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

la Panthère Noire

Post by Ken » Wed Nov 30, 2016 4:09 am

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la Panthère Noire - PL 10

Strength 3, Stamina 4, Agility 8, Dexterity 8, Fighting 12, Intellect 3, Awareness 2, Presence 5

Advantages
Agile Feint, Assessment, Attractive, Benefit, Wealth (well-off), Connected, Defensive Attack, Defensive Roll 2, Equipment 4, Evasion, Fascinate (Persuasion), Improved Defense, Improved Disarm, Improved Initiative, Improvised Weapon, Instant Up, Languages 2, Power Attack, Prone Fighting, Redirect, Seize Initiative, Takedown, Uncanny Dodge

Skills
Acrobatics 4 (+12), Athletics 7 (+10), Close Combat: Savate 4 (+16), Deception 5 (+10), Expertise: Acting 5 (+8), Expertise: High Society 5 (+8), Insight 3 (+5), Investigation 1 (+4), Perception 3 (+5), Persuasion 5 (+10), Ranged Combat: Catarang 8 (+16), Sleight of Hand 2 (+10), Stealth 2 (+10), Technology 2 (+5), Treatment 2 (+5), Vehicles 2 (+10)

Powers
Catarang: Strength-based Damage 1 (Easily Removable, DC 19; Increased Range: ranged)
Leather Uniform: Protection 2 (+2 Toughness; Impervious [3 extra ranks]; Unreliable (roll))
Mask (Removable)
. . Light Enhancment Lenses: Senses 1 (Low-light Vision)
. . Light Shielded Lenses: Immunity 5 (Sensory Affliction Effects; Limited: Sight Only)
Savate kick: Strength-based Damage 2 (DC 20; Inaccurate: -2)

Equipment
Chatte Cycle 10, Crusader radio 1, other assorted gadgets 9

Offense
Initiative +12
Catarang: Strength-based Damage 1, +16 (DC 19)
Grab, +12 (DC Spec 13)
Savate kick: Strength-based Damage 2, +14 (DC 20)
Throw, +8 (DC 18)
Unarmed, +16 (DC 18)

Complications
PARTY!!!: While Sylvie is a competant superhero, she does have a weakness for partying hard, making her look unprofessional in comparison to other heroes.
Responsibility: Sylvie's family has a tradition of heroism and a strict heroic code.

Languages
English, French, Spanish

Defense
Dodge 12, Parry 12, Fortitude 6, Toughness 8/6, Will 5

Power Points
Abilities 90 + Powers 11 + Advantages 27 + Skills 30 (60 ranks) + Defenses 9 = 167

Background Sylvia Breié was the oldest child of Anton and Elisabeth Breié. Anton trained her to be a crime fighter. First she was le Lion Noir's sidekick, la Chatte Noire. Then she decided to go off on her own and changed her name to la Panthère Noire. She moved to Williamsburgm New Jersey, in the U.S., and became a Crusader. She retired from crimefighting after the Havok Incident, and the Bronson Building in Philadelphia.
Does a Winnie poo in the 100-acre wood?

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

la Lyonne Noire

Post by Ken » Wed Nov 30, 2016 4:11 am

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la Lyonne Noire AKA la Chatte (hybrid form) - PL 12

Strength 8, Stamina 8, Agility 9, Dexterity 4, Fighting 11, Intellect 6, Awareness 4, Presence 3

Advantages
Accurate Attack, Agile Feint, All-out Attack, Animal Empathy, Artificer, Assessment, Attractive, Benefit, Wealth 3 (millionare), Benefit: CoJ, Close Attack 4, Connected, Daze (Intimidation), Defensive Attack, Defensive Roll 2, Diehard, Equipment 5, Evasion, Great Endurance, Hide in Plain Sight, Improved Defense, Improved Initiative, Improvised Weapon, Instant Up, Inventor, Jack-of-all-trades, Languages 2, Power Attack, Prone Fighting, Ranged Attack 2, Redirect, Ritualist, Seize Initiative, Set-up, Takedown, Teamwork, Uncanny Dodge

Skills
Acrobatics 4 (+13), Athletics 3 (+11), Deception 7 (+10), Expertise: Modeling 6 (+12), Expertise: Stuntperson 4 (+10), Expertise: High Society 4 (+10), Expertise: Magic 1 (+7), Insight 1 (+5), Intimidation 10 (+13), Investigation 5 (+11), Perception 6 (+10), Persuasion 8 (+11), Ranged Combat: Gadgets 7 (+11), Sleight of Hand 7 (+11), Stealth 4 (+12), Technology 7 (+13), Treatment 4 (+10), Vehicles 10 (+14)

Powers
Fire Resistance: Immunity 10 (Removable, magical, Common Descriptor: Choose Descriptor; Limited - Half Effect, Notes: Focus is neck choker/collar.)
Ailuranthropic Healing: Regeneration 5 (Every 2 rounds)
Ailuranthropic Resistance: Protection 3 (+3 Toughness)
Cattily Talk: Comprehend 2 (Animals - Speak To, Animals - Understand; Broad Type: Felines)
Claws: Strength-based Damage 1 (DC 24)
Cougar Senses: Senses 6 (Accurate: Smell, Acute: Smell, Low-light Vision, Tracking: Smell 1: -1 speed rank, Ultravision)
Fast Runner: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
Gadget Pool: Variable 4 (Limited: Devices only)
Immunity 2 (Aging, Disease)
Magically controlled wardrobe: Feature 1 (Removable, magical, Notes: Focus is neck choker/collar.)
Purse of holding: Feature 1 (Removable, magical)
Savate Kick: Strength-based Damage 2 (DC 25; Inaccurate: -2)
Shapechanger: Morph 2 (+20 Deception checks to disguise; Narrow group; Metamorph 2)
Size Matters: Growth 1 (+1 STR, +1 STA, -1 Stealth, -1 active defenses, +1 mass rank; Permanent)

Equipment
anything else 20, CoJ Communicator COJ-024 2, Contribution to CoJ Bases 1, Contribution to CoJ Vehicles 2

Offense
Initiative +13
Claws: Strength-based Damage 1, +15 (DC 24)
Grab, +15 (DC Spec 18)
Savate Kick: Strength-based Damage 2, +13 (DC 25)
Throw, +6 (DC 23)
Unarmed, +15 (DC 23)

Complications
Relationships: Annette loves her husband Andrew and their two children. She is also dedicated to her family and misses them when away.
Responsibility: Annette follows the family tradition of heroism and its strict heroic code.
Vulnerability: Weapons with a silver discriptor get +5 effect because of her ailuranthropic abilities; they also ignore her Impervious Toughness.

Languages
English, French, Spanish

Defense
Dodge 11, Parry 11, Fortitude 12, Toughness 13/11, Will 11

Power Points
Abilities 102 + Powers 68 + Advantages 48 + Skills 49 (98 ranks) + Defenses 15 = 282

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la Lyonne Noire AKA la Chatte (human form) - PL 12

Strength 4, Stamina 4, Agility 8, Dexterity 6, Fighting 11, Intellect 6, Awareness 4, Presence 5

Advantages
Accurate Attack, Agile Feint, All-out Attack, Animal Empathy, Artificer, Assessment, Attractive 2, Benefit, Wealth 3 (millionare), Benefit: CoJ, Close Attack 2, Connected, Defensive Attack, Defensive Roll, Equipment 5, Evasion 2, Fascinate (Persuasion), Hide in Plain Sight, Improved Defense, Improved Disarm, Improved Initiative 2, Improvised Weapon, Instant Up, Inventor, Jack-of-all-trades, Languages 2, Luck 5, Power Attack, Prone Fighting, Redirect, Ritualist, Seize Initiative, Set-up, Skill Mastery: Persuasion, Takedown, Teamwork, Uncanny Dodge

Skills
Acrobatics 4 (+12), Athletics 3 (+7), Close Combat: Savate 3 (+14), Deception 5 (+10), Expertise: Modeling 6 (+12), Expertise: Stuntperson 4 (+10), Expertise: High Society 4 (+10), Expertise: Magic 1 (+7), Insight 1 (+5), Intimidation 6 (+11), Investigation 5 (+11), Perception 4 (+8), Persuasion 8 (+13), Ranged Combat: Gadgets 7 (+13), Sleight of Hand 10 (+16), Stealth 4 (+12), Technology 7 (+13), Treatment 4 (+10), Vehicles 10 (+16)

Powers
Uniform: Protection 2 (+2 Toughness; Impervious [4 extra ranks])
Catty Listening: Comprehend 1 (Animals - Understand; Broad Type: Felines)
Chatte Glasses
. . Immunity 5 (Sensory Affliction Effects; Limited: Visual Effects only)
. . Senses 1 (Low-light Vision)
Fire Resistance: Immunity 10 (Removable, magical, Common Descriptor: Choose Descriptor; Limited - Half Effect, Notes: Focus is neck choker/collar)
Gadget Pool: Variable 4 (Limited: Devices only)
Immunity 2 (Aging, Disease)
Magically controlled wardrobe: Feature 1 (Removable, magical, Notes: Focus is neck choker/collar)
Manipulating Internal Magic: Variable 1 (magical; Action 2: free)
. . Spell of Protection (Powers: Force Field: Protection 5, Defensive Roll -2 (+0))
. . . . Force Field: Protection 5 (+5 Toughness; Sustained)
Purse of holding: Feature 1 (Removable, magical)
Savate Kick: Strength-based Damage 2+1 ([Stacking ranks: +1], DC 22; Inaccurate: -2)
Shapechanger: Morph 2 (+20 Deception checks to disguise; Narrow group; Metamorph 2)
Weighted Boot-Heel: Strength-based Damage 1 (DC 20; Stacks with: Savate Kick: Strength-based Damage 2+1)

Power Settings
Cat's Cradle (Powers: Net: Cumulative Affliction 11)
Cat's Paw Blaster Mark III (Powers: Gauntlet Blaster: Damage 9)
Hand Cat-apult (Powers: AKA Slingshot: Damage 5)
Laser Pointer (Powers: Laser: Damage 9)
Spell of Martial Power (Powers: Unarmed Boost: Strength-based Damage 1, Close Combat +2 (+16))
Spell of Protection (Powers: Force Field: Protection 5, Defensive Roll -2 (+0))

Equipment
same as hybrid form 25

Offense
Initiative +16
AKA Slingshot: Damage 5, +17 (DC 20)
Gauntlet Blaster: Damage 9, +15 (DC 24)
Gauntlet Strike: Strength-based Damage 3, +17 (DC 22)
Grab, +13 (DC Spec 14)
Laser: Damage 9, +15 (DC 24)
Net: Cumulative Affliction 11, +13 (DC Fort/Will 21)
Savate Kick: Strength-based Damage 2+1, +14 (DC 22)
Throw, +6 (DC 19)
Unarmed, +16 (DC 19)
Unarmed Boost: Strength-based Damage 1, +16 (DC 20)
Weighted Boot-Heel: Strength-based Damage 1, +16 (DC 20)

Complications
Relationships: Annette loves her husband Andrew and their two children. She is also dedicated to her family and misses them when away.
Responsibility: Annette follows the family tradition of heroism and its strict heroic code.
Vulnerability: Weapons with a silver discriptor get +5 effect because of her ailuranthropic abilities; they also ignore her Impervious Toughness.

