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

Taran, heir of thunder

Post by Ken » Sat Nov 04, 2017 11:59 am

ImageImage

Taran - PL 13

Strength 13/2, Stamina 13/2, Agility 4/2, Dexterity 1, Fighting 9/3, Intellect 4, Awareness 4/2, Presence 3/1

Advantages
Accurate Attack, All-out Attack, Equipment 1, Great Endurance, Improved Critical 4: Hammer Time, Improved Initiative, Interpose, Languages 1, Luck 3, Move-by Action, Power Attack, Ranged Attack 4, Well-informed

Skills
Acrobatics 3 (+8/+7), Athletics 2 (+15), Close Combat: Unarmed 4 (+13), Expertise: Archaeology 1 (+5), Expertise: Military 1 (+5), Expertise: Writing 4 (+8), Insight 1 (+5), Perception 2 (+6), Technology 1 (+5), Treatment 1 (+5), Vehicles 2 (+3)

Powers
Becoming a Demigod (Advantages: All-out Attack, Great Endurance, Interpose, Luck 3, Move-by Action)
. . Enhanced Trait: Enhanced Trait 55 (Traits: Stamina +11 (+13), Will +3 (+10), Fighting +6 (+9), Presence +2 (+3), Awareness +2 (+4), Agility +2 (+4), Dodge +3 (+11), Parry -1 (+11), Ranged Combat +1 (+2), Acrobatics +1 (+8), Deception +2 (+5), Intimidation +2 (+5), Persuasion +2 (+5))
Demigod Strength: Enhanced Trait 22 (Traits: Strength +11 (+13))
. . Even Stronger: Enhanced Strength 22 (Alternate; +22 STR; Limited to Lifting)
Godly Constitution
. . Immunity: Immunity 10 (Life Support; Limited - Half Effect)
. . Regeneration: Regeneration 3 (Every 3.33 rounds)
Impressive Weather in Background: Feature 1
Magical Helm and Chainmail: Protection 2 (+2 Toughness; Impervious [1 extra rank])
Spinning Hammer Flying: Flight 4+6 ([Stacking ranks: +6], Speed: 2000 miles/hour, 4 miles/round)
Magic Mjolnir: Variable 8 (Action: move; Limited: Restrainable, Limited: Only weather/hammer or travel powers)
. . Hammer Strike (Powers: Hammer Strike: Strength-based Damage 4)
. . . . Hammer Strike: Strength-based Damage 4 (DC 32, Advantages: Improved Critical 4; Affects Insubstantial 2: full rank, Multiattack [13 extra ranks])
. . Hammer Strike Flying (Powers: Flight Boost: Flight 6)
. . . . Flight Boost: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Stacks with: Spinning Hammer Flying: Flight 4+6)
Shield Array
. . Main Use
. . . . Defense: Enhanced Trait 4 (Traits: Parry +2 (+11), Dodge +2 (+11))
. . . . Shield Bash: Strength-based Damage 2 (DC 30; Accurate: +2)
. . Missile Intercept: Deflect 11 (Reach (ranged): 5 ft.; Reduced Range: close)
. . Playing it Close: Protection 2 (+2 Toughness; Impervious [3 extra ranks])

Power Settings
Hammer Strike (Powers: Hammer Strike: Strength-based Damage 4)
Hammer Strike Flying (Powers: Flight Boost: Flight 6)
Flung Hammer (Powers: Flung Hammer: Damage 16)
Flung Hammer Travel (Powers: Flight: Flight 15, Movement: Movement 2, Other Half: Immunity 10)
Haymaker Hammer Strike (Powers: Haymaker Hammer Strike: Strength-based Damage 10)
Lightning Barrage (Powers: Lightning Barrage: Cone Area Damage 13)
Lightning Strike (Powers: Lightning Stike: Damage 18)
Ricocheting Throw (Powers: Ricochet Throw: Shapeable Area Damage 13)
Simple Flung Hammer Travel (Powers: Flight Boost: Flight 6)
Spatial Teleport (Powers: Spun Portal: Teleport 13)
Teleport Attack (Powers: Teleport: Teleport Attack 12)
Unerring Attack (Powers: Unerring Throw: Damage 13)
Whirlwind Attack (Powers: Cyclone: Cylinder Area Move Object 13)

Equipment
CoJ Communicator COJ-049 2, Contribution to CoJ Bases and CoJ Vehicles (empty) 3

Offense
Initiative +8
Cyclone: Cylinder Area Move Object 13 (DC 28)
Flung Hammer: Damage 16, +10 (DC 31)
Grab, +9 (DC Spec 23)
Hammer Strike: Strength-based Damage 4, +9 (DC 32)
Haymaker Hammer Strike: Strength-based Damage 10, +3 (DC 38)
Lightning Barrage: Cone Area Damage 13 (DC 28)
Lightning Stike: Damage 18, +8 (DC 33)
Ricochet Throw: Shapeable Area Damage 13 (DC 28)
Shield Bash: Strength-based Damage 2, +11 (DC 30)
Teleport: Teleport Attack 12, +10 (DC Dog 22)
Throw, +5 (DC 28)
Unarmed, +13 (DC 28)
Unerring Throw: Damage 13 (DC 28)

Complications
Enemy: Dr. Albert Henderson is angry at Jones for claiming Mjolnir and wants the hammer for himself.
Relationships: Steve's older brother Lionel suffers from brain damage. As such, Steve is protective of Lionel and others who suffer from similar disabilities.
Secret Identiy / Power Loss: Steve Allen Jones, when not weilding Mjolnir, is powerless. He is STR 2, STA 2, AGL 2, FGT 4, AWE 2 and Initiative +6 in normal form.

Languages
English, German

Defense
Dodge 11/6, Parry 11/10, Fortitude 13, Toughness 15, Will 10/7

Power Points
Abilities 34 + Powers 164 + Advantages 10 + Skills 11 (22 ranks) + Defenses 6 = 225

Background Steve Allen Jones is a non-fiction writer who was working on a book that involved the fact that a hammer rumoured to be the fabled Mjolnir (along with the Járngreipr gauntlets) had been found in Iceland a few years prior. And he was visiting the Legion of Champions Museum, where the Champions of Justice had stored the artifact in their vault. (An archaeologist by the name of Albert Henderson had discovered the power of the hammer and gauntlets and proved slightly power mad.)

What Jones discovered was that he is apparently a direct decendent of the Erylusian who was known on Earth as Thor. Where Henderson had used the Járngreipr to become able to wield the powers of Mjolnir, Jones was radically transformed, channeling physical might and summoning armour and a shield, as well as being able to wield the hammer's power. He also found his personality altered, adopting traits associated with his Norse ancestors. He adopted the name "Taran" in this form, and became a super hero and a Champion of Justice.

Real Life Stuff Back in the early 2000s, I ran the story where Henderson, Stag (Longbow) Johnson, Augustus (Eidolon) Lucienne, and a few others found Mjolnir and Járngreipr, and Henderson ended up misusing them. And the artifacts became a background element we'd mention from time to time.

A decade or so later, the other Ken joined our gaming group. Ken is a massive Thor fan. He wanted to bring in a Thor-type. Well, since I already had introduced the hammer, it wasn't going to be difficult. Mostly it just required fitting it around the RCU's rules for gods.

By the by, in the pictures above, that's actually Taran and Steve standing next to each other in the one picture. Don't ask me how. It's like Billy and the Captain standing together in that one picture.

Watching Ken play is interesting. He tends to get a little frustrated sometimes because against a lot of Champion level threats, Taran isn't that overwhelming. Until he rolls in his critical range. Which often happens when he's trying a power attack. Which means, if he's using the hammer in melee combat, that he'll get 17 +5 for the Power Attack +5 for the Critical and usually +2 or +5 for the multiattack. That's 29 or 32 ranks of damage. That ends fights.

In a semi-recent case, the forces of Tartusuria were invading. Stuntman had instructed Colonel Victory to remove Gargantuan's helmet, knowing that the 65' giant used baffles in his helmet to help filter lights and sounds that might bother his oversized eyes and ears. Stuntman had tried using his sonic stunner on the giant. It was less effective than the last time Stuntman had tried it. Taran threw his hammer at the helmetless Gargantuan's head. No multiattack, but it was power attacked, and Ken rolled a crit: 27 damage. And I rolled a 1 on the Toughness check die. I ruled that the Armour's Protection didn't apply, since the helmet was missing. Gargantuan's head exploded. Andy had Stuntman vomit.

