Heroes Unlimited: The Catsiverse Role Call

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catsi563
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Heroes Unlimited: The Catsiverse Role Call

Post by catsi563 » Fri Dec 09, 2016 11:21 pm

A thread for Players and NPCs that show up in the Catsiverse and the Hero's Unlimited game as its played.

So Players please introduce yourselves :D

The Protectors

Active Roster:

Dragonfyre By Shadowbourne
Gladius By Bladewind
HornetBy Tattooedman
Lithos by Prof Wierd
Magus Errant By Kasius
Vigilante Macysnow

Inactive/Reserve:

Shock By Shock
Bastion by Sakuro
Kris Majax By Kenseido
Sword Breaker By Lord Bayushi78
Johnny Liang By Classdunce
Goliath By Aerlwyn
Green Lantern By Nineofspades
Clover Madison By Nineofspades
The Owl by Celtic Rei
Photon by kenseido
Prism by glyph
Skylark By Ysariel

Going Rogue

Active Roster

Blank Slate by BGIII
Colonel Duskby Nintendogeek
Hooligan by macySnow
Nenia by Spectrum
Portia by Prof W1erd
Sebastian by Kenmadragon
Upliftby Corrigon


Inactive

Ferrous By Kenseido
Lady Light by EPIC
Oaf by Gnalthor
Powerfist by Plan B


Heroes, Villains, NPCs

Arachnos

Lord Recluse
Black widow
Daddy Longlegs
Ghost Widow
Kalinda
Spitter and Spinner
Tarantula
Trapdoor
Wolf Spider

Arachnos Agents

Wolf Spiders
Wolf Spider Alphas
Wolf Spider Huntsmen

Crab Spiders

Fortunatas

Blood Widows

Sorcerers of Mu

Deathstroke

Requiem
Chiller
Shockwave
Stinger
Death Commando
Scatterbrain

Facet

Agate
Amethyst
Aquamarine
Bloodstone
Diamond
Emerald
Garnet
Jade
Opal
Rose Quartz
Ruby
Sapphire
Topaz
Turquoise

The Masters of Fortune

Arachne
Frostbite
Gemstone
Hi-Tech
Jaguar
Psyche Out
Portal
Tower



The Nasty Boys

Shockwave
Blacklash
Bonecrusher
Dr. Photon
Torval
Smoke
Undertow

Trollkin

Atta

Trollkin and Godvords, and Supa Trolls

Gretchen

Viper

Viper Agents
Mech Vipers
Steel Serpent Powered Armor

Overrun

Battalion, Phalanx, Cohort

Bullits Raiders

Bullit
Aggressor
Onslaught
Beseiger

Z-Force

Bloodgroove
Dementia
Deathweaver
Marauder
Purgation
Splatter

The Ultimates
Binder
Black Star
Blur
Hazmat
Kelvin
Dust Devil
Thunderbolt II

Villains

XA-11 Combat Robot and Bradley Marks
Ankylosaur
Armadillo
Beetle
Bellicose
Black Anubis
Blowtorch
Brainchild
Brick
Buffalo
Bulldozer II
Buzzsaw
Citadel
Dart
Decible
Earthmover
Electrocutioner
Flip
Impulse
Javelin
Komodo
Ladybug
Laser
Mastodon
Occulon
Ogre
Photon
Porcupine
Powerhouse
Pulsar
Riplash
Ripper
Saber
Scorpion
Soulfire
Steel Commando
Steel Samurai
Titanothere
U-235
Utility
Vadimar
Vehement

Allies and Guest stars

Firefly

Silver Avenger: Matye Sanchez

Morpheus AKA Sleeper

Vigiant aka Mark Greenwood

Gator
Doc RodentBy NeoPaladin
Marissa Hoskins

Special: In Memoriam

The Grasshopper By Tattooedman

The Wanderer By Femme Fatale

Thread Listing

Heroes Unlimited IC thread

Heroes Unlimited OOC thread

Going Rogue IC

Going Rogue OOC

House Rules:

Skills:

-Skill points are 3/pp rather then 2/pp except for Close Combat and Ranged Combat, those two skills will remain 2/pp.

-languages are a skill and double with each rank

1 = 2
2 = 4
3 = 8
4 = 16

anything beyond 4 ranks of the skill should just buy the multi-lingual feat or the comprehend power