Languages
English, French, Spanish

Defense
Dodge 13, Parry 13, Fortitude 8, Toughness 11, Will 11

Power Points
Abilities 96 + Powers 68 + Advantages 52 + Skills 48 (96 ranks) + Defenses 18 = 282

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la Lyonne Noire AKA la Chatte (cougar form) - PL 12

Strength 12, Stamina 12, Agility 8, Dexterity 0, Fighting 8, Intellect 6, Awareness 4, Presence 1

Advantages
Accurate Attack, All-out Attack, Animal Empathy, Artificer, Assessment, Benefit, Wealth 3 (millionare), Benefit: CoJ, Close Attack 2, Daze (Intimidation), Defensive Attack, Diehard, Equipment 5, Great Endurance, Improved Initiative, Inventor, Languages 2, Lionheart, Move-by Action, Power Attack, Ranged Attack 6, Ritualist

Skills
Acrobatics 4 (+12), Athletics 1 (+13), Expertise: Modeling 6 (+12), Expertise: Stuntperson 4 (+10), Expertise: High Scoiety 4 (+10), Expertise: Magic 1 (+7), Insight 1 (+5), Intimidation 13 (+15), Investigation 5 (+11), Perception 11 (+15), Persuasion 6 (+7), Ranged Combat: Gadgets 7 (+7), Stealth 5 (+11), Technology 7 (+13), Treatment 4 (+10), Vehicles 7 (+7)

Powers
Fire Resistance: Immunity 10 (Removable, magical, Common Descriptor: Choose Descriptor; Limited - Half Effect, Notes: Focus is neck choker/collar)
4-Footed: Movement 3 (Sure-footed 3)
Ailuranthropic Healing: Regeneration 7 (Every 1.42 rounds)
Ailuranthropic Hide: Impervious Toughness 11+5 ([Stacking ranks: +5])
Ailuranthropic Resistance: Protection 3 (+3 Toughness)
Ailuranthropic Surge: Variable 1 (morphic; Action 2: free)
. . Tougher Hide (Powers: Impervious Toughness 5)
. . . . Impervious Toughness 5 (Stacks with: Ailuranthropic Hide: Impervious Toughness 11+5)
Cattily Talk: Comprehend 2 (Animals - Speak To, Animals - Understand; Broad Type: Felines)
Cougar Senses: Senses 6 (Accurate: Smell, Acute: Smell, Low-light Vision, Tracking: Smell 1: -1 speed rank, Ultravision)
Fast Runner: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
. . Jumper: Leaping 5 (Alternate; Leap 250 feet at 60 miles/hour)
Gadget Pool: Variable 4 (Limited: Devices only)
Immunity 2 (Aging, Disease)
Magically controlled wardrobe: Feature 1 (Removable, magical, Notes: Focus is neck choker/collar)
Shapechanger: Morph 2 (+20 Deception checks to disguise; Narrow group; Metamorph 2)
Size Matters: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks; Permanent)
Tooth & Claws: Strength-based Damage 2 (DC 29)

Power Settings
Really Big Cat (Powers: Growth: Feature 6, Power-Lifting: Enhanced Strength 2, Speed 2, Speed Array Cost: Feature 1, Stamina -2 (+10), Fortitude -4 (+9), Close Attack 2 -3 (-1), Strength -2 (+10), Dodge -1 (+8), Fighting -1 (+7))
Tougher Hide (Powers: Impervious Toughness 5)

Equipment
same as Hybrid Form 25

Offense
Initiative +12
Grab, +10 (DC Spec 22)
Throw, +6 (DC 27)
Tooth & Claws: Strength-based Damage 2, +10 (DC 29)
Unarmed, +10 (DC 27)

Complications
Disability: No Hands in Cougar Form
Relationships: Annette loves her husband Andrew and their two children. She is also dedicated to her family and misses them when away.
Responsibility: Annette follows the family tradition of heroism and its strict heroic code.
Vulnerability: Weapons with a silver discriptor get +5 effect because of her ailuranthropic abilities; they also ignore her Impervious Toughness.

Languages
English, French, Spanish

Defense
Dodge 9, Parry 9, Fortitude 13, Toughness 15, Will 11

Power Points
Abilities 94 + Powers 99 + Advantages 34 + Skills 43 (86 ranks) + Defenses 12 = 282

Known Background In the late 1970's, Anton Breié and Elisabeth Gilbert were married, despite his nocturnal activities as le Lion Noir, Montreal's resident costumed vigilante. In the mid 1980's they had their second child, a daughter, Annette. Annette grew up in the shadow of her older sister Sylvia, AKA La Chatte Noire I, who her father was training to become a crimefighter like himself. Annette, while receiving martials arts training from her father, did not receive any actual crime-fighting training from him, and had a pretty normal childhood. Annette was always very interested in machinary and gadgets, and also was very interested in fashion and modeling (which along with her extreme good looks lead her to begin a modeling career in her mid-teens).

About the same time Annette was starting her modeling career (in Montreal mostly, though occasionally her mom might take her to New York for a shoot), her older sister started to lose interest in the whole superhero "thing" (Sylvia had easily mastered the physical aspects of being a crimefighter, but never quite had the proper mindset for it), and when she turned 18, she left for Empire City to become an actress and "live her own life", retiring from her role as La Chatte Noire I.

Disappointed by his oldest daughter (and with his youngest daughter Charlotte obviously being way too young to be his sidekick), Anton asked Annette to become his aide instead. Annette, always somewhat jealous of her sister being her daddy's "favorite", leapt at the chance. However, while Annette's mindset on being a crimefighter was much better than Sylvia's had been, her physical capablities were not nearly as good as her sister's were, since Annette just wasn't as naturally atheletic or as atheletically inclined as her older sister - a situation that wasn't helped at all by the fact that she had also taken up smoking because of the influence of her modeling friends (and the fact that her mom, her main female role-model, hadn't quit smoking yet at that point didn't set a good example to dissuade her either).

Realising that Annette was never going to be as good of a martial artist or athlete as her sister Sylvia led Anton to think of other ways to maximize her crime-fighting abilities. Knowing Annette's inate skill with gadgets, he put her under the tutalage of Techno-Wizard to hone her gadgeteering abilities. Eventually she improved to the point that Anton became much happier with having Annette as an junior partner (overlooking Annette's one notable vice, which he couldn't get her to quit) then he ever was with Sylvia, who tended to do her own thing, would sometimes talk back, and was just generally not a team player like Annette. Annette happily served as her father's aide for a few years, but eventually fate intervened, and tragically, Anton who was past his prime, was killed as Annette watched the one time her father was too slow.

After her father's death, Annette, despite her mother's protests, coninued being La Chatte Noire and took over for her father as Montreal's resident crime-fighter, while simultaneously in Empire City, her party-girl, actress sister, feeling guilty for not being there to help her father, came back to help Annette as la Panthère Noire. While not overjoyed to see Sylvia again, given the situation, Annette accepted her help, and Sylvia eventually proved to be a great asset in helping Annette in her crimefighting career.

A year later, Sylvia, seeing that the situation in Montreal seemed to be under control with her sister in charge, decided to leave Montreal and return to Empire City, where she returned to acting and also found out about the Crusaders in nearby Williamsburg and decided to join their team. Around this time, Charlotte, starting to show interest in martial arts, started learning Savate from Annette.

After a couple years, the Havok incident occurred, and the Crusaders were defeated. Sylvia, being a victim of the Thunder Twins and seeing several of her friends die, decided to leave the team and retire from crimefighting, returning home to Montreal to recover and dropping her heroic identity for good. When Sylvia came home to Montreal, she brought her ex-teammate Ampere (also a victim of the Thunder Twins) with her to recover as well. Eventually Ampere became good friends and almost like family with Elizabeth, Annette and Charlotte as well as with Sylvia.

After a few months, with her older sister retired from crimefighting but volunteering to continue Charlotte's savate training and Ampere eventually getting back on her feet after a couple months to fight crime in Montreal, Annette decided to leave Montreal and join a superhero team. Since Annette was both a "LOC-blocker" and also had trained under Techno-Wizard, she thus knew many of the people on the Champions of Justice and as a result decided to join the COJ to work with people she knew and admired.

After joining the Champions, Annette developed a relationship with Stuntman (with him being a fellow gadgeteer and all she felt attracted to him). Though she enjoyed her relationship with Stuntman, La Chatte Noire had a hard time in the COJ, not having the best luck in fights with supervillians. However, while her superhero career was proving problematic at this time, Annette's modeling career boomed and she finally went international. Then, after being on the team a while, there was a bad accident and Annette nearly died, save for Dragon's intervention. However, between his then novice magical skills and her earlier exposure to one of Madame Y's experimental retro viruses, there was an unforseen effect.

The virus stuck in Annette in a cougar-human "hybrid" form. She dropped the "Noire" from her name, her relationship with Stuntman and modeling career ended and she left the COJ to join the recently restarted Crusaders. Eventually, with some help from Dragon, who had provided moral support to her after her change and breakup with Stuntman, she learned to shift back to her human form and also into a full cougar form.

She eventually left Denver for her native Montreal, and after a brief experiment with her own team during the Algolian Invasion, rejoined the Champions of Justice. There she found the situation much better than it had been before. So much better that she and her teammate Andrew Zeein, or Dragon, became involved. They tried to keep it a secret. After they were wed they left for another dimension. Upon their return, Annette discovered that her youngest sister Charlotte, having been trained to also fight crime had adopted the identity of La Chatte Noire III, leading Annette to assume the name la Lyonne Noire.