But overall, I have found that having a high Critical range is a good way to get that does-pretty-well-against-most-but-damn-when-he-cuts-loose feeling that the comic Thor often has.
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 (Taran, Chorus Girl, the Scarecrow)

Post by Jabroniville » Sat Nov 04, 2017 1:09 pm

I like the Married Couple Super-Team- not enough of those in comics, and something I myself should try doing for the Jabverse.

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

Re: Ken's Kache of Khracters (Taran, Chorus Girl, the Scarecrow)

Post by Ken » Sat Nov 04, 2017 1:20 pm

Jabroniville wrote:
Sat Nov 04, 2017 1:09 pm
I like the Married Couple Super-Team- not enough of those in comics, and something I myself should try doing for the Jabverse.
It helps that the players are engaged to be married. Curiously, they weren't when they first started playing the Tarkis.
Does a Winnie poo in the 100-acre wood?

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

Albert Henderson, the Formori

Post by Ken » Sun Nov 05, 2017 4:29 am

Image

Fomori - PL 11

Strength 9, Stamina 9, Agility 3, Dexterity 1/-3, Fighting 11, Intellect 3, Awareness 0, Presence 2

Advantages
Beginner's Luck, Close Attack 2, Connected, Favored Environment: Under Water, Holding Back, Languages 5, Quick Draw, Ritualist, Taunt

Skills
Deception 8 (+10), Expertise: Archaeology 7 (+10), Expertise: Magic 7 (+10), Insight 3 (+3), Intimidation 8 (+10), Investigation 1 (+4), Perception 3 (+3), Technology 1 (+4), Treatment 1 (+4), Vehicles 3 (+4)

Powers
Enchantment Under the Sea
. . Immunity 3 (Environmental Condition: Cold, Environmental Condition: High Pressure, Suffocation: Drowning)
. . Movement 1 (Environmental Adaptation: Aquatic)
. . Senses 2 (Darkvision)
. . Swimming 8 (Speed: 120 miles/hour, 1800 feet/round)
Fomoire Control: Summon 8 (Controlled, Horde, Mental Link, Multiple Minions 4: 16 minions, Sacrifice)
Non-Conductor: Immunity 10 (Common Descriptor: Electricity; Limited - Half Effect)
One Hand Clapping: Enhanced Trait 8 (Traits: Dexterity +4 (+1); Limited: Only with right hand; not with left, Permanent)
Stronger than he Looks: Power-lifting 3 (+3 STR for lifting)
Thick Skin: Protection 1 (+1 Toughness; Impervious [2 extra ranks])
Wants the Dagger: Enhanced Trait 1 (Advantages: Holding Back)

Offense
Initiative +3
Grab, +13 (DC Spec 19)
Throw, +1 (DC 24)
Unarmed, +13 (DC 24)

Complications
Disability: To trigger the transformation into Fomori, Henderson cut off his left hand with the mystic dagger.
Distinctive Features: Now, as Fomori, Henderson has greenish skin, his left wrist is a stump, and he wears minimal clothing. He tends to be noticed.
Hatred: Henderson hates Taran for gaining Mjolnir and even greater power than the bit Henderson had briefly. Henderson also hates Longbow, due to his involvment in two of Henderson's attempts to gain power.
Police Record: Fomori is wanted by local and federal law enforcement agencies.
Power Hungry: Albert Henderson's lust for items of power is what fueled his interest in archaeology in the first place.

Languages
Celtic, Choose any 8 languages, English, Greek, Hebrew, Norse, Phoenician, Russian, Spanish, Turkish

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

Power Points
Abilities 68 + Powers 130 + Advantages 13 + Skills 21 (42 ranks) + Defenses 23 = 255

(and the Un-Heldback version)

Fomori with Dagger - PL 15

Strength 13/9, Stamina 15/9, Agility 3, Dexterity 1/-3, Fighting 11, Intellect 3, Awareness 0, Presence 2

Advantages
Beginner's Luck, Close Attack 4, Connected, Favored Environment: Under Water, Holding Back, Languages 5, Quick Draw, Ritualist, Taunt

Skills
Deception 8 (+10), Expertise: Archaeology 7 (+10), Expertise: Magic 7 (+10), Insight 3 (+3), Intimidation 8 (+10), Investigation 1 (+4), Perception 3 (+3), Technology 1 (+4), Treatment 1 (+4), Vehicles 3 (+4)

Powers
Enchanted Dagger (Removable)
. . Dagger Blade: Strength-based Damage 2 (DC 30)
. . Enhanced Trait 24 (Traits: Strength +4 (+13), Stamina +6 (+15), Toughness +2 (+18), Close Attack 4 +2 (+4))
. . Swimming Boost: Swimming 2 (Speed: 2 miles/hour, 30 feet/round; Stacks with: Swimming 8+2)
Enchantment Under the Sea
. . Immunity 3 (Environmental Condition: Cold, Environmental Condition: High Pressure, Suffocation: Drowning)
. . Movement 1 (Environmental Adaptation: Aquatic)
. . Senses 2 (Darkvision)
. . Swimming 8+2 ([Stacking ranks: +2], Speed: 500 miles/hour, 1 mile/round)
Fomoire Control: Summon 8 (Controlled, Horde, Mental Link, Multiple Minions 7: 128 minions, Sacrifice; Custom 10: 3 Ranks of Multiple Minions are Removable (Dagger))
Non-Conductor: Immunity 10 (Common Descriptor: Electricity; Limited - Half Effect)
One Hand Clapping: Enhanced Trait 8 (Traits: Dexterity +4 (+1); Limited: Only with right hand; not with left, Permanent)
Stronger than he Looks: Power-lifting 3 (+3 STR for lifting)
Thick Skin: Protection 1 (+1 Toughness; Impervious [2 extra ranks])
Wants the Dagger: Enhanced Trait 1 (Advantages: Holding Back)

Offense
Initiative +3
Dagger Blade: Strength-based Damage 2, +15 (DC 30)
Grab, +15 (DC Spec 23)
Throw, +1 (DC 28)
Unarmed, +15 (DC 28)

Complications
Disability: To trigger the transformation into Fomori, Henderson cut off his left hand with the mystic dagger.
Distinctive Features: Now, as Fomori, Henderson has greenish skin, his left wrist is a stump, and he wears minimal clothing. He tends to be noticed.
Hatred: Henderson hates Taran for gaining Mjolnir and even greater power than the bit Henderson had briefly. Henderson also hates Longbow, due to his involvment in two of Henderson's attempts to gain power.
Police Record: Fomori is wanted by local and federal law enforcement agencies.
Power Hungry: Albert Henderson's lust for items of power is what fueled his interest in archaeology in the first place.

Languages
Celtic, Choose any 8 languages, English, Greek, Hebrew, Norse, Phoenician, Russian, Spanish, Turkish

Defense
Dodge 12, Parry 12, Fortitude 16, Toughness 18/16, Will 12

Power Points
Abilities 68 + Powers 190 + Advantages 13 + Skills 21 (42 ranks) + Defenses 23 = 315

Background Albert Henderson is a megalomaniac archaeologist. He was one of four archaeologists on the team who found the Erylusian artifacts Mjolnir and Járngreipr. He absconded with them, and used the weather controling powers of the hammer to become a menace. He was stopped by Eidolon and Longbow (who were two of the remaining three archaeologists), the hammer put in safekeeping, and Henderson faced charges in Reykjavik. He escaped custody.

Some time later, he came across an ancient dagger, in the Republic of Ireland, but of a Phoencian design. His studies into the occult helped him realise what it was. He performed the necassary ritual, and sacrificed his left hand. He became the awesomely powered, green-skinned, Formori. He marched his army of the Fomoire on Bermuda. He again encountered the Champiuons of Justice, including Taran, the new weilder of Mjolnir. Henderson instantly hated him, especially when he realised how much more power Taran weilded compared to what he had. Moreover, Longbow managed to get the Phoencian dagger away from him, and while he didn't return to his human state, he did find his might lessened, and he was quickly defeated.

He has recently been working with Derinus, an Erylusian trapped on Erylusia on the other side of the 'god dam'. Derinus has helped Henderson reclaim the dagger.

Real Workd Stuff Tim is an old friend. But sadly, the cooperative story-telling nature of gaming doesn't jibe well with Tim's psyche. A frustrated writer, he tends to know how things "ought to be" and ... well.. usually he was disappointed. And the give and take of fitting ideas into a pre-established universe rubbed him the wrong way. As such, he didn't last in the gaming group. And, like Andy, he's paranoid about hi stuff being on the web.

