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

Where in all of your character write ups will go.
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Goldar
Posts: 392
Joined: Mon Nov 07, 2016 2:10 pm

Re: Ken's Kache of Khracters

Post by Goldar » Mon Nov 07, 2016 8:32 pm

Ken wrote:
Since my thread there was less than 2 weeks old, I'm eventually going to repost everything I posted there. As far as the one I think you're talking about, it should be here soon. With chest rockets this time.
Lol. Ah, you are the best, buddy!

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

GOLDAR: the Space Avenger

Post by Ken » Mon Nov 07, 2016 9:22 pm

Image
Image

Goldar, the Space Avenger - PL 12

Strength 18, Stamina -, Agility 5, Dexterity -2, Fighting 6, Intellect 2, Awareness 2, Presence 2

Advantages
Assessment, Beginner's Luck, Chokehold, Improved Critical 4: Gamma Blast, Languages 2, Power Attack

Skills
Acrobatics 1 (+6), Athletics 1 (+19), Expertise: Rodak's Creatures 3 (+5), Intimidation 5 (+15), Perception 6 (+8), Persuasion 3 (+3/+5), Technology 1 (+3)

Powers
Giant Robot: Growth 8+8 ([Stacking ranks: +8], +16 STR, +16 Tough, +8 Intimidate, -16 Stealth, -8 active defenses, +4 size ranks, +16 mass ranks, +; Permanent)
Armoured Form: Protection 3 (+3 Toughness; Impervious [6 extra ranks])
Giant Stride Array
. . Jump: Leaping 3 (Leap 60 feet at 16 miles/hour)
. . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
Motionless Face: Enhanced Trait 1 (Traits: Deception +4 (+6), Persuasion -2 (+3); Permanent)
Robot: Immunity 30 (Fortitude Effects)
Rocket Robot Form Array
. . Rocket Form
. . . . Armoured Hull: Protection 5 (+5 Toughness)
. . . . Jet Rocket: Flight 14 (Speed: 32000 miles/hour, 60 miles/round)
. . . . May Carry Passengers Internally: Feature 1
. . . . Rocket Body: Enhanced Trait -18 (Traits: Fighting -11 (-5), Dexterity -3 (-5), Parry +10 (+15))
. . Flying without changing to Rocket: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
. . Yeah, right, "50 ft." Robot: Growth 8 (+8 STR, +8 Tough, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 sp; Increased Duration: continuous, Stacks with: Giant Robot: Growth 8+8; Uncontrolled)
Weapons Systems Array
. . Antennae Gamma Ray Blast: Damage 14 (DC 29, Advantages: Improved Critical 4; Accurate 6: +12, Increased Range: ranged)
. . Chest Cavity Missiles: Damage 10 (DC 25; Accurate 8: +16, Increased Range: ranged, Multiattack)

Offense
Initiative +5
Antennae Gamma Ray Blast: Damage 14, +10 (DC 29)
Chest Cavity Missiles: Damage 10, +14 (DC 25)
Grab, +6 (DC Spec 28)
Throw, -2 (DC 33)
Unarmed, +6 (DC 33)

Complications
Disability: Goldar is a giant being, said to be 50 ft. tall. He cannot enter Earth buildings.
Get their Measure, Retreat, Return: Goldar rarely relies solely on brute force to stop Rodak's monsters. He often fights the creatures for a while, only to depart, and return later, hopefully with a better plan.
Motivation: Responsibility: It is Goldar's responsibility to fight and destroy the evil alien Rodak; defeating him at any cost.
Relationships: Goldar loves his wife, Silvar, and son, Gan. He is also bound to obey Methusum. He is also quite fond of Mikko Mura, and Mikko's family. He trusts Mikko to be the human to summon him to regularly.

Languages
English, Japanese, Native (alien) Language

Defense
Dodge 5, Parry 5, Fortitude Immune, Toughness 19, Will 7

Power Points
Abilities 24 + Powers 120 + Advantages 6 + Skills 10 (20 ranks) + Defenses 20 = 180

Other Stuff
This is the character Goldar from the old TV show Space Giants. It was an import from Japan, the show and character were called "Ambassador Magma", and it was based on a manga. I've never read the manga, and never seen the original show. I did, however, watch Space Giants on good ol' Channel 44 out of Chicago, growing up. I also watched a bunch of episodes on YouTube recently. And this is my take on the character.

In the show, they said he was a 50 ft. tall robot. As one can see in the picture with the monster and Rodak, the miniatures weren't scaled so Goldar looked 50 ft. tall. His knee is easily 20 ft. high, being at the height of the lowest part of the main roof. And the various camera tricks they used to put Goldar in the same shot with normal people usually make him no more than 20 ft. tall, total. As such, I came to the conclusion that his height must actually vary, and he just never talks about it.

I'll note that the 20 ft. height seems consistent with Ambassador Magma's height, in respect to Miko, in the few pages of the manga I've found on line.

Estimating the power of the weapons is rough. My best guess is that they do less damage than his strength (at maximum height), but once he can get the monsters down, he power attacks with the weapons.
Last edited by Ken on Tue Nov 08, 2016 9:22 am, 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

Re: Ken's Kache of Khracters

Post by Ken » Mon Nov 07, 2016 10:09 pm

Goldar wrote:Are you going to list an index on page 1 so that all of your characters can be viewed by clicking on them?
There is one now. But I'll only add the ones I did at Ronin Army when I redo them here.
Does a Winnie poo in the 100-acre wood?

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

Ham Mulligan (of the White Knights)

Post by Ken » Mon Nov 07, 2016 10:15 pm

Image.Image

Ham Mulligan - PL 12

Strength 5, Stamina 5, Agility 9, Dexterity 1, Fighting 9, Intellect 3, Awareness 2, Presence 4

Advantages
Accurate Attack, Agile Feint, All-out Attack, Assessment, Beginner's Luck, Close Attack 2, Connected, Defensive Attack, Defensive Roll 2, Diehard, Evasion 2, Great Endurance, Improved Defense, Improved Grab, Improved Hold, Improved Initiative, Languages 3, Lionheart, Luck 6, Move-by Action, Power Attack, Seize Initiative, Withstand Damage

Skills
Acrobatics 1 (+10), Athletics 5 (+10), Deception 6 (+10), Insight 6 (+8), Intimidation 8 (+12), Investigation 3 (+6), Perception 6 (+8), Persuasion 6 (+10), Sleight of Hand 3 (+4), Stealth 6 (+15), Technology 1 (+4), Treatment 1 (+4)

Powers
Mutant Powers
. . Burn Vision
. . . . Eye Heat Beams: Damage 11 (heat, DC 26; Increased Range 2: perception, Subtle: subtle)
. . . . . . Missile Melting: Deflect 17 (Alternate; heat)
. . . . . . Visible Beam: Damage 15 (Alternate; lethal, heat, DC 30; Accurate 4: +8, Increased Range: ranged)
. . . . Immunity 10 (Common Descriptor: Heat & Fire; Limited - Half Effect)
. . Invulnerability
. . . . Immunity 40 (Fortitude Effects, Life Support; Limited - Half Effect, Notes: Due to overlap; Life Support isactually complete)
. . . . More?: Enhanced Trait 2 (Traits: Toughness +5 (+12), Parry -5 (+4), Dodge -5 (+4), Fortitude +7 (+15))
. . . . Protection 8 (+8 Toughness; Impervious [3 extra ranks])
. . Ultra Resurrection
. . . . Immortality 15 (Return after 2 minutes)
. . . . Regeneration 10 (Every 1 round)
. . Ultra Senses
. . . . Ultra-Hearing: Senses 8 (Accurate (Type): Hearing, Extended: Hearing 3: x1k, Ultra-hearing)
. . . . Ultra-Ventriliquism A: Auditory Communication 2
. . . . Ultra-Ventriliquism B: Illusion 9 (Affects: One Sense Type - Hearing, Area: 500 cft., DC 19)
. . . . Ultra-Vision: Senses 16 (Extended: Vision 4: x10k, Infravision, Low-light Vision, Microscopic Vision 3: molecule-size, Penetrates Concealment: Vision, Tracking: Vision 2: full speed, Ultravision)
. . Ultra Speed (Advantages: Improved Initiative 4)
. . . . Acting Fast: Quickness 5 (Perform routine tasks in -5 time ranks)
. . . . Reflexes: Enhanced Trait 14 (Traits: Dodge +6 (+15), Parry +6 (+15), Defensive Roll 2 +2 (+4))
. . . . Running Fast: Speed 8 (Speed: 500 miles/hour, 1 mile/round)
. . . . Speed Punch: Strength-based Damage 2 (DC 22; Accurate 3: +6, Penetrating 5)
. . Ultra Strength
. . . . Enhanced Trait 32 (Traits: Strength +8 (+13), Stamina +6 (+11), Dodge +2 (+11), Parry +2 (+11))
. . . . Impervious Toughness 5
. . . . Power-lifting 4 (+4 STR for lifting)