Expertise- Some of the more useful stuff:
Expertise (Arcane Lore)- Mages and the like. Very few others would have or use this. It can often be made a "Check Required" Flaw on Magic-based powers as well, though that can be a broken points-cheat if you're not careful.
Expertise (Art)- Not entirely useful, more of a character thing. I mean, Colossus obviously has this, but it seems almost mean to "charge" a player for something that would never come up.
Expertise (Behavioral Sciences)- Alot of Telepaths might have this (even though they really don't need to, being able to read people's reactions). Less useful than many of the others, but I would allow it to be used as a kind of an "Insight" in crowd situations.
Expertise (Business)- Most rich people or business owners should at least have this.
Expertise (Civics)- Lawyers & Politicians. Heroes searching for evidence might need it.
---
Expertise (Current Events)- A Skill for people who are generally aware of stuff. Finding out what country is what, which superheroes are which, etc. (ie. "Hey, it's a new Jack O'Lantern! I know this since the old ones either died or are Hobgoblin now!") Either could be it's own skill (Hero Lore or Geography), but this is often more of a handy catch-all, since Geography isn't likely to come in super-handy as it's own Skill. Honestly, though, I can't see it coming up THAT often.
Expertise (History)- Don't laugh- it's helped Batman out a few times. Immortals & Gods often have a lot of it also.
Expertise (Tactics)- Uncommon and kinda hard to use in a super-hero situation- I'd allow players to roll to "ask the GM" for the best advice in combat if necessary. Most others would just have Soldier/Mercenary. I generally allow any "Soldier" Skill to include this by default- they would normally know how to flank others.
Expertise (Theology & Philosophy)- A character-based Skill, but again, can be useful. Most any God or religious character would be expected to have a bit of it (though stereotypical depictions of Republicans likely have no knowledge of religion).
---
Expertise (Computers)- Hackers are all over the place in comics, and many characters (especially younger ones) have at least a rank or two in this. I prefer to give this a separate skill than JUST Technology, as it involves a know-how of notable hackers, computer systems, the internet, etc.
Expertise (Criminal)- You know the local gangs, symbols, slang, and the various bosses, and possibly ones in other cities (it wouldn't take you too long to find out). You know where drugs are made, distributed and sold. You know how to disable an alarm system, break into a car, hotwire something (normally a Tech-skill), and probably how to recognize the signs of an easy "mark". Most super-villains with this Skill are the thuggish types who know where the money is in the bank, and knows how to safe-crack a little bit.
Expertise (Streetwise)- You know crime from an outsider's point of view, which lets you step back and view things as a whole better than someone "in the mix". You know most of the above stuff, or at least the signs of it. Criminologists and the like are up here.
---
Expertise (Ninja)- You speak Japanese, and are familiar with Japanese culture, customs and morals. You know the history of the ninja clans, who the masters are and were, and you know how to break and enter places. Many other Skills are associated.
Expertise (Samurai)- You speak Japanese, and are familiar with Japanese culture, customs and morals. You have a basic understanding of the arts, calligraphy, horseback riding, and military tactics. You know the code of Bushi-Do (whether or not you actually subscribe to it is a matter of personal preference), and you can immediately recognize someone's place in Japanese society by their body language and how they speak (normally an Insight Check).
Expertise (Knight)- You speak one or more European languages, and are familiar with various tribes, clans, kingdoms and the morals of each one. You know the movers and shakers of the political world, how to make armour and weaponry (or at least who makes the best ones), how to ride horses, and you know a lot about religion (you may not subscribe to all of it, however). You also have tactical know-how.
---
Expertise (Survivalist)- You know a great deal about the wilderness, from the environment, the seasons, how to survive and eat in the outdoors, and a large number of things about animals. You'd still need to buy Animal Empathy, but you gain bonuses to Insight checks against wild beasts (even some not familiar to you- like aliens). You can survive in almost any hostile environment. You also know a good bit about geography. Alot of X-Men types have this, as they're expected to survive in odd places. Quite good, as long as the GM puts you in those situations. Most anybody only needs a few ranks, though.
Expertise (Soldier)- Unlike the G.I. Joe-verse, where you buy "Soldier" and "Military Specialty" separately, in the comics, you basically know all Soldier-based stuff. You have moderate Survival capabilities, and you know how to use nearly all ballistics weapons. You have tactical skill, knowing how to plan assaults, lay traps, ambushes, etc. You know something about geography, politics and current events, usually revolving around your last conflict (ie. Iraq war veterans know more about Middle Eastern politics, the who's who of the local warlords, and which groups are friendly, and which are dangerous).
Expertise (Actor)- You know how to act in plays, films, etc., in order to draw reactions from people. You know the who's who of celebrities, and have a good knowledge of pop culture in general. You know which magazines and reporters are worth talking to, which ones to avoid, and which clubs are the most popular.
---
Expertise (Animal Handling)- I would argue that this fits a Biology/Handling/Care/Empathy heading, and would take the place of the Animal Empathy Advantage- it allows people who aren't charismatic a good bonus when dealing with animals (fits those "kooky forest-living" stereotypes). Not that common, or especially useful, since relatively few in-comic guys use Animal Sidekicks. Almost more of a character descriptor thing. It's a general zoologist/Animal Persuasion/Animal Insight thing, with a smattering of Caretaking knowledge. I often just leave off Animal Empathy and use this one- it scales up, and you don't need high Presence or Persuasion to utilize it effectively.
Expertise (Pop Culture)- You know everything there is to know about celebrities, movies, TV shows, video games, etc. Mostly teenagers, and a few adults have this. It CAN come in handy (in Batman: The Animated Series, Dick Grayson was better at this than Bruce was), but is more of a character/personality thing.
Expertise (Acting/Dancing)- Again, more character-themed stuff. Unless you wanna use "Distract (Dancing)" as an Advantage.



Feats

Clean (ranked): Checks to connect you with a crime increase by DC5 per rank.

Conceal Efforts: Anyone who inspects your bindings during a Sleight of Hand escape check must make a Perception check with a DC equal to your Sleight of Hand result to notice your escape attempt.

Cunning Fighter: Use Attack instead of Deception to feint an opponent.

Damaging Escape: When you escape from a grab, you get an unarmed attack against the opponent as a free action. You still have to roll to hit.

Defensive Strike: Get a +2 to hit enemy that misses you in melee combat, a second rank increases the bonus to +5.

Durable Lie: The target believes your Deception for an additional round.

Follow-Up Strike: Additional melee attack after Critical Hit is scored.

Hide Tampering: You can conceal any tampering done to a device. Anyone who inspects the device must make a Technology check against your Sleight of Hand check to notice your tampering.

Improved Daze: Allows a character to make a daze attempt as a move action.

Improved Feint: Allows a character to make a feint attempt as a move action.

Improved Taunt: Allows a character to make a taunt attempt as a move action.

Improved Trick: Allows a character to make a trick attempt as a move action.

Last Stand: Spend an HP to ignore all Damage Conditions for one round.

Lionheart: Grants a +5 to saves against fear that is not limited to PL caps.

Master Plan: Grants a +1 - +3 Circumstance bonus on all rolls related to the plan when activated. Master Planner must make a DC 15 intelligence and/or Expertise Tactics/Strategy roll. 1 degree of success = a +1 bonus, each degree past the first = an additional +1 to a maximum of +3. The planner must be able to communicate the plan and its resultant go code to the rest of the group to initiate the bonus which lasts for the scene. The GM reserves the right to nix any bonus for rolls not related to the plan. Master Plan can be used to counter another master plan nullifying any bonuses for both sides.

Multilingual: By spending an HP a character can speak a certain language for the remainder of a scene.

Online Research: Allows a character to use the Expertise [Computers] skill instead of the Gather Information sub-skill of Investigation when looking for anything that would normally be acquired by talking to people and buy them drinks and such. This feat can be used with the Well-Informed advantage also.

Speed of Thought: Allows a character to use their Intellect modifier for Initiative.

Task Focus (Ranked): Choose a specific task or situation that can be performed with a skill check, such as keeping watch at night for Notice. When making checks that involve your chosen specialization, you gain a bonus +2 bonus that can exceed PL caps. You can buy additional ranks, these can either increase the bonus to +5 or apply to a new task.