Personality Despite the fact that Annette is a famous model and superhero, she often tends to be a bit reserved, but she's still always willing to go out of her way to help just about anyone. She's very intelligent and tends to be very curious about just about anything (especially any sort of gadget, machine, engine, or weapon), and also has a playful, often silly side (she's sort of curious and playful like a cat). She's very family oriented, and has good relationships with her mom, Charlotte, Linda (who she considers to be like a sister), and despite past differences, even her sister Sylvia. Annette is totally devoted to her children and husband Andrew.

Powers/Tactics La Lyonne Noire spent a number years as a non-super, martial artist and gadgeteer crime fighter. As such she was fairly talented in the art of Savate (French Kick Boxing), and a great many other gymnastic, thieving, and general crime fighting skills, along with being able to invent and use all sorts of amazing gadgets, technological devices and weapons. She has also become a kind of were-cougar, though maintaining more control over the change than would be expected. In her lycanthropic form she becomes superhumanly strong, fast and resilient, but unfortunately her lycanthropic nature also causes her to be vulnerable to Silver. Her senses are also become much sharper, though more sensitive, in her animal form. When she assumes her full cougar form she is powerful, magical beast. She becomes larger than any of the big cats, and strength and resiliancy grow tremendously as well, at a cost. The drawback is that as she becomes a quadraped, her Savate skill become useless. Finally, although not able to use magic at will like her husband Dragon, she does know the basics of magic, magic rituals, and especially the construction of magical devices.

Appearance Annette Breié stands 5'11" tall tall and weighs 165 lbs (She's the tallest of the 3 Breie sisters). She is wirey and athletic looking, not bulky. She's a natural blonde with fine features, great bone structure and blemishless skin. She also has great camera presence and was a natural for modelling. In her animal form she becomes covered in golden fur and her features become more feline. Her ears become pointed and repositioned as her skull changes shape. Her eyes become catlike, though they remain blue. She can control the degree of the change, looking anywhere from a catlike person to a full cougar.
Does a Winnie poo in the 100-acre wood?

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

Background Stuff on les Chatten Noires

Post by Ken » Wed Nov 30, 2016 4:12 am

Background Stuff on les Chatten Noires
Ken wrote:And there was one point when he was going to bring him(Megaman) into my campaign, the Champions of Justice. But at the last moment he decided not to, and brought in someone else instead. If the many worlds theory is true, the versions of Neil and I on the world where he didn't change his mind may, in fact, be happier.
*sigh*

I first envisioned la Chatte Noire when I was in high school. Before the RCU existed. She was basically a riff on the Linda Turner (golden age) version of Black Cat (from Harvey Comics) fueled by my taking high school French. She was a minor, underdeveloped, idea of a character in my personal superhero universe of the time. This also happened to be around the time I became friends with Neil and Andy, and Neil, became aware of the character, as she was generally grouped in with a number of other recent creations of that time, some of whom were Neil's. I was also helping Andy flesh out ideas on some of his personal creations at the same time, who were collectively known as the Crusaders.

Four or five years later, while in college, I becan the RC Universe. And Neil participated when he could. And, he decided to start running "Champions" (3rd edition) stuff with Andy. And Andy decided to build his personal collection of heroes, for the Crusaders. And given the seriously weird way those camaigns were run (Andy controlling 5-9 PCs AT ONCE) Neil quickly decided he needed several NPC heroes for the team, just to have any chance of steering events. He created Megaman, and a few others, but, I guess he had liked something about my la Chatte Noire idea, because he decided to use her. And I gave my blessing. He also asked me to come up with a civilian name for her, as I never had, and I came up with Syvie Breié, basically taking names from a couple of cute girls at school (and Frankafying one one them).

Now, one of the overarcing things about the Crusaders was the constant strife within the team. Basically, you had the leader, and a few other heroes who were pretty much traditional super-heroes. And then there was the group of "misfit heroes" who chaffed under their leader's leadership. And Sylvie was in this second group. Megaman had been in the first.

As strange as I think Neil's Crusaders game was, it was undeniably very fun for the two of them. At one point, when I was home for a weekend, they asked me to guest run a Crusaders story. It was an unmitigated disaster. Andy became convinced I was going to do something in the story (which I wasn't and didn't), so all 9 of his PCs all started prepping for that non-event. Neil's (usually-non)Player characters split. Some of them joined the preperations for the non-event. And some of them stumbled into the story I had planned (which was geared for a LOT more PCs). It was a cluster fuck. Literally, to avoid killing off characters, I had some of the villains do less lethal things to the heroes they defeated. (Most of Neil's Crusaders, other than Megaman, were female, just like about 80% of his PCs). Not my finest hour. Andy;s characters, meanwhile, started flying to places where they could easily be sniped. Again, not my finest hour. I was working my ass off to avoid killing off the characters from this campaign. In hindsight, I should have radically reworked my story on the fly. But I hadn't learned that skill yet. Curiously, retroactively, Neil and andy decided to make the event worse that I had made it in play. This, by the way, was the Havok Incident. The event where the villain team Havok descimated the Crusaders. This was in early-mid '89.

A few years later, Neil and Andy had given up running the Crusaders. But I was out of school, and keeping my campaign going. So, Neil was looking to bring in another CoJ (his problems with Turbo had set in), and Andy was going to join my campaign. Now. Neil was thinking about bringing in Megaman, which I think would have been a good fit. Hell, I thought it was a good idea, that I made it happen while Neil took his break. But at the last minute, when he discovered that Andy's choices to have join the CoJ were from the "misfit" side of the Crusaders, Neil decide to ditch Megaman, and bring in Sylvie. Damn it.

Now, one Andy's CoJ characters, Stuntman, had been a "misfit" Crusader. On the CoJ, he grew up, and grew out of that. Basically, his wise-cracking joker tendencies were accepted. No one tried to get him to give them up (unlike the Crusader leader(s)). And he did the job, and grew into a competent and respected Champion. Basically because no one tried to make him fit the mold, he grew into it anyway.

Sylvie... with Sylvie it didn't go so well. You see, Neil tried desperately to hold onto the casualness with which she treated crimefighting. In the team that was explictly stated to be the RCU's answer to the Justice League of America or the Avengers. "Casual" didn't cut it. Secondly, as I said, several paragraphs ago, la Chatte Noire had been a riff on the golden age Black Cat. Linda Turner had no powers. Sylvie Breié had no powers. She was a kickass martial artist, but no powers. You may recall this bit from the Guardian Real Life stuff...
Ken wrote:You know the arguments that people sometimes make about how "well-trained normal" characters can't compete against supers and/or defense-shifted characters can't compete against toughness shifted characters? Well, our group had that. Neil had a particular character that he loved that started out as a well-trained normal, and then she got poweres, but she was defense-shifted. And she kept getting beat. She was rarely beat badly, in fact, usually she'd have worn down the opponent who took her down so far that whoever came over to help her after she was knocked out usually just needed to hit said opponent once. It was very-much down to the wire, and she'd barely lose, and then her sparring partner would lose quickly to whomever he faced next.

Neil, understandably, was frustrated. But his solution was to try to up his character's toughness, rather than change his tactics, which rarely deviated from "hit with my biggest attack, even though it makes me an easier target". And suggestions about "fighting smarter" or "use maneuvers that pack less power but leave her active defenses high" were dismissed. He blamed the system and the genre, never his tactics.
The character Neil had this problem with, was Sylvie.

Then Neil concocted a plan to give Syvlie powers to supplement her martial arts skill. So, Sylvie got hit with Madame Y's retrovirus, and Sylvie dropped the "Noire" from her codename. She was la Chatte; Neil turned her into a catgirl.

Now, Neil was inspired by the catgirls in "Gold Digger" and characters like Felecia from Darkstalkers. And since Sylvie was always supposed to be attractive enough that she worked as a model in real life, Neil just thought she'd now get catgirl hotness, and become more popular that way. That didn't work. Andy had Stuntman (who had been dating Sylvie in game) break-up with her because, well, Andy was creeped out by the beastiality aspects of the then-new situation. No one was particularly impressed. None of the rest of us were into the whole catgirl thing. And most of us new that the catgirl thing was a band-aid designed to help with Sylvie getting beat-up all the time.

And, honestly, it didn't help that much. She was tougher and stronger. But she was still active-defense shifted. She was still whittling down the badguys, but getting knocked out. She whittled them further, and it took longer to knock her out. But Neil's tactics hadn't imporved any.

And that whole "casual about super heroing" was just grating on people, because, well, it made no sense. How does one stay casual about an activity where one keeps getting hurt? Especially when one is a part of a team that're supposed to be top professionals. She wasn't popular.

Now, Neil has said, that what he was trying to do was recapture the "Crusaders Magic". It never occurred to him that my wanting to run a CoJ/Avengers type team wasn't particularly compatable with "misfit" heroes. A team of heroes that gather together by choice, as a professional organisation, to deal with menaces that are too big for them persoanlly? They're response to misfit heroes is essentially is either they accept them, sans complaint (as what happened to Stuntman), or they say "if you don't want to be here, you don't have to be; please leave."

After Andy began the New Crusaders, Neil eventually shipped Syvie there. It was a better fit. But the campaign only lasted a few years. Then he brought her back to the CoJ, and the fighting began again.

Neil and I fought a lot in those days. Neil says we were fighting over Sylvie. I say we were fighting over my vision for my campaign, versus what he wanted my campaign to be.

Then, Neil sent her off to found the Knights of Justice (Prophecy, Osprey, la Chatte, some others). And, if that campaign had lasted more than two sessions, it might have been a good thing. But, Neil forgot Prophecy was a first and foremost a telepath, which ended the second session early, and... Yeah.

But this time, when he brought Sylvie back to the CoJ, he finally began listening to me. And, I spuspect, another player in the group, Eric. Sylvie finally dropped the casualness. And Neil started using better tactics with her. And, he worked his tail off, and Sylvie finally became a respected Champion of justice. Eventually, she even got elected to the CoJ's Executive Board. And, for a brief period of time, things were good.

So, the disagreements showed up elsewhere. And, Eric and Neil ended up both leaving the campaign. Neil, after several years came back. And when he did, he focussed his efforts on Ampere and la Chatte Noire III.

During Neil's time away, I rewrote Sylvie for 5th edition Champions. Neil had introduced the human/hybrid/cougar forms in play, but unter 5e, I made them more distinct. And I made the cougar form very Powerhouse-ish, specifically to finally have a version of her where Neil's tendency towards brick tactics would be useful.