Offense
Initiative +13
Eye Heat Beams: Damage 11 (DC 26)
Grab, +11 (DC Spec 15)
Speed Punch: Strength-based Damage 2, +17 (DC 22)
Throw, +1 (DC 20)
Unarmed, +11 (DC 20)
Visible Beam: Damage 15, +9 (DC 30)

Complications
Enemies: It's not paranoia if the world really is out to get you. John Javert took Ham's disappearance from the morgue personally and was supposedly out to get Ham (then known as Prisoner 2461).
Pardoned: Ham Mulligan has received a presidental pardon for his "criminal" activities.
Persecution: On top of being a metahuman where supers were hunted, Ham is also a gay, Scottish man; he knows what its like to be hated.
Quirk: Ham feels that dressing-up and drawing attention to oneself, when the world wants you dead, is just f---ing stupid.
Responsibility: Ham feels he must use his powers to help society despite society's views of him.

Languages
English, French, German, Italian, Spanish

Defense
Dodge 9, Parry 9, Fortitude 8, Toughness 7/5, Will 9

Power Points
Abilities 76 + Powers 46 + Advantages 33 + Skills 26 (52 ranks) + Defenses 10 = 191

Real World Stuff
The story of Ham Mulligan starts with Jim's White Knights campaign. Back in 1991, Jim took his first foray into gamemastering. And for his superhero world, he took the concept of the X-Men and cranked it up to 11. On this world (it wasn't part of the group's shared continuity), *ALL* metahumans were outlawed. Apparently, every world government hated supers so much that people were regularly tested and if they had the "metagene" or whatever, they were sentenced to death. And these were the few people who somehow avoided being killed by the government, and were kind-hearted enough to want to help people. Mostly, they fought other people who avoided death who wanted to misuse their powers.

What Jim had in fact done is create an environment that was so harsh that there was no incentive to be a traditional super-hero. The good guys regularly killed the bad guys. Jim was horrified, expecting us to stop them and turn them over to the authorities. We pointed out that if we did that, the authorities would, by Jim's own world description, try to kill the people we turned over to them, so, what incentive was there for us to NOT kill them. It was horrible, and the whole thing lasted, maybe six sessions.

I did take pity on Jim and let Ham wear the red-and-blue Captain Marvel inspired number, once. But generally, Ham just went around in street clothes.

Power-wise, I went with the "Ultraboy" model. Background-wise, I wove some of Jean Valjean from Les Miserables into the back story. I guess when I did that I was Hugo weaving (*rimshot*)

Decades later, Jim decided to revisit the characters, having allowed time to pass on that world (now dubbed Earth-W) and the situation to have improved. It was during that revisit that I decided the Earth-W Ham is gay (there had been no evidence to the contrary in the six original stories.) And all of this is actually a prologue.
Does a Winnie poo in the 100-acre wood?

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

Ham Mulligan AKA Mister Victory

Post by Ken » Mon Nov 07, 2016 10:16 pm

Image.Image

Ham Mulligan - Mister Victory - PL 10

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

Advantages
Accurate Attack, Agile Feint, All-out Attack, Assessment, Attractive, Beginner's Luck, Defensive Roll 2, Equipment 3, Great Endurance, Improved Initiative, Languages 1, Move-by Action, Power Attack, Seize Initiative, Takedown, Talented Amateur

Skills
Acrobatics 1 (+4), Athletics 6 (+10), Close Combat: Grab 2 (+8), Close Combat: Unarmed 2 (+8), Deception 7 (+10), Expertise: Cooking 8 (+10), Insight 1 (+4), Intimidation 7 (+10), Investigation 2 (+4), Perception 7 (+10), Persuasion 7 (+10), Sleight of Hand 1 (+4), Stealth 5 (+8), Technology 1 (+3), Treatment 2 (+4), Vehicles 1 (+4)

Powers
Fast Runner: Speed 1 (Speed: 4 miles/hour, 60 feet/round; Stacks with: Speed 10+1)
Ultrapowers Array
. . Ultraboom!
. . . . Burst Area Damage 10 (DC 25; Burst Area 4: 250 feet radius sphere, DC 20, Secondary Effect; Distracting)
. . . . Energy Field: Protection 4 (+4 Toughness)
. . Ultrahealing
. . . . Healing 11 (Energizing, Persistent, Stabilize)
. . . . Instant Healing: Protection 8 (+8 Toughness)
. . . . Regeneration 10 (Every 1 round)
. . Ultrainvulnerability
. . . . Enhanced Trait 4 (Traits: Toughness +6 (+12), Dodge -1 (+5), Parry -1 (+5))
. . . . Immunity 10 (Life Support)
. . . . Immunity 80 (Toughness Effects; Limited - Half Effect)
. . Ultrainvulnerability
. . . . Enhanced Trait 4 (Traits: Toughness +6 (+12), Dodge -1 (+5), Parry -1 (+5))
. . . . Immunity 10 (Life Support)
. . . . Immunity 80 (Toughness Effects; Limited - Half Effect)
. . Ultraman (Advantages: Improved Initiative 2)
. . . . Enhanced Trait 31 (Traits: Strength +5 (+9), Stamina +4 (+8), Fighting +3 (+9), Will +2 (+10), Parry +1 (+7), Dodge +4 (+10))
. . . . Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
. . . . Power Punch: Strength-based Damage 2 (DC 21; Inaccurate: -2)
. . . . Power-Lifting: Enhanced Strength 2 (+2 STR; Limited to Lifting)
. . . . Regeneration 2 (Every 5 rounds)
. . Ultramind
. . . . Mental Blast 8 (Linked; DC 23; Subtle: subtle)
. . . . Mind Reading 8 (Linked; DC 18; Subtle: subtle)
. . . . Telepathy: Mental Communication 1
. . Ultraspeed (Advantages: Close Attack 5, Improved Initiative 6)
. . . . Enhanced Trait 16 (Traits: Dodge +8 (+14), Parry +8 (+14))
. . . . Quickness 8 (Perform routine tasks in -8 time ranks)
. . . . Running on odd surfaces: Movement 2 (Wall-crawling 1: -1 speed rank, Water Walking 1: you sink if you are prone; Limited: Only whilst runing)
. . . . Speed 10+1 ([Stacking ranks: +1], Speed: 4000 miles/hour, 8 miles/round)
. . . . Strength-based Damage 1 (DC 20; Accurate: +2, Multiattack [4 extra ranks])
. . Ultrastrength
. . . . Enhanced Trait 16 (Traits: Strength +8 (+12))
. . . . Immunity 10 (Life Support; Limited - Half Effect)
. . . . Leaping 7 (Leap 900 feet at 250 miles/hour)
. . . . Power Punch: Strength-based Damage 2 (DC 21; Inaccurate: -2)
. . . . Power-lifting 4 (+4 STR for lifting)
. . . . Protection 8 (+8 Toughness; Impervious [5 extra ranks])
. . Ultravision
. . . . Energy Field: Protection 8 (+8 Toughness; Subtle: subtle)
. . . . Super Vision: Senses 16 (Darkvision, Extended: Vision 5: x100k, Infravision, Microscopic Vision 2: cell-size, Penetrates Concealment: Vision, Tracking: Vision 2: full speed)
. . . . Ultraviolent Vision: Blast 13 (DC 28; Accurate 2: +4, Precise)

Equipment
Commlink, Contribution to Maison de Force 13, Shades (as Flash Goggles) 1

Offense
Initiative +7
Burst Area Damage 10 (DC 25)
Grab, +8 (DC Spec 14)
Mental Blast 8 (DC Will 23)
Mind Reading 8 (DC Will 18)
Power Punch: Strength-based Damage 2, +4 (DC 21)
Power Punch: Strength-based Damage 2, +4 (DC 21)
Strength-based Damage 1, +8 (DC 20)
Throw, +3 (DC 19)
Ultraviolent Vision: Blast 13, +7 (DC 28)
Unarmed, +8 (DC 19)

Complications
Relationships: Ham lives with his Mama, his grandparents and five younger siblings -- there are plenty of relationship issues.
Social Limitations: Ham's family is poor and his Mama is unwed which leads to various social problems.
Wrong Place, Right Time: Ham is a do-gooder living in a gang-infested part of the city.