Unbalancing Strike: When you hit an opponent with a close attack, you can choose to throw him off balance rather than inflicting damage (a hit means he is Vulnerable on defense for the next round).

Withstand Damage: Trade-Off Defense for Toughness- I would allow this for either Parry or Dodge.

Powers:

-All "Flat +1 Extras" are called "Feats" because it's ridiculous to change it to something more confusing.

-Impervious works just as it did in 2nd Edition.

-Penetrating works just as it did in 2nd Edition.

Dimensional Pocket:
Feature - Extradimensional storage of mass rank in material. (1 pt per rank)

You can access an extradimensional “pocket” or storage space where you can place things and retrieve them later.
Items placed in your dimensional pocket remain in the same state until you withdraw them. You cannot place living or unwilling beings into your pocket, only nonliving objects. The object you wish to retrieve from the pocket is always “on top” when you reach into it, coming immediately into your hand. The power’s rank determines the mass you can store at once. Once the pocket is “full” nothing else will fit into it without first removing something.


Movement:
~Air Walking: You can “walk” on air at half your normal ground movement speed as if it were solid ground and move up or down at a 45 degree angle at half speed (one-quarter your ground movement speed). For two ranks, you move at your normal ground movement speed (half speed when ascending or descending).


Summon:
~Multiple Minion (Feat: 1 pt flat): You can summon more than one minion. Each application of this extra doubles your total number of minions. So, for example, with Summon 6, you summon a single 90-point minion. With Multiple Minions 1 you can summon two 90-point minions, four at 2 ranks, eight at 3 ranks and so on. It requires a standard action to summon each minion unless you also have the Horde extra. +1 flat point.

Regeneration Rounds: To clarify, this a chart to show which rounds you recover a -1 to Toughness if you have Regeneration.

Healing Factor: Regeneration 1 (1/every 10 rounds [10]); 1 pts
Healing Factor: Regeneration 2 (1/every 5 rounds [5, 10]); 2 pts
Healing Factor: Regeneration 3 (3/every 10 rounds [3, 7, 10]); 3 pts
Healing Factor: Regeneration 4 (4/every 10 rounds [2, 5, 8, 10]); 4 pts
Healing Factor: Regeneration 5 (1/every other round [2, 4, 6, 8, 10]); 5 pts
Healing Factor: Regeneration 6 (6/every 10 rounds [2, 4, 5, 6, 8, 10); 6 pts
Healing Factor: Regeneration 7 (7/every 10 rounds [2, 3, 5, 6, 8, 9, 10]); 7 pts
Healing Factor: Regeneration 8 (8 out of 10 rounds [2, 3, 4, 5, 7, 8, 9, 10]); 8 pts
Healing Factor: Regeneration 9 (9/every 10 rounds [2, 3, 4, 5, 6, 7, 8, 9, 10]); 9 pts
Healing Factor: Regeneration 10 (1/every round); 10 pts

Regeneration 11 on would be one every round, then add a check per the chart.

Weaken:
~Slow Fade (Feat: 1 pt flat): Weaken with this modifier reduces the recovery time of Lost Points on the target’s turn. Each application moves the time interval one step down the following table;


•1 rank: 5 rounds
•2 ranks: 10 rounds
•3 ranks: 1 minute
•4 ranks: 4 minutes
•5 ranks: 15 minutes
•6 ranks: 30 minutes
•7 ranks: 1 hour
•8 ranks: 4 hours
•9 ranks: 16 hours
•10 ranks: 1 day
As always I retain the right to stoplight and or nix powers deemed broken or not fitting with the game.
Stop sign powers include Insubstantial with Ghost touch, Unlimited variables, and unlimited duplication
Last edited by catsi563 on Sun Sep 16, 2018 7:57 pm, edited 32 times in total.
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Shadowbourne
Posts: 126
Joined: Sun Nov 13, 2016 6:08 am

Re: Heroes Unlimited: The Catsiverse Role Call

Post by Shadowbourne » Thu Dec 15, 2016 1:37 am

Dragonfyre
Image
Name: Dragonfyre
Real Name: Tony Long
Sex: Male
Age: 21
Height: 5'10”/7'8”
Weight: 165lbs/350lbs
Hair: Black
Eyes: Green/Glowing Green
PL/PP: 11/165

Strength 5/13, Stamina 4, Agility 3, Dexterity 2, Fighting 7, Intellect 2, Awareness 1, Presence 2

Advantages
All-out Attack, Daze (Intimidation), Diehard, Fascinate (Intimidation), Language 1(Base: English): Mandarin Chinese, Move-by Action, Power Attack, Startle

Skills
Close Combat: Unarmed 2 (+9), Deception 4 (+6), Expertise: Computers 14 (+16), Insight 4 (+5), Intimidation 12 (+14), Perception 4 (+5), Persuasion 4 (+6), Ranged Combat: Dragon Fire 6 (+8)

Powers
Dragon Force (Activation: Move Action)
. . Dragonfire: Damage 11 (DC 26; Accurate: +2, Increased Range: ranged)
. . . . Dragon's Rage
. . . . . . Enhanced Strength 8 (+8 STR)
. . . . . . Power-Lifting: Enhanced Strength 4 (+4 STR; Limited to Lifting)
. . . . . . Strength Effect 11
. . . . . . . . Shockwave: Burst Area Affliction 11 (Alternate; 1st degree: Dazed and Vulnerable, 2nd degree: Stunned and Prone, Resisted by: Dodge, Overcome by Fortitude, DC 20; Burst Area: 30 feet radius sphere, DC 20, Extra Condition; Limited: Targets on the ground, Limited Degree)
. . Dragonscorn: Perception Area Affliction 5 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 15; Perception Area: DC 15 - audio; Limited: only to make flee in terror)
. . Dragonwings: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round; Wings)
. . Protection 9 (+9 Toughness; Impervious)
Dragonborne
. . Draconic Might: Enhanced Strength 1 (+1 STR; Limited to Lifting)
. . Dragon Senses: Senses 4 (Acute: Scent, Awareness: Elemental/Primordial, Infravision, Tracking: Scent 1: -1 speed rank)
. . Dragonsblood: Regeneration 10 (Every Round)
. . Flamesoul: Immunity 5 (Damage Effect: Fire/Heat)
. . Dragons Tail (Extra Limb 1: Tail)

