power Attack, Precise Attack (Close, Concealment), Ranged Attack 3, Takedown 2, Teamwork, Uncanny Dodge, Weapon Break

Skills
Acrobatics 1 (+8), Athletics 4 (+10), Close Combat: Unarmed 4 (+14), Expertise: Tactics 3 (+6), Expertise: Theology 7 (+10), Expertise: US Military History 2 (+5), Insight 3 (+8), Intimidation 2 (+7), Investigation 3 (+6), Perception 1 (+10/+6), Persuasion 5 (+10), Ranged Combat: Firearms 4 (+11), Stealth 1 (+8), Technology 2 (+5), Treatment 3 (+6), Vehicles 1 (+8)

Powers
Wonder Warrior Drug
. . Enhanced Agility 3 (+3 AGL; Permanent)
. . Enhanced Awareness 2 (+2 AWE; Permanent)
. . Enhanced Dexterity 3 (+3 DEX; Permanent)
. . Enhanced Fighting 4 (+4 FGT; Permanent)
. . Enhanced Intellect 2 (+2 INT; Permanent)
. . Enhanced Stamina 2 (+2 STA; Permanent)
. . Enhanced Strength 3 (+3 STR; Permanent)
. . Perception: Enhanced Trait 4 (Traits: Perception +4 (+10), Dodge +1 (+12), Fortitude +1 (+8); Permanent)
Enhanced Movement
. . Jumping: Leaping 4 (Leap 120 feet at 30 miles/hour)
. . Running: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
. . Swimming 4 (Speed: 8 miles/hour, 120 feet/round)

Equipment
Commlink, Contribution to local church 2, Contribution to Maison de Force 2

Offense
Initiative +7
Grab, +10 (DC Spec 16)
Throw, +10 (DC 21)
Unarmed, +14 (DC 21)

Complications
Deillusioned Patriot: My country right or... no, not wrong so much
Mistaken Identity: Kyle is unaware that another man uses the identity of White Mask
Power Complication: Some drugs have particularly potent effects because of Kyle's altered metabolism.
Relationships: Like many soldiers, Kyle is very tight with his teammates, both new and old. He is also incredibly devoted to his congregation.
The Legion Pact: While definately the more experienced member of the team, Kyle follows the example of former Legion of Champions heroes and has taken an unspoken pact to allow the next generation to step up rather than take leadership upon himself.
Watch Lists: As a parahuman with former government ties, Captain Carnage is watched by the Parahuman Security Bureau and a person of interest to Project Titan.

Languages
English, Latin

Defense
Dodge 12/11, Parry 12, Fortitude 8/7, Toughness 8/6, Will 10

Power Points
Abilities 60 + Powers 48 + Advantages 32 + Skills 23 (46 ranks) + Defenses 12 = 175

Background Kyle Russell was born on Marine Corps Base Quantico, Virginia and was destined to be a fourth generation marine from the day he got out of diapers. By the age of 14 he was in combat condition. The day after high school graduation he enlisted, finished first in basic training, was in the "trenches" less than a year later and had killed his first enemy soldier before his nineteenth birthday. At 21, he had earned his commission when word came down from the brass that they were taking volunteers for a top secret mission. He was the first in line. Come to find out, they were recruiting for the wonder warrior process and he was soon reassigned to the Freedom Force squad. He had earned the nickname Captain Carnage on the battlefield (even though he didn't hold the rank of captain yet) and he was more than happy to use it as his code name. They were even nice enough to promote him to the proper rank so as the title fit. He remained the good soldier, even when the others bailed out of the program.

Three years passed and Carnage continued to be the military's top secret weapon, going in and flushing out enemy soldiers with guns a'blazing and fists a'swingin'. But things changed during the U.S. occupation of New Persia. He had been sent in to bust up a terrorist cell and did so with his usual gusto. He had mowed down four enemy targets before he realized that they weren't guerrilla soldiers but a normal family. This was a Road to Damascus moment for him as he realized all the hard he had committed in the name of patriotism. He went immediately to his supervisors and told them he was retiring, effective immediately. After the troubles that had surfaced after Project: Eclipse, the felt they had no choice but to let him go. He spent the next year soul searching and realized that God was the answer: to his needs, to the needs of the world and to everything. He joined the church and trained to become a minister, putting all of his prior acts of violence behind him. He finally got in touch with Harvey Monroe and asked for his forgiveness for the way he had behaved during their Freedom Force days, and the two men built a friendship. Pastor Kyle was assigned to Las Vegas to help build a church there, where he met and reluctantly joined the Aces as White Mask. Then, when he was reassigned to New Orleans, he joined their sister team, Force d'Orleans, to continue the good work on both fronts.