However....

Eventually, Neil decided he wanted to bring her back, but with a new twist. You see, when Neil and Eric quit, Eric's character Dragon, and Sylvie had been a couple. So, it made sense to retire them together (it was Neil and Eric who chose it to be in another dimension). Eric, being a D&D nerd first and formost, had long been supplementing Dragon's might with magic. So Neil decided that in the interim time, Sylvie had learned magic from her husband (Dragon). As well as having a couple of kids. And because Earth and Mysteria aren't temporarily in synch, more time had passed for them than had for their old teammates, allowing the kids to be 8-10.

This led to more squabbling. The first is that Neil wanted to play Syvie's approach to magic, more like Samantha Stevens and less like Stephen Strange i.e. the return of the Casual About Heroing. And, if one knows their super hero magic tropes, casual doesn't cut it.

The second was about the kids. There's an school for super kids in the RCU. It's called the Radio Ranch, and its run by Charcoal's parents. It is a boarding school. It also has an adult staff that is largly made up of important NPCs and ex-PCs that we needed places for. Neil wanted Sylvie to not board her kids there, but bring them there every morning, and home every night. There was also talk of the then-de-powered Dragon teaching there, and would be commuting as well. Which, on the surface, should have been fine. The reality is, given Neil's personality, I'm certain he'd want the kids to be seen as often as possible. Which means whenever possible, Neil would start any story where he was playing Sylvie the Magic Cat, he want it to start with her on the way to, on the way home from, or conviently hanging out at, the school.

Now, in any given story where it was desirable to have the mostly-retired-from-day-to-day-heroics staff guest star, this would be fine. But since Champions of Justice stories should be about the CoJ PCs, having this extra crowd of NPCs around on a regular basis was a huge potential problem. And, thus, I fought Neil about Sylvie's family being attached to the Radio Ranch. Neil thinks it was a fight about Sylvie. That it was Sylvie was incidental. It was about structuring a campaign around PCs instead of NPCs.

After that, Neil decided to forego 90% of the "Magic Cat" ideas, and put Dragon (repowered) and his wife back on Mysteria. He also decided that "Sylvie" was tainted (we generally referred to he by her civilain name, not her code name, over the years; I in particular, never liked calling her "la Chatte" after Neil jettisoned the "Noire"). So Neil asked for a major revamp, splitting Syvie into two characters: Sylvia, who had been the Crusader, and Annette, who had been the Champion. Neil had always said there was a middle sister between Sylvie and Charlotte. The change was that she WAS interested in heroics, when previously she had been the "normal" sister. This is why they're written up as two characters here.
Last edited by Ken on Wed Nov 30, 2016 7:00 pm, edited 1 time in total.
Does a Winnie poo in the 100-acre wood?

Ken
Posts: 1993
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Location: DeKamore, Madiganistan

la Chatte Noire III

Post by Ken » Wed Nov 30, 2016 4:13 am

Image

la Chatte Noire III - PL 11

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

Advantages
Agile Feint, All-out Attack, Assessment, Attractive 2, Benefit, Wealth 2 (indepently wealthy), Close Attack, Connected, Defensive Attack, Defensive Roll 4, Equipment 4, Evasion, Evasion 2, Hide in Plain Sight, Improved Defense, Improved Initiative, Improved Initiative, Improved Trip, Instant Up, Languages 2, Luck 5, Power Attack, Precise Attack (Close, Cover), Takedown, Teamwork

Skills
Acrobatics 4 (+12), Athletics 3 (+5), Close Combat: Unarmed 5 (+13), Deception 3 (+6), Expertise: Artist 5 (+8), Expertise: Metal Working 5 (+8), Insight 2 (+5), Intimidation 2 (+5), Investigation 2 (+5), Perception 4 (+7), Persuasion 7 (+10), Ranged Combat: Catarang 9 (+12), Sleight of Hand 6 (+9), Stealth 5 (+13), Technology 6 (+9), Treatment 1 (+4), Vehicles 7 (+10)

Powers
Cat Claws: Movement 1 (Wall-crawling 1: -1 speed rank)
Catarang: Strength-based Damage 1 (Easily Removable, DC 18; Increased Range: ranged [2 extra ranks], Stacks with: Catarang Bonus: Strength-based Damage 5+1)
Mask Lenses
. . Immunity 5 (Sensory Affliction Effects; Limited: Visual Only)
. . Senses 1 (Low-light Vision)
Reinforced Costume: Impervious Toughness 3
Weighted Heels: Strength-based Damage 1+5 ([Stacking ranks: +5], DC 23; Stacks with: Crit: Strength-based Damage 5+1)
Always gets a "Critical"
. . Catarang Bonus: Strength-based Damage 5+1 (Easily Removable, [Stacking ranks: +1], DC 23; Accurate: +2, Increased Range: ranged, Subtle 2: undetectable)
. . Crit: Strength-based Damage 5+1 ([Stacking ranks: +1], DC 23; Stacks with: Weighted Heels: Strength-based Damage 1+5, Subtle 2: undetectable)
Bad Luck to Cross Her Path: Perception Area Luck Control 4 (Bestow Luck, Force a Re-roll, Negate Luck, Spend on Other; Perception Area: DC 14 - Sight, Selective, Subtle 2: undetectable; Limited: Only usable when actively contested)
Lucky Girl: Enhanced Trait 13 (Traits: Dodge +2 (+15), Parry +2 (+15), Defensive Roll 4 +2 (+4), Attractive 2 +1 (+2), Advantages: Close Attack, Evasion, Hide in Plain Sight, Improved Initiative, Instant Up, Teamwork; Subtle 2: undetectable)

Equipment
Cat Claws [ Cat Claws: Movement 1, Wall-crawling 1: -1 speed rank], Weighted Boot Heels [ Weighted Heels: Strength-based Damage 1+5, [Stacking ranks: +5], DC 23; Stacks with: Crit: Strength-based Damage 5+1], Audio Recorder, Camera, CoJ Communicator COJ-055 2, First Aid Kit 1, Motorcycle, SUQ Communicator 2

Offense
Initiative +16
Catarang: Strength-based Damage 1, +12 (DC 18)
Weighted Heels: Strength-based Damage 1+5, +14 (DC 23)
Catarang Bonus: Strength-based Damage 5+1, +14 (DC 23)
Crit: Strength-based Damage 5+1, +9 (DC 23)
Grab, +9 (DC Spec 12)
Throw, +3 (DC 17)
Unarmed, +14 (DC 17)

Complications
Responsibility: Charlotte follows the family tradition of heroism and its strict heroic code.
Underpowered and underestimated: Charlotte's luck abilities, which she is unaware of, only manifest when luck is really needed. During friendly sparring or against lesser opponents she is "only" Initiative 12; Attack +13, Damage 4; and Dodge/Parry 13 with Toughness 5, a PL 9 character.

Languages
English, French, Spanish

Defense
Dodge 15/13, Parry 15/13, Fortitude 6, Toughness 7/3, Will 8

Power Points
Abilities 66 + Powers 50 + Advantages 29 + Skills 38 (76 ranks) + Defenses 18 = 201

Background Charlotte Breié is the youngest of Anton and Elisabeth Breié's three daughters. After her younger older sister, Annette, moved to the other dimensional realm, she took on the "family business" becoming the third la Chatte Noire (and the only one to use the name without ever being the sidkick to le Lion Noir). In many ways, she actually is the one whose temperment is best suited to crime-fighting. She is unaware of her luck abilities; her teammates, though have noted that she generally seems better at fighting in actual battles than she is when she's sparring.

She was recruited by the CoJ on the downlow, in order to give them a set of eyes in la Société Ultrahumaine du Québec. [In the RCU, Québec has seceded from the rest of Canada, under suspicous circumstances.] After her split loyalties were discovered, she joined the CoJ as a full member. She and Osprey have become a couple.

Real World Stuff
After Neil came back to the gaming group after several years away, we were discussing ideas about what to do with Sylvie. Neil said, if he had it to do all over again, he would have given her luck powers. I suggested doing so. Neil decided to give the luck powers to Charlotte, the youngest Breié daughter, and have hew become la Chatte Noire nouveau.

She's the Breié daughter where Neil has done his best to get la Chatte Noire "right" by my standards. She's also the one who he's defined the least and is still, by his own admission eleven days ago on 18.11.16, still struggling to find her personality. Which is a testment to Neil's inability to fully grok traditional super heroics.
Last edited by Ken on Thu Aug 10, 2017 8:51 pm, edited 1 time in total.
Does a Winnie poo in the 100-acre wood?

Jabroniville
Posts: 9359
Joined: Fri Nov 04, 2016 8:05 pm

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

Post by Jabroniville » Wed Nov 30, 2016 5:35 am

huh- obviously one of your friends (Jenn?) was a big Gold Diggers fan, just looking at the art :). Several of the Cats have CLASSIC "Fred Perry" design elements on them, especially the stripes under the eyes. Was that entirely Neil's input?

Looking at the Cat character getting more powerful with time is kinda funny, and I can see the problem with playing her like a tank, even WITH Class 100 physicality behind her.

The stuff about expecting her to be Fanservicey & popular is interesting. Especially if that "Muzzle-faced Cat" face in the first pic is what she was supposed to look like at first. Most "Anime Catgirls" look like the Gold Diggers ones included later. But even THEN, some pics have the big ol' cat paws, which kind of creep me out- it's why I couldn't understand, even as an adult, that Demona & Angela from Gargoyles were supposed to be attractive.

That backstory is IMMENSE. I think I got mixed up between Annette & Sylvie at some point, which becomes clearer once I read the "Personal History" underneath.

So it comes off to me, as an outsider, that Neil, who had a thing for Catgirls, Magic and silliness, tried to interject all of those things into campaigns, which caused arguments, which then caused him to think they were all about his character. What effect did the "Two Chattes" thing have on the games? Is she still around in any context? Or just the youngest sister?

Also... a Canada without Quebec? What kind of world are you building here? A UTOPIA???

PS I love the "only a few years" comment about campaigns. In my experience, "a few years" is an IMMENSE amount of time for any game campaign to run.

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 » Wed Nov 30, 2016 7:27 am

Jabroniville wrote:huh- obviously one of your friends (Jenn?) was a big Gold Diggers fan, just looking at the art :). Several of the Cats have CLASSIC "Fred Perry" design elements on them, especially the stripes under the eyes. Was that entirely Neil's input?