That said, Formori is an idea of his he gave to me, unfleshed out. He laid the basics out, and left the rest to me. And, well, I realised that I already had created, in albert Henderson, the ideal megalomaniac, power hungry, archaeologist. It worked out well.

And the minions...

Fomoire - PL 8

Strength 7, Stamina 7, Agility 0, Dexterity 0, Fighting 5, Intellect 0, Awareness 0, Presence 0

Skills
Close Combat: Unarmed 3 (+8), Close Combat: Weapon 1 (+6), Intimidation 8 (+8)

Powers
Aquatic Being
. . Immunity 3 (Environmental Condition: High Pressure, Environmental Condition: Cold, Suffocation: Under Water)
. . Movement 1 (Environmental Adaptation: Aquatic)
. . Senses 2 (Darkvision)
. . Swimming 8 (Speed: 120 miles/hour, 1800 feet/round)
Essentially Mindless: Immunity 30 (Will Effects)
Non-Conductor: Immunity 10 (Common Descriptor: Electricity; Limited - Half Effect)
Thick Skin: Protection 2 (+2 Toughness; Impervious [1 extra rank])
Weapon of Choice: Strength-based Damage 3 (Easily Removable, DC 25)

Offense
Initiative +0
Grab, +5 (DC Spec 17)
Throw, +0 (DC 22)
Unarmed, +8 (DC 22)
Weapon of Choice: Strength-based Damage 3, +6 (DC 25)

Complications
Disability: Generally, the fomoire are missing a hand, a foot, or an eye.
Zombie-like: The Fomoire have blueish or greenish skin, and essentially are zombies in nature.

Languages
Phoenician

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

Power Points
Abilities 38 + Powers 56 + Advantages 0 + Skills 6 (12 ranks) + Defenses 8 = 108
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 (Formori, Taran, Chorus Girl, the Scarecrow)

Post by Jabroniville » Sun Nov 05, 2017 8:16 am

Neat! As always, I love the backstory stuff, which gives a lot of "flavor" to background guys.

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

Fenian

Post by Ken » Sun Nov 05, 2017 1:41 pm

Image

Fenian - PL 12

Strength 13, Stamina 13, Agility 4, Dexterity 1, Fighting 9, Intellect 0, Awareness 2, Presence 4

Advantages
Accurate Attack, Agile Feint, All-out Attack, Assessment, Benefit, Cipher, Chokehold, Daze (Intimidation), Defensive Roll 2, Equipment 1, Fast Grab, Favored Environment: fighting in front of an audience, Great Endurance, Improved Critical 3: Thrown Spear: Strength-based Damage 1, Improved Critical 4: Spear: Strength-based Damage 2, Improved Defense, Improved Grab, Improved Hold, Instant Up, Interpose, Languages 2, Move-by Action, Power Attack, Prone Fighting, Taunt

Skills
Acrobatics 1 (+5), Athletics 3 (+16), Close Combat: Unarmed 2 (+11), Close Combat: Wrestling 2 (+11), Deception 4 (+8), Expertise: Pro Wrestler 2 (+2), Intimidation 5 (+11), Perception 3 (+5), Persuasion 1 (+5), Ranged Combat: Throw 9 (+10), Technology 2 (+2), Treatment 2 (+2), Vehicles 4 (+5)

Powers
Natural Largeness: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks; Permanent)
Gae Bulg (Removable)
. . Spear of Cúchulainn
. . . . Spear: Strength-based Damage 2 (DC 30, Advantages: Improved Critical 4; Penetrating 8, Reach (melee): 5 ft.)
. . . . Thrown Spear: Strength-based Damage 1 (DC 29, Advantages: Improved Critical 3; Increased Range: ranged [13 extra ranks], Penetrating 5)
. . . . Twirling to form Gate: Movement 3 (Dimensional 3: any dimension, 400 tons; Custom 2: Portal, Increased Mass 14; Concentration, Distracting)
Erylusian Healing: Regeneration 7 (Every 1.42 rounds)
Erylusian Recognition: Senses 2 (Detect: Erylusians (vision) 2: ranged)
Erylusian Strength: Enhanced Strength 1 (+1 STR; Limited to Lifting)
Erylusian Toughness: Immunity 11 (Aging, Life Support; Quirk: not 100% immune)
Erylusian Toughness: Protection 1 (+1 Toughness; Impervious [2 extra ranks])
Grow Even Larger
. . Growth 2 (Linked; +2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks)
. . Protection 1 (Linked; +1 Toughness)
Powerful Legs Array
. . 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)

Equipment
Enchanted transdimensional Commlink 2, to be determined 3

Offense
Initiative +4
Grab, +11 (DC Spec 23)
Spear: Strength-based Damage 2, +9 (DC 30)
Throw, +10 (DC 28)
Thrown Spear: Strength-based Damage 1, +10 (DC 29)
Unarmed, +11 (DC 28)

Complications
Fame: As Liam Donnelly, he was a famous professional wrestler.
Sizeism: He's 7' tall, 4' wide, and weighs 34 stone, without using his powers to double his height. This makes him easy to spot, and the world isn't designed with people his size in mind.

Languages
English, Erylusian, Irish Gaelic

Defense
Dodge 7, Parry 7, Fortitude 14, Toughness 17/15, Will 8

Power Points
Abilities 76 + Powers 63 + Advantages 24 + Skills 20 (40 ranks) + Defenses 12 = 195

Background It presently is unknown when the Erylusian known, on Earth, as Liam Donnely pierced the "god dam" and left Erylusia to come to Earth. He made his home in the Republic of Ireland, though he travelled internationally when he concealed his Erylusian might and became a professional wrestler. Eventually, he encountered the Champions of Justice, and he gave up his wrestling career and he became a super hero, calling himself Fenian. It was also discovered that he posesses Gae Bulg, the legendary Spear of Cúchulainn.

Living in Ireland, back before the Champions had Liberty Station, joining the Champions of Justice wasn't an option. He did however, join the ill-fated United Nations Earthforce. After that debacle, he joined Valiant's second super-team, becoming one of the New Pendragons. And when most of the New Pendragons moved to the otherly world realm of Mysteria, he went as well. Today he is some of the muscle of the Champions of Mysteria.

Real World Stuff Back in high school, Neil decided he wanted to add some characters to the universe I was maintaining then (the same world my version of la Chatte Noire was on [go back several pages]). One of the characters he and I concoted was called Titan. Basically, he was your basic brick who stood taller than normal. And he actually looked a lot like the picture above except the green parts were brown, there was no spear, and the lettered belt buckle was a "T".

A few years later, the RCU had begun, and Neil built Titan (in Champions, natch). However, Neil changed his name to Fianna and changed the belt. I don't know why. My only real guess is that Neil looked at the red hair in the pic and decided he looked Irish. But the truth was, while Neil built him, he never used him. Again, I don't know why it never occurred to try him in the CoJ when he got bored with Turbo.

A few more years after that, Security Guard Bob played with our Champions group exactly once. And the character he built was an Irish strongman who called himself "Cúchulainn", had been a profesisonal wrestler, and weilded Gae Bulg. And that's what I remembered of him because Security Guard Bob kept his character sheet, and soon we lost track of S.G.B. completely.

Then when I decided to create a rival heroic team I created the United Nations Earthforce. And I needed a lot of characters to fill out the membership. I got the Fianna sheet from Neil and used him. And then when the U.N.E. went tits up, those characters fell back into limbo.

Then Tim joined our gaming group, and as I said elsewhere, it wasn't a good fit. But Tim wanted to play an urban vigilante-type (of Irish heritage) named Fianna. To simplify matters, the earlier Fianna was retroactively re-christened Fenian. The concensus among the players who aren't Tim is that "Fenian" sounds more butch than "Fianna" anyway. Then again, this was also during Fiona Apple's 15 minutes of fame.

Later still, when Jim and I were cataloging the RCU to put it on the web, I took a long hard look at Fenian. I realised a few things. 1) Security Guard Bob's character was very minor and was never going to come back 2) There weren't so many known super heroes in the RCU Ireland that having two over sized strong men be both of them stretched credulity 3) Fenian, who never had an origin, would make a good Erylusian (as by then I'd invented them). So, I added the Erylusian origin, Gae Bulg, and the wrestling thing to Fenian, and made the retroactive decision that the character that Security Guard Bob played (if anyone besides me remembers it at all) was in fact Fenian.
Does a Winnie poo in the 100-acre wood?