Offense
Initiative +3
Dragonfire: Damage 11, +11 (DC 26)
Dragonscorn: Perception Area Affliction 5 (DC Will 15)
Grab, +7 (DC Spec 23)
Shockwave: Burst Area Affliction 11 (DC Fort/Will 21)
Throw, +2 (DC 19/DC 26)
Unarmed, +9 (DC 22/DC 28)

Defense
Dodge 9, Parry 9, Fortitude 8, Toughness 13, Will 7

Power Points
Abilities 52 + Powers 77 + Advantages 8 + Skills 18 (54 ranks) + Defenses 18 = 175

Dragon's Rage: Tony's life was one of laziness till his heritage revealed itself and brought forth his draconic nature. In doing so, Tony discovered that his laziness just hid the true rage that boiled deep within his veins. Ever at the tip, Tony's rage is easy to set free.

Dragon's Hoard: Like all dragons, the dragonborn are very territorial. Tony, Dragonfyre is no different. However, for some reason, Tony veiws EVERYTHING around him as his...people and all. While somethings might not trigger his territorial instinct, threats to his hoard are taken very seriously by the young dragonborn.

Karmic Destiny: Tony's father tells him he has a Karmic Destiny to fulfill. That he has a duty to right all the wrongs he can in order to cleanse his soul and the burdens it has incurred on it's journey. That the soul within Tony has a great many sins to answer for...or maybe just his police record. One or the other.

My Story?...
I know life is never supposed to be easy. But I wish it would just once be a little less daunting. Take me for example. I am your average, multi-ethnic slacker twenty something who started out by simply hiding in his dad's garage. Whose only goal in life was to ghost into the next MMO on the market, take what he wants, and ruin the life of any other foolish enough to have pissed him off. Not much of a life eh? Let me tell you...Dad's not too happy.

But no...Life can't remain that simple. It was a Saturday late night...was down at the Slurp and Go getting a Big Burp and some questionable soy by products. Chillin out, listenen to Dragonforce off my iPhone when I spotted the police cruiser. No...it wasn't pulling into the parking lot. I mean, sure I hack...it's a crime...but our local Barney Fife isn't gonna be coming to get me. No...the police cruiser was flying into the Slurp and go, straight through the front window.

Now, most people would either run and dive...or stand there and get smashed by the flying pig wagon. ...sigh...But, no...not me. No, I...I dive into the airborne automobile, catch it...and ROAR at the top of my lungs as I toss it back OUT the window! See...told you it wasn't easy.

Even as it flies from my hands, I can feel my body ripple...grow. I can feel a burning strength within me grow. But mostly...mostly I am pissed off. Someone threw a cop car through my favorite Slurp and Go. And that my friends, just ain't right. Rage a'boiling, I leap out the storefront and snap wings down to lift off. Gaining a little altitude, I spot this giant tin can thingy doing it's best transformer impression harassing the cops. Batting them left and right, along with all of their nifty little cars, Robby the Robot is making a big mess of my Saturday night. Long story short...Dragon 1, Robot 0.

That night...that night I changed. Through the Fire and Flames...that is how it goes. Man, Herman Li can shred...but no, they are right. You don't back down...you face it head on. You don't give up...you never surrender. My dad says it is a karma thing. That maybe it is time to give back. And maybe...maybe he is right. All I know is that doing this hero thing is much more fun when you are doing for real than when you are doing it online. Crazy?...maybe. Fun?...hell yeah. But, what the hell....it is who I am now. Tony Long...Dragonfyre.
Abilities(32)
Str 18/30, Dex 16, Con 18, Int 14, Wis 12, Cha 14

Saves(12)
Toughness +12/+8 Imp, Fortitude +8, Reflex +6, Will +6

Powers(65)
Dragonborn (Passive Container 5, Flaw: Noticeable)
**Draconic Might(Super Strength 1)
**Dragonsblood(Regeneration 14: +5 Recovery, Bruised 3, Injured 3, Staggered 1, Disabled 1, Regrowth, Diehard)
**Flamesoul(Immunity 5: Flame/Heat Effects)
**Dragon Senses(Super Senses 4: Infravision, Scent, Tracking Scent, Elemental/Primordial Awareness)

Dragonforce (Active Container 10, Flaw: Move Action, Noticeable. Power Feat: Quick Change)
**Dragonscorn(Fearsome Presence 4)
**Dragonhide(Impervious Protection 8 )
**Dragonfire(Array 10, Power Feat)
**AE: Dragonfire (Blast 10, Accurate)
**AE: Dragon's Rage (Enhanced Strength 12, Super Strength 4, Groundstrike)
**Dragonwings(Flight 5, Flaw: Winged)

Feats(8)
All Out Attack, Attack Specialization: Unarmed 1, Fearsome Presence 1, Martial Strike 2, Move By Action, Power Attack, Startle

Skills(12)
Bluff 4(+6), Computers 10(+12), Diplomacy 4(+6), Intimidate 12(+14), Knowledge: Computer Programing 10(+12), Notice 4(+5), Sense Motive 4(+5)

Combat(30)
Attack +7, +9 Unarmed. Defense +8

Abilities 32 +Saves 12 +Powers 64 +Feats 8 +Skills 10 +Combat 30 = 156

.