Personality Kyle Russell is not the man he was. As Captain Carnage, he was all about the fight, developing a bloodthirsty nature under the veneer of patriotism, and his superiors liked him that way. When he had his great awakening, however, everything changed. To make amends for his past, Pastor Kyle is self-sacrificing in all areas of his life. As a man in dedication to God, he sees all people as brothers and sisters and wishes to do none of them harm. He also knows that sometimes to spare the rod is to spoil the child and that we all need correction when we're in the wrong. He is still very devoted to his country, but doesn't follow it blindly anymore. And if he makes you a promise, you can bet he will move mountains to make it happen. He is also very charismatic, both behind and away from the pulpit.

Powers/Tactics White Mask is a defensive fighter. Whether that means he is defending himself, a teammate or an innocent bystander, it doesn't matter. Whenever possible, he will try to subdue a hostile in the most nonviolent way possible, but he can also hold his own in fisticuffs if it comes down to it. He is a trained fighting machine with a large arsenal of ways to take an opponent down, and if someone is hurting one of God's children out of malice, he will take them down.

Appearance Kyle Russell is a 6'4" tall man, weighing roughly 270 pounds with a large, athletic build. His hair is still solid black with no signs of gray and is kept in a short, tight afro. His eyes are hazel with flecks of green. Based on the torn T-shirt mask worn on his first excursion with the Aces, Kyle wears a white mask that can role down and be hidden as part of his uniform of service.

Real World Stuff
So, I don't remember what exactly prompted the creation of this White Mask. I think it had to do with the idea of a minister's white collar being pulled up into a mask, combined with fond memories of the briefly apocryphal first White Mask. The vague similarities in costume, and having the same (or at least similar) first name(s) all stemmed from thiw White Mask being kind of intended as a kind of "replacement" for the first.

The biggest change pastor Kyle went through was that he was originally intended to be Roman Catholic. However, while I'm Roman Catholic, Jim isn't. Jim's protestant, and it'll be up to him if he wants to identify which branch. But as a result, there would be these little details that Jim would put in, not realising that they were off until I told him. So, finally we decided that Jim should go with what he knows and Superboy-Prime punched a wall and Father Kyle became Pastor Kyle.

But, Pastor Kyle, for all of his similarities to K/Lyle Mendoro ended up making me miss Mr. Mendoro more, so, I changed the first name and Mr. Mendoro came back into continuity. Thanksfully, Mendoro's relatively low power level and transient nature made the idea of Pastor Kyle not knowing about Lyle very feasible. And Lyle's crazy enough that it doesn't matter if he knows about Pastor Kyle or not.

Which brings me back to that one Frisco Freax story I guest-GMed. Neil had a couple of NPCs in the campaign he wanted to get married, so he could more easily put them on a bus. I'd done "Super Hero Wedding" stories before, Neil hadn't, so I decided I'd run it for Neil, and let him play in his own campaign. And one of the things I decided was to use White Mask. Yeah, but.

As I said, Neil likes zany. I went with the idea that the happy couple had heard a rumour that the hero White Mask was actually a pastor, so he could marry them. So they contacted White Mask. The rumour they heard was about Pastor Kyle. They contacted Lyle Mendoro. And Lyle... well, when asked if he'd do the wedding ceremony, he agreed. No, he can't legally perform a wedding, but... he's nuts. So, when the wedding was over, and the super-powered wedding crashers were defeated... the "newlyweds" still needed to find a judge to really marry them.
Does a Winnie poo in the 100-acre wood?

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

Doctor Technon

Post by Ken » Sun Nov 20, 2016 11:02 pm

Image

Doctor Technon - PL 13

Strength 12, Stamina 2, Agility 4, Dexterity 6, Fighting 6, Intellect 10, Awareness 5, Presence 3

Advantages
Accurate Attack, Assessment, Benefit, Wealth 2 (indepently wealthy), Benefit: Champion of Justice, Close Attack 6, Connected, Eidetic Memory, Equipment 2, Evasion, Extraordinary Effort, Improved Aim, Improved Critical 4: Blaster: Damage 15, Improved Critical: Unarmed, Improved Initiative 2, Improvised Tools, Interpose, Inventor, Jack-of-all-trades, Luck 2, Move-by Action, Power Attack, Power Attack, Precise Attack (Close, Cover), Precise Attack (Ranged, Cover), Ranged Attack 5, Skill Mastery: Expertise: Science, Skill Mastery: Technology, Speed of Thought, Ultimate Effort: Technology checks

Skills
Acrobatics 2 (+6), Athletics 3 (+15), Close Combat: Unarmed 1 (+7), Expertise: Navigation 2 (+12), Expertise: Science 8 (+18), Expertise: Weaponsmith 2 (+12), Insight 2 (+7), Intimidation 2 (+5), Perception 2 (+7), Persuasion 2 (+5), Sleight of Hand 2 (+8), Technology 8 (+18), Vehicles 2 (+8)