Languages
English, Loiuisiana Creole

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

Power Points
Abilities 56 + Powers 63 + Advantages 19 + Skills 30 (60 ranks) + Defenses 10 = 178

Personal Details
Ham Mulligan is the oldest of six children, and something in his unique genetic makeup gave him his powers. None of his siblings have the powers, if for no other reason then technically they are all his half-siblings. He first encountered Force d'Orleans after he took a cooking job in the cafeteria of the megacorporation that funds Force d'Orleans as a charity. Villains targeted the megacorp, and Ham was already on-site. And after doing well in helping repulse the criminals, he was invited to join. And, annoyingly, shortly thereafter, many of the other members left, and Ham somehow became the "old hand".

During one case, Force d'Orleans were fighting the Evicted Demonz, a powerful parahuman motorcycle gang. And they came so close to being overwhelmed that the Champions of Justice showed up and helped out. It was then that Ham met Colonel Voctory. Ham was so impressed by the Colonel that he quipped that he wanted to become the Colonel's sidekick. Some months later, Colonel Victory was killed. It was then that Ham decided to adopt a codename and costume, hoping to honour the Colonel's memory.

How things will shake out with the Colonel's recent resurrection is anyone's guess.

Real World Stuff
So, Jim started Force d'Orleans with a group of potential gaming friends he found at his church. It was a part of the shared universe more because Jim was drawing on the same pool of villains and ideas. It argueably didn't need to be, but Jim was careful enough that it could be. Eventually, Jim introduced me to this group when their numbers started to dwindle. Micron did a guest spot; but long term, Jim and I decided to bring in the RCU version of Ham Mulligan. Sadly, there was more atrition in thr group soon after, so, as happened before, Jim jsut kind of brought in more players from his regular gaming group.

I can't say I like having Ham being shoe-horned into the leader role, so if there was any other PC on the current team who seemed like they could do the job, I'd be all for them taking the job.

The one development that has happened that's felt fairly natural was starting Ham off with the same "I don't do costumes" thing his counterpart did, but then have him overcomecome his aversion to them and even adopt a code name.

When Doug decided to bring in a character for Force d'Orleans, he and Jim decided to have it be the RCU counerpart to Doug's "White Knight" character, setting Jim up to do the crossover story and have Ham and Ham and Vindicator and Turtle meet. Neil's "White Knight" has had a counterpart for far, far longer. When Jim was developing his Evicted Demonz bad guys, he recycled many of his bad guys from his White Knight game. And Neil's White Knight, who was easily the most vicous and bloodthirsty of the "Earth-W" heroes.
Does a Winnie poo in the 100-acre wood?

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

Colonel Victory

Post by Ken » Mon Nov 07, 2016 10:26 pm

Image.Image.Image

Colonel Victory - PL 12

Strength 12, Stamina 10, Agility 6, Dexterity 3, Fighting 9, Intellect 3, Awareness 5, Presence 4

Advantages
Accurate Attack, Agile Feint, All-out Attack, Assessment, Beginner's Luck, Beginner's Luck, Benefit, Security Clearance: Choose Clearance, Benefit: Choose Benefit, Chokehold, Connected, Contacts, Defensive Attack, Diehard, Diehard, Equipment 1, Extraordinary Effort, Fascinate (Persuasion), Fast Grab, Great Endurance, Great Endurance, Improved Critical: Martial Blow, Improved Grab, Improved Hold, Improved Initiative, Improvised Weapon, Inspire 5, Interpose, Leadership, Luck 6, Move-by Action, Power Attack, Second Chance: Unarmed Damage, Set-up, Startle, Takedown, Teamwork, Teamwork, Tracking, Well-informed

Skills
Acrobatics 4 (+10), Deception 3 (+7), Expertise: Secret Service 3 (+6), Expertise: Teaching 3 (+6), Insight 5 (+10), Intimidation 4 (+8), Investigation 1 (+4), Perception 5 (+10), Persuasion 6 (+10), Ranged Combat: Throw 9 (+12), Sleight of Hand 1 (+4), Stealth 4 (+10), Technology 1 (+4), Treatment 4 (+7), Vehicles 3 (+6)

Powers
Martial Blow: Strength-based Damage 1 (DC 28, Advantages: Improved Critical; Accurate: +2)
. . Power Punch: Strength-based Damage 3 (Alternate; DC 30)
Adaptive Defense
. . Active Defenses: Enhanced Trait 8 (Traits: Dodge +4 (+16), Parry +4 (+16))
. . Resilience: Protection 4 (+4 Toughness; Impervious)
. . Split the Difference
. . . . Enhanced Trait 6 (Linked; Traits: Dodge +2 (+12), Parry +2 (+12), Toughness +2 (+12))
. . . . Impervious Toughness 2
Bulletproof: Impervious Toughness 7
Cheering Section Array
. . With Any Luck: Luck Control 4 (Bestow Luck, Force a Re-roll, Negate Luck, Spend on Other, Advantages: Luck 6; Subtle 2: undetectable)
. . You Can Do It: Enhanced Trait 4 (Advantages: Beginner's Luck, Diehard, Great Endurance, Teamwork; Affects Others Only, Increased Range 2: perception, Reaction: reaction, Subtle 2: undetectable)
Psionic Strength
. . Super Strength: Enhanced Strength 8 (+8 STR)
. . Lifting Strength: Enhanced Strength 16 (+16 STR; Limited to Lifting)
. . Martial Power
. . . . Enhanced Trait 12 (Traits: Strength +4 (+16), Advantages: Close Attack 4)
. . . . Power-lifting 4 (+4 STR for lifting)
Psionic Strength: Enhanced Strength 2 (+2 STR; Limited to Lifting)
Victory Movement Array
. . Athleticism
. . . . Leaping 7 (Leap 900 feet at 250 miles/hour)
. . . . Speed 7 (Speed: 250 miles/hour, 0.5 miles/round)
. . Mach 10 Flight: Flight 12 (Speed: 8000 miles/hour, 16 miles/round; Distracting)
. . Standard: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)

Equipment
CoJ Communicator COJ-031 2, contribution to CoJ bases 1, contribution to CoJ vehicles 2

Offense
Initiative +10
Martial Blow: Strength-based Damage 1, +11 (DC 28)
Power Punch: Strength-based Damage 3, +9 (DC 30)
Grab, +9 (DC Spec 22)
Throw, +12 (DC 27)
Unarmed, +9 (DC 27)

Complications
Enemy: The Commodore.
Ignorance Is Bliss: The Colonel is unaware of his Cheering Section power.
Racial Touchpoint: Colonel Victory is often viewed poorly by people with extreme racial views.

Languages
English

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

Power Points
Abilities 88 + Powers 78 + Advantages 37 + Skills 28 (56 ranks) + Defenses 14 = 245

Known Background Colonel Victory began his career as a super hero several years ago. At the time, he had ties to the U.S. Military and secret service. For a variety or reasons, he didn’t like the appearance of him being a part of the system. After four years, he broke his official ties with the various agencies he’d worked with, cordially; he still works with the government informally. Six months later he became a Champion of Justice, once he proved he was no longer working for the government. He has served as member in good standing since. Throughout his career, Colonel Victory has operated out of the Southeast. He made his home in Atlanta, Georgia. He was killed by the demon Raziel; but he's mysteriously recovered.

Personality Colonel Victory is a very patriotic man. Whatever else he is, he thinks of himself first and foremost as a citizen of the United States of America. He also takes pride in being one of the most prominent black super heroes. Conversely, he is a political moderate, and firmly believes in the idea of the Great American Melting Pot. He believes heritage should not exclude one from modern culture. He is very fair, and always hopes for the best.

Powers/Tactics Colonel Victory is a remarkably trained fighter who underwent various treatments that have unlocked his "psionic potential" giving him many proto-telekinetic abilities. Superhumanly strong, the upper limits of the weights he can lift is remarkable. He is extremely resistant to injury, and he can fly at incredible speeds. He has a good grasp of tactics, and his strength and combat training make him a devastating hand-to-hand combatant. Unknown to himself, when he concentrates on a person succeeding at any physical endeavor, he somehow increases their ability for a short time.

Appearance Colonel Victory is a tall (6’2") black man, weighing 250 lb. and is built like a fullback. His uniform is primarily blue with red and white trim, naturally, made up of stars and stripes.