Looking at the Cat character getting more powerful with time is kinda funny, and I can see the problem with playing her like a tank, even WITH Class 100 physicality behind her.

The stuff about expecting her to be Fanservicey & popular is interesting. Especially if that "Muzzle-faced Cat" face in the first pic is what she was supposed to look like at first. Most "Anime Catgirls" look like the Gold Diggers ones included later. But even THEN, some pics have the big ol' cat paws, which kind of creep me out- it's why I couldn't understand, even as an adult, that Demona & Angela from Gargoyles were supposed to be attractive.

That backstory is IMMENSE. I think I got mixed up between Annette & Sylvie at some point, which becomes clearer once I read the "Personal History" underneath.

So it comes off to me, as an outsider, that Neil, who had a thing for Catgirls, Magic and silliness, tried to interject all of those things into campaigns, which caused arguments, which then caused him to think they were all about his character. What effect did the "Two Chattes" thing have on the games? Is she still around in any context? Or just the youngest sister?

Also... a Canada without Quebec? What kind of world are you building here? A UTOPIA???

PS I love the "only a few years" comment about campaigns. In my experience, "a few years" is an IMMENSE amount of time for any game campaign to run.
Both Neil and Jenn read Gold Diggers; so I don't know who had the idea about the eye stripes. I do know that they essentially collaborated on the art. The first of the picture, the one, non-anime looking one is actually the most recent picture of her. The artist on that one, Ken Asche, or "Other Ken" as he's sometimes known in the gaming group, being new to the group, used to have a feature called "Beans'N Hay" that appeared in one of the books in Mike Curtis' (the current writer of the Dick Tracy strip) Shanda Fantasy Arts line, I think Shanda the Panda. Ken's influences are more Mighty Mouse/Atomic Mouse, and non-anime. The other pictures of the "hybrid" form were all done by Jenn, and back when Neil was using her regularly. Neil was actually surprised by Ken giving Sylvie the more animal countenance in the hybrid form.

The two picture of Sylvie's human form were done by two different Kens. The panther form was done by other Ken. The picture of "Sylvia" (la Panthere) was Jenn.

As I said, I never got the whole catgirl thing. Except one Halloween.

Yes, it's immense. I'm kind of embarrassed by it, and originally I wasn't going to include this one, but I had a request. Neil's actually embarrassed by it too.

Neil: Catgirls - yes. Silliness - yes. Actually, he says his tastes in gaming tend to run either the very silly, or the very dark. Which is probably why he and I keep fighting as I eschew those extremes. Magic... yeah, more or less. With super heroes, he actually used to be more sciency. All lot of his oldest creations: Shockwave, Megaman, Turbo, Dr. Technon all have very sciency backgrounds. Then it "occurred" to him that magic isn't as restrictive as science, so he then became very pro-magic. What escaped him was that since super heroes have both strong fantasy AND soft science fiction elements, that the limitations are really more a function of the campaign world than the sub-genre.

Splitting Sylvie into Sylvia and Annette - not much actual effect. Sylvia's now-long retired, and we only see Annette if we do a story on Mysteria (the dimension where she and Dragon live), and we haven't done one of those in quite a while. Usually only Charlotte is seen. I *like* Charlotte.

Canada without a Quebec: I honestly don't know what kind of real effects it would have. My one acquaintence I have who lives in Montreal said that the idea wasn't realistic. I was thinking "Yeah, so? It was engineered by the evil mentalist First lady of France."

"Only a few years" Yeah. Jason has convinced me that my perceptions of campaigns are heavily skewed. That I've been running the Champions of Justice in the same setting, despite gaming group additions, departures, fights, etc., and cast changes for 29 years, I guess is very, very odd.
Last edited by Ken on Thu Aug 10, 2017 8:54 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

Real World Roll Call

Post by Ken » Wed Nov 30, 2016 8:28 am

Since certain names keep cropping up in these builds, I've been asked to do bios of the players.

ImageImage

Ken Me. Sometimes written as "Kenn".

Matt My brother, 3.75 years my junior. We're better friends than most sets of siblings I've observed. Has gamed with us, but not so much since he married and started a family.

Andy He and I have been friends since high school. We shared an apartment in the late 1990s, early 2000s. Very, very quiet. Also paranoid about his characters being on the internet, so his specific stuff probably won't be seen here.

Neil He and Andy have ben friends since Junior High. I met Neil maybe 6 weeks after I met Andy. We've been friends since, but it's been a friendship puncuated with lots of gaming fights.

Jenn Neil's (now estranged) sister, but active part of the gaming group in the late 1990s. This is also when she was my best friend, and when I was trying to get her and I to be more than friends. That never worked out, as our tastes in women are too similar (which I didn't know then.)

Tim Matt and I met Tim round the same time we met Andy and Neil. Tim was in Matt's class. And, since I was a year ahead of Neil and Andy, the year after I graduated from high school Tim (a freshman) ate lunch with Neil and Andy (seniors) since they had met via Matt and I. Lost track of him for years, but re-established contact in the mid 1990s. Tim tried gaming with us, but, in the end, his ideas about what he wanted were too inflexible and caused lots of friction. Then he moved to upstate New York, and then Colorado. Matt and I still talk to him, but we don't game with him.

Eric The first person I became friends with at college. Very die-hard gamer, particularly D&D. Also, I worked with him for 15 years, after my boss (circa '94) asked me if I knew any other programmers who needed work. Eric did. Big part of the gaming group until about 2003. Was besties with Neil from mid 1990s until about 2010, when he disappeared out East. Can hold a grudge like no one's business. And being in a relationship makes him paranoid.

Doug The best friend I had in college, and still a good friend today. Huge part of the gaming group in the early years, but gave it up because of a) the in-fighting and b) he got married. Came back AFTER his marriage started to fall apart.

Karen Another classmate from school. Tried gaming some while she and Doug were dating. Gave it up post-wedding (to Doug). Post-divorce, we only talk to her if we have to (like since she's Doug's daughter's mother.)

Jim (uses the handle "jcjec" here at Echoes) He and Doug were friends since early grammar school. Honestly, for a while, after Doug introduced him to the group, he and I were rivals, but then we figured out that we were better off working together than against one another. And then he spent two years as my Mom's assistant, so the jokebetween Matt and I was that Jim was adopted. My biggest help and parner in crime in maintaining the RC Universe for so many years.

Catherine (or more often "Katie") The middle of Jim's three sisters, and the one he actually gets along with. She actively gamed for awhile, but not so much since her son was born. She's been spending a lot of time with Doug in recent months, but Jim and I aren't allowed to say that she and Doug are dating.

Wisconsin Bob One of Eric's oldest friends (going back to high school), but not introduced to the group until post-college. "Wisconsin ___" nickname is to distinguish him from several other Bobs the group knows. He lives out of state, too. He doesn't game with much any more, due to distance, poor eyesight, and Google Hangouts giving him issues. He's also had a major falling out with Eric. Eric believes that Bob's relationship with Steve (which has lasted for 10-12 years) is a sham.

Jason Jason worked at the same company as me and Eric, but in a different department. When "Co-Worker Bob" discovered Jason was a gamer, he introduced Jason to me socially, as he knew I game. Jason was a major player in the RCU from about 1999 until about 2012. In recent years, his super hero gaming has dropped off. Some of still sometimes play in Jason's fantasy Games, though, when we can.

Bird The only one in the group for whom we regularly use his surname. He's Jason's closest friend from high school, and in typical fashion for the group, he introduced his old friend to his new friends. Bird dropped out about the same time Jason did.

Ken A. or "Other Ken". I've known Ken for ages from the comic shop we frequent. Ken had some falling outs with some of his other friends, so I introduced him to my big circle of friends, and to gaming. Still perceived by the Group as "new" though he's been a part of the group for a few years now. Was a minor profesisonal comic artist for a time.

Katie Not Jim's sister. One of two friends we met on-line through another on-line friend of Jason's. She lives too far away to game face-to-face often, but is an active part of our Google hangouts game. Tends to play Quirky heroines.

Anthony (or "Ant"). Katie's fiance. Actually they were "just dating" when we met them. Like Katie, a gamer who lives 3-4 hours away, who was interested in doing M&M, and had a friend who knew Jason, and through that connection met us. Tends to play science-y, quirky heroes.

Jeff P. He began at Rockford College when Eric and I were starting our 4th year. Came from the inner city. He gamed with us for a while. Tended to be extremely full of himself.

Ted He began at the same time as Jeff. Didn't play all that much. Only really contributed Neon Knight and Rot. But he's in one of the pictures.

Wendy Started at the same time as Jeff and Ted. Never gamed that much. But she dated both Jim and me at different times.

Jeff M. I'm not actually sure how Jim met Jeff, but he began as a player in the Hawk, and pretty much only played that one character in the RCU.

Jim M. Jeff M.'s brother, but Jim (jcjec) met Jim M. seperately, at church. Has a fondness for playing female shapechangers.

Rick Another Hawk player who I don't know how he met Jim. Physically similar, and dang near identical voice to Jeff P. He was disappointed when I told him I knew his evil twin; he'd always assumed he was the evil twin.