Powers
Combat Computer: Enhanced Trait 26 (Traits: Dodge +2 (+10), Parry +2 (+10), Close Attack 6 +5 (+6), Advantages: Accurate Attack, Assessment, Eidetic Memory, Evasion, Improved Aim, Improved Initiative 2, Jack-of-all-trades, Move-by Action, Power Attack, Precise Attack (Close, Cover), Precise Attack (Ranged, Cover), Ranged Attack 5; Custom: One duplicate Advantage)
Computer Sensors
. . Remote Sensing 2 (Affects: Visual Senses, Range: 120 feet; Limited: Only through Drones or another Technon)
. . Senses 6 (Communication Link: Choose Medium, Direction Sense, Distance Sense, Radio, Rapid: Choose Sense 1, Time Sense)
Configurable Sensors: Variable 2 (Action 2: free; Custom 3: Very Limited: Sense-like abilities only)
Cybernetic Exoskeleton: Enhanced Strength 10 (+10 STR)
. . Bracing and Lifting: Enhanced Strength 20 (Alternate; +20 STR; Limited to Lifting)
Environmental Seals: Immunity 15 (Life Support, Sensory Affliction Effects)
Powered Armor: Protection 14 (+14 Toughness; Impervious)
Radar Jammers: Concealment 1 (Other Sense: Radar)
Rocket Boots: Flight 9 (Speed: 1000 miles/hour, 2 miles/round)
. . Inertial Dampener - in space: Movement 2 (Alternate; Space Travel 2: other solar systems)
. . Inertial Dampener - on Earth: Flight 19 (Alternate; Speed: 1 million miles/hour, 2000 miles/round; Concentration, Distracting)
Weapons Systems 2.1 Array
. . Blaster: Damage 15 (DC 30, Advantages: Improved Critical 4; Extended Range 2, Increased Range: ranged)
. . Micro-Rockets: Burst Area Damage 13 (DC 28; Burst Area: 30 feet radius sphere, DC 23, Custom: Area (Burst) +1 [10 ranks only], Increased Range: ranged; Unreliable (5 uses))
. . Power Cannon: Damage 19 (DC 34; Increased Range: ranged; Inaccurate 2: -4)
. . Pulsed Laser: Damage 11 (DC 26; Accurate 2: +4, Increased Range: ranged, Multiattack)
. . Technon Drones: Summon 11 (Active, Horde, Multiple Minions: 2 minions; Custom 3: Misc: Should be Summon 6 - darned Hero Lab)
. . Tractor Beam: Move Object 15 (800 tons, DC 21; Damaging [6 ranks only])

Equipment
CoJ Communicator COJ-013 2, Contribution to CoJ Bases 1, Contribution to CoJ Vehicles 3

Offense
Initiative +18
Blaster: Damage 15, +11 (DC 30)
Grab, +12 (DC Spec 22)
Micro-Rockets: Burst Area Damage 13 (DC 28)
Power Cannon: Damage 19, +7 (DC 34)
Pulsed Laser: Damage 11, +15 (DC 26)
Throw, +11 (DC 27)
Tractor Beam: Move Object 15, +11 (DC 21)
Unarmed, +13 (DC 27)

Complications
Motivation: Responsibility: Being the apprentice of Legion of Champions veteran Techno-Wizard gave Alex Wells a sense of duty to help others.
Power Loss: Without his armour, Alex is, although talented, powerless. Without his armour he has STR 2, Dodge and Parry of 8, and Toughness 2.
Relationships: Alex loves his wife Nancy and daughter Alexa. Stemming from his time as Rostokov's apprentice, Paula (Ms. Scarlet) Rostokov, Pete's daughter, is something of an "adoptive sister" to Alex.
Science Nerd: Alex has a strong scientific curiosity that he is compelled to explore.

Languages
Native Language

Defense
Dodge 10/8, Parry 10/8, Fortitude 6, Toughness 16, Will 10

Power Points
Abilities 76 + Powers 172 + Advantages 19 + Skills 19 (38 ranks) + Defenses 15 = 301

Known Background Thirty-some years ago, a boy became the second sidekick to the super adventurer known as Techno-Wizard. Unlike the first assistant, Wizron, who focused his learning magic from the hero, this new boy was interested in the science, the technology. He was called Technon. By the time Technon hit his teenage years, the Legion of Champions had disbanded, and Techno-Wizard retired. Technon also gave up adventuring, and presumably began leading a normal life. This changed twelve years ago. The Champions of Justice had disbanded, three of its members were apparently dead. There was slack had to be taken up. A man in a powerful, armored suit appeared, calling himself Technon. He tried to contact the Champions of Justice. As it happened, he was always a step behind from catching up with them; they were busy rebuilding. Technon was the first member to join immediately after the group reformed. Technon has not been an overly active Champion of Justice. In fact over the years there have been lengthy gaps between when he’s been seen with them. At one point, he was apparently replaced by Lady Technon, although lately he is probably seen more often than her. Many of his inventions have gone to make the world a better place. In recognition of that, last year, the Kennsington American Technology Institute gave him an honorary doctorate in the Physical Sciences. Operating in Southern California, he remains a reserve Champion of Justice.