Real World Stuff
When I created Captain (I hadn't promoted him, yet) Victory, back in the early-to-mid '90s, it was before Isaiah Bradly or his grandson(?) the Patriot, it was before DC's Skyrocket, and decades before Sam Wilson became the newest Captain America. Except for, like, Battlestar, I hadn't seen the "patriotic red-white-and-blue super hero" who wasn't white. And Battlestar was more of an antihero.

His civilian name, Kenny Douglas, came from the dimuinutive of my own name, and the proper name of my friend, Doug, who is and was, one of my best friends.

When I first created Kenny, I toyed with making him a power-armoured hero, too, but I decided against it, as I felt it would encroach on Doctor Technon and other RCU power armour types. So he ended up being a flying brick with a quirky "buff" power.

At times he felt redundant. In fact, at one point I polled my players as to which of the two NPC flying bricks on the CoJ should be kept, and which should be gotten rid of. Half the group said keep Victory; the other said get rid of him. They both stayed. And eventually, I promoted him to Colonel (skipping "major") just because the number of captain ________ supers was growing.

Then, a few years ago, I actually killed Kenny off in a big story. But I missed him, and I'd been looking for a way to bring him back, and then another internal real-life mess hit the group, and in the story that resulted from that, a bunch of pieces were put in place so Kenny could come back. So he has. Can't Keep a Good Man Down
Last edited by Ken on Tue Nov 08, 2016 8:27 am, edited 2 times in total.
Does a Winnie poo in the 100-acre wood?

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jcjec
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Re: Ham Mulligan (of the White Knights)

Post by jcjec » Mon Nov 07, 2016 10:31 pm

Ken wrote:Decades later, Jim decided to revisit the characters, having allowed time to pass on that world (now dubbed Earth-W) and the situation to have improved. It was during that revisit that I decided the Earth-W Ham is gay (there had been no evidence to the contrary in the six original stories.)
Don't forget that the decades that passed allowed me to recover from the psychological trauma you guys put on me. ;)

It was also in answer to Neil's regular request to play in the campaign again because he really, really wanted to revisit the brutality of Earth-W.
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
Posts: 1993
Joined: Fri Nov 04, 2016 10:40 pm
Location: DeKamore, Madiganistan

Re: Ham Mulligan (of the White Knights)

Post by Ken » Mon Nov 07, 2016 10:56 pm

jcjec wrote:Don't forget that the decades that passed allowed me to recover from the psychological trauma you guys put on me.
What can I say? With all the other psychological trauma I put you through (dating your ex-GF; setting you up to work with Mom), it all blurrs together. ;)
Does a Winnie poo in the 100-acre wood?

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

The THUNDER TWINS

Post by Ken » Tue Nov 08, 2016 12:21 am

And speaking of psychological trauma...

ImageImage

Thunder Twin (Red) - PL 14

Strength 15, Stamina 15, Agility 2, Dexterity 2, Fighting 9, Intellect 2, Awareness 4, Presence 3

Advantages
Accurate Attack, All-out Attack, Artificer, Benefit, Status 2: VERY Feared Villain, Chokehold, Close Attack 2, Connected, Daze (Intimidation), Diehard, Equipment 1, Favored Environment: within 30 ft. of twin, Fearless, Improved Critical 4: Unarmed, Improved Grab, Improved Initiative 2, Instant Up, Interpose, Move-by Action, Power Attack, Ritualist, Skill Mastery: Close Combat, Startle, Takedown 2, Taunt, Teamwork

Skills
Acrobatics 2 (+4), Close Combat: Unarmed 2 (+11), Deception 5 (+8), Expertise: Magic 6 (+8), Expertise: Streetwise 4 (+6), Intimidation 9 (+12), Persuasion 2 (+5), Technology 2 (+4), Vehicles 2 (+4)

Powers
Extra Strong: Power-lifting 4 (+4 STR for lifting)
Flying Spell: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
Invulnerability
. . Immunity 10 (Life Support)
. . Impervious Toughness 15
. . Protection 3 (+3 Toughness)
Protective Goggles (Removable)
. . Goggles: Immunity 5 (Sensory Affliction Effects; Limited: Visual Only)
Psychic Bond: Senses 1 (Communication Link: Mental)
Rip you a New One: Strength-based Damage 2 (DC 32; Custom: Lethal)
Cursed Blade: Strength-based Damage 2 (DC 32; Penetrating 2)
Sorcery: Variable 3

Power Settings
Chibi Thunder (Powers: Shrinking 4, Super-Deformed: Feature 1, Toughness -1 (+17), Perception +2 (+6), Strength +1 (+16))
Flight Spell (Powers: Flight 11)
Flurry of Fists (Powers: Flurry, Power-lifting 2, Strength -2 (+13), Close Combat +2 (+13), Advantages: Improved Initiative 3)
Giant Thunder (Powers: Growth 4, Impervious Toughness 5, Power-lifting 1, Fortitude -2 (+14), Toughness -2 (+16), Close Attack 2 -4 (-2), Dodge +1 (+10), Parry +1 (+10), Advantages: Improved Initiative 3)
Hellfire (Powers: Line Area Damage 14)
Increased Invulnerability (Powers: Diamond Hide: Protection 1, Unstoppable: Immunity 20)
Magical Teleport (Powers: Teleport 5)

Equipment
Commlink, Ritual Knife [ Cursed Blade: Strength-based Damage 2, DC 32; Penetrating 2]

Offense
Initiative +10
Cursed Blade: Strength-based Damage 2, +11 (DC 32)
Grab, +11 (DC Spec 25)
Line Area Damage 14 (DC 29)
Rip you a New One: Strength-based Damage 2, +11 (DC 32)
Throw, +2 (DC 30)
Unarmed, +13 (DC 30)

Complications
Enemies: The Thunder Twins are actively hunted by multiple groups due to their very violent crimes.
Police Record: Egbert and Wilber Jones are wanted by local and federal law enforcement agencies.
Relationships: The Thunder Twins are extremely protective of each other.
Sadistic F@*ks: The Thunder Twins are arrogant, overconfident bullies who will do anything to physically and psychologically scar their victims.
Seller of Souls: The Followers of Germanicus have made pacts with a devil to gain power.

Languages
English

Defense
Dodge 9, Parry 9, Fortitude 16, Toughness 18, Will 10

Power Points
Abilities 104 + Powers 74 + Advantages 32 + Skills 17 (34 ranks) + Defenses 14 = 241

===== Additional Details =====
PP earned so far: 18

This is Wilbur Jones. He has a twin.

---------------------------------------------------------------------------------------------------------------------------------------
Thunder Twin (Green) - PL 14

Egbert Jones is identical to his brother except he has Stamina 16, Awareness 3, Insight 1 (+4), Perception 1 (+4), and Protection 2
His costs are Abilities 104 + Powers 73 + Advantages 32 + Skills 18 (36 ranks) + Defenses 14 = 241
---------------------------------------------------------------------------------------------------------------------------------------
Background
It has recently been discovered that the mother of the Thunder Twins was, in fact, the 1950s villainess known as Virago, and she is an Erylusian, just like her long time foe, Amazon Grace. It is safe to assume that Egbert and Wilbur Jones learned their joy of cruelty from their mother.

On top of the not inconsiderable might that comes from being half Erylusian, or, in effect, demi-gods, at some point, the Twins became Followers of Germanicus. Having undergone the sacrificial rituals, they have gained even more power.

As members of Havok, they were present both at the Crusader-Havok Incident in Philadelphia, and at Murder of Vice-President-elect Niels Patsen during the Inauguration of Andrew Mahn. They were the perpetrators of the sexual assaults of Ruby, Ampere, Black Lotus at the former, and Billy Bob McGraw at the second.

Their reputation of villainy and cruelty is nonpareil. They are among the most feared and hated members of the super-villain community.

Real World Stuff
I'm one of the few people who actually like the original costume worn by Marvel's Wonder Man. As you can see by the pictures, Wonder Man was the inspiration for the characters. And, basically, I couldn't make up my mind about whether or not to swap the colours of the costume around or not. So I decided to make this (then-)new villain twins.

And then by brain went from Wonder Man to Wonder Twins, and that's where the name "Thunder Twins" came from.

They were the first members of a team I called Havok. And around the time I finished Havok, I went home (from college) for a weekend. And my friends Neil and Andy implored me to do something with their "Crusaders" campaign. Neil normally ran Crusaders, but Neil wanted to play not run, so they asked me to guest run. And the thing is, they ran it in a weird style. Andy had something like 8 PCs in the group, and he tended to try to use all of them at the same time. Neil also had a high number of NPCs, so with me running, he also had a mess o'characters.

So, I decide to give my new villains, Havok, a shake down run. Basically, they lured the heroes into an abandoned skyscraper, trap them there, and then, they planned on whipping up on them.

