Since I wouldn't be terribly surprised if RoninArmy shut down permanently sometime in the near future, I'm reposting my write-ups for the Golden Age heroes of Emerald City ...
The Victory Squadron
Emerald City Player's Guide wrote:ATLAS (Michael Forest): A circus strongman of Greek ancestry who used his incredible physique to battle the Axis menace that occupied his ancestral homeland. Throughout the war, Forest hid a heart defect that rendered him ineligible for military service, and he fatally succumbed to it in 1949.
Atlas -- PL 8
Abilities: STR 6, STA 6, AGL 6, DEX 4, FGT 6, INT 3, AWE 4, PRE 2
Powers: Herculean Might: Power-Lifting 1
Advantages: Close Attack 4, Defensive Roll, Extraordinary Effort, Improved Initiative, Language (Greek), Power Attack, Uncanny Dodge
Skills: Acrobatics 6 (+12), Athletics 6 (+12), Expertise: Performance 4 (+6), Insight 4 (+8), Perception 4 (+8), Persuasion 4 (+6)
Offense: Unarmed +10, Close Damage DC 21, Crit 20
Defense: Dodge 8, Parry 8, Fortitude 10, Toughness 8/6, Will 6
Totals: Abilities 74+Advantages 10+Skills 14+Powers 1+Defenses 10=109
Complications: Heart Defect (Atlas periodically suffers from chest pains which can incapacitate him. He keeps this a secret from his allies.)
Justice--Motivation (Atlas desires to see an end to the Axis occupation of Greece, and its tyranny in general.) Lechery.
Emerald City Player's Guide wrote:COLUMBIA II (Phoebe Dorin): Michael (the Dreadnought) Dunn's longtime girlfriend who wielded a special flaming-torch weapon of his design. He code-named her in honor of a teammate of his grandfather. She was brutally murdered by the Crimson Katana during the war.
I suspect that she should probably be Dreadnought's Sidekick rather than an independent character; there isn't enough information to evaluate her abilities beyond 'she has a laser pistol'.
Emerald City Player's Guide wrote:BLAZE (Mary Grindstaff): A 17-year-old who gained flame-based powers after being accidentally caught in the explosion of a Japanese "fire balloon" in December 1944. The team's sole surviving member, after the war she capped off a colorful and semi-famous life by penning a candid book about her super-heroic experiences.
Her modern stats are on p. 18 of
Secrets of Emerald City; I'd suggest dropping her Ranged Attack to 4, her Will to 9 or less, and removing her Connected and Well-Informed advantages to represent her PL 6 teenage incarnation.
Emerald City Player's Guide wrote:DR. SPECTRE (Tom Kovack): A formerly mundane man who was in involuntary contact with the spirit world, and could temporarily channel it to gain supernatural abilities. Postwar, he was eventually driven mad by his abilities and died in a mental hospital.
I'm assuming that his supernatural abilities were mystical rather than making him a supernatural paragon or powerhouse.
Dr. Spectre -- PL 8
Abilities: STR 1, STA 0, AGL 1, DEX 3, FGT 4, INT 1, AWE 3, PRE 3
Powers: Knows Things Man Was Not Meant To Know: Enhanced Skill 5 (Expertise: Magic 10);
Sees Things Man Was Not Meant To See: Senses 3 (Mystic Awareness, Analytical, Radius);
Spell of Protection and Levitation: Enhanced Defenses 4 (Dodge 2, Parry 2), Flight 3 (15 MPH), Sustained Protection 10;
Magic Spells: Array (20 points):
Magic Bolt (Ranged Damage 10), AE:
Ghost Hands (Perception Move Object 5, Precise, Subtle 2), AE:
Phantasms (Illusion 3 vs. All Senses, Area (30 cubic feet), Resistible by Will, Selective).
Advantages: Accurate Attack, Power Attack, Ranged Attack 3, Trance,
Skills: Expertise: Magic 10 (+11), Insight 6 (+9), Investigation 4 (+5), Perception 4 (+7)
Offense: Unarmed +4, Close Damage DC 16, Crit 20; Magic Blast +6, Ranged Damage 25, Crit 20.