Personality Dr. Technon is a friendly, affable man. He is torn between wanting to make the better place, and the thrill of a life of adventure. He tends to alternate between the two extremes. Most of his time, he spends in his civilian identity as a scientist. As Technon, he will sometimes get so swept up in the heroics and the fighting that he will lose himself. He is currently trying harder to avoid that. He feels much responsibility to his wife and family, as he loves them very much. He is incredibly curious about sciences and new technologies. He loves to tinker, fiddle and improve mechanical devices. His power suit is his ultimate pet project; he is constantly upgrading it.

Powers/Tactics Dr. Technon has no super human powers, although some may argue that his intelligence is super human. He is, in fact a genius in several scientific fields. He has some training in hand-to-hand combat as well, from his days as a super hero sidekick. Inside the Technon armour, he has access to all of the suits capabilities. This includes the heavy metal armour itself, an exoskeleton that increases his strength by a factor of 90 (and can be enhanced further, ) a turbo jet flight system, radar jamming capabilities and a variety of lasers and blasters. The suit also produces an inertia dampening field and an energy absorption system that afford him extra protection, and, in space can achieve flight speeds just under the speed of light. The armour also contains life support and sensory shields and enhancements.

Appearance The man known as Doctor Technon is 5’9", weighs 170 lbs., and is in his late fourties. He has black hair and brown eyes. In his armour, he is 6’5" and weighs 387 lbs. The armour is deep blue and silver with gold and grey trim. The T-shaped face visor is red.
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Ken
Posts: 1993
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Lady Technon

Post by Ken » Sun Nov 20, 2016 11:03 pm

Image

Lady Technon - PL 11

Strength 10/0, Stamina 2, Agility 2, Dexterity 0, Fighting 3, Intellect 3, Awareness 3, Presence 2

Advantages
Accurate Attack, Assessment, Beginner's Luck, Benefit, Wealth 2 (indepently wealthy), Benefit: CoJ, Close Attack 5, Connected, Eidetic Memory, Equipment 1, Evasion, Improved Aim, Improved Critical 3: Blaster: Damage 15, Improved Initiative 2, Jack-of-all-trades, Move-by Action, Power Attack, Precise Attack (Close, Cover), Precise Attack (Ranged, Cover), Ranged Attack 5, Skill Mastery: Close Combat, Skill Mastery: Ranged Combat, Skill Mastery: Treatment, Ultimate Effort: Treatment Checks

Skills
Acrobatics 2 (+4), Athletics 4 (+14), Close Combat: Sword Fighting 1 (+4), Expertise: Fencing 1 (+4), Expertise: Nursing 5 (+8), Persuasion 1 (+3), Ranged Combat: Weapons Systems 2.0 Array 2 (+2), Technology 1 (+4), Treatment 7 (+10), Vehicles 4 (+4)

Powers
Assorted Armour Parts
. . Energy Sword: Strength-based Damage 3 (DC 28)
. . Environmental Seals: Immunity 15 (Life Support, Sensory Affliction Effects)
. . Powered Armor: Protection 14 (+14 Toughness; Impervious)
Combat Computer: Enhanced Trait 26 (Traits: Dodge +2 (+6), Parry +2 (+6), Advantages: Accurate Attack, Assessment, Close Attack 5, Eidetic Memory, Evasion, Improved Aim, Improved Initiative 2, Jack-of-all-trades, Move-by Action, Power Attack, Precise Attack (Close, Cover), Precise Attack (Ranged, Cover), Ranged Attack 5)
Computer Sensors
. . Remote Sensing 2 (Affects: Visual Senses, Range: 120 feet; Limited: Only through Drones or another Technon)
. . Senses 6 (Communication Link: Choose Medium, Direction Sense, Distance Sense, Radio, Rapid: Choose Sense 1, Time Sense)
Configurable Sensors: Variable 2 (Action 2: free; Custom 3: Very Limited: Sense-like abilities only)
Cybernetic Exoskelton: Enhanced Trait 20 (Traits: Strength +10 (+10))
Radar Jammers: Concealment 1 (Other Sense: Radar)
Rocket Boots: Flight 9 (Speed: 1000 miles/hour, 2 miles/round)
. . Inertial Dampener in air: Flight 18 (Alternate; Speed: 500000 miles/hour, 1000 miles/round; Concentration)
. . Inertial Dampener in space: Movement 2 (Alternate; Space Travel 2: other solar systems)
Weapons Systems 2.0 Array
. . Blaster: Damage 15 (DC 30, Advantages: Improved Critical 3; Increased Range: ranged)
. . Power Cannon: Damage 17 (DC 32; Increased Range: ranged; Inaccurate: -2)
. . Pulsed Laser: Damage 9 (DC 24; Accurate 3: +6, Increased Range: ranged, Multiattack)
. . Tractor Beam: Move Object 15 (800 tons, DC 18; Damaging [3 ranks only])