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

Messenger I

Post by Ken » Mon Nov 06, 2017 3:44 pm

ImageImage

Messenger I while on Earth-K - PL 10

Strength 11/3, Stamina 10/2, Agility 7/3, Dexterity 5/1, Fighting 7/3, Intellect 1, Awareness 8/3, Presence 3

Advantages
Accurate Attack, All-out Attack, Beginner's Luck, Close Attack 2, Defensive Attack, Equipment 1, Improved Critical 2: Psychokinetic Punch, Improved Critical 2: Unarmed, Improved Defense, Improved Disarm, Improved Initiative, Improved Smash, Jack-of-all-trades, Move-by Action, Power Attack, Ranged Attack 2

Skills
Acrobatics 1 (+8), Expertise: Classic Literature 1 (+2), Expertise: Field Hockey 1 (+2), Expertise: History 1 (+2), Expertise: Teaching 1 (+2), Intimidation 1 (+4), Sleight of Hand 1 (+6), Stealth 1 (+8)

Powers
Crystal Shard (Removable)
. . Mental Power Array
. . . . Assorted Powers: Variable 3 (Action: move)
. . . . Brain Blast: Damage 6 (DC 21; Alternate Resistance: Will, Increased Range 2: perception)
. . . . Enhanced Flight
. . . . . . Flight Boost: Flight 4+4 ([Stacking ranks: +4], Speed: 500 miles/hour, 1 mile/round; Stacks with: Flight of the Messenger: Flight 4+4)
. . . . Psychoillusion Area: Illusion 8 (Affects: Three Sense Types - Sight and Sound, Area: 250 cft., DC 18; Selective; Resistible: Will)
. . . . Psychoillusions: Illusion 10 (Affects: Four Sense Types, Area: 1000 cft., DC 20; Limited to One Subject, Resistible: Will)
. . . . Psychokinetic Punch: Blast 11 (DC 26; Accurate: +2)
. . . . Psychokinisis Area: Burst Area Move Object 6 (3200 lbs.; Burst Area: 30 feet radius sphere, DC 16, Selective)
. . . . Psychokinisis: Move Object 8 (6 tons; Increased Range: perception)
. . . . Telepathy: Cumulative Mind Reading 8 (DC 18; Cumulative)
Deftness of the Messenger
. . Enhanced Agility 4 (+4 AGL; Quirk: Shard issue)
. . Enhanced Awareness 5 (+5 AWE; Quirk: Shard issue)
. . Enhanced Dexterity 4 (+4 DEX; Quirk: Shard issue)
. . Enhanced Fighting 4 (+4 FGT; Quirk: Shard issue)
. . Enhanced Trait 4 (Advantages: Close Attack 2, Ranged Attack 2; Quirk: Shard issue)
Flight of the Messenger: Flight 4+4 ([Stacking ranks: +4], Speed: 500 miles/hour, 1 mile/round; Stacks with: Flight Boost: Flight 4+4; Quirk: Shard Issue)
Resilience of the Messenger
. . Immunity 11 (Aging, Life Support; Quirk: Shard issue)
. . Protection 2 (+2 Toughness; Impervious [7 extra ranks]; Quirk: shard issue)
Sight Beyond Sight: Senses 6 (Extended: Vision 2: x100, Penetrates Concealment: Vision; Quirk: Shard issue)
Strength of the Messenger
. . Enhanced Stamina 8 (+8 STA; Quirk: Shard issue)
. . Enhanced Strength 8 (+8 STR; Quirk: Shard issue)
. . . . Power-lifting 12 (Alternate; +12 STR for lifting)

Power Settings
Cloak of Invisibility (Powers: Concealment 7)
Speak with Anyone Anywhere (Powers: Comprehend 3, Telepathy: Mental Communication 2)
Uber-Telepthay (Powers: Mental Communication 3)

Equipment
Crystal Shard 1, Force d'Orleans communicator 1

Offense
Initiative +11
Brain Blast: Damage 6 (DC Will 21)
Grab, +9 (DC Spec 21)
Psychokinetic Punch: Blast 11, +9 (DC 26)
Psychokinisis Area: Burst Area Move Object 6 (DC 16)
Psychokinisis: Move Object 8 (DC 18)
Telepathy: Cumulative Mind Reading 8 (DC Will 18)
Throw, +7 (DC 26)
Unarmed, +9 (DC 26)

Complications
Disability: Messenger is a recovering amnesiac.
Vulnerability: Due to the attributes of the meteorite pendant, gold has an increased effectiveness on Messenger. Gold-coated weapons get +5 to the effect.
What Does His Name Mean?: The Message isn't a soundbite, it's a lifesytle.

Languages
English

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

Power Points
Abilities 38 + Powers 122 + Advantages 16 + Skills 4 (8 ranks) + Defenses 4 = 184

Messenger I while on Earth-M (his native Earth) - PL 14

Strength 14/3, Stamina 16/3, Agility 8/3, Dexterity 5/1, Fighting 8/3, Intellect 6, Awareness 10/5, Presence 4

Advantages
Accurate Attack, All-out Attack, Assessment, Beginner's Luck, Close Attack 3, Connected, Contacts, Daze (Intimidation), Defensive Attack, Equipment 1, Fascinate (Intimidation), Improved Critical 2: Unarmed, Improved Critical 3: Psychokinetic Punch, Improved Defense, Improved Disarm, Improved Initiative 2, Improved Smash, Inventor, Jack-of-all-trades, Leadership, Move-by Action, Power Attack, Ranged Attack 2, Teamwork, Well-informed

Skills
Acrobatics 1 (+9), Athletics 3 (+17), Close Combat: Unarmed 3 (+11), Deception 6 (+10), Expertise: Classic Literature 4 (+10), Expertise: Field Hockey 1 (+7), Expertise: History 4 (+10), Expertise: Science 2 (+8), Expertise: Teaching 2 (+8), Intimidation 11 (+15), Investigation 3 (+9), Persuasion 6 (+10), Sleight of Hand 1 (+6), Stealth 1 (+9), Technology 4 (+10)

Powers
Crystal Shard (Removable)
. . Mental Power Array
. . . . Assorted Powers: Variable 4 (Action 2: free)
. . . . Brain Blast: Damage 10 (DC 25; Alternate Resistance: Will, Increased Range 2: perception)
. . . . Enhanced Flight
. . . . . . Flight Boost: Flight 16+4 ([Stacking ranks: +4], Speed: 2 million miles/hour, 4000 miles/round; Stacks with: Flight of the Messenger: Flight 4+16)
. . . . . . Space Flight: Movement 3 (Environmental Adaptation: Zero G, Space Travel 2: other solar systems)
. . . . Psychoillusion Area: Illusion 13 (Affects: Three Sense Types - Sight, Smell and Sound, Area: 8000 cft., DC 23; Selective; Resistible: Will)
. . . . Psychoillusions: Illusion 14 (Affects: Four Sense Types, Area: 15000 cft., DC 24; Limited to One Subject, Resistible: Will)
. . . . Psychokinetic Punch: Blast 15 (DC 30; Accurate 3: +6)
. . . . Psychokinisis Area: Burst Area Move Object 10 (25 tons; Burst Area: 30 feet radius sphere, DC 20, Selective)
. . . . Psychokinisis: Move Object 13 (200 tons; Increased Range: perception)
. . . . Telepathy: Cumulative Mind Reading 13 (DC 23; Cumulative)
Deftness of the Messenger
. . Enhanced Agility 5 (+5 AGL; Quirk: Shard issue)
. . Enhanced Awareness 5 (+5 AWE; Quirk: Shard issue)
. . Enhanced Dexterity 4 (+4 DEX; Quirk: Shard issue)
. . Enhanced Fighting 5 (+5 FGT; Quirk: Shard issue)
. . Enhanced Trait 5 (Advantages: Close Attack 3, Ranged Attack 2; Quirk: Shard issue)
Flight of the Messenger: Flight 4+16 ([Stacking ranks: +16], Speed: 2 million miles/hour, 4000 miles/round; Stacks with: Flight Boost: Flight 16+4; Quirk: Shard Issue)
Resilience of the Messenger
. . Immunity 11 (Aging, Life Support; Quirk: Shard issue)
. . Protection 2 (+2 Toughness; Impervious [9 extra ranks]; Quirk: shard issue)
Sight Beyond Sight: Senses 6 (Extended: Vision 2: x100, Penetrates Concealment: Vision; Quirk: Shard issue)
Strength of the Messenger
. . Enhanced Stamina 13 (+13 STA; Quirk: Shard issue)
. . Enhanced Strength 11 (+11 STR; Quirk: Shard issue)
. . . . Power-Lifting: Enhanced Strength 21 (Alternate; +21 STR; Limited to Lifting)