Andy came to the conclusion that the villains were going to blow-up the skyscraper, so ALL of his PCs went to the roof, and started concentrating on "how-to-survive-the-collapsing-building". And a few of Neil's characters went with. But most of Neil's characters went exploring in the building. And got into the fight I was expecting, but their numbers were a lot fewer. The whole session was a massive fustercluck. I worked my tail off to keep the total team defeat from becoming a TPK scenario. And, then, to my surprise, I found out later, in the Crusader continuity, they made the incident WORSE. It was strange.

But that's how the Thunder Twins got their nasty, nasty reputation.
Last edited by Ken on Wed Dec 20, 2017 12:19 pm, edited 2 times in total.
Does a Winnie poo in the 100-acre wood?

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

Guardian

Post by Ken » Tue Nov 08, 2016 7:46 am

ImageImage

Guardian II - PL 11

Strength 3, Stamina 5, Agility 7, Dexterity 5, Fighting 14/12, Intellect 9, Awareness 7, Presence 3

Advantages
Agile Feint, Assessment, Benefit, Status: Champion of Justice, Benefit, Wealth 3 (millionare), Close Attack 3, Connected, Contacts, Daze (Intimidation), Defensive Attack, Defensive Roll 2, Equipment 17, Evasion 2, Favored Environment: within 30 ft. of Shrike fighting, Great Endurance, Hide in Plain Sight, Improved Grab, Improved Initiative, Improvised Tools, Inventor, Jack-of-all-trades, Languages 4, Lionheart, Move-by Action, Power Attack, Quick Draw, Ranged Attack 9, Redirect, Seize Initiative, Skill Mastery: Close Combat, Skill Mastery: Intimidation, Skill Mastery: Investigation, Startle, Trance, Uncanny Dodge, Well-informed

Skills
Acrobatics 5 (+12), Athletics 9 (+12), Deception 12 (+15), Expertise: Criminology 3 (+12), Expertise: Mystery Writing 1 (+10), Expertise: Romance Writing 1 (+10), Expertise: Science 2 (+11), Expertise: Streetwise 3 (+12), Insight 8 (+15), Intimidation 12 (+15), Investigation 6 (+15), Perception 8 (+15), Persuasion 9 (+12), Sleight of Hand 3 (+8), Stealth 8 (+15), Technology 2 (+11), Treatment 1 (+10), Vehicles 7 (+12)

Powers
Concentrating on Writing: Quickness 3 (Perform routine tasks in -3 time ranks; Limited to One Task: Writing Fiction)
Equipment and Hyper Skills: Variable 1 (Action: move; Limited: No true powers, just uber-skills or equipment)
Lenses in Cowl: Senses 1 (Low-light Vision)
Line-Gun (Easily Removable)
. . Line-Gun
. . . . Lasso
. . . . . . Elongation 5 ([0 active, 0/8 PP, 1/r-1]; Quirk: Only with Line, not real limbs)
. . . . . . Extra Limbs 2 ([0 active, 0/8 PP, 2/r], 2 extra limbs, Advantages: Improved Grab; Projection)
. . . . Rope: Movement 4 ([0 active, 0/8 PP, 2/r], Safe Fall, Swinging, Wall-crawling 2: full speed)
Protective Uniform: Impervious Toughness 6 (Limited: Not vs Bludgeoning Damage)
Rising to the Occaision: Enhanced Trait 8 (Traits: Fighting +2 (+14), Dodge +2 (+15), Ranged Attack 9 +2 (+9))
Cutting Laser: Damage 7 (DC 22; Penetrating 7, Reach (melee) 3: 15 ft.; Inaccurate: -2)

Power Settings
Breath Control (Powers: Immunity 6, Fortitude +2 (+10))
Concentrated Mental Defense (Powers: Enhanced Trait 2, Immunity 5)
Concentrating on Agility (Traits: Agility +4 (+11), Dodge -4 (+11), Advantages: Improved Initiative)
Crowd Control (Powers: Crowd Control: Strength-based Shapeable Area Damage 1)
Escape Artistry (Powers: Muscle Control: Insubstantial 1)
Fast Runner (Powers: Speed 2)
G-Bomb (Powers: G-Bombs: Burst Area Damage 11)
I hate it when she does that (Powers: Super Stealth: Teleport 3)
Karate (Powers: Multiattack (unarmed))
Lightning Reflexes (Advantages: Improved Initiative 5)
Powerful Kick (Powers: Powerful Kick: Strength-based Damage 4)
Powerful Punch (Powers: Powerful Punch: Strength-based Damage 2)
She creeps me out (Powers: Creepy: Environment 2)
Speak the Lingo (Powers: Polyglot: Comprehend 3)
Super Stealth (Powers: Concealment 10)
Weapon Martial skill (Powers: Multiattack (armed))

Equipment
CoJ Communicator COJ-032 2, contribution to CoJ bases 1, contribution to CoJ vehicles 2, Guardian Car, Guardian Jet, Guardian Boat, Guardian Copter, Motorcycle, The Lair, Utility Belt (Binoculars, Bolos, Boomerang, Cutting Laser [Cutting Laser: Damage 7, DC 22; Penetrating 7, Reach (melee) 3: 15 ft.; Inaccurate: -2], Explosive Bomb, Flash-bang, Flashlight, Mini-tracer, Multi-tool, Rebreather, Sleep Gas Grenade, Smoke Grenade, Suction Pads 1, Tear Gas Grenade, Tonfa)

Offense
Initiative +11
Bolos, +14 (DC Dog 13)
Boomerang, +14 (DC 19)
Crowd Control: Strength-based Shapeable Area Damage 1 (DC 19)
Cutting Laser: Damage 7, +15 (DC 22)
Explosive Bomb, +14 (DC Dog 15)
Flash-bang, +14 (DC Dog/Fort 14)
G-Bombs: Burst Area Damage 11 (DC 26)
Grab, +17 (DC Spec 13)
Powerful Kick: Strength-based Damage 4, +15 (DC 22)
Powerful Punch: Strength-based Damage 2, +17 (DC 20)
Sleep Gas Grenade, +14 (DC Dog/Fort 14)
Smoke Grenade, +14 (DC 19)
Tear Gas Grenade, +14 (DC Dog/Fort 14)
Throw, +14 (DC 18)
Tonfa, +17 (DC 20)
Unarmed, +17 (DC 18)

Complications
Family Issues: Teri has not only lost Guardians I & III, but also given her son (who would have been Gavin Gregory Baker) up for adoption.
Obsession: Teri has dedicated her life to crime-fighting and goes to great lengths to keep her identity as Guaridan a secret.
Relationship: Teri is dedicated to raising her foster daughter Kris up right.
Street Level: When not working alongside the Champions of Justice, Guardian often operates at PL 10, rather than PL 11 (i.e. without the Rising to the Occaission power active)

Languages
Arabic, Chinese (Cantonese), Chinese (Mandarin), English, French, German, Italian, Japanese, Spanish

Defense
Dodge 15/13, Parry 15, Fortitude 8, Toughness 7/5, Will 12

Power Points
Abilities 102 + Powers 27 + Advantages 65 + Skills 50 (100 ranks) + Defenses 15 = 259

Known Background
The first Guardian began his career as a costumed vigilante twenty years ago. He operated out of the Los Angeles area, although he declined membership in the Champions of Justice for several years. He had no super powers, but was a brilliant criminologist and a formidable hand-to-hand combatant. He also carried a variety of weaponry. He finally joined the Champions of Justice after the first Burt Remington was killed, Banshee was patially depowered, and Count Zero apparently went renegade. Shortly after that iteration of the group disbanded, he was killed by the Los Angeles Mafia.

The current Guardian appeared a few months after the first was killed. Unlike her predecessor, she was a woman, but her costume, weaponry and method of operations are all very similar to the original’s. It is generally believed that she is a relative or some other loved one of Guardian I. She also works primarily in the Los Angeles area. Little more is known of her, as she eschews contact with the press. Some members of the Fourth Estate believe her to be an urban legend. This is complicated by the existence of several reports, all in about six months worth of time several years ago, of a different person, a man, using the Guardian name. Those who do believe in her existence, also believe that she has some kind of relationship with the Champions of Justice as there are numerous unconfirmed sightings of her in their company. It is rumoured that she has taken on a partner, Shrike.

Personality Guardian is cold and aloof, in fact, unfriendly. Even to the few people she likes and trusts she says little, preferring to keep her own council; when she tries to counteract this tendancy, she’s overly verbose. These cover a very angry, guilt-ridden psyche underneath. She is extremely determined and driven, and she has little patience with those who do not at least try to match her determination. She has a wry sense of humour that she occasionally exhibits without breaking her veneer of seriousness. She avoids the press like the plague.