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kenseido
Posts: 714
Joined: Fri Nov 04, 2016 8:13 pm
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Re: Heroes Unlimited: The Catsiverse Role Call

Post by kenseido » Thu Dec 15, 2016 1:39 am

Photon (Colin Ford) - PL 11
Image

Strength 1/12, Stamina 10, Agility 2, Dexterity 3, Fighting 5, Intellect 2, Awareness 2, Presence 2

Advantages
All-out Attack, Attractive, Connected, Contacts, Interpose, Leadership, Luck 2, Power Attack, Ranged Attack 2, Teamwork, Well-informed

Skills
Acrobatics 1 (+3), Athletics 1 (+2), Close Combat: Adjustment 3, Close Combat: Unarmed 5 (+10), Expertise: Current Events 4 (+6), Expertise: Tactics 4 (+6), Insight 4 (+6), Investigation 9 (+11), Perception 4 (+6), Persuasion 9 (+11), Ranged Combat: Adjustment 2, Ranged Combat: Photonic Energy Control 5 (+8), Technology 3 (+5), Treatment 3 (+5), Vehicles 3 (+6)

Powers
Energy Absorption
. . Immunity: Immunity 20 (Very Common Descriptor: Energy; Limited - Half Effect)
. . Regeneration: Regeneration 10 (Every 1 round; Fades)
Enhanced Ability: Enhanced Stamina 7 (+7 STA)
Invulnerability
. . Immunity: Immunity 10 (Life Support)
. . Protection: Protection 4 (+4 Toughness)
Photonic Bands (Removable)
. . Photonic Energy Control (array)
. . . . Photonic Blasts: Damage 11 (DC 26; Increased Range: ranged)
. . . . Photonic Burst: Burst Area Damage 11 (DC 26; Burst Area: 30 feet radius sphere, DC 21)
. . . . Photonic Dazzle: Cumulative Burst Area Affliction 11 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 21; Burst Area: 30 feet radius sphere, DC 21, Cumulative; Limited: One sense)
. . . . Photonic Shield: Create 11 (Volume: 2000 cft., DC 21; Impervious; Reduced Range: close)
. . . . Photonic Strength: Enhanced Strength 11 (+11 STR)
. . Photonic Flight (array)
. . . . Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
. . . . Movement: Movement 2 (Space Travel 2: other solar systems)
. . Restricted: Feature 2
. . Cosmic Awareness (container)
. . . . Luck 1 (Inspiration)
. . . . Sense 4 (Cosmic Awareness, extended 3)
Quick Change: Feature 1

Offense
Initiative +2
Grab, +5 (DC Spec 11)
Photonic Blasts: Damage 11, +10 (DC 26)
Photonic Burst: Burst Area Damage 11 (DC 26)
Photonic Dazzle: Cumulative Burst Area Affliction 11 (DC Fort 21)
Throw, +5 (DC 16)
Unarmed, +10 (DC 16/DC 27)

Defense
Dodge 8, Parry 8, Fortitude 12, Toughness 14, Will 10

Power Points
Abilities 40 + Powers 87 + Advantages 13 + Skills 20 (60 ranks) + Defenses 19 = 179

Complications
Motivation: Doing Good: Colin is motivated to helping people in trouble anywhere. He is especially fond of helping the underdog.
Reputation: Colin has a long and a bit checkered past as a superhero. While mostly good, his mistake, retirement, and stand offish years are remembered by some.
Weakness: Any Drains against his bands energy also drain his Enhanced Stamina and Invulnerability.

Background
Colin Ford was an ordinary junior high student until his best friend gained superpowers during a field trip that accidentally encountered a superhero battle. Colin was excited for his friend and tried to help his friend start his superhero career. Colin spent months covering for his friend, so he could go out and fight villains and generally help people as the hero Steel.

It was during one such event that Colin met the strange alien with the Photonic Bands. Colin didn't understand what the alien was saying, but the alien was a cop who came to Earth to track down a criminal known as Koria. She and her men had ambushed him and he was dying. He wanted Colin to use the bands to destroy his ship so Koria couldn't leave the planet. But with the Universal Translator out, Colin didn't understand. When he saw the bands were weapons, and some of Koria's enforcers arrived, he thought the alien wanted him to stop the criminals.

Unfortunately, the bands were minor weapons and Colin was nearly gunned down by the criminals. It was here when he discovered he had the ability to absorb massive amounts of energy. Still overmatched, he was saved when Steel arrived and helped him route the bad guys. Unfortunately, Koria found the cop's ship and escaped.

Over the next months, the powers provided by the bands began to grow quickly. The bands ability to channel even the smallest amounts of solar radiation coupled with Colin's ability to absorb energy proved to be quite a potent combo. He eventually joined Steel as a junior member of the local super-team, the Rangers, and they had many adventures together. As some of the founders stepped away, Colin - now called Photon - and Steel found themselves the most experienced members of the teams. And even though they were still school age, the others were often turning to them for info about past villains and missions. And even though he was still in High School, Colin found himself in a quasi-leadership role.

Until Koria returned. Colin led the team onto Koria's massive ship in a fairly aggressive attack. Unfortunately, things proved too much and the team found themselves trapped. The team only escaped because Steel sacrificed himself so the others could escape. Full of guilt and shame over his failure, Colin retired from super heroics, finished school, and left to California for college.

It was during the Ursurper's attack, that Colin realized he couldn't stand by any longer. He put on the bands and saved as many people as he could. He went back to the hero life but refused to work with anyone. Even for short term missions.

Then Koria returned. Colin attacked Koria's ship, and this time he was ready for anything she threw at him. Or so he thought. The whole thing was a trap to take him out, and he was hit with the same disruptor weapon that killed Steel. As the disruptor ray overtook him, he closed his eyes and waited.

When he woke up he was in a different land. The disruptor ray didn't kill him, but it sent him to another dimension. And there he found his friend Steel. Steel had made a life for himself and was very happy. Time passed more quickly on this dimension, so while only a few years passed for Colin, twenty had passed for his friend. He had found a way back home years ago, but he had a family and good life here. So after recovering from his injuries, Colin was sent back to his world.

He arrived back on Koria's ship seconds after he left, and took down the space pirate. He even met other space cops who took her into custody and said they were proud to call him a colleague for dealing with such a major threat on his own.

Exorcised of his demons, Colin returned to the world of superheroing in full force. And not a moment too soon. It was shortly after this that Viper made their big push, and Colin was part of the coordinated effort to put them down.

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Last edited by kenseido on Sat Apr 07, 2018 1:28 am, edited 2 times in total.

Prof Weird
Posts: 250
Joined: Mon Nov 07, 2016 9:36 pm
Location: Pittsburgh

Re: Heroes Unlimited: The Catsiverse Role Call

Post by Prof Weird » Thu Dec 15, 2016 1:46 am

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Martial Artist, PL10, uses ZhiZhu quan (Spider Fist) technique
Name : Lian Mei / Alias : Portia
Age : 28
Appearance : young athletic Chinese woman.