Power Settings
Cloak of Psychoinvisibility (Powers: Concealment 10)
Dimensional Travel (Powers: Movement 3)
Speak with Anyone Anywhere (Powers: Comprehend 6, Telepathy: Mental Communication 2)
Uber-Telepthay (Powers: Mental Communication 5)

Equipment
Crystal Shard 1

Offense
Initiative +16
Brain Blast: Damage 10 (DC Will 25)
Grab, +11 (DC Spec 24)
Psychokinetic Punch: Blast 15, +13 (DC 30)
Psychokinisis Area: Burst Area Move Object 10 (DC 20)
Psychokinisis: Move Object 13 (DC 23)
Telepathy: Cumulative Mind Reading 13 (DC Will 23)
Throw, +7 (DC 29)
Unarmed, +14 (DC 29)

Complications
Vulnerability: Due to the attributes of the meteorite pendant, gold has an increased effectiveness on Messenger. Gold-coated weapons get +5 to the effect.
What Does His Name Mean?: The Message isn't a soundbite, it's a lifesytle

Languages
English

Defense
Dodge 10, Parry 10, Fortitude 16, Toughness 18, Will 12

Power Points
Abilities 56 + Powers 157 + Advantages 27 + Skills 26 (52 ranks) + Defenses 6 = 272


Background Messenger is the premiere hero of a parallel world, the one known as Earth-M (at least to the people on Earth-K who are aware of parallel worlds). A battle with an enemy known as Gladiator somehow left both of them on Earth-K (the primary earth of the RC Universe). And the Messenger found himself with amnesia. His powers were lessened, but due to the amnesia he wasn't fully aware of that. And living in New Orleans on his own Earth, he arrived in a much different New Orleans on Earth-K. And despite the amnesia, he remained true to his calling as a super hero.

Messenger's powers come from a strange meteorite that had crashed on Earth, Earth-M. Messenger keeps a sliver of that meteorite, as a pendant, as a kind of receiver, so his powers don't fade. However, the link between the meteorite and sliver wasn't as strong while it was piercing the barrier between Earths.

Messenger helped found a super team, Force d'Oreleans. And, over time, as he regained his memory, he started trying to establish a semblence of his old life and secret identity, as Professor Jon Blake. What he hadn't realised is that there was a doppelganger of himself, a Professor Jonathan Blake, already living on Earth-K. And, eventually, this non-powered twin came to New Orleans to discover who was trying to steal his identity; he wasn't expecting to find a super-powered copy of himself from another universe. And Messenger was similarly surprised.

This led Force d'Orleans to use the contacts within the parahuman community they had made during the months they'd been together to contact Dr. Tesseract. After interviewing the Earth-M John Blake about his Earth, Dr. Tesseract had enough information to begin searching for the Messenger's home. After several hours he found it, however, his equipment lacked the energy to actually send someone across the void to that Earth. Messenger volunteered his own pendent to be used as a power source, realising that once he was home, he could cut off another sliver and replace it. And he asked the Earth-K Jonathan Blake to take the pendant afterwards, and become a super hero. He didn't want to deprive Earth-K of having a Messenger just because he was leaving. And he went home. (to be continued...)
Last edited by Ken on Mon Nov 06, 2017 3:45 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

Messenger II

Post by Ken » Mon Nov 06, 2017 3:45 pm

Image

Messenger II - PL 12

Strength 12/1, Stamina 14/1, Agility 6/1, Dexterity 4/0, Fighting 7/2, Intellect 4, Awareness 7/2, Presence 2

Advantages
Beginner's Luck, Close Attack 3, Equipment 1, Jack-of-all-trades, Power Attack, Ranged Attack 2

Skills
Acrobatics 1 (+7), Close Combat: Unarmed 2 (+9), Expertise: Classic Literature 1 (+5), Expertise: Field Hockey 1 (+5), Expertise: History 1 (+5), Expertise: Teaching 1 (+5), Intimidation 1 (+3)

Powers
Crystal Shard (Removable)
. . Mental Power Array
. . . . Assorted Powers: Variable 4 (Action 2: free)
. . . . Brain Blast: Damage 9 (DC 24; Alternate Resistance: Will, Increased Range 2: perception)
. . . . Enhanced Flight
. . . . . . Flight Boost: Flight 15+4 ([Stacking ranks: +4], Speed: 1 million miles/hour, 2000 miles/round; Stacks with: Flight of the Messenger: Flight 4+15)
. . . . . . Space Flight: Movement 3 (Environmental Adaptation: Zero G, Space Travel 2: other solar systems)
. . . . Psychoillusion Area: Illusion 12 (Affects: Three Sense Types - Sight, Smell and Sound, Area: 4000 cft., DC 22; Selective; Resistible: Will)
. . . . Psychoillusions: Illusion 12 (Affects: Four Sense Types, Area: 4000 cft., DC 22; Limited to One Subject, Resistible: Will)
. . . . Psychokinetic Punch: Blast 14 (DC 29; Accurate 2: +4)
. . . . Psychokinisis Area: Burst Area Move Object 9 (12 tons; Burst Area: 30 feet radius sphere, DC 19, Selective)
. . . . Psychokinisis: Move Object 12 (100 tons; Increased Range: perception)
. . . . Telepathy: Cumulative Mind Reading 12 (DC 22; Cumulative)
Deftness of the Messenger
. . Enhanced Agility 5 (+5 AGL; Quirk: Shard issue)
. . Enhanced Awareness 5 (+5 AWE; Quirk: Shard issue)
. . Enhanced Dexterity 4 (+4 DEX; Quirk: Shard issue)
. . Enhanced Fighting 5 (+5 FGT; Quirk: Shard issue)
. . Enhanced Trait 5 (Advantages: Close Attack 3, Ranged Attack 2; Quirk: Shard issue)
Flight of the Messenger: Flight 4+15 ([Stacking ranks: +15], Speed: 1 million miles/hour, 2000 miles/round; Stacks with: Flight Boost: Flight 15+4; Quirk: Shard Issue)
Resilience of the Messenger
. . Immunity 11 (Aging, Life Support; Quirk: Shard issue)
. . Protection 2 (+2 Toughness; Impervious [9 extra ranks]; Quirk: shard issue)
Sight Beyond Sight: Senses 6 (Extended: Vision 2: x100, Penetrates Concealment: Vision; Quirk: Shard issue)
Strength of the Messenger
. . Enhanced Stamina 13 (+13 STA; Quirk: Shard issue)
. . Enhanced Strength 11 (+11 STR; Quirk: Shard issue)
. . . . Power-Lifting: Enhanced Strength 21 (Alternate; +21 STR; Limited to Lifting)

Power Settings
Cloak of Psychoinvisibility (Powers: Concealment 10)
Dimensional Travel (Powers: Movement 3)
Speak with Anyone Anywhere (Powers: Comprehend 6, Telepathy: Mental Communication 2)
Uber-Telepthay (Powers: Mental Communication 5)

Equipment
CoJ Bases 1, CoJ Vehicles 1, COJ-140 Honorary Communicator 2, Crystal Shard 1

Offense
Initiative +6
Brain Blast: Damage 9 (DC Will 24)
Grab, +10 (DC Spec 22)
Psychokinetic Punch: Blast 14, +10 (DC 29)
Psychokinisis Area: Burst Area Move Object 9 (DC 19)
Psychokinisis: Move Object 12 (DC 22)
Telepathy: Cumulative Mind Reading 12 (DC Will 22)
Throw, +6 (DC 27)
Unarmed, +12 (DC 27)

Complications
Mistaken Identity: On Earth, Messenger is often confused for the first Messenger who returned to his home dimension. This includes being assumed to be arrogant and being pursued by any powerful enemies the original made.
Vulnerability: Due to the attributes of the meteorite pendant, gold has an increased effectiveness on Messenger. Gold-coated weapons get +5 to the effect.
What Does His Name Mean?: The Message isn't a soundbite, it's a lifesytle

Languages
English

Defense
Dodge 8, Parry 8, Fortitude 14, Toughness 16, Will 8

Power Points
Abilities 26 + Powers 154 + Advantages 4 + Skills 4 (8 ranks) + Defenses 4 = 192

Background (Continued from Messenger I) Jonathan Blake did as his doppleganger asked, after quickly making some modifications to the uniform. (No one had realised that the U.S. flag on Earth-M is red, white, and green.) As Messenger II, he discovered that the sliver pendent actually worked better for him than it had for his double, at least while his double was on Earth-K. It is not known if this is because Jonathan is native to the universe he resides in, or if his double actually somehow reinforced the "signal" once he got home. He met the Champions of Justice, and became an honorary member. He also discovered that while the meteorite pendant gave him great powers, it didn't provide any of his counterpart's experience. Not ready to become a 'world-protector' he mostly just patrolled his home in Candleton, KY.