Equipment
CoJ Communicator COJ-014 2, Contribution to CoJ Bases 1, Contribution to CoJ Vehicles 2

Offense
Initiative +10
Blaster: Damage 15, +7 (DC 30)
Energy Sword: Strength-based Damage 3, +9 (DC 28)
Grab, +8 (DC Spec 20)
Power Cannon: Damage 17, +5 (DC 32)
Pulsed Laser: Damage 9, +13 (DC 24)
Throw, +5 (DC 25)
Tractor Beam: Move Object 15, +7 (DC 18)
Unarmed, +8 (DC 25)

Complications
Motivation: Responsibility: As a nurse, Nancy Wells feels obliged to help the sick and injured. Additionally, she wants to live up to the "Techno Family" Legacy.
Power Loss: Without her armour, Nancy is, although talented, powerless. Without her armour she has STR 0, Dodge and Parry of 4, and Toughness 2.
Relationships: Nancy loves her husband Alex and daughter Alexa.

Languages
English

Defense
Dodge 6/4, Parry 6/4, Fortitude 5, Toughness 16, Will 8

Power Points
Abilities 30 + Powers 170 + Advantages 10 + Skills 14 (28 ranks) + Defenses 11 = 235

Appearance The woman known as Lady Technon is 5’5", weighs 130 lbs., and is in her early fourties. He has blonde hair and blue eyes. In her armour, she is 6’ and weighs 333 lbs. The armour is gold and silver with blue and grey trim. The T-shaped face visor is red.

Real World Stuff
I honestly don't remember what went into the creation of Technon. I think Neil wrote him up in our home brew system, while I was away at school. When we converted to Champions he was converted. He also had a second, similar, but less powerful character "Titanium Valkyrie", who we made into Technon's wife. For reasons I was never sure of, Neil didn't keep playing Technon actively in those early days.

I also don't remember who's idea it was to ditch the "Titanium Valkyrie" gear and make Nancy into Lady Technon, although I do remember Neil tried playing her for a while in the early 1990s. It was Neil who made Nancy a nurse. I was the one who decided she should be the CoJ's field nurse. At some point I gave Nancy the energy sword, as a nod to her using a sword as Titanium Valkyrie. I'm also the one who decided for Technon to have been awarded an honorary doctorate, do to justify calling him "Doctor Technon".

But we've kept the two of them around in the background when they haven't been actively played. Nancy in particular has had several guest players over the years, including my sister, one of Jim's sisters, and for several sessions by Doug's then-fiancé (now his ex-wife.)

Curiously, due to a bizarre set of circumstances, there's actually a third Technon suit in storage.
Does a Winnie poo in the 100-acre wood?

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

Post by Spectrum » Mon Nov 21, 2016 2:04 am

So glad I misread those two! They are not Doctor and Lady Techron- for a cleaner city.
We rise from the ashes so that new legends can be born.

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

Post by Jabroniville » Mon Nov 21, 2016 3:09 am

The Cap/Guardian thing is pretty much inevitable. If the same creative team leaves one book, and then immediately creates another character with several of the same visual elements, it's gonna look like a rip-off no matter what. The set-dressing, types of stories, and even the POWERS can differ, but if someone left Hawkman and just worked on a book featuring a superhero with wings, people would be saying he just copied his own stuff elsewhere.

edit: That Cannon on your Powersuit Guy is INTENSE. Damage NINETEEN? What is that- an atomic weapon? Though at least you scaled the accuracy down so that he's still only PL 13.

What's the Standard Heroic PL of your setting? PL 10-ish for basic guys, PL 11 for elites? You don't seem to go over that very often.

I also like how your "disavowed" characters came back, like it was your own little Crisis On Infinite Earths, and failed for largely the same reason that the actual Crisis on Infinite Earths reboot did :).

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

Graviton

Post by Ken » Wed Nov 23, 2016 6:35 pm

ImageImage

Graviton - PL 11

Strength 8, Stamina 8, Agility 2, Dexterity 2, Fighting 4, Intellect 4, Awareness -1, Presence 3

Advantages
Accurate Attack, All-out Attack, Attractive, Beginner's Luck, Benefit, Status: COJ, Benefit, Wealth (well-off), Equipment 1, Holding Back, Improved Initiative, Languages 3, Ranged Attack 2, Ultimate Effort: Cooking chili