Attributes : STR 3 STA 3 AGL 5 DEX 5 FGT 12 INT 1 AWE 6 PRE 1 [ 72 pp]

Feats [30 pp] : Agile Feint, Defensive Roll 4, Improved Initiative, Power Atk, Takedown, Improved Critical (Kusari), Quick Draw (Kusari), Equipment 2, Favored Foe (Martial Artists), Hide in Plain Sight, Precise Atk (Close, Concealment), Teamwork, All-Out Attack, Assessment, Improved Disarm, Evasion, Weapon Bind, Prone Fighting, Skill Mastery (Acrobatics), Skill Mastery (Stealth), Redirect, Move-By Action; Improved Feint, Unbalancing Strike, Throwing Mastery, Luck 1

Equipment : Bo shuriken (Multiattack 1, Ranged) 3 ep, Kusari (Chain : Damage 2, Reach 2, Improved Grab, Improved Trip), 6 ep


Skills [ 18 pp ] : Acrobatics 6 (+11), Athletics 4 (+7), Close Combat 2 (weapon, +14), Deception 4 (+5*), Perception 4 (+10*), Sleight of Hand 6 (+11), Stealth 6 (+11), Languages 1 (English, Japanese; Chinese native), Investigation 4 (+5), Expertise (Criminal) 6 (+7), Expertise (Martial Arts Lore) 6 (+7), Ranged Combat 2 (shuriken), Treatment 1 (+2)
* +2 bonus to Deception, Insight, Perception, and Intimidation vs Martial Artists

Chi-based Powers [ 25 pp]
Whirling Chain Power :
Deflect 12 (Close -1, Limit : Physical only -1, Reflect +1), Reach 3 [ 9 + 1]
  • AP (Whirling Chain Barrage) : Damage 3, Multiattack 6
Chi Boosting : Speed 1, Leaping 1, Wall Crawling 2 (Check Req'd : Athletics 2) [4 + 3 pp]
  • AP : Disruptive Touch : Alt Save (Fort) 3 on unarmed damage, Secondary Effect, Distracting, Reversible
  • AP : Disharmony : Affliction 8 (Resist/Recover with Will; Dazed/Stunned/Incapacitated), Check Req'd 4 (Sleight of Hand)
  • AP : Healing 2; Stabilize, Quirk : takes at least 10 minutes to use
Chi Senses : Analyze Style (Perception Range Affliction 6 : Will resist and overcome, Vulnerable, Defenseless; Limited Degree -1, Limited to her attacks -1); Subtle, Insidious, Check Req'd 1 (Expertise : Martial Arts Lore) [ 7 + 1 pp ]
  • AP : Senses 6 (Detect Life, Accurate, Acute, Ranged, Analytical; Danger Sense)
Defenses : Dodge +6, Parry +1, Fort +6, Will +5, Tou +0 [ 18 pp]
(Final Dodge +11, Parry +13, Tou +3/+7, Fort +9, Will +11)

Offenses :
Initiative : +9
Unarmed : +12 to hit, +3 damage
Melee : +12 to hit, 3+x damage
Whirling Chain Barrage : +14 to hit, +6 Damage (multiattack bonus)
Kusari Fundo : +14 to hit, +5 damage
Disruptive Touch : +12 to hit, DC18 vs Fort (hits twice)
Disharmony : +12 to hit, DC18 vs Will to resist effects
Ranged : +5 to hit, x+1 damage with thrown weapons
+5 to hit, +1 damage usually harmless items (Throwing Mastery)
+7 to hit, +2 bo shuriken

Attributes 72 + Feats 30 + Skills 18 + Defenses 18 + Powers 25 = 163
2 pp earned; 1 spent, other free at moment
2 pp earned 5/2016; 3 free at moment; spent 5/7. 1 pp free at moment.
4 pp earned 10/2017; 5 spent.

Motivation : Atonement, Be the Best
Complication (Power Loss) : needs a chain weapon to use the Whirling Chain power. Any chain weapon will do (since it's the wielder and NOT the weapon).
Reputations : former supervillain, practices an 'evil' style
Enemies : former associates, law enforcement, other martial artists
---------------
Background :
350 years ago, T'ang L'ang Ch'uan (Mantis) kung fu was developed by Wang Lang from observing how one fought and moved.

Since one style could be created that way, why not others ? At least that was what Lian Xu thought.

But while Mantis kung fu became widely popular (spawning dozens of variant styles), Lian's ZhiZhu Ch'uan - spider kung fu - languished in obscurity.

Bitter and angry, he studied and improved the style, realizing that one of the flaws of perfection was predictability : by knowing how one 'perfect' stylist fought, it would be easy to devise counters to utterly defeat it. And there were always people willing to pay to see other styles crushed and humiliated.

As the years went by, he hired his services out to anyone that needed protection from nosy, do-gooder fighters that stuck their noses in where they did not belong. It was quite the lucrative business for many generations.

So lucrative that they were contacted by agents of Arachnos. Seeing the organization recognized the obvious superiority of spiders, and was willing to pay them to beat the snot out of inferior and weaker styles (ie, any style not Zhi Zhu Quan), they joined up.

Mei was the latest in the family business, and was one of the top Blood Widows. After years of intense training she managed to unlock some rather unusual - and powerful - abilities. Which she taught to other members of the organization as one of their trainers.

She was terrifying good at her job, but after one too many missions she began to have second thoughts about it.

So far, she was merely fighting for the sake of fighting in the service of others; there HAD to be more to life than that.

What was is all for ? Money ? She could work for years to accumulate it - then someone just like her could break in and take it all away.

Glory ? She worked in secret - few knew of her. All anyone had ever seen (or was EVER supposed to see) was the results of her work - a badly beaten martial artist.

The higher ups in Arachnos were excited about a plan they'd been working on; and when that many evil people are excited about something, pain and misery can only follow.

She recalled something from her lessons from years ago - life is a balance between Ying and Yang. Darkness and Light. She'd had her fill of the Darkness, so she figured she should try working with the Light to balance things out.

She decided that now would be the best time to try - perhaps if she could hinder the plan a little by warning people about it, she might actually make a difference.

The leader of Arachnos - Lord Recluse - was a believer in 'survival of the fittest'.

And anyone that would question him or betray him was not fit to live.

And thus she was beset by some of her former accomplices and teammates.

Fortunately Morpheus helped her, and so she became honor bound to protect him.