Powers/Tactics Guardian has no super human powers; however, she is in peak physical condition. She has the strength, agility, and reflexes of a medal winning Olympic athlete. She has trained in numerous fighting disciplines, favoring a complex hybrid of them all. She is a devastating hand to hand combatant. She carries an incredible array of weaponry, and has access to more. She also has a large motor pool available giving her a selection of vehicles. When she needs a particular weapon, she can usually get it in short order. Her greatest tools are her keen analytical mind, indomitable will, and her general spookiness. She prefers to surprise opponents, frightening them, and then exploiting any or all weaknesses.

Appearance Guardian is a 5’9", 140 lb. brunette. She wears a crimson uniform with black cowl, cape and boots. Her gloves and belt are mustard colored. There is an air of intimidation surrounding her.

Personal Details
The first Guardian was Greg Thompson; as a civilian he worked as an actor and model. His sister, Theresa "Teri" Thompson, took on the role after Greg was killed. When she became pregnant, she retired. Her boyfriend (and Greg's best friend) Jerry Baker became the third Guardian. Sadly, he wasn't up to the task. After her son was born, she put him up for adoption, and returned to crime-fighting.

She writes mysteries under the pen-name 'Traci Thompson' and romance novels as 'Marcia Baker'. Personally, she uses the dimunitive Teri.
Does a Winnie poo in the 100-acre wood?

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

Shrike

Post by Ken » Tue Nov 08, 2016 7:47 am

ImageImage

Shrike - PL 10

Strength 3, Stamina 3, Agility 8, Dexterity 8, Fighting 13, Intellect 3, Awareness 4, Presence 4

Advantages
Accurate Attack, Agile Feint, Attractive, Benefit, Wealth (well-off), Chokehold, Close Attack 2, Connected, Contacts, Defensive Attack, Defensive Roll 4, Equipment 10, Evasion 2, Favored Environment: within 30 ft. of Guardian fighting, Hide in Plain Sight, Improved Aim, Improved Initiative, Improved Trip, Improvised Weapon, Instant Up, Languages 3, Move-by Action, Power Attack, Precise Attack (All) 4, Quick Draw, Ranged Attack 2, Redirect, Seize Initiative, Set-up, Takedown, Taunt, Teamwork, Tracking, Uncanny Dodge

Skills
Acrobatics 7 (+15), Athletics 7 (+10), Deception 6 (+10), Expertise: Criminology 7 (+10), Expertise: Streetwise 10 (+13), Insight 6 (+10), Intimidation 6 (+10), Investigation 6 (+9), Perception 8 (+12), Persuasion 6 (+10), Ranged Combat: Knives 6 (+14), Sleight of Hand 4 (+12), Stealth 4 (+12), Technology 4 (+7), Treatment 1 (+4), Vehicles 4 (+12)

Powers
Fast Runner
. . Quickness 1 (Perform routine tasks in -1 time ranks)
. . Speed 2 (Speed: 8 miles/hour, 120 feet/round)
Lenses in Cowl: Senses 1 (Low-light Vision)
Line-Gun (Easily Removable)
. . Line-Gun
. . . . Lasso
. . . . . . Elongation 5 ([1 active, 0/8 PP, 1/r-1]; Quirk: Only with Line, not real limbs)
. . . . . . Extra Limbs 2 ([0 active, 0/8 PP, 2/r], 2 extra limbs, Advantages: Improved Grab; Projection)
. . . . Rope: Movement 4 ([0 active, 0/8 PP, 2/r], Safe Fall, Swinging, Wall-crawling 2: full speed)
Protective Uniform: Impervious Toughness 6 (Limited: Not vs Bludgeoning Damage)
Cutting Laser: Damage 7 (DC 22; Penetrating 6, Reach (melee) 3: 15 ft.; Inaccurate: -2)
Shriken: Strength-based Damage 1 (DC 19; Increased Range: ranged [3 extra ranks], Multiattack [3 extra ranks])
Bo Staff: Strength-based Damage 2 (DC 20; Reach (melee): 5 ft.)

Equipment
CoJ Communicator COJ-051 2, other equipment 6, Shrike cycle 12, Utility Belt (Binoculars, Bolos, Cutting Laser [Cutting Laser: Damage 7, DC 22; Penetrating 6, Reach (melee) 3: 15 ft.; Inaccurate: -2], Explosive Bomb, Flash-bang, Flashlight, Mini-tracer, Multi-tool, Rebreather, Shriken [Shriken: Strength-based Damage 1, DC 19; Increased Range: ranged [3 extra ranks], Multiattack [3 extra ranks]], Sleep Gas Grenade, Smoke Grenade, Staff [Bo Staff: Strength-based Damage 2, DC 20; Reach (melee): 5 ft.], Suction Pads 1, Tear Gas Grenade)

Offense
Initiative +12
Bo Staff: Strength-based Damage 2, +15 (DC 20)
Bolos, +10 (DC Dog 13)
Cutting Laser: Damage 7, +13 (DC 22)
Explosive Bomb, +10 (DC Dog 15)
Flash-bang, +10 (DC Dog/Fort 14)
Grab, +15 (DC Spec 13)
Shriken: Strength-based Damage 1, +16 (DC 19)
Sleep Gas Grenade, +10 (DC Dog/Fort 14)
Smoke Grenade, +10 (DC 19)
Tear Gas Grenade, +10 (DC Dog/Fort 14)
Throw, +10 (DC 18)
Unarmed, +15 (DC 18)

Complications
Family Issues: Kris came from a broken and abusive home before meeting Guardian.
Responsibility: Kris is dedicated to continuing the "Guardian" Legacy.
Secret Identity: Kris goes to great lengths to keep her identity as Shrike a secret.

Languages
Chinese (Cantonese), English, Japanese, Spanish, Vietnamese

Defense
Dodge 13, Parry 13, Fortitude 7, Toughness 7/3, Will 10

Power Points
Abilities 92 + Powers 14 + Advantages 53 + Skills 46 (92 ranks) + Defenses 15 = 220

Known Background Due to the Guardian legacy, very little is actually known about Shrike, if she actually exists (though, by and large, people believe in her existence before they believe in Guardian). Speech analysts believe that she may have grown up in the mid-northern United States, quite probably the Detroit, Michigan area. Psychologists believe that she may have come from a broken and perhaps abusive home, which may have led to her relocation to California. Rumors among the underbelly of society say that she was wandering the streets when she encountered a crime in progress, taking it upon herself to get involved. Guardian was on the scene and was impressed enough with her actions to take her in and train her as a protégé. Why not call her a sidekick? Because getting her staff removed from your rectum is just as painful as her putting it there. Lucky was a sidekick, and she ain't no Lucky.

Personality Where Guardian is cold and aloof, Shrike is warm, friendly and outgoing. She is playful in her crime fighting, often engaging in witty banter with friend and foe alike. Shrike's playfulness and flirtations add to an almost child-like veneer, leading people to think she's younger than she is; a trait she enjoys and takes full advantage of. She is not above letting people think she's underage and making members of the opposite sex believe they are either dirty old men (which is true) or that she's a lesbian (which is not). These traits tend to have her the more well-liked of the duo and makes for a stark contrast to the somber Guardian. In reality, she is more like her mentor than most people realize, using the bubbly personality to cover a very angry psyche underneath; an outlook that Guardian continues to counsel her to overcome.

Powers/Tactics Shrike appears to have no super human powers; however, she is in peak physical condition with a touch extra in certain areas. She has the strength, agility, and reflexes of a medal winning Olympic athlete and comes by it easier and more naturally than one would expect. Guardian has taken her natural talent for fighting and enhanced it with training in numerous fighting disciplines. She carries a large array of non-lethal weaponry, and has access to more, but tends to prefer her battle staff most. If she needs a particular weapon, either she or Guardian can get it in short order. She has access to Guardian's large motor pool, but has a motorcycle that she calls her own. Her greatest weapons are her keen analytical mind, indomitable will, and her ability to throw others off their game through her personality. She prefers to surprise opponents and then exploit any or all weaknesses she has found. And she never gives up.

Appearance Shrike is a 5'3", 115 lb. blonde. The fact that she is smaller than Guardian aides in the illusion that she is younger than her actual age would allow. In order to differentiate herself from her mentor's predecessor's sidekick, she wears a blue (rather than crimson) uniform with black mask, cape and boots. She leaves her hair uncovered as a statement of individuality, distinguishing herself as someone different from Guardian. Her gloves and belt are mustard colored. There is an air of playfulness surrounding her.
Does a Winnie poo in the 100-acre wood?