Skills
Acrobatics 1 (+3), Deception 1 (+4), Expertise: Cooking 1 (+5), Expertise: Gravity 6 (+10), Expertise: Physics 4 (+8), Intimidation 1 (+4), Investigation 1 (+5), Perception 4 (+3), Ranged Combat: Gravity Control 5 (+7), Ranged Combat: Small firearms 3 (+5), Technology 5 (+9), Treatment 1 (+5), Vehicles 1 (+3)

Powers
Altered Form
. . Density Growth 4 (+4 STR, +4 STA, +4 mass ranks, -1 speed ranks; Density, Increased Duration: continuous)
. . Enhanced Stamina 2 (+2 STA)
. . Enhanced Strength 2 (+2 STR)
Defying Gravity
. . Gravity Control
. . . . Flight 3 (Speed: 16 miles/hour, 250 feet/round)
. . . . Movement 1 (Safe Fall)
. . Space Flight: Movement 3 (Environmental Adaptation: Zero G, Space Travel 2: other solar systems)
Event Horizon Skin: Impervious Toughness 17
Event Horizon Skin: Protection 9 (+9 Toughness)
Gravity Manipulation
. . Focused Gravity Smash: Cylinder Area Damage 11 (DC 26; Cylinder Area: 30 feet cylinder, DC 21, Subtle: subtle)
. . Gravity Blast: Damage 13 (DC 28; Increased Range: ranged, Precise)
. . Gravity Enhanced Strength: Enhanced Strength 15 (+15 STR; Limited to Lifting [5 ranks only])
. . Gravity Flight Boost: Flight 14 (Speed: 32000 miles/hour, 60 miles/round; Stacks with: Flight 3)
. . Gravity Smash: Cylinder Area Damage 9 (DC 24; Cylinder Area 2: 60 feet cylinder, DC 19, Subtle: subtle)
. . Shifting Gravity: Move Object 13 (200 tons; Precise, Subtle: subtle)
Gravity Sense: Senses 8 (Accurate: Awareness, Awareness: Gravities, Extended: Awareness 1: x10, Penetrates Concealment: Awareness)
Instant Change: Feature 1 (Notes: Instant transformation between Alex and Graviton)
No Longer Human: Immunity 11 (Aging, Life Support)

Equipment
burnt out power crystal 0, CoJ Communicator COJ-040 1, contribution to CoJ bases 2, contribution to CoJ vehicles 2

Offense
Initiative +6
Focused Gravity Smash: Cylinder Area Damage 11 (DC 26)
Grab, +4 (DC Spec 18)
Gravity Blast: Damage 13, +9 (DC 28)
Gravity Smash: Cylinder Area Damage 9 (DC 24)
Shifting Gravity: Move Object 13, +9 (DC 23)
Throw, +4 (DC 23)
Unarmed, +4 (DC 23)

Complications
Relationships: Alex is extremely close to his daughter El and his adopted brother Stag.
Social Misfit: Alex doesn't make a good first impression. He often comes across as being disturbingly honest, stubborn and a bit effeminate.

Languages
English, French, German, Navaho

Defense
Dodge 4, Parry 4, Fortitude 10, Toughness 17, Will 7

Power Points
Abilities 36 + Powers 108 + Advantages 15 + Skills 17 (34 ranks) + Defenses 12 = 188

Graviton [unheld back] - PL 15

Strength 11, Stamina 14, Agility 2, Dexterity 2, Fighting 4, Intellect 4, Awareness -1, Presence 3

Advantages
Accurate Attack, All-out Attack, Attractive, Beginner's Luck, Benefit, Status: COJ, Benefit, Wealth (well-off), Equipment 1, Holding Back, Improved Initiative, Languages 3, Ranged Attack 7, Ultimate Effort: Cooking chili

Skills
Acrobatics 1 (+3), Deception 1 (+4), Expertise: Cooking 1 (+5), Expertise: Gravity 6 (+10), Expertise: Physics 4 (+8), Intimidation 1 (+4), Investigation 1 (+5), Perception 4 (+3), Ranged Combat: Gravity Control 2 (+4), Technology 5 (+9), Treatment 1 (+5), Vehicles 1 (+3)