He was the one that gave her the name Portia, to reflect her new role.

Portia is a family of jumping spiders that eat other spiders. They have amazingly advanced hunting techniques, and known to take down victims twice their size, with venom that is more effective on spiders than on the usual fare of insects. Morpheus thought the codename fit quite well, given she was out to destroy other spiders.
Last edited by Prof Weird on Fri Nov 03, 2017 2:30 am, edited 1 time in total.

kenmadragon
Posts: 271
Joined: Fri Nov 04, 2016 8:37 pm

Re: Heroes Unlimited: The Catsiverse Role Call

Post by kenmadragon » Tue Dec 20, 2016 9:27 pm

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Abilities: 52
Strength 0, Stamina 7, Agility 3, Dexterity 2, Fighting 4, Intellect 4, Awareness 4, Presence 2

Skills: 17
Deception 6 (+8), Expertise: Magic 10 (+14), Insight 6 (+10), Intimidation 5 (+7), Languages 3 (Various), Perception 6 (+10), Ranged Combat: Shadow Magic 8 (+10), Stealth 6 (+9)

Advantages: 12
Accurate Attack, Benefit 2 (Filthy Rich), Defensive Attack, Equipment 3 (Darkholme), Great Endurance, Improved Disarm, Multi-Lingual, Ritualist, Tough 2, Ultimate Will

Powers: 52
Ebon Wings: Flight 3 [flaws: Wings; drawbacks: Activation (Move), Noticeable(Wings)]
Mystic Senses: Senses 3 (Darkvision, Magic Awareness)
Nigh-Immortality: Immunity 1 (Aging)
Shadow Magic (32 point Dynamic Array)
. . Shadow Attacks: Blast 10 [extras: Multiattack; feats: Dynamic, Precise, Variable Descriptor]
. . . DAE: Shadowy Conjurations: Create 10 [extras: Continuous; feats: Dynamic, Innate, Precise]
. . . DAE: Mantle of Darkness: Obscure 8 (All Visuals) [extras: Continuous, Selective; feats: Dynamic, Precise]
. . . DAE: Shadow Manipulation: Move Object 10 [extras: Damaging; feats: Dynamic, Precise, Variable Descriptor]
. . . DAE: Shields of Darkness: Deflect 11 [feats: Dynamic]
. . . DAE: Step of Shadow: Teleport 12 [feats: Extended, Increased Mass 4, Transmit (Shadows)]; Movement 2 (The Shadowlands and Related Mystic Dimensions) [flaws: Medium (Shadows)] [feats: Dynamic]
. . . DAE: Hordes of Darkness: Summon 3 [extras: Active, Continuous, Horde, Responsive, Variable Type; feats: Dynamic, Mental Link, Multiple Minions 8, Tough 2]
. . . AE: Maleficis Altus, Magia Erebea!: Enhanced Skills (Expertise: Magic +6) Linked: Enhanced Advantages (Improvised Tools, Skill Mastery: Expertise: [Magic], Ultimate Skill: Expertise [Magic]) Linked: Quickness 15 [drawbacks: Quirks (Rituals and Mystic Research)]

Equipment: 15
Headquarters: Castle Darkholme
Size: Huge; Toughness 8; Features: Defense System, Grounds 2, Intelligent, Isolated, Laboratory, Library, Living Space, Temporal Limbo, Personnel, Self-Repairing

Defenses: 24
Toughness 9, Dodge 11, Parry 11, Fortitude 7, Will 13

Abilities 52 + Skills 17 + Advantages 12 + Powers 52 + Defenses 24 = 157 PP 2 xp banked

Complications:
Motivation - Redemption Sebastian wants to change himself - to become a better person. Before, he would do whatever he pleased to sustain his own hedonism, and did terrible things for his own selfishness. Before, Sebastian never cared. Now, he does, and he wants to make up for his past mistakes and dalliances.
Reputation - Faustian Conjurer Sebastian used to make a habit of conjuring up entities he probably should have left well alone in order to make bargains for things he wanted. He was a greedy soul, and wanted more than what money could buy. While Sebastian has made his efforts to cast aside his own dark nature, his reputation still clings to him as a man who has made deals and done terrible things to fulfill them.
Responsibility - Last of the Line Since his father never had any other sons, Sebastian is the last in the line of the Rajas clan. This means he has a few responsiblities to deal with: like the family castle in Darkholme. It also makes him the sole master of the intelligence that controls the entire realm of Darkholme. And given that genius loci of Darkholme wishes to ensure it has a master, it continually presses Sebastian to have an heir - whether Sebastian wants to be a father or not.
Relationship - Darkholme Sebastian's relationship with the genius loci of his realm is complicated. On the one hand Darkholme is effectively immortal, and rather obscenely powerful within itself. On the other hand, it is completely subservient to the will of it's master - Sebastian Blackwood. Nevertheless, it is highly intelligent and was in fact the young Sebastian's tutor in the ways of magic. Yet it still hounds Sebastian to provide an heir to the title of "Master", suggesting various ways to do so to it's young master. This lends itself a manner of strangeness - the dutiful servant, a terrifying gaurdian, a lewd grandfather figure, a powerful teacher, and the very demi-plane itself. How peculiar indeed.
Prejudice - Dark Magic BAD! While Sebastian is capable of magic of various sorts, he is especially gifted at shadow magic and other such darkness related sorceries. This lends itself to the stereotype that his magic is intrinsically evil. Granted, it's absolutely terrifying at times, and appears like nightmare fuel, which furthers the idea that Sebastian - as the wielder of such dark magics - is intrinsically evil. Which, of course, makes it hard for anyone to believe that he can possibly be a good person. But he really is, honest. Always has been. Just a little misguided, that's all.
Identity - Sebastian Blackwood The public never knew Sebastian by his real name: the public had called him "The Shadowman". Even other mystics knew him by that name - mostly because his real name never really came up. Even demons wouldn't tell them (names are a trade secret, don't you know?), naming him solely as the "Last of the Rajas" or "Scion of Erebus". All the better to protect his own secrets and maintain his double life. By day, he was Sebastian Blackwood, erudite scholar and wealthy heir of some foreign land. By night, he had been The Shadowman. Not any more though...
Enemy/Watched - The Forces of Light Sebastian Blackwood has run into various mystical heroes (and the occasional non-mystic heroes) in the past who have "stopped him" before. It's very much likely that they wouldn't trust him, especially given his reputation. Many would probably still attack him on sight, others are very much more likely to just regard him warily - with suspicion and mistrust. Afterall, it's difficult to trust someone who used to make deals with devils. Some of these heroes include the Master Mage Dr. Arcane, the Lady Grey, Kris Majax, and various others.