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

Guardian and Shrike

Post by Ken » Tue Nov 08, 2016 7:49 am

Guadian & Shrike, the Real life stuff....

The first Guardian was created by my friend and gaming-mentor Terry, back in early 1988, for my Champions of Justice game. By mid-1988 he'd stopped playing. But in mid-1989 he created Guardian II, the sister, as a one-off.

Sometime in the early 1990s, I needed a Los Angeles based vigilante for a game that Neil tried to spin-off from the CoJ. I created Guardian III. The spin-off game lasted, maybe, two sessions. Neil also tried running a "teen heroes" game set in Detroit. This was another two session wonder. (Neil has a perfectionist steak, so if games weren't 'perfect' after a few sessions, he'd give them up quickly.) Jim created a Buffy knock-off he called "Slash" for that Detroit thing.

Sometime in the mid-1990s, I decided I wanted to bring back the second Guardian, and with Terry waaaaay out of the picture, I started adding liberally to the stuff he set-up for the Thompson Twins (actually, they aren't twins, but...). And shortly after that, Jim talked to me about Slash moving to L.A. and becoming Guardian's junior partner. With a codename and costume change, I was agreeable.

So, since then, sometimes I'll run "Guardian & Shrike, featuring Shrike" stories for Jim, Jim will sometimes Jim will run "Guardian & Shrike, featuring Guardian" stories for me. And either of them may end up in a CoJ story. And then there was Nightwatch.

Nightwatch was Jim's attempt at a street-level CoJ spin-off game. It, also, ran two sessions. And, honestly, it ran into some of the same hang-ups that Neil's attempt several years earlier had. AND it had some new ones.

(Extra backbround)
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.

(back to the story)
So, Jim is running Nightwatch, and I'm playing Guardian in all of her curt, unfriendly, serious glory. And she's a well-trained normal and Defense shifted. And she ended up in what amounted to a one-on-one fight with a parahuman mercenary named Linebacker - a Toughness shifted strongman. And I start practicing what I had been preaching. Rather than charging at him with big attacks, I have Guardian wear him down, some rounds not even attacking at all, just acting evasively. I had her goad him into charge attacks, and then have her duck, causing him to run into things. And the whole time this is going on, Neil is sitting their rooting (OOC) for Linebacker. The fight ended up taking center stage, and the whole group, save Jim (the GM) and I are just watching. And Neil is going on about how he wants to see Guardian get pulped. He was disappointed; Guardian beat Linebacker.

Jim was disappointed, too. Not because Linebacker lost. As a GM he makes the battles tough for the PCs, but he doesn't really want the badguys to win. No, Jim was disappointed because, clearly, real world stuff was going to keep the spin-off team from coming together.
Does a Winnie poo in the 100-acre wood?

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

Distaff Imitation Bat-people

Post by Ken » Tue Nov 08, 2016 8:15 am

Okay. Take a look at this logo I made years ago for Guardian and Shrike.

Image

Does the font look familiar? When I found the font, I don't remember if it was after the first or second Joel Schumacher directed Bat-films.

When Terry built the first Guardian, he said he was going for a 'Batman' type. Honestly, in the very first build, though, Terry kind of skipped over all of the "wonderful toys" and just focussed on building a well-trained normal melee fighter. This carried over onto the second Guardian. When I built the third Guardian, I finally started to include the equipment. When I decided to bring back the second Guardian, I retconned the toys.

When Jim and I were discussing changing Kris' codename to something other than "Slash" we fully realised we were turning Kris into ... well, if Guardian is "our Batman" than Kris was becoming "our Robin". And I did the research into birds, and discovered a violent little bird called a Shrike. This is probably the same research every other creator who has used that name has done. I was unaware of those creations at the time.

Of course, since we were now riffing Batman and Robin, we knew that we'd get the comments about "are they sleeping together". Thank God we didn't leave the "Slash" name. In play, we've actually deliberately played them so as to make people, in universe, wonder about the nature of their relationship. Steering into the skid, so to speak. For the record, theirs is a foster mother-daughter relationship, and until recetly, Shrike was underage.

As far as toys go... Guardian and Shrike have their motorcycles:
Image.Image
And a car, because chicks (and guys) dig the car: Image
And a helicopter, and a boat: Image.Image
And, of course, the Guardian Jet. And yes, I snagged a shot from that cartoon just to nail home the "she's our Batman" point:Image

Of course, we actually have a few other Bat-wannabes, but those are another story.


(And yes, I reposted the Guardian and Shrike stuff now because I'm happy about female Bat people.)
Does a Winnie poo in the 100-acre wood?

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

SUPERMAN

Post by Ken » Tue Nov 08, 2016 5:40 pm

ImageImageImage

Superman - PL 14

Strength 18, Stamina 14, Agility 2, Dexterity 2, Fighting 5, Intellect 4, Awareness 4, Presence 7/3

Advantages
Accurate Attack, Close Attack 5, Connected, Equipment 6, Extraordinary Effort, Improved Critical 4: Visible Beams, Improved Disarm, Improved Initiative 3, Improved Smash, Inspire 5, Interpose, Languages 2, Leadership, Power Attack, Seize Initiative, Ultimate Effort: Toughness Checks, Withstand Damage

Skills
Expertise: Farming 4 (+8), Expertise: Journalism 11 (+15), Expertise: Krypton 8 (+12), Insight 1 (+5), Investigation 1 (+5), Perception 8 (+12), Persuasion 8 (+15), Ranged Combat: Throw 8 (+10), Technology 4 (+8), Treatment 1 (+5)

Powers
Under a Yellow Sun
. . Enhanced Stamina 11 (+11 STA)
. . Enhanced Strength 7 (+7 STR)
Heat Vision
. . Invisble Heat
. . . . Invisible Heat Vision: Damage 12+2 ([Stacking ranks: +2], DC 29; Increased Range 2: perception, Precise, Subtle: subtle)
. . Really Wide Area
. . . . Wider Area Heat Vision: Cone Area Damage 12+2 ([Stacking ranks: +2], DC 29; Cone Area 2: 120 feet cone, DC 24)
. . Visible Beams (Advantages: Improved Critical 4)
. . . . Heat Vision: Damage 14+4 ([Stacking ranks: +4], DC 33; Accurate 4: +8, Increased Range: ranged, Precise)
. . Wide Area
. . . . Wide Area Heat Vision: Cone Area Damage 12+2 ([Stacking ranks: +2], DC 29; Cone Area: 60 feet cone, DC 24, Selective, Subtle: subtle)
Invulnerability
. . Immunity 11 (Aging, Life Support; Limited - Half Effect)
. . Nothing less than a Bursting Shell: Protection 5 (+5 Toughness; Impervious [14 extra ranks])
It's Superman: Enhanced Trait 8 (Traits: Presence +4 (+7))
. . Who, disguised as Clark Kent
. . . . Mild-Mannered: Enhanced Trait 10 (Traits: Deception +20 (+27); Limited: Only for being Metropolis Clark)
. . . . Super Muscle Control: Feature 1 (Notes: Clark is half a head shorter than Superman, with a softer jawline)
Really Trying: Enhanced Trait 12 (Traits: Dodge +4 (+9), Parry +4 (+9), Will +4 (+14))
Super-fill-in-the-blank: Variable 2
. . Heat Vision Boost (Powers: Damage 2, Damage 2)
. . . . Damage 2 (DC 17; Increased Range: ranged, Stacks with: Heat Vision: Damage 14+4)
. . . . Damage 2 (DC 17; Custom 2: Assorted modiefers, Stacks with: Invisible Heat Vision: Damage 12+2, Stacks with: Heat Vision: Damage 14+4, Stacks with: Wide Area Heat Vision: Cone Area Damage 12+2, Stacks with: Wider Area Heat Vision: Cone Area Damage 12+2)
Super-Senses: Senses 22 (Acute: Hearing, Extended: Hearing 5: x100k, Extended: Vision 5: x100k, Infravision, Microscopic Vision 4: atom-size, Penetrates Concealment: Vision, Ultra-hearing, Ultravision)
Super-Strength
. . Holding Back: Enhanced Strength 19 (+19 STR; Limited to Lifting [15 ranks only])
. . Lift Tremendous Weights: Enhanced Strength 23 (+23 STR; Limited to Lifting)
. . More Powerful than a Locomotive: Enhanced Strength 15 (+15 STR; Limited to Lifting [7 ranks only])
. . Super Breath
. . . . Cone Area Move Object 14 (400 tons; Cone Area: 60 feet cone, DC 24; Activation: move action, Limited Direction: Only directly away or towards Superman, Reduced Range: close)
. . . . Great Strength: Enhanced Strength 10 (+10 STR; Limited to Lifting)
. . Super Cold Breath: Cone Area Affliction 12 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 22; Cone Area: 60 feet cone, DC 22; Activation: move action)
You Will Believe a Man Can Fly
. . Look, Up in the Sky
. . . . It's a Plane: Flight 15 (Speed: 64000 miles/hour, 120 miles/round)
. . Super-Speed
. . . . Faster than a Speeding Bullet: Speed 18 (Speed: 500000 miles/hour, 1000 miles/round)
. . . . Quickness 12 (Perform routine tasks in -12 time ranks)