Defense: Dodge 6/4, Parry 6/4, Fortitude 4, Toughness 10/0, Will 8
Totals: Abilities 32+Advantages 6+Skills 7+Powers 50+Defenses 12=107
Complications: Responsibility--Motivation (Despite his personal unhappiness, Dr. Spectre is determined to use these unwanted powers to aid
others.) Mental Illness (The things that he is able to see are slowly damaging his mind and soul.)
Emerald City Player's Guide wrote:THE DREADNOUGHT (Michael Dunn III): Phoebe (Columbia) Dorin’s longtime boyfriend. A brilliant engineer and inventor, Dunn’s grandfather was a Civil War era hero-turned-villain called the Ironclad. Like his ancestor, Dunn employed a suit of powered armor, battling Axis tyranny in an attempt to redeem his family name. A dwarf, Dunn perished in 1946 as a result of complications related to his physical condition.
I patterned the armor on the one Migu-- ahem,
Michael used in
Worlds of Freedom, but kicked up a few notches.
The Dreadnought -- PL 8
Abilities: STR -1, STA 1, AGL 1, DEX 2, FGT 2, INT 7, AWE 2, PRE 2
Powers:
Armor (Removable, -14 points): Radio Communication 1, Ranged Burst Damage 8 (cannon), Enhanced Advantages 6 (Close Attack 6), Enhanced Defenses 10,(Dodge 5, Parry 5), Enhanced Strength 8, Immunity 2 (gas effects), Protection 8, Speed 4 (30 MPH)
Advantages: Eidetic Memory, Improvised Tools, Inventor, Ultimate Effort (Technology), Well-informed
Skills: Expertise: Science 10 (+17), Perception 4 (+6), Persuasion 4 (+6), Technology 10 (+17)
Offense: Initiative +1, Unarmed +8, Close Damage DC 22, Crit 20, Ranged --, Burst Area Damage DC 23.
Defense: Dodge 6, Parry 7, Fortitude 3, Toughness 9/1, Will 6
Totals:Abilities 32+Advantages 5+Skills 16+Powers 58+Defenses 6=117
Complications: Dwarf (When not in his Dreadnought, Michael Dunn is often faced with serious physical challenges from his height and build. He also has serious health problems, complicated by his age.) Redemption--Motivation (The Dreadnought tries to make up for his grandfather and
father's history of criminal malfeasance and misuse of technology.)[/code]
Emerald City Player's Guide wrote:MADAME CROSSBOW (Karla Miller): A bored socialite who wielded a crossbow that fired special trick bolts. Throughout the war, she managed to keep her costumed adventures secret from her husband, then retired for good after V-J Day to raise a family.
Madame Crossbow -- PL 8
Abilities: STR 1, STA 1, AGL 4, DEX 5, FGT 4, INT 0, AWE 2, PRE 1
Powers:
Crossbow and Trick Quarrels: Array (10 points, Easily Removable):
Regular Quarrel (Ranged Damage 5), AE:
Flare Quarrel (Ranged Cumulative Affliction 5 [Resisted by Fortitude; Visually Impaired, Visually Disabled, Visually Unaware], Limited to One Sense), AE:
Net Quarrel (Ranged Affliction 5 [Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobile), Extra Condition, Limited to Two Degrees], AE:
Smoke Quarrel (Cloud Area Ranged Concealment Attack 2 [Normal Sight]);
Swing Line: Movement 1 (Swinging)
Advantages: Accurate Attack, Agile Feint, Defensive Attack, Defensive Roll 2, Evasion, Improved Aim, Improved Critical (Crossbow), Precise
Attack (Ranged; Cover), Quick Draw
Skills: Acrobatics 6 (+10), Athletics 4 (+5), Close Combat: Unarmed 4 (+8), Deception 8 (+9), Expertise: Streetwise 6 (+6), Insight 4 (+6),
Investigation 6 (+6), Persuasion 8 (9), Ranged Combat: Crossbow 6 (+11), Stealth 6 (+10)
Offense: Initiative +5; Unarmed +8, Close Damage DC 16, Crit 20; Crossbow +11, Ranged Damage DC 21 or Affliction DC 15, Crit 19-20
Defense: Dodge 11, Parry 10, Fortitude 6, Toughness 4/1, Will 8
Totals: Abilities 36+Advantages 10+Skills 29+Powers 9+Defenses 25=109
Complications: Thrills--Motivation (Madame Crossbow is fundamentally doing this to add more excitement to her otherwise boring life.)