Powers
Altered Form
. . Density Growth 6 (+6 STR, +6 STA, +6 mass ranks, -1 speed ranks; Density, Increased Duration: continuous)
. . Enhanced Stamina 6 (+6 STA)
. . Enhanced Strength 3 (+3 STR)
Defying Gravity
. . Gravity Control
. . . . Flight 3 (Speed: 16 miles/hour, 250 feet/round)
. . . . Movement 1 (Safe Fall)
. . Space Flight: Movement 3 (Environmental Adaptation: Zero G, Space Travel 2: other solar systems)
Event Horizon Skin: Impervious Toughness 23
Event Horizon Skin: Protection 9 (+9 Toughness)
Gravity Manipulation
. . Focused Gravity Smash: Cylinder Area Damage 15 ([0 active, 0/49 PP, 3/r+1], DC 30; Cylinder Area 2: 60 feet cylinder, DC 25, Subtle: subtle)
. . Gravity Blast: Damage 15 ([0 active, 0/49 PP, 3/r+3], DC 30; Accurate 2: +4, Increased Range: ranged, Multiattack, Precise)
. . Gravity Enhanced Strength
. . . . Enhanced Strength 9 ([9 active, 0/49 PP, 2/r], +9 STR)
. . . . Enhanced Trait 6 ([6 active, 0/49 PP, 1/r], Close Combat +6 (+10), Close Combat +6 (+10))
. . . . Power-Lifting: Enhanced Strength 5 ([5 active, 0/49 PP, 1/r], +5 STR; Limited to Lifting)
. . Gravity Flight Boost: Flight 16 ([0 active, 0/49 PP, 2/r], Speed: 125000 miles/hour, 250 miles/round; Stacks with: Flight 3)
. . Gravity Smash: Cylinder Area Damage 12 ([0 active, 0/49 PP, 4/r+1], DC 27; Cylinder Area 3: 120 feet cylinder, DC 22, Subtle: subtle)
. . Shifting Gravity: Move Object 15 ([0 active, 0/49 PP, 3/r+4], 800 tons, DC 30; Accurate 2: +4, Damaging, Precise, Subtle: subtle)
Gravity Sense: Senses 11 (Accurate: Awareness, Awareness: Gravities, Extended: Awareness 4: x10k, Penetrates Concealment: Awareness)
Instant Change: Feature 1 (Notes: Instant transformation between Alex and Graviton)
No Longer Human: Immunity 11 (Aging, Life Support)

Equipment
burnt out power crystal 0, CoJ Communicator COJ-040 1, contribution to CoJ bases 2, contribution to CoJ vehicles 2

Offense
Initiative +6
Focused Gravity Smash: Cylinder Area Damage 15 (DC 30)
Grab, +4 (DC Spec 21)
Gravity Blast: Damage 15, +15 (DC 30)
Gravity Smash: Cylinder Area Damage 12 (DC 27)
Shifting Gravity: Move Object 15, +15 (DC 30)
Throw, +9 (DC 26)
Unarmed, +4 (DC 26)

Complications
Relationships: Alex is extremely close to his daughter El and his adopted brother Stag.
Social Misfit: Alex doesn't make a good first impression. He often comes across as being disturbingly honest, stubborn and a bit effeminate.

Languages
English, French, German, Navaho

Defense
Dodge 7, Parry 7, Fortitude 16, Toughness 23, Will 7

Power Points
Abilities 36 + Powers 160 + Advantages 20 + Skills 14 (28 ranks) + Defenses 18 = 248


Background
Dr. Alejandro "Alex" Moonstone was a physicist in the U.S. Airforce who was working on an experimental gravity powered engine for NASA. A freak accident involving the focussing cecedetanite crystals led to the destruction of the engine, and Dr. Moonstone becoming a living "microsingularity". And, he turned his new powers to the betterment of mankind. He adopted the name Graviton, and became a super hero. Soon, he came to the attention of the Champions of Justice, and became one of them.

In time, he realised a life of adventure is not what he sought, so now he teaches at the so-called Radio Ranch.

Real Life stuff
Normally, I am not opposed to people playing "gender-bender" characters. I actually see it as a good exercise in playing something one isn't. However, I also generally assume that most people know some people of the opposite gender.

When discussing Longbow, I mentioned how Longbow was originally createdfor a completely different game, one rife with political posturing. Well, Longbow (a Canadian), and my character (a Brit), pretty much decimated the American, who was that reality's version of Graviton. In fact, every indication was that it became personal. So Jim and I reached out to "MoonRyu", Graviton's player. And when that campaign went tits up, we invited MoonRyu to the RCU and she brought Graviton. And Jim went out of his way to have Longbow (this time) befriend Graviton.

Well, MoonRyu was an only child, raised by a single mother, and had had an absentee father. She also, well, I don't think she "liked guys". No father, no brothers, no male friends or boyfriends to speak of. I'm not sure I ever met anyone who lacked understanding of the male psyche that much. Dr. Moonstone, in story, was a single father, so he was trying to be a father and mother to his daughter. He was good at mothering her, at least. It was very, very strange. Eventually, MoonRyu gave up, and we haven't heard from her in ages. In most regards, she was a good player. But she could not play an alpha male to save her life. Heck, Graviton wasn't even a beta male. More you'd have to go deeper through the Greek alphabet; more like a pi male.
Last edited by Ken on Fri Dec 08, 2017 1:08 pm, edited 1 time in total.
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Re: Ken's Kache of Khracters (Goldar, Superman, RCU Heroes & Villains)

Post by Spectrum » Wed Nov 23, 2016 6:46 pm

I've actually had a lot of family and friends that grew up without a significant adult male in their lives. They did have active mothers, sisters and aunts though. So yeah, I get how that would get passed down from generation to generation.
We rise from the ashes so that new legends can be born.