Kurt Honestly, Kurt only gamed with our group twice. And both were memorable at moments, but generally was unrmarkable. What is remarkable is that it was only twice. You see Kurt's ties to the group are as follows:
a) he used to do LARP games with Jim (back when Jim did LARP) in the city
b) he played in the same Amber group as Eric in a little town on the IL-WI border
c) he took some of the same community college courses, and became friends, with Tim
d) he took some of the same community college courses, and became friends, with Jenn [and may have been in the Jenn's Collection of Would Be Suitors]
But, back in the mid-late 1990s, Kurt, for a long time, didn't know that Jenn, Jim, Eric, and Tim were all gaming together. Nor that they knew each other through the children (Matt and me) of his high school speech teacher.
Last edited by Ken on Mon Jun 12, 2017 3:09 pm, edited 4 times in total.
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Ken
Posts: 1993
Joined: Fri Nov 04, 2016 10:40 pm
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Dragon

Post by Ken » Wed Nov 30, 2016 3:34 pm

Image

Dragon - PL 14

Strength 14/3, Stamina 14/3, Agility 3/1, Dexterity 1, Fighting 8/6, Intellect 4, Awareness 7/5, Presence 0/3

Advantages
Accurate Attack, All-out Attack, Artificer, Assessment, Benefit: CoJ, Close Attack, Connected, Defensive Attack, Defensive Roll 2, Equipment 2, Great Endurance, Improved Critical: Claws, Improved Grab, Improved Initiative, Inspire 5, Interpose, Languages 3, Leadership, Lionheart, Move-by Action, Power Attack, Ranged Attack 2, Ritualist, Seize Initiative, Startle, Teamwork, Ultimate Effort: Magic, Uncanny Dodge

Skills
Acrobatics 2 (+5), Close Combat: Grab 2 (+10), Close Combat: Unarmed 2 (+10), Deception 5 (+5), Expertise: Geology 6 (+10), Expertise: Magic 8 (+12), Expertise: Survival 6 (+10), Expertise: Tactics 4 (+8), Intimidation 5 (+12/+5), Perception 3 (+10), Persuasion 5 (+5), Ranged Combat: Firestream 8 (+9), Ranged Combat: Throw 6 (+7), Technology 1 (+5), Treatment 3 (+7)

Powers
Dragon Aging: Immunity 1 (Aging)
Dragon Claws: Strength-based Damage 2 (DC 31)
Dragon Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round; Wings)
Dragon Hide: Protection 2 (+2 Toughness; Impervious [13 extra ranks])
Dragon Might: Enhanced Trait 48 (Traits: Strength +9 (+14), Stamina +9 (+14), Agility +2 (+3), Fighting +2 (+8), Awareness +2 (+7))
Dragon Senses: Senses 2 (Infravision, Tracking: Sight 1: -1 speed rank)
Dragon Size: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks; Increased Duration: continuous)
Dragon Speak: Comprehend 2 (Languages - Understand All, Languages - You're Understood; Limited: Only with other dragons)
Dragon Strength: Enhanced Strength 1 (+1 STR; Limited to Lifting)
Dragon Tail
. . Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)
. . Strength Effect (Reach (melee): 5 ft.)
Dragon Visage: Enhanced Trait -3 (Traits: Intimidation +6 (+12), Presence -3 (+0))
Dragon's Breath Array
. . Fireball: Burst Area Damage 14 (DC 29; Burst Area: 30 feet radius sphere, DC 24, Increased Range: ranged)
. . Fireblast: Line Area Damage 14 (DC 29; Line Area 2: 5 feet wide by 60 feet long, DC 24)
. . Firecone: Cone Area Damage 14 (DC 29; Cone Area 2: 120 feet cone, DC 24)
. . Firestream: Damage 14 (DC 29; Increased Range: ranged, Multiattack)
. . Smoke Breath
. . . . In the Eyes: Cloud Area Concealment Attack 4 (Linked; All Visual Senses, DC 14; Cloud Area: 15 feet radius sphere, DC 14, Attack: Dodge, Increased Range: ranged)
. . . . In the Lungs: Cloud Area Affliction 7 (Linked; 1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Incapacitated, Unaware, Resisted by: Fortitude, DC 17; Cloud Area: 15 feet radius sphere, DC 17, Extra Condition, Increased Range: ranged)
Fire Breather: Immunity 4 (Disease, Environmental Condition: Cold, Environmental Condition: Heat, Suffocation: Smoke; Limited - Half Effect)
Magic: Variable 4 (Action 2: free)

Power Settings
Giant Dragon (Powers: Even Bigger: Feature 2, Great Strength: Enhanced Strength 4, Growth 4, Tail and Neck: Elongation 1, Fighting -1 (+7), Parry +3 (+11), Dodge +2 (+10), Defensive Roll 2 -2 (+0), Toughness +3 (+21), Close Combat -1 (+9), Ranged Combat +3 (+12))
Mysteria Gate (Powers: Magic Gate: Movement 1)
Power Flight (Powers: Magic Flight Boost: Flight 10)
Spell of Accuracy (Traits: Ranged Combat +2 (+9), Defensive Roll 2 +2 (+4), Close Attack +3 (+4), Ranged Attack 2 +3 (+5), Advantages: Improved Critical 3, Improved Critical 3, Improved Critical 3, Improved Initiative 2)
Spell of Might (Powers: Flight Boost: Flight 4, Strength +3 (+17), Toughness +2 (+20), Ranged Attack 2 +2 (+4), Intimidation +5 (+17), Ranged Combat +1 (+10), Advantages: Improved Critical 3)

Equipment
CoJ Communicator COJ-003 2, Contribution to CoJ Bases 1, Contribution to CoJ Vehicles 2, Dragon Cave

Offense
Initiative +7
Dragon Claws: Strength-based Damage 2, +9 (DC 31)
Fireball: Burst Area Damage 14 (DC 29)
Fireblast: Line Area Damage 14 (DC 29)
Firecone: Cone Area Damage 14 (DC 29)
Firestream: Damage 14, +11 (DC 29)
Grab, +11 (DC Spec 24)
In the Eyes: Cloud Area Concealment Attack 4 (DC Dog 14)
In the Lungs: Cloud Area Affliction 7 (DC Fort 17)
Throw, +9 (DC 29)
Unarmed, +11 (DC 29)

Complications
Relationships: Andrew is married to Sylvie and they have two children together.
Social Misfit: Dragon is seven feet, nine inches tall, 840 pounds, has a pretensile tail and wings. When in this form, he has difficulties in normal society.
Vulnerability: Because of his dragon senses, Dragon is vulnerable to sudden bursts of bright lights or loud noises. If he is hit with flash-based attacks, they get +2 to the Attack Check and +2 to the effect.

Languages
English, French, Gaelic, Spanish, Tibetan

Defense
Dodge 8, Parry 8, Fortitude 15, Toughness 18/16, Will 10

Power Points
Abilities 52 + Powers 172 + Advantages 36 + Skills 33 (66 ranks) + Defenses 11 = 304

Known Background Twenty-one years ago, a geologist named Andrew Zeein was doing a geological survey of northwestern Arizona. There was an accident, and he fell into a cavern. As he lay near death, he discovered he landed inches from an amulet carrying a bas relief of a dragon. He reached out to touch it, and discovered it was an enchanted item. He found himself healing, growing and changing. He sprouted bat-like wings and a tail. His skin became covered with a red scaly hide. He had grown into a humanoid dragon. It was disruptive to his life. For many weeks he had problems whenever he tried to go home or reach any other part of civilisation. People were always afraid of him because he was a monster. Finally he gave up, deciding to stay away from the world of humans. He learned to live off the land, and he sequestered himself in the same cavern where he had become this creature.

About a year and a half after his transformation, he became embroiled in an adventure with Morning Star, Banshee, and Burt Remington; the heroes who would become the Champions of Justice. These heroes accepted him, and he became one of the founding members of the Champions. As a Champion of Justice he found public validation. As a part of a team of super heroes, people no longer viewed him as a monster. As Dragon, he has been a Champion of Justice throughout their history, with one year long sabbatical when he went to Tibet to learn sorcery. Ten years ago he became Field Commander, a job he held officially and non-officially until his retirement. He was among their most respected members, and currently serves on the Executive Board. Throughout his career he has worked in the Southwest, Arizona and southern California, until shortly before his retirement, where he was frequently seen on the East Coast.

Personality Dragon is the heart and soul of the Champions of Justice. His kindness belies his monstrous appearance. He cares very much for the Champions of Justice; he sees them as family. He dislikes rules. He is very noble, but there is just a hint of a monstrous rage lurking beneath. He has no tolerance for his 'family' being harmed.

Powers/Tactics Dragon possesses enormous strength, and an extremely tough, armored hide and can withstand incredible punishment. His wings enable him to fly in excess of 200 mph. All of his senses are extremely acute and have a far broader range than normal. He is capable of exhaling mystically generated fire and/or smoke for a variety of effects. He is a sorcerer. He doesn’t command a lot of raw magical energy, but he controls it very well. He is a gifted tactician, and wields his own powers with great skill. He enjoys fighting while in flight, and has become very good at it.

Appearance Dragon stands about 7’9" and weighs over 800 lbs. His body is covered with red scales and orange plates. He has a tail, as well as bat-like wings growing out of his shoulder blades. His eyes appear reptilian, and there is a row of scaled ridges that runs from his head down his neck and back. He is very intimidating.

Real World Stuff
Dragon's creator, Eric, is a major D&D player. So his second RCU character, and first CoJer, was a human being who was turned into a Dragon. And Dragon was there at day one being one of the founders of the team.

Dragon was awesome. As Eric's skill and comfort with the game grew, so did Dragon. Dragon grew from a simple flying powerhouse with an occaissionally used breathweapon, into a team tactical leader, and mage, and eventually he learned to become human again, and spent some time keeping a mortal identity. Another player, Tim, once noted that Eric played Dragon in a very regal, very kingly fashion.

However, a rift grew between Eric and me in the early '00s and he ended up leaving the gaming group at the same time Neil did, and he didn't come back when Neil did. He did play, one last time, shortly before he moved out East. And invitations to have him joing us in our GoogleHangouts gaming were declined. Neil even sent him a webcam for his birthday one year; Eric sent it back to Neil. Neil was hurt by that rebuff.