Relationship/Secret (She cannot allow her husband to find out what she's doing.)
Emerald City Player's Guide wrote:THE NIGHTWATCHMAN (James Holland): A wealthy crusading attorney by day and well-known radio commentator and playboy by night, he somehow found time to use his superior wits, fighting prowess, and arsenal of gadgets to battle injustice. Throughout the Squadron’s existence, he served as team leader and sponsor, and tried repeatedly and unsuccessfully to maintain and resurrect it after the war until his death in a plane crash in 1950.
A less cynical reader might want to give him a more noble motivation than I do ...
The Nightwatchman -- PL 8
Abilities: STR 2, STA 2, AGL 4, DEX 4, FGT 6, INT 4, AWE 2, PRE 3
Equipment: Headquarters (Size: Huge, Toughness: 10; Features: Concealed, Garage, Gym, Laboratory, Living Space, Power System, Security System, Workshop.)
Motorcycle (Medium; Str 1; Speed 6; Defense 10; Toughness 8.)
Swingline (Movement 1 [Swinging].)
Utility Belt (Array, 12 points:
Bolos (Ranged Cumulative Affliction 4 [Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized], Extra Condition, Limited Degree), AE:
Boomerangs (Strength-based Ranged Damage 1, Accurate 2), AE:
Explosives: (Ranged Burst Area Damage 4), AE:
Sword (Strength-based Damage 3, Improved Critical).
Advantages: Benefit 2 (Well-off), Close Attack 2, Daze (Intimidation), Defensive Roll, Equipment 8, Evasion, Improved Initiative, Instant Up, Inventor, Jack-of-all-trades, Leadership, Power Attack, Ranged Attack 5, Skill Mastery (Intimidation), Startle, Well-informed.
Skills: Close Combat: Sword 3 (+9), Expertise: Law 7 (+11), Intimidation 8 (+11), Perception 6 (+8), Technology 8 (+12), Treatment 6 (+8),
Vehicles 6 (+10)
Offense: Initiative +8; Unarmed +8, Close Damage DC 17, Crit 20; Sword +11, Close Damage DC 20, Crit 19-20; Boomerangs +13, Ranged Damage DC 18; Bolas +11, Ranged Reflex DC 14
Defense: Dodge 11, Parry 12, Fortitude 6, Toughness 4/2, Will 10
Totals: Abilities 54+Advantages 30+Skills 22+Powers 0+Defenses 25=131
Complications: Glory Hound--Motivation (The Nightwatchman claims to be motivated by a desire for justice, but it's really more about the
attention that he receives, just as his work as an attorney, a radio announcer and a playboy are.) Overcommitted (He has a lot going on in
both his private life and as a hero, and may find it hard to give any one thing his full attention.)
Emerald City Player's Guide wrote:THE SCARLET CYCLONE (William Schallert): Operator of an incredible armored submersible autogyro christened the Albatross, the Scarlet Cyclone was instrumental in defeating the Japanese submarine menace on the West Coast. He was assassinated by ninja working for the Green Dragon Society during the war.
The Scarlet Cyclone -- PL 6
Abilities: STR 0, STA 1, DEX 3, AGL 3, FGT 5, INT 2, AWE 1, PRE 2
Advantages: Beginner’s Luck, Defensive Roll, Elusive Target, Equipment 6 (The Albatross), Favored Environment (flying), Skill Mastery
(Expertise [Mechanical], Vehicles), Ultimate Skill (Pilot)
Skills: Acrobatics 3 (+6), Athletics 4 (+4), Deception 4 (+6), Expertise: Mechanics 11 (+13), Drive 6 (+9), Insight 3 (+4) Perception 6 (+7),
Technology 6 (+8), Vehicles 11 (+14)
Offense: Initiative +3, Unarmed +5, Close Damage DC 15, Crit 20, Ranged +3*, Ranged Damage varies, Crit varies
Defense: Dodge 6, Parry 5, Fortitude 4, Toughness 3/1, Will 4
Totals: Abilities 34+Advantages 11+Skills 27+Defenses 9=81
Complications: Motivation -- Patriotism (William Schallert is a simple man doing what he can to defend his country.) Flyboy (He loves to fly
and it shows.)