He was, however, tapped to help when the CoJ were called upon for massive emergency relief in the other-worldly realm of Mysteria. Evil forces were sinking the continent of Dulling Mire, so there were thousands of people and other sentients that needed rescuing, as well as shielding the other continents from the resulting tsunamis. While there, he met Kamila Wolfe, the Silver Sorceress, who had moved to Mysteria with Dragon and la Lyonne Noire, and had acted first as a midwife, then as a nanny for them. And for Jonathan and Kamilla it was love at first sight. Messenger II immediatly said good-bye to Earth and moved to Mysteria.

(Cosmologically speaking, Mysteria is still a part of the Earth-K universe, despite being in another, non-parallel realm.)

Real World stuff Jim had started gaming with a number of people from his church. One of them, Luke, really wanted to play a psychic Supermanalogue. The problem was that Jim tended to run more 'Batman and the Outsiders' level. Not street level, but not cosmic level either. So making the Messenger fit was tough. The whole amnesia-and-depleted-powers thing were a way to have something that resembled Luke's idea, and for Luke to say "but back home he's ________________________."

Now, really, Messenger, in therory was more of a "CoJ level" character idea, but Jim not withstanding there wasn't a lot of overlap between Jim's Church Gaming Group and the Ken-Jim-Neil-etc. group. It was tried early on, but there were problems, mostly from having the Messenger and Captain Miracle in the same group, and I already had wanting to pull Miracle.

It could also be said that Luke's roleplaying wasn't that strong. And truth be told, Supermanalogues aren't easy to play. You see, playing someone with Superman-type powers isn't hard. Any game system meant for playing super heroes should do that. But role-playing the role model aspects, the truth, justice, and the American way stuff, without slipping into arrogance or pettyness. That's tough. That said, the amnesia was used to explain when the Messenger slipped into arrogance and pettiness.

Well, attrition hit Jim's church gaming group. And, after a few years, the group was dwindling. Jim asked me, just me, to play with that group to bolster numbers. And reluctant, then-under-powered Ham Mulligan quickly started out-performing his new, more experienced teammates. And soon after that Luke gave up gaming. Whether it was because of my participation or just the same attrition process, I don't know. Clearly it was time for the Messenger to return home.

And then Jim and I had the "what about Earth-K's John Blake?" idea. And from there grew the Messenger would want to leave a Messenger behind, and the build for Messenger II.

And, with Luke's departure, what had been the "Jim's Church group" was so small that integration with the Ken-Jim-Neil-etc. group became a necessity. And Eric G. did briefly, and he ended up using Messenger II in the CoJ briefly. But soon Eric G. gave up gaming as well, so Messenger II ended up not staying. And eventually I wrote Messenger II out.

Curiously, Luke named his character "the Messenger" but he could never tell us what "the Message" was.

Now, sermons have themes, the ideas that the minister is trying to convey, the message of the sermon. And in some churches, the idea of "the sermon's message" has led to people conflating "sermon" and "message". (I'm Catholic, we have homilies). Now, as I said, this was a church group. Luke clearly was thinking that the mesage was some kind of Christian idea. But he could never articulate it. I was the one who came up with the notion of "the Message isn't a soundbite, it's a lifestyle."
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 (Messengers, Fenian, Formori, Taran)

Post by Jabroniville » Fri Nov 10, 2017 8:52 am

Agh, I need to quit checking this thread at work, because I always forget to respond when I get home :?.

I did the real-life backstory of The Messengers. Especially the part about how tough "Supermanalogues" are to play. His "Ultra-moral" viewpoint can easily go awry in the wrong hands- it was probably easier to do in the sillier stories of the Silver Age (or stories where Superman deliberately acted like a douche to keep his secret identity).

I like how the "Church Game" dwindled after lasting ten times longer than most real-world campaigns :).

heh- "God Dam".

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

Re: Ken's Kache of Khracters (Messengers, Fenian, Formori, Taran)

Post by Ken » Fri Nov 10, 2017 1:46 pm

Jabroniville wrote:
Fri Nov 10, 2017 8:52 am
I like how the "Church Game" dwindled after lasting ten times longer than most real-world campaigns :).
Most campaigns only last 3 or 4 months?
Jabroniville wrote:
Fri Nov 10, 2017 8:52 am
I did the real-life backstory of The Messengers. Especially the part about how tough "Supermanalogues" are to play. His "Ultra-moral" viewpoint can easily go awry in the wrong hands- it was probably easier to do in the sillier stories of the Silver Age (or stories where Superman deliberately acted like a douche to keep his secret identity).
Possibly. Never really tried that route. In Luke's case it was more of "I'm the most powerful member of the team, so I should get the master bedroom in our mansion headquarters."
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 (Messengers, Fenian, Formori, Taran)

Post by Jabroniville » Fri Nov 10, 2017 11:01 pm

I'd be lucky if any of my campaigns outlast a month, and I know plenty of people with the same experiences :).

There's a HANDFUL of campaigns I've heard of that lasted for years, but they're few and far between.

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

Wheel of Fortune and Roulette

Post by Ken » Sat Nov 11, 2017 5:07 pm

Image

Wheel of Fortune - PL 11

Strength 4, Stamina 4, Agility 5, Dexterity 2, Fighting 8, Intellect 7, Awareness 3, Presence 2

Advantages
Accurate Attack, All-out Attack, Assessment, Benefit: Champion of Justice, Close Attack 3, Connected, Contacts, Defensive Attack, Defensive Roll 3, Equipment 4, Evasion, Extraordinary Effort, Fast Grab, Grabbing Finesse, Hide in Plain Sight, Improved Defense, Improved Grab, Improved Grab, Improved Hold, Improved Initiative, Instant Up, Inventor, Power Attack, Precise Attack (Close, Cover), Precise Attack (Ranged, Cover), Ranged Attack 4, Skill Mastery: Expertise: Security Systems, Teamwork, Ultimate Effort: Security Systems

Skills
Acrobatics 5 (+10), Athletics 6 (+10), Close Combat: Unarmed 5 (+13), Deception 7 (+9), Expertise: American Cities 1 (+8), Expertise: Mechanics 1 (+8), Expertise: Security Systems 8 (+15), Insight 5 (+8), Intimidation 6 (+8), Investigation 1 (+8), Perception 5 (+8), Persuasion 7 (+9), Sleight of Hand 3 (+5), Stealth 5 (+10), Technology 1 (+8), Vehicles 4 (+6)

Powers
Fortune Pool: Variable 10 (Limited: Powers change when asleep or unconscious, Limited: No control over what powers will be, Slow)
Martial Arts Skill (Multiattack)
Protective Uniform: Impervious Toughness 5
Reels of Fortune
. . Rope: Movement 4 ([0 active, 0/8 PP, 2/r], Safe Fall, Swinging, Wall-crawling 2: full speed)
. . Wrap-Up
. . . . 2 Reels: Extra Limbs 2 ([0 active, 0/8 PP, 2/r], 2 extra limbs, Advantages: Improved Grab; Projection)
. . . . Elongation 5 ([0 active, 0/8 PP, 1/r-1]; Quirk: Extra limb only)