These days, Dragon's role with the COJ reminds me of J'onn J'onzz role with the JLA during the actual 1970s: the team powerhouse who used to be a big part of the team, but is now mostly gone. (This of course was before the Crisis, when DC decided that J'onn never left.)
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Re: Ken's Kache of Khracters (Goldar, Superman, RCU Heroes & Villains)

Post by L-Space » Wed Nov 30, 2016 6:26 pm

Jabroniville wrote:PS I love the "only a few years" comment about campaigns. In my experience, "a few years" is an IMMENSE amount of time for any game campaign to run.
I was going to comment on that as well. I have trouble remembering the last time we had a campaign go on for more than 2-3 months.
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Re: Ken's Kache of Khracters (Goldar, Superman, RCU Heroes & Villains)

Post by Spectrum » Wed Nov 30, 2016 6:32 pm

Our games were lasting an average of a year each with meeting once, maybe twice a month. Our schedule really started breaking down when one of the main gms went into the oil industry, two weeks on, one week off. Then people started having relationships outside the group, no showing, family issues, etc. I don't think that we got together at all for 2016.
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Nimrod the Hunter

Post by Ken » Thu Dec 01, 2016 10:28 pm

Nimrod the Hunter [now] - PL 13

Strength 7/4, Stamina 6/4, Agility 10/8, Dexterity 7/4, Fighting 11/9, Intellect 13/11, Awareness 2/0, Presence 2

Advantages
Accurate Attack, Attractive, Benefit, Cipher, Benefit, Wealth 4 (multimillionare), Close Attack 4, Defensive Attack, Defensive Roll 2, Equipment 6, Improved Defense, Improved Disarm, Improved Initiative, Lionheart, Move-by Action, Power Attack, Ranged Attack 3, Well-informed

Skills
Acrobatics 2 (+12), Athletics 1 (+8), Deception 2 (+4), Expertise: Economics 1 (+14), Expertise: Geopolitics 1 (+14), Expertise: History 1 (+14), Expertise: Literature 1 (+14), Expertise: Science 1 (+14), Intimidation 3 (+5), Investigation 1 (+14), Perception 5 (+11/+7), Persuasion 2 (+4), Ranged Combat: Dark Lightning 2 (+9), Sleight of Hand 4 (+11), Stealth 2 (+12), Technology 1 (+14), Treatment 1 (+14), Vehicles 5 (+12)

Powers
Armored Uniform: Protection 2 (+2 Toughness; Impervious [3 extra ranks])
Martial Prowess: Strength-based Damage 1 (DC 23; Accurate: +2)
Polyglot: Comprehend 3 (Languages - Read All, Languages - Speak All, Languages - Understand All; Limited: Only terrestrial languages he could have conceivably studied)
Sentinel Blood Extract
. . Running: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
. . . . Jumping: Leaping 4 (Alternate; Leap 120 feet at 30 miles/hour)
. . . . Swimming: Swimming 4 (Alternate; Speed: 8 miles/hour, 120 feet/round)
. . Wonder Warrior: Enhanced Trait 34 (Traits: Strength +3 (+7), Stamina +2 (+6), Agility +2 (+10), Dexterity +3 (+7), Fighting +2 (+11), Intellect +2 (+13), Awareness +2 (+2), Perception +4 (+11))
Underdark "Lightning" Projector: Damage 14 (Removable, DC 29; Increased Range: ranged)
Underwings: Flight 6 (Removable, Speed: 120 miles/hour, 1800 feet/round; Wings)

Equipment
Cell Phone (Smartphone), Ninevea Base (empty) 28

Offense
Initiative +14
Grab, +15 (DC Spec 17)
Martial Prowess: Strength-based Damage 1, +17 (DC 23)
Throw, +10 (DC 22)
Unarmed, +15 (DC 22)
Underdark "Lightning" Projector: Damage 14, +12 (DC 29)

Complications
Quirk: Growing up in isolation Nimrod has little knowledge of pop-culture; including that some people react to his codename with derision.
Saviour: Nimrod is convinced that he must use his gifts to save the world from itself.

Languages
English

Defense
Dodge 16, Parry 16, Fortitude 10, Toughness 10/8, Will 12

Power Points
Abilities 84 + Powers 79 + Advantages 30 + Skills 18 (36 ranks) + Defenses 25 = 236

Background Billionaire Amos Caldwell Junior was convinced that the Cold War between East and West was going to result in the annihilation of the world, unless something was done. He decided it was his duty to try to prevent the end of the world. Towards that end, he secretly had Ninevah Base constructed in the remote northern Alaskan wilderness, a location a similar distance from the Lower 48 as it was from the Soviet Union. He and his wife moved there, but he was only able to convince a few scientists and medical specialists to join his cause. His only son, Amos Caldwell III, was born there and raised there as well. Caldwell groomed in his own image and then some. The younger Amos was indoctrinated with his father's world view, even as he was trained mentally and physically to be the leader his father believed that he would need to be.

In time, the threat of the Cold War dwindled and age and disease claimed the older Caldwell and his wife. His son, though, survived, and came to conclude that armegeddon was still coming, but that it was parahumans, not weapons, that would bring it. He also came to believe that only parahumans could prevent it. So he set out to become a parahuman. He and his scientists developed a lightweight flying rig. They also developed a weapon that duplicates an energy surge from the other-dimensional realm known as the Underdark. Then Amos Caldwell III adopted the name Nimrod after the Babylonian Legend, and sought to infiltrate the parahuman fraternity so as to find the best way manipulate it towards his own ends, and being more charismatic than his father found others to join his cause.

Nimrod's first agent, codenamed Blackout, died early on in his career. Later, he arranged for Eclipse to seek him out when they had been framed for crimes against America. While he only turned their ally, Marathon, to his cause, he also managed to get a sample of Harvey Munroe's blood and then reverse engineered an approximation of the Wonder Warrior drug.

Nimrod the Hunter [then] - PL 11

Strength 4, Stamina 4, Agility 8, Dexterity 4, Fighting 9, Intellect 11, Awareness 0, Presence 2

Advantages
Accurate Attack, Attractive, Benefit, Cipher, Benefit, Wealth 4 (multimillionare), Close Attack 4, Defensive Attack, Defensive Roll 2, Equipment 6, Improved Defense, Improved Disarm, Improved Initiative, Lionheart, Move-by Action, Power Attack, Ranged Attack 2, Well-informed

Skills
Acrobatics 2 (+10), Athletics 1 (+5), Deception 2 (+4), Expertise: Economics 1 (+12), Expertise: Geopolitics 1 (+12), Expertise: History 1 (+12), Expertise: Literature 1 (+12), Expertise: Science 1 (+12), Intimidation 3 (+5), Investigation 1 (+12), Perception 5 (+5), Persuasion 2 (+4), Ranged Combat: Dark Lightning 2 (+6), Sleight of Hand 4 (+8), Stealth 2 (+10), Technology 1 (+12), Treatment 1 (+12), Vehicles 5 (+9)

Powers
Armored Uniform: Protection 2 (+2 Toughness; Impervious [3 extra ranks])
Martial Prowess: Strength-based Damage 1 (DC 20; Accurate: +2)
Polyglot: Comprehend 3 (Languages - Read All, Languages - Speak All, Languages - Understand All; Limited: Only terrestrial languages he could have conceivably studied)
Underdark "Lightning" Projector: Damage 14 (Removable, DC 29; Increased Range: ranged)
Underwings: Flight 6 (Removable, Speed: 120 miles/hour, 1800 feet/round; Wings)

Equipment
Cell Phone (Smartphone), Ninevea Base (empty) 28

Offense
Initiative +12
Grab, +13 (DC Spec 14)
Martial Prowess: Strength-based Damage 1, +15 (DC 20)
Throw, +6 (DC 19)
Unarmed, +13 (DC 19)
Underdark "Lightning" Projector: Damage 14, +8 (DC 29)

Complications
Quirk: Growing up in isolation Nimrod has little knowledge of pop-culture; including that some people react to his codename with derision.
Saviour: Nimrod is convinced that he must use his gifts to save the world from itself.

Languages
English

Defense
Dodge 14, Parry 14, Fortitude 8, Toughness 8/6, Will 10

Power Points
Abilities 84 + Powers 39 + Advantages 29 + Skills 18 (36 ranks) + Defenses 25 = 195


Real World Stuff
Tim first created a character named Nimrod, and used him in his not-very-good, lasting-one-session revival of Doug's Eclipse game. Honestly, I only remember bits and pieces of what Tim set-up, but I used those as the loose framework to develop this version of the character.

And basically, I'm posting Nimrod now, because Jab just posted the X-Men villain, which triggered these comments:
Jabroniville wrote:-I think a big issue with Nimrod is the name- this is basically 100% an insult nowadays, regardless of the Biblical origins of the name. It's therefore the equivalent of calling your new Evil Robot character Douchenozzle, or Moron- it's just silly.
Doctor Malsyn wrote:That darn Bugs Bunny ruined everything. ;P

Or maybe it was everyone else that ruined it, by not getting the joke in the first place. Still, I find it interesting how the meaning of that name changed so drastically due to it's use in a cartoon. Pop culture is pretty incredible.
You see, this is one of those things that hurt Tim's Eclipse. We couldn't take his NPC character seriously. Tim is, or at least was, an active church-goer. He's also a history and mythology buff, and is familiar with Babylonian legends. And, somehow, he missed that people use the term "nimrod" as an insult.

I will note, as a Catholic, we didn't focus that much on the Old Testement when I was in parochial school, so yeah, I just knew it as an insult growing up. My understanding is that the Bugs Bunny creators were mostly Jewish, and from a few generations before my time, so they knew their Old Testement, hence Bugs calling Elmer a "poor little Nimrod".

But, I actually built it into Amos Caldwell III's backstory so that he grew up a) in isolation and b) without Bugs Bunny cartoons around. So he doesn't know better, and I actually made it a Complication for him.
Last edited by Ken on Thu Dec 15, 2016 10:30 pm, edited 4 times in total.
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Asshur, Nimrod's protegé

Post by Ken » Thu Dec 01, 2016 10:46 pm

Asshur, Nimrod's protegé - PL 12

Strength 6/3, Stamina 5/3, Agility 10/8, Dexterity 6/3, Fighting 11/9, Intellect 4/2, Awareness 2/0, Presence 2

Advantages
Accurate Attack, Attractive, Benefit, Cipher, Benefit, Wealth 3 (millionare), Close Attack 2, Defensive Attack, Defensive Roll 2, Equipment 1, Evasion 2, Improved Defense, Improved Disarm, Improved Initiative, Move-by Action, Power Attack, Ranged Attack 2, Well-informed

Skills
Acrobatics 1 (+11), Athletics 1 (+7), Close Combat: Unarmed 2 (+13), Deception 2 (+4), Expertise: Economics 1 (+5), Expertise: Geopolitics 1 (+5), Expertise: History 1 (+5), Expertise: Literature 1 (+5), Expertise: Science 1 (+5), Intimidation 2 (+4), Investigation 1 (+5), Perception 4 (+10/+6), Persuasion 2 (+4), Ranged Combat: Dark Lightning 2 (+8), Sleight of Hand 1 (+7), Stealth 2 (+12), Technology 1 (+5), Treatment 1 (+5), Vehicles 1 (+7)

Powers
Armored Uniform: Protection 2 (+2 Toughness; Impervious [3 extra ranks])
Martial Prowess: Strength-based Damage 1 (DC 22; Accurate: +2)
Polyglot: Comprehend 3 (Languages - Read All, Languages - Speak All, Languages - Understand All; Limited: Only terrestrial languages he could have conceivably studied)
Sentinel Blood Extract
. . Running: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
. . . . Jumping: Leaping 4 (Alternate; Leap 120 feet at 30 miles/hour)
. . . . Swimming: Swimming 4 (Alternate; Speed: 8 miles/hour, 120 feet/round)
. . Wonder Warrior: Enhanced Trait 34 (Traits: Strength +3 (+6), Stamina +2 (+5), Agility +2 (+10), Dexterity +3 (+6), Fighting +2 (+11), Intellect +2 (+4), Awareness +2 (+2), Perception +4 (+10))
Underdark "Lightning" Projector: Damage 14 (Removable, DC 29; Increased Range: ranged)
Underwings: Flight 6 (Removable, Speed: 120 miles/hour, 1800 feet/round; Wings)

Equipment
Cell Phone (Smartphone)

Offense
Initiative +14
Grab, +13 (DC Spec 16)
Martial Prowess: Strength-based Damage 1, +17 (DC 22)
Throw, +8 (DC 21)
Unarmed, +15 (DC 21)
Underdark "Lightning" Projector: Damage 14, +10 (DC 29)

Complications
- Custom Complication -
Loyal: Asshur is a loyal follower of Nimrod and his plan to save the world.