Power Settings
Crack the Time Barrier (Powers: Time Travel: Movement 3)
Heat Vision Boost (Powers: Damage 2, Damage 2)
It's a Bird (Powers: Flight 5)
Mild-Mannered (Powers: Nothing Interesting Here: Concealment 10)
Pre-Crisis Space Flight (Powers: Immunity 10, Movement 3)
Super-Tongues (Powers: I Learned Every Language on Earth: Comprehend 2)

Equipment
Cape Pocket, Eye Glasses (makes eyes less intense), Fortress of Solitude, JLA Signal Device 2, Red trunks (hides size of the Super-junk)

Offense
Initiative +14
Cone Area Move Object 14 (DC 24)
Grab, +10 (DC Spec 28)
Heat Vision: Damage 14+4, +10 (DC 33)
Invisible Heat Vision: Damage 12+2 (DC 29)
Super Cold Breath: Cone Area Affliction 12 (DC Fort 22)
Throw, +10 (DC 33)
Unarmed, +10 (DC 33)
Wide Area Heat Vision: Cone Area Damage 12+2 (DC 29)
Wider Area Heat Vision: Cone Area Damage 12+2 (DC 29)

Complications
Relationships: Clark Kent/Superman has several people he cares deeply about: his parents Jonathan and Martha Kent; his best pal, Jimmy Olsen; his ladyfriends Lois Lane and Lana Lang; his childhood pal, Pete Ross; and his editor Perry White. Chloe Sullivan should be on this list if she exists.

Relationship Crapshoot: Depending on the era and/or editor...
a) one or more of his Earth parents may be dead;
b) he and Lois may or may not be married, or even a couple
c) Whether or not Chloe Sullivan exists
d) whether or not Pete, Lana, Lois, Jimmy, or Chloe know about his double identity; this is individual, not collective, and usually no more than two of them

Do You Believe in Magic?: Kryptonians are vulnerable to magic. This may mean they get no Resistance Check versus magical Afflictions; this may mean that attacks with a magical descriptor do additional damage. The exact manifestation of tis vulnerability should not be consistent from session to session.

Enemies: Superman has many, many enemies. Lex Luthor, Brainiac, Mr. Mxyzptlk, Zack Snyder, Mongul, the Parasite, Bizarro, and the escaped Phantom Zone criminal du jour are generally the most dangerous.

Enemy Crapshoot: Similar to the Relationship Crapshoot, era and editorial will determine which version of Luthor, Brainiac, Bizarro, the Parasite, and even Toyman(men) or Terra Man (and others) will be around. This list is far from inclusive.

Krytonite: The radioactive fragments of the planet Krypton screw with Superman. In the most basic form, Kryptonite (which is usually green) will severly weaken Superman and, in theory, prolonged exposure will kill him. There may (or may not) be other colours of Kryptonite which will have many, many other effects. Some geniuses can synthesize Kryptonite (including tar in the process should never be done). Some of Superman's enemies are actually powered by Kryptonite (Metallo, the Krptonite Man, the Atom Man, half the villains from Smallville)

Motivation: Doing Good: There is a right and a wrong in the universe, and it isn't hard to tell the difference.

Secret Identity: He works very hard to keep people from realising that Superman and Clark Kent are the same person.

Under a Red Sun: Kryptonians lose some or all of their powers under the rays of a red sun. If it only some of their powers, they should lose the rest under very heavy gravity.

Languages
English, Interlac, Kryptonian

Defense
Dodge 9/5, Parry 9/5, Fortitude 14, Toughness 19, Will 14/10

Power Points
Abilities 52 + Powers 222 + Advantages 32 + Skills 27 (54 ranks) + Defenses 9 = 342

Background
Superman: strange visitor from another planet who came to Earth with powers and abilities far beyond those of mortal men; and, who, as Clark Kent, works for a great Metropolitan newspaper, fights a never-ending battle for truth, justice, and the American way.

Real World Stuff
As I said elsewhere, my Superman is a PL 14. Then again, I've never actually used him. But I keep threatening my players with a DCU/RCU team-up.

Please note that without the "Heat Vision Boost" (in the Super-fill-in-the-blank Variable), and the "Really Trying" power, this Superman is "only" a PL 12, and the understanding is most of the time he isn't trying.

This Superman is an attept at kind of a gestalt version of Superman. The idea that Superman actually is taller and broader than Clark Kent (Super Muscle Control) came from Roger Stern's Justice League: Superman - Never Ending Battle novel. The idea that Clark actively tries to be unnoticed ("Mild Mannered" variable slot) came from Elliot S. Maggin's Superman: Miracle Monday novel. Whether he needs to breathe or not, fly through space, etc. are all possibilities, but the GM can veto certain used of Variable so, while certain abilities are possible, they may not be allowed.

I tried to leave flexibility with his list of friends and enemies. With the Phantom Zone in particular, I wanted to downplay General Dru-Zod, since there really are a lot more villains there. And yes, Zod's first name is "Dru". And some foes, like Doomsday, should be used very, very sparingly, and thus aren't on the list.

I was also vague about the Kryptonite and magic weaknesses, well, because comics. And movies. And TV. (As a side note, I've got this pre-Crisis story idea that the Gold Kryptonite power loss isn't really permanent, just it takes years and years to wear off. I picture Quex-Ul waking up one day and re-discovering his powers, and realising that the Gold K had worn off. Because really, how did anyone know Gold K was permanent? It's not like it was used on that many people.)
Does a Winnie poo in the 100-acre wood?

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

Hardbody

Post by Ken » Tue Nov 08, 2016 6:26 pm

Image

Hardbody - PL 11

Strength 14, Stamina 14, Agility 4, Dexterity 3, Fighting 8, Intellect 2, Awareness 3, Presence 5

Advantages
Accurate Attack, All-out Attack, Assessment, Attractive, Chokehold, Connected, Defensive Attack, Evasion, Extraordinary Effort, Fascinate (Persuasion), Favored Environment: Gym, Favored Foe: Males, 18-35, Great Endurance, Improved Grab, Improved Hold, Improved Smash, Power Attack, Precise Attack (Close, Cover), Takedown, Throwing Mastery, Tough Guy 2, Weapon Break, Well-informed

Skills
Acrobatics 2 (+6), Deception 1 (+6), Expertise: Nutrition 4 (+6), Expertise: Professional Trainer 3 (+5), Intimidation 3 (+8), Perception 1 (+4), Persuasion 1 (+6), Ranged Combat: Throw 2 (+5), Stealth 2 (+5), Treatment 3 (+5)

Powers
Superleap: Leaping 5 (Leap 250 feet at 60 miles/hour)
Tall Broad: Growth 1 (+1 STR, +1 STA, -1 Stealth, -1 active defenses, +1 mass rank; Innate; Permanent)

Offense
Initiative +4
Grab, +8 (DC Spec 24)
Throw, +5 (DC 30)
Unarmed, +8 (DC 29)

Complications
Distinctive Features: Sheila is an attractive 7" tall, muscular woman with multi-color-haired.
Police Record: Hardbody is wanted by local and federal law enforcement agencies.
Rivalries: Hardbody likes to test herself physically against really tough and female opponents. She especially likes matching strength against female bricks.

Languages
Native Language

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

Power Points
Abilities 102 + Powers 8 + Advantages 24 + Skills 11 (22 ranks) + Defenses 9 = 154

===== Additional Details =====
PP earned so far: 9


Personal Details
Very little is known of Hardbody's life, outside of her being a mercenary criminal.

Real World Stuff
Not much, I'll grant. She was created because prior to 2001, I drew her picture, and then I wrote her up. In a male dominated gamer group, she, not surprisingly gets used often when GMs want mercenary villains.
Does a Winnie poo in the 100-acre wood?

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