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

Post by Ken » Wed Nov 23, 2016 6:53 pm

Jabroniville wrote:That Cannon on your Powersuit Guy is INTENSE. Damage NINETEEN? What is that- an atomic weapon? Though at least you scaled the accuracy down so that he's still only PL 13.

What's the Standard Heroic PL of your setting? PL 10-ish for basic guys, PL 11 for elites? You don't seem to go over that very often.

I also like how your "disavowed" characters came back, like it was your own little Crisis On Infinite Earths, and failed for largely the same reason that the actual Crisis on Infinite Earths reboot did :).
Yeah, pretty much that cannon is tapping directly into the backpack sized fusion reactor on his back, so "atomic weapon" is probably accurate. And Inaccurate.

PL 10-ish for basic guys, PL 11 for elites, is pretty accurate. The major exception is the Champions of Justice, the campaign I run, where I'm going for a classic Justice League of America feel. They have a handful of PL 10s (10). A whole mess of PL 11s (23), slightly fewer PL 12s (17), and then a smaller handful of PL 13s (7), and a few PL 14s (5). Granted this counts all 61 members from all 29 years. And doesn't properly refelct things like the 2 PL 13s (really 12.5s) who merge into ONE PL 14, or the PL 10 who used to be PL 12 but got partially depowered.

And of course, our new play-by-post game here is actually being done as a bunch of PL9s. Basically, we a) wamt to give the team room to grow and b) because most of our PL 10 teams are only 5 or so members. With so many villains geared to that size, we figured a larger team of PL 9s should be in the same ballpark.
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jcjec
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Re: Graviton

Post by jcjec » Wed Nov 23, 2016 6:59 pm

Ken wrote:Real Life stuff
Normally, I am not opposed to people playing "gender-bender" characters. I actually see it as a good exercise in playing something one isn't. However, I also generally assume that most people know some people of the opposite gender.

When discussing Longbow, I mentioned how Longbow was originally createdfor a completely different game, one rife with political posturing. Well, Longbow (a Canadian), and my character (a Brit), pretty much decimated the American, who was that reality's version of Graviton. In fact, every indication was that it became personal. So Jim and I reached out to "MoonRyu", Graviton's player. And when that campaign went tits up, we invited MoonRyu to the RCU and she brought Graviton. And Jim went out of his way to have Longbow (this time) befriend Graviton.

Well, MoonRyu was an only child, raised by a single mother, and had had an absentee father. She also, well, I don't think she "liked guys". No father, no brothers, no male friends or boyfriends to speak of. I'm not sure I ever met anyone who lacked understanding of the male psyche that much. Dr. Moonstone, in story, was a single father, so he was trying to be a father and mother to his daughter. He was good at mothering her, at least. It was very, very strange. Eventually, MoonRyu gave up, and we haven't heard from her in ages. In most regards, she was a good player. But she could not play an alpha male to save her life. Heck, Graviton wasn't even a beta male. More you'd have to go deeper through the Greek alphabet; more like a pi male.
More Real Life Stuff
Probably the most uncomfortable bit of roleplaying that occurred was when Longbow reached out to Graviton and his daughter, who were Native American but tribeless due to not knowing who his father was and a deceased mother who had been outcast and never embraced her heritage, and invited them to come home to his tribe and become his tribe-brother. During this visit, Graviton assumed that it was perfectly natural to expect to not only share a bedroom with his new friend, but also the bed. And when Longbow was like "that's OK, you can have the bed and I'll sleep on the couch," Graviton repeatedly insisted that they share. :shock:

While, from what I understand from my sisters and female friends, its perfectly natural for two straight women to be willing to sleep in the same bed, most guys really would rather sleep on a bed of nails than share.
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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Re: Graviton

Post by Ken » Wed Nov 23, 2016 7:10 pm

jcjec wrote: During this visit, Graviton assumed that it was perfectly natural to expect to not only share a bedroom with his new friend, but also the bed. And when Longbow was like "that's OK, you can have the bed and I'll sleep on the couch," Graviton repeatedly insisted that they share.
I remember I had Longbow's wild uncle show-up the next morning and assume that Longbow and Graviton were an alternative lifestyle couple.

What never came up in play was that this wild uncle of Longbow's was actually Graviton's unknown father. :o
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Re: Ken's Kache of Khracters (Goldar, Superman, RCU Heroes & Villains)

Post by Jabroniville » Thu Nov 24, 2016 1:08 am

Reminds me of a book I read about, where a woman went undercover as as man for a period of time. Though she pulled it off, she found that despite identifying as a butch lesbian, every man around her found her very effeminate, and suspected her of being a gay male
Last edited by Jabroniville on Wed Nov 30, 2016 5:18 am, edited 1 time in total.

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