Power Settings
Aquatic Powers (Powers: Breaching: Leaping 4, Enhanced Strength 2, Immunity 20, Immunity 3, Impervious Toughness 2, Movement 1, Senses 3, Swimming 9, Underwater Punch: Strength-based Damage 2, Strength +3 (+7), Stamina +3 (+7), Fortitude +1 (+7), Perception +2 (+10), Parry -1 (+12), Dodge -1 (+12), Close Attack 3 -1 (+2))
Brickishness (Powers: Immunity 10, Impervious Toughness 8, Leaping 10, Power-Lifting: Enhanced Strength 6, Strength +6 (+10), Stamina +6 (+10), Parry -5 (+8), Dodge -5 (+8), Close Combat -2 (+11), Defensive Roll 3 -3 (+0), Close Attack 3 -2 (+1), Toughness +4 (+11), Ranged Combat +6 (+8))
Flying Blaster (Powers: Blast: Damage 12, Flight 8, Force Field: Protection 2)
Giant Form (Powers: Big Show: Growth 8, Even Bigger: Growth 4, Invulnerability: Impervious Toughness 10, Leaping 8, Power-Lifting: Enhanced Strength 6, Close Combat -4 (+9), Toughness +2 (+9), Close Attack 3 -2 (+1), Defensive Roll 3 -2 (+1), Ranged Combat +4 (+6))
Mentatic Powers (Powers: Mental Telepathy, Force Field: Protection 2, Will +6 (+14))
. Mental Telepathy
. . . . . . Comprehend 2 (Languages - Understand All, Languages - You're Understood)
. . . . . . Mental Area Communication 3 (Area)
. . . . . . Mind Reading 10 (DC 20; Insidious)
. Mental Blast: Perception Area Damage 1 (Alternate; DC 16; Alternate Resistance: Will, Perception Area: DC 11 - Sight, Selective)
. Mind Control: Cumulative Affliction 10 (Alternate; 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Cumulative, Increased Range 2: perception)
. Force Field: Protection 2 (+2 Toughness; Sustained)
Speedster (Powers: Quickness 7, Regeneration 2, Running: Speed 12, Speed Punch: Strength-based Damage 1, Whirlwind: Cylinder Area Damage 10, Dodge +2 (+15), Parry +2 (+15), Close Attack 3 -1 (+2), Advantages: Improved Initiative 3)
Tiny Form (Powers: Shrinking 12, Defensive Roll 3 -2 (+1), Dodge -2 (+11), Parry -2 (+11), Close Attack 3 +2 (+5), Advantages: Improved Critical 4)
Weather Control (Powers: Environment Control: Variable 5, Wind Riding: Flight 6, Wind Screen: Enhanced Trait 4, Ranged Attack 4 +2 (+6), Advantages: Improvisation 4)

Equipment
CoJ Communicator COJ-012 2, Contributions to CoJ stuff 3, Fortune Cycle

Offense
Initiative +9
Mental Blast: Perception Area Damage 1 (DC Will 16)
Mind Control: Cumulative Affliction 10 (DC Will 20)
Blast: Damage 12, +10 (DC 27)
Grab, +11 (DC Spec 12)
Lightning: Damage 12, +8 (DC 27)
Mind Reading 10 (DC Will 20)
Speed Punch: Strength-based Damage 1, +18 (DC 20)
Throw, +6 (DC 19)
Tornado: Cylinder Area Damage 8 (DC 23)
Unarmed, +16 (DC 19)
Underwater Punch: Strength-based Damage 2, +14 (DC 21)
Whirlwind: Cylinder Area Damage 10 (DC 25)
Wind Control: Move Object 6, +14 (DC 21)

Complications
Relationships: John is in love with his partner and fiancée, Louise Munson. He also takes care of his business partner, Mike Ide.
Social Limitations: John's abilities are odd enough that he sometimes gets made fun of for it. He does not like it and will often be offended by it. When he's slighted, he is slow to forgive.
Vulnerability: Poisons and Gas attacks get a +5 effect against Wheel of Fortune.

Languages
English

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

Power Points
Abilities 70 + Powers 60 + Advantages 38 + Skills 35 (70 ranks) + Defenses 20 = 223

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

Fortune Cycle - PL 11

Strength 1, Defense 0, Toughness 8, Size Medium

Features:
Alarm 1, Navigation System 1

Powers
Speed 6 (Speed: 120 miles/hour, 1800 feet/round)

Power Points
Abilities 1 + Powers 6 + Advantages 0 + Features 2 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 12

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

Image

Roulette (fka Ms. Fortune & Lucky II) - PL 10

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

Advantages
Accurate Attack, All-out Attack, Beginner's Luck, Benefit: Champion of Justice, Close Attack 2, Connected, Defensive Attack, Defensive Roll 2, Equipment 4, Evasion, Improved Defense, Improved Grab, Improved Initiative, Power Attack, Ranged Attack 6, Teamwork

Skills
Acrobatics 6 (+10), Athletics 7 (+10), Close Combat: Unarmed 5 (+11), Deception 8 (+10), Expertise: Business 7 (+10), Expertise: Mechanics 7 (+10), Expertise: Security Systems 7 (+10), Insight 1 (+4), Intimidation 2 (+4), Investigation 1 (+4), Perception 1 (+4), Persuasion 8 (+10), Ranged Combat: Throw 2 (+4), Sleight of Hand 2 (+4), Stealth 4 (+8), Technology 3 (+6), Vehicles 5 (+15/+7)

Powers
Expert Driver: Enhanced Trait 4 (Traits: Vehicles +8 (+15); Limited: Land Vehicles Only)
Fortune Pool: Variable 10 (Limited: Powers change when asleep or unconscious, Limited: No control over what powers will be, Slow)
Protective Uniform: Impervious Toughness 5
Reels of Fortune
. . Rope: Movement 4 ([0 active, 5/8 PP, 2/r], Safe Fall, Swinging, Wall-crawling 2: full speed)
. . Wrap-Up
. . . . 2 Reels: Extra Limbs 2 ([2 active, 5/8 PP, 2/r], 2 extra limbs, Advantages: Improved Grab; Projection)
. . . . Elongation 5 ([2 active, 5/8 PP, 1/r-1], Elongation: 30 feet, +2 to grab; Quirk: Extra Limbs only)

Power Settings
Aquatic Powers (Powers: Breaching: Leaping 4, Enhanced Strength 1, Immunity 20, Immunity 3, Impervious Toughness 2, Movement 1, Senses 3, Swimming 9, Underwater Punch: Strength-based Damage 2, Strength +4 (+7), Stamina +4 (+7), Fighting -1 (+5), Dodge -1 (+10), Perception +2 (+6), Toughness +1 (+6))
Brickishness (Powers: Immunity 10, Impervious Toughness 8, Leaping 10, Power-Lifting: Enhanced Strength 6, Strength +6 (+9), Stamina +6 (+9), Dodge -4 (+7), Parry -4 (+7), Close Combat -2 (+9), Defensive Roll 2 -3 (-1), Toughness +4 (+9), Close Attack 2 -1 (+1), Ranged Combat +2 (+6))
Flying Blaster (Powers: Blast: Damage 12, Flight 8, Force Field: Protection 4)
Giant Form (Powers: Big Show: Growth 8, Even Bigger: Growth 4, Invulnerability: Impervious Toughness 10, Leaping 8, Power-Lifting: Enhanced Strength 6, Close Combat -3 (+8), Fortitude -1 (+4), Dodge +1 (+12), Parry +1 (+12), Toughness +2 (+7), Close Attack 2 -1 (+1), Defensive Roll 2 -1 (+1), Ranged Attack 6 -2 (+4), Ranged Combat +1 (+5))
Mentatic Powers (Powers: Mental Telepathy, Force Field: Protection 4, Will +4 (+12))
. Mental Telepathy
. . . . . . Comprehend 2 (Languages - Understand All, Languages - You're Understood)
. . . . . . Mental Area Communication 3 (Area)
. . . . . . Mind Reading 10 (DC 20; Insidious)
. Mental Blast: Perception Area Damage 1 (Alternate; DC 16; Alternate Resistance: Will, Perception Area: DC 11 - Sight, Selective)
. Mind Control: Cumulative Affliction 10 (Alternate; 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Cumulative, Increased Range 2: perception)
. Force Field: Protection 4 (+4 Toughness; Sustained)
Superspeed (Powers: Quickness 7, Regeneration 2, Running: Speed 12, Speed Punch: Strength-based Damage 1, Whirlwind: Cylinder Area Damage 9, Dodge +2 (+13), Parry +2 (+13), Defensive Roll 2 +2 (+4), Advantages: Improved Initiative 3)
Tiny Form (Powers: Shrinking 12, Dodge -2 (+9), Parry -2 (+9), Close Attack 2 +4 (+6), Advantages: Improved Critical 2)
Weather Control (Powers: Envioronment Control: Variable 5, Wind Riding: Flight 6, Wind Screen: Enhanced Trait 4, Defensive Roll 2 +2 (+4), Advantages: Improvisation 4)

Equipment
CoJ Communicator COJ-018 2, Contributions to CoJ stuff 3, Roulette's Wheels

Offense
Initiative +8
Mental Blast: Perception Area Damage 10 (DC Will 25)
Mind Control: Cumulative Affliction 10 (DC Will 20)
Blast: Damage 12, +8 (DC 27)
Grab, +10 (DC Spec 13)
Lightning: Damage 12, +8 (DC 27)
Mind Reading 10 (DC Will 20)
Speed Punch: Strength-based Damage 1, +15 (DC 19)
Throw, +10 (DC 18)
Tornado: Cylinder Area Damage 8 (DC 23)
Unarmed, +13 (DC 18)
Underwater Punch: Strength-based Damage 2, +11 (DC 20)
Whirlwind: Cylinder Area Damage 9 (DC 24)
Wind Control: Move Object 6, +14 (DC 21)

Complications
Relationship: Louise is in love with her fiancé and partner, John Ernest.
Thrill-Seeker: Louise is always looking for the rush of adventure.
Vulnerability: Poisons and Gas attacks get a +5 effect against Roulette.