Languages
English

Defense
Dodge 15, Parry 15, Fortitude 8, Toughness 9/7, Will 10

Power Points
Abilities 60 + Powers 79 + Advantages 22 + Skills 14 (28 ranks) + Defenses 20 = 195

Real World Stuff
When I was re-inventing Nimrod, I decided he, as a vaguely 'Batman'-type, needed his 'Robin'. Thus I created Eric Sean Peters. I named him "Asshur" after the grandson of Noah who was apparently a contemporary of the classic Nimrod, and one or the other of them founded several Assyrian cities. There are apparently a few different ways to trans-literate the name. I went with the one that looks like an incomplete typing of "ass hurt".
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Re: Asshur, Nimrod's protegé

Post by Doctor Malsyn » Thu Dec 01, 2016 10:54 pm

Ken wrote:There are apparently a few different ways to trans-literate the name. I went with the one that looks like an incomplete typing of "ass hurt".
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Xam Xian, the Olympian

Post by Ken » Thu Dec 01, 2016 11:24 pm

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Xam Xian the Olympian - PL 14

Strength 19/17, Stamina 18/17, Agility 1, Dexterity 1, Fighting 9, Intellect 2, Awareness 4, Presence 5

Advantages
All-out Attack, Assessment, Attractive, Beginner's Luck, Close Attack, Daze (Intimidation), Equipment 1, Improved Defense, Improved Initiative 3, Improved Smash, Interpose, Languages 1, Lionheart, Move-by Action, Power Attack, Withstand Damage

Skills
Acrobatics 4 (+5), Deception 2 (+7), Intimidation 5 (+10), Persuasion 5 (+10), Ranged Combat: Eye Beams 4 (+5), Ranged Combat: Throw 3 (+4), Stealth 1 (+2), Technology 2 (+4), Vehicles 4 (+5)

Powers
Erylusian Energy Control
. . Boosting Might
. . . . Enhanced Trait 4 (Traits: Stamina +1 (+18), Strength +2 (+19), Close Attack -2 (+0))
. . . . Flight 14 (Speed: 32000 miles/hour, 60 miles/round; Stacks with: Gravity Negation: Flight 4+14)
. . . . Movement 2 (Space Travel 2: other solar systems)
. . Eye Beams, Wide: Cone Area Damage 12 (DC 27; Cone Area: 60 feet cone, DC 22, Selective)
. . Eye Beams: Blast 17 (DC 32; Accurate 2: +4)
Erylusian Healing: Regeneration 5 (Every 2 rounds)
Erylusian Movement
. . Gravity Negation: Flight 4+14 ([Stacking ranks: +14], Speed: 500000 miles/hour, 1000 miles/round)
. . Leaping 8 (Leap 1800 feet at 250 miles/hour in 3 seconds)
. . Running: Speed 8 (Speed: 500 miles/hour, 1 mile/round)
. . Swimming 8 (Speed: 120 miles/hour, 1800 feet/round)
Erylusian Recognition: Senses 2 (Detect: Erylusians (vision) 2: ranged)
Erylusian Toughness
. . Immunity 11 (Aging, Life Support; Quirk: not 100% immune)
. . Impervious Toughness 9
Gravity Negation: Power-lifting 4 (+4 STR for lifting)

Equipment
Commlink

Offense
Initiative +13
Eye Beams, Wide: Cone Area Damage 12 (DC 27)
Eye Beams: Blast 17, +9 (DC 32)
Grab, +9 (DC Spec 29)
Throw, +4 (DC 34)
Unarmed, +9 (DC 34)

Complications
God Complex: If someone asks him if he's a god, he says yes.
Protective: Xam sees it as his duty, as a god, to protect humanity from itself.

Languages
English, Erylusian

Defense
Dodge 10, Parry 10, Fortitude 18, Toughness 18, Will 10

Power Points
Abilities 112 + Powers 79 + Advantages 19 + Skills 15 (30 ranks) + Defenses 16 = 241

Background Erylusia is another planet in another dimension. The dominant life form there is geneticly close enough to homo sapiens that Erylusians can breed with Earth people. However, for reasons that are presently unknown, Erylusians are all born with some ability to manipulate an unknown form of cosmic energy. At the most basic levels this makes them far stronger, tougher, and longer lived than humans. In some cases it gives them the ability to fly, emit energy, and traverse dimensional space. Erylusians have innate sense that allows them to tell themselves from humans. It also works on first generation Erylusian-Human hybrids.

According to the Erylusians themselves, there kind have been visiting Earth for millenia. During many of these visits, they were mistaken for gods, and are responsible for some of the myths we know today. For instance, there was, for a time, a standing portal between Earth and Erylusia atop Mount Olympus in Greece. Other portals have been in Egypt, Scandanavia, etc. However, it used to be that when Erylusians mated with humans, they would bring their progeny home with them. This human DNA in the Erylusian gene pool has led to many Erylusians having diminished power. For this reason, the government on Erylusia has, theoretically, forbidden travel between the two worlds. When Erylusian people have come to Earth over the past century, it has been with the understanding that they can never return home.

Xam Xian is one of the few Erylusians to have made the journey to Earth in the past few decades. He's also an arrogant piece of work. He spent time with both the American Rangers and Rebel Yell. More recently, he has been seen working as with Amos Caldwell III (Nimrod), one of the so called "Friends of the World"

Real World Stuff Rick only ever had two and a half super hero ideas that he tried to incorporate into our RPGs. Pallequin and Arminious is a story for another day. The other idea was a Supermanalogue that he called Samson. Samson appeared in half of a CoJ story that someone, I think Doug, guest ran. I remember it was at Jim's old house, back when Jim had one of the upstairs rooms. And I remember Rick left halfway through it. Later on, a similar character with the same name, showed up as a GMPC in the game on Jim's "Earth-L" that Rick tried running. And Jim ran the last few times. These specific character(s) were considered apocryphal.

But Rick's basic concept, the man who was both a visitor from another planet who came to Earth.... blah, blah, blah... AND also a mythological god remained in our memories.

Now, one of the problems, in my own opinion, with Supermanalogues is that the vast majority of them miss the point entirely. Some creators do this on purpose, as it's an intential "decostruction". And some creators just really don't get it. What makes Superman super isn't that he has the vast amount of power. It's that despite having this vast amount of power, he chooses to be a man, to not abuse his power, and to not be an asshole about it. And let's face it, Sentry, Gladiator, Mr. Majestic, Supreme, many versions of Hyperion, they're assholes. The Plutonian takes this idea to a whole new level, but this was at least on purpose.

Alternativly, if one subscribes to the idea that Captain Marvel is a Supermanalogue (and there was a decade of lawsuits on that subject), he's the one where the creators did understand the idea, and actually did the "keep him grounded" even better.

Rick's Samson was an asshole. I don't know if he was trying to ape Majestic and Supreme (this was around when they were new), or if it was just Rick power-tripping, I don't know.

Anyway, several years later, I had concoted the idea of the Erylusians. Long-lived, extra-dimensensional beings who had been mistaken for gods. I was riffing Kirby's New Gods and Eternals. And, besides explaining people like Amazon Grace (Charcoal's mom), and a few others, it gave me the perfect way to recycle some of Rick's "alien god" concept. "Xam Xian" is pronounced "Zamzian" which is similar sounding to "Samson". And the look on Jim's face when he saw that I'd taken one of Rick's drawings and filled in the abdomen and legs and was using it was priceless.

And he's been a very useful NPC to have around, a perfect example of the might-makes-right Supermanalogue, most recently as one of Nimrod's "World Friends."
Last edited by Ken on Thu Aug 10, 2017 9:02 pm, edited 1 time in total.
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Re: Nimrod the Hunter

Post by L-Space » Thu Dec 01, 2016 11:47 pm

Ken wrote:And basically, I'm posting Nimrod now, because Jab just posted the X-Men villain, which triggered these comments:
Jabroniville wrote:-I think a big issue with Nimrod is the name- this is basically 100% an insult nowadays, regardless of the Biblical origins of the name. It's therefore the equivalent of calling your new Evil Robot character Douchenozzle, or Moron- it's just silly.
Doctor Malsyn wrote:That darn Bugs Bunny ruined everything. ;P

Or maybe it was everyone else that ruined it, by not getting the joke in the first place. Still, I find it interesting how the meaning of that name changed so drastically due to it's use in a cartoon. Pop culture is pretty incredible.
You see, this is one of those things that hurt Tim's Eclipse. We couldn't take his NPC character seriously. Tim is, or at least was, an active church-goer. He's also a history and mythology buff, and is familiar with Babylonian legends. And, somehow, he missed that people use the term "nimrod" as an insult.

I will note, as a Catholic, we didn't focus that much on the Old Testement when I was in parochial school, so yeah, I just knew it as an insult growing up. My understanding is that the Bugs Bunny creators were mostly Jewish, and from a few generations before my time, so they knew their Old Testement, hence Bugs calling Elmer a "poor little Nimrod".

But, I actually built it into Amos Caldwell III's backstory so that he grew up a) in isolation and b) without Bugs Bunny cartoons around. So he doesn't know better, and I actually made it a Complication for him.
The only reason I found out that Nimrod wasn't just an insult was because Hackmaster (a semi-parody of DnD 1e/2e and the first pen and paper I played) had different title's for classes depending on their level and a high level Bounty Hunter's title was Nimrod. After much confusion, I looked it up and realized that he was an epic hunter from the bible.
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