Emerald City Player's Guide wrote:#1017 (Takei Hosato): A highly honor-bound Nisei, Takei regarded the internment of his people as such a dishonor he only answered to the prisoner number assigned to his family until he could vindicate their name. Trained in the ancient (sic) arts of the ninja, Takei used his lethal abilities to aid the Allied cause until he fell in battle with the Hinomaru. He is one of the better-remembered Squadron members today, a hero to Emerald City’s Japanese-American population.
The arts of the ninja being only about four hundred years old ...
#1017 -- PL 8
Abilities: STR 1, STA 1, AGL 5, DEX 3, FGT 11, INT 0, AWE 3, PRE 0
Equipment:
Sword (Strength-based Damage 3, Improved Critical), AE:
Throwing Discs (Strength-based Ranged Damage 1, Accurate 2)
Advantages: Agile Feint, All-Out Attack, Daze (Intimidation), Defensive Attack, Defensive Roll 3, Diehard, Equipment, Evasion, Fearless, Great Endurance, Improved Critical (Unarmed Strike), Improved Initiative, Improved Smash, Improvised Weapon, Language ([Japanese], English),
Move-By Action, Power Attack, Quick Draw, Skill Mastery (Stealth), Startle, Takedown, Uncanny Dodge, Weapon Break
Skills: Acrobatics 13 (+18), Athletics 8 (+9), Close Combat: Unarmed 4 (+15), Intimidation 8 (+8), Perception 8 (+11), Sleight of Hand 12
(+15), Stealth 13 (+18)
Offense: Initiative +9, Unarmed +15 (Close Damage DC 16, Crit 19-20), Sword +11 (Close Damage DC 19, Crit 19-20), Throwing Discs +7 (Ranged Damage DC 17)
Defense: Dodge 11, Parry 11, Fortitude 5, Toughness 5/1, Will 6
Totals: Abilities 48+Advantages 24+Skills 27+Defenses 13=112
Complications: Redemption--Motivation (#1017 wishes to prove his loyalty to the United States and thus erase the dishonor his family have
suffered.) Prejudice (He's a Japanese-American during World War II. 'Nuff said.) Enemy (The ninjas of the Hinomaru target him first and foremost.)
Emerald City Player's Guide wrote:THE UNKNOWN (Alonzo Cheney): A seemingly superhuman master of disguise who kept his true identity and gender hidden throughout the war, striking from the deepest of covers to defeat Axis agents and acquire their secrets. Cheney’s contact with his teammates grew more sporadic after the war, and ceased entirely during the “Red Scare.” He is presumed dead, but his fate is (fittingly enough) unknown. Ironically, this man of secrets is one of the team’s more famous members today, as he was outed as a bisexual after the war and is now honored by Emerald City’s gay community for his wartime service.
I gave him a few additional stunts from Talent Powers to fit his super-spy image.
The Unknown -- PL 8
Abilities: STR 2, STA 2, AGL 2, DEX 2, FGT 8, INT 2, AWE 2, PRE 2
Powers: Master of Disguise (Morph 2 (Other People), Continuous, Deception Check Required (DC 12), Standard Action),
Master Escape Artist (Insubstantial 1, Limited to Escaping),
Situational Awareness (Senses 1 (Danger Sense)),
Unfazeable (Immunity 5 (Interaction Skills))
Equipment: 10 points of Equipment as needed (typically including a light pistol (Ranged Damage 3))
Advantages: Defensive Roll 3, Equipment 2, Evasion, Improved Initiative, Move-by Action
Skills: Acrobatics 4 (+6), Athletics 4 (+6), Close Combat: Unarmed 2 (+10), Deception 9 (+11), Expertise: Streetwise 4 (+6), Insight 4 (+6),
Perception 4 (+6), Sleight of Hand 4 (+6), Stealth 7 (+9), Technology 4 (+6)
Offense: Initiative +6, Unarmed +10 (Close Damage DC 17, Crit 20)
Defense: Dodge 8, Parry 8, Fortitude 8, Toughness 6/2, Will 8
Totals: Abilities 44+Advantages 8+Skills 20+Powers 16+Defenses 18=110
Complications: Patriotism--Motivation: The Unknown serves his country because he loves it, and wishes it loved him. Secret: The Unknown keeps his real name, gender and sexual orientation secret even from his allies.
"I'm sorry. I love you. I'm not sorry I love you."