Languages
English

Defense
Dodge 11, Parry 11, Fortitude 5, Toughness 5/3, Will 8

Power Points
Abilities 52 + Powers 58 + Advantages 25 + Skills 38 (76 ranks) + Defenses 19 = 192

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

Roulette's Wheels - PL 10

Strength 1, Defense 0, Toughness 8, Size Medium

Features:
Alarm 1, Navigation System 1

Powers
Speed 6 (Speed: 120 miles/hour, 1800 feet/round)

Power Points
Abilities 1 + Powers 6 + Advantages 0 + Features 2 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 12

Background When Milwaukee-based Genetcon hired Smart Securities to overhaul their security system, they weren't expecting them to send Smart Securities co-founder, John Ernest, to handle the overhaul. They also weren't expecting him to be so ... ethical both when he found their radical testing area, and when he rejected their hush money. So with nothing else to do, they overpowered him, and experimented on him, not actually expecting him to live. He did, and when he awoke, he used his newfound powers to escape.

Some weeks later, when a new costumed hero appeared in Milwaukee, they didn't make the connection. The powers this so-called Wheel of Fortune exhibited were nothing like the powers Ernest had used in his escape. Finally, after more reports of Wheel of Fortune came out, someone at Genetcon started figuring it out. Apparently, Wheel of Fortune's powers changed with some frequency, and they started to suspect that that Ernest and Wheel of Fortune were the same man.

They rechecked their records on Ernest, and found the genetic anamoly that they believed allowed him both to survive their experiments and control what were radically different powers. Then began the next step. One of Genetcon's semi-legitimate enterprises is that they did blood screening for clinics. They were suppossed to be blind-screening; they weren't. Scanning the blood samples, they found someone else with the same genetic anamoly. Her name was Louise Munson, an adreniline junkie and motorcycle enthusiast who workes as a secretarial temp to pay the bills. Genetcon simply arranged to hire Louise, but before they repeated the process, their psych team went to work, and programmed her. Then they repeated the same experiments they had done to John Ernest.

They gave Munson the same powers they had Ernest. Her powers radically changed whenever she fell asleep or lost consciousness. And now they had their weapon to bring John Ernest/Wheel of Fortune under their control, or so they believed. At Genetcon's direction, Louise Munson applied to work as a secretary at Smart Securities and was hired. And shortly thereafter, a daredevil motorcycle enthusiast, using the name 'Lucky', approached Wheel of Fortune, wanting to become his sidekick. Wheel of Fortune warily agreed. Lucky wasn't even consiously aware she was concealing her powers then.

Wheel of Fortune had joined the Champions of Justice long before he met Louise or Lucky. During her first meeting with the team she discovered she was actually the second sidekick type to use the name Lucky. The first had tried desperately to work with the first Guardian. After her second meeting, when she decided to actually join the team, the Champions began their background investigation. The incident with Count Zero's evil twin Captain Zero had made them wary. Burt Remington Jr. discovered her mental conditioning and removed it. This caused her powers to be revealed sooner than planned. This also led to Wheel of Fortune leading the Champions of Justice to Genetcon, and shutting them down. And their willingness to use mental conditioning to turn Louise Munson into their stooge/spy meant Burt Remington had no compunction against removing the knowlege of Wheel and Lucky's double identites from those people who knew them.

Later, Louise found she was attracted to John, but she didn't know if said attraction was real or a side effect of her programming, so she refused to act on it. However, after John, as Wheel, watched both Burt Remington Jr. and the Neon Knight trying to court Lucky, he finally opened his eyes and his heart, and started pursuing her.

After she grew some into the role of a super-heroine some, Louise changed her costume and adopted the monicker Ms. Fortune. However, some time later, she chanegd her codename again to Roulette.

Some years back, Wheel of Fortune decided to leave the Champions' active roster, harboring grudges against Turbo over an accident that happened during a training exercise, and with the team, in general accepting Keymaster's secret protege as the new Keymaster as his replacement so readily. As John had provided for a job for Harrison (Keymaster) Lambert at Smart Securities, he was particularly hurt that Harrison had kept Garreth Stone a secret for so long. Louise, for her part is more forgiving, and even convinced John to keep Harrison on the payroll, but in return she agreed to leave the CoJ's active roster as well. This situation has caused tension in their relationship, and caused them to call off their wedding plans. They remain together as a couple, and they're still engaged, but they can't seem to move forward.

Real World Stuff Eric M. (Dragon's player) heard some of his friends talking about a character from the Wildcards books who had powers that changed uncontrollably regularly. He thought this was pretty neat, and from there came the basis for his character Wheel of Fortune, so named because his powers were literally the luck of the draw. And he was a challenge to roleplay because it meant I had to come up with at least one powerset (two after Lucky got powers) for him before we set down to play, and often two or three more, either before we started or midgame. Dragon was easier to gamemaster for. I created Lucky II as a foil/sidekick for Wheel both to give Eric a specific NPC to play off of, to help develop John's personality, and also to get myself more invested in Eric's character, because I realised that my reverse-favoritism towards Wheel was keeping him out of play. But honestly, the whole "she was programmed" thing was a recent retcon to help explain some of the goofy things that had happened years ago.

Once Eric was playing Wheel of Fortune, it became clear that the character's ability growth wasn't going to be with his powers, but with his other abilities, i.e. the thing that he could control. This also helped get the character more play because he went from being a wildcard-character-with-some-martial-skills-to-back-him-up to becoming a Batman-type-of-character-with-a-wildcard-gimmick-to-fall-back-on. There were times he didn't even use his powers in play.

Part of that, also, is that sometimes I'd farm out the development of powersets to other players. And they'd come up with goofy-ass power sets like everytime-he-gets-hit-he-gets-bigger-and-stronger-but-also-dumber or weather-powers-that-come-with-his-own-personal-overhead-raincloud. Eric came to prefer it when I didn't ask other players to help come up with power sets.

Sadly, over time, Eric and I drifted a part as friends, and he got some seriously paranoid ideas in his head about why I made some GM calls the way I did (and he either didn't ask, or he did and disbelieved me), and so the same time Neil went on his walkabout from the gaming group, Eric just left it. Which made the next seven years while we still worked together particularly awkward. After Neil came back, Eric played exacly one last time shortly before he moved out East, and that was a Dragon story. Wheel of Fortune and Roulette have basically been hanging in limbo since, and it's recently become as long since they were around that it was that they were around.

I found it amusing that six months after I changed "Ms. Fortune" to "Roulette", DC introduced their villainous Roulette in the pages of "JSA".

I converted Wheel of Fortune and Roulette to Mutants & Masterminds 3rd/DCA (from Champions, natch) out of completeness. The challenging part is figuring out where to set their Power levels both with and without their varied powers. I finally decided on 8 and 10 without powers and 10 and 11 with powers. I may change my mind again. The powersets listed are just the few I've actually developed under these rules. Potentially, there would be a lot more if they were active characters, but since they aren't there are more than enough there if they ever make cameos.
Last edited by Ken on Mon Nov 13, 2017 2:32 am, edited 2 times 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 (Wheel of Fortune and Roulette, Messengers)

Post by Jabroniville » Sat Nov 11, 2017 11:38 pm

I kinda like Eric's characters- this one has a goofy name ready for jokes, but a "Dial H" powerset can make for some fun storytelling. Too bad he flaked out.

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

Re: Ken's Kache of Khracters (Wheel of Fortune and Roulette, Messengers)

Post by Ken » Sun Nov 12, 2017 1:38 am

Before the paranoia got him, Eric was a good friend and a great role-player. But his AD&D stuff had some seriously weird shit in them. Neil loved it.

I always wanted to give John Ernest a nemesis named "Jeopardy" so we could say "Wheel of Fortune is followed by Jeopardy" but I never got around to it.
Does a Winnie poo in the 100-acre wood?

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

Re: Wheel of Fortune and Roulette

Post by Ken » Mon Nov 13, 2017 2:34 am

Ken wrote:
Sat Nov 11, 2017 5:07 pm
I finally decided on 8.5 and 9.5 without powers and 10 and 11 with powers. I may change my mind again.
I did. I changed it to 8 and 10 without powers, and edited the above post.
Does a Winnie poo in the 100-acre wood?

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