Background:
According to the history books, Lord Edmund Garnet Boniface died during the inquisitions that took place sometime during or after the Renaissance. The truth, however, is much more intricate, and as always, much darker.

After being declared a heretic and an enemy of God by the Pope, Lord Boniface escaped Roma, fleeing north into the Mountains. Hounded by the Pope's Inquisitors - the Pope had Boniface declared an enemy of God and the servant of Satan - Lord Boniface evaded his pursuers in the mountains of Europe, eventually making his way to a hidden valley. There, in the middle of the night, Boniface stumbled upon an ancient castle that had been destroyed by time and neglect. Taking refuge in the castle, Boniface soon found that his pursuers had caught up to him and had set themselves to attack the castle.

Desperate, Boniface turned to the dark arts to defend himself. Calling upon ancient evils and spirits from Beyond, Lord Boniface read from the Clavicule of Solomon and applied it's teachings in summoning to call forth a host of shades - demons from Hell itself. The inquisitors were undeterred, and had come prepared for such sorcery, meeting the shades in the wilds as they fought tooth and nail, reliant upon the strength of faith which lent them a magic of their own. Lord Boniface would not allow himself to be taken, and in a final act of desperation, reached out to the depths of his dark bloodline and accepted a pact for power.

The Primordial Darkness swelled within Boniface: changing him into something more than human. Drawing upon the raw essence of dark magic itself, Lord Boniface slaughtered his Inquistor enemies with impunity, overwhelming the Vatican's forces with an army of shadow beasts while he enacted a grand ritual beyond the scope of comprehension.

Finally escaping the mortal coil, Lord Boniface drew upon the strength of his own blood to create a realm of his own within the Shadowlands that he infused with his own essence and power. It's own plane of existence, Lord Boniface bound his soul to the new plane, and was reborn with the power of a god.

The being who was once known as Lord Boniface fathered children, and those children were natural sorcerers - practioners of black magic. Warlocks in many senses of the word, these descendents formed the "Line of Rajas", continuing Boniface's already cursed bloodline with a new ancestral home: the plane Boniface created when escaping his pursuers - Darkholme. As Boniface faded from existence - melding into the primordial darkness - the Line of Rajas went underground. Living in plain sight as men and women of various casts and sociities, the descendants on Boniface survived. Practicing their wicked art in the shadows, they plotted and connived, and bargained their way to power. A well kept secret to be sure. No records of their existence survived more than a few years before some calamity struck the record keepers and the records were lost or altered. The only true records remain safe within the library vault in the other-wordly Castle Darkholme.

Tragedy would strike the Line of Rajas as a young warlock - passed over for the right to rule Darkholme in favor of his more suitable sister - struck a blow against his own family. Sacrificing his soul and the souls of his seven children, the warlock bought the services of Belial, who spent six days, six hours, and six minutes slaying as many Scions of Erebus as it possibly could. A bloodbath of family deaths as the long lived and prolific Line of Rajas was wiped out in a little less than a week.

Almost wiped out, that is.

Belial could not reach Darkholme - for the plane is nearly impossible to break into if a Scion of Erebus is desperate to defend his ancient home - and the few Scions who had found safe haven there were of direct descent from Boniface and Erebus. The family survived, only barely, retreating into the shadows once more, fabricating their histories and plotting their return to the world.

But there were too few of them, and slowly, their numbers dwindled.

Until there was only one.

Sebastian wasn't the best of men. Nor was he ever the worst. Despite his mother's wishes, he flaunted his father's wealth and indulged himself in the best that money had to offer. Proud and ambitious, yet ultimately lazy, Sebastian didn't really care in school, spending most of his time relaxing and knowing that when he was an adult, his father would take care of him - like father always did.

Mother always said that he shouldn't go too far - Sebastian was the last one. He never truly understood what that meant, and continued on a path of philandering and irresponsibility - the playboy lifestyle of fast women and fast cars that would mark his end - before he even graduated from high school.

It hit him hard when his mother died. Even harder when his father's money disappeared. Sebastian never knew what his father did - hadn't even seen the SOB since he was a child - but as he watched his mother be laid to rest in her grave, Sebastian's father wasn't there. Enraged, Sebastian set out to use what remaining resources he had to find his father. Exhausting what little wealth he had left, Sebastian found his way to the mountains of Europe, where the trail went cold.

Penniless, Sebastian wandered about the mountains, hell-bent on finding his father. Seven days walking the mountain paths, starving. Then he felt it. Calling to him. A dark power welled up within him, and he felt it's strength. Losing himself to the shadows, Sebastian felt himself falling through time and space.

And woke up in Darkholme.

Sebastian's father was dead. The Castle needed it's Master. Darkholme had called Sebastian back to his ancestral home.

And it told him Everything.

Opening his mind to the supernatural, knowledge was poured into Sebastian's unprepared mind. And like all knowledge, it was power. Raw, preternatural power. Unlocking the hidden doors that existed in everyone's minds, awakening him to the potential to simply change reality at will. But it was too much, and the young man recoiled from the strain of all that knowledge and power. So Darkholme withdrew, and began to teach the young man in earnest.

In the course of a day, Sebastian had learned enough to perceive his sixth sense without strain. By the end of three days, he was capable of conducting simple rites and rituals. By the fifth, he was manipulating energy and beginning to master the shadows. By the end of the week, he was summoning creatures in contained rituals. By the end of two weeks, Sebastian was tearing open dimensional apertures. By the end of the first month, he was capable of combat applications of shadow magic. By the end of the seventh week, he had established his total dominion over Darkholme and was capable of opening the vault within the Castle and accessing it's untold riches.

But Sebastian wasn't satisfied with the untold wealth and riches of Darkholme. Oh, he had power, but he now knew his family's history and the powers his bloodline had held. He wanted that power and all it promised. He had to have it. And Darkholme told him how to get it. Just a little demon-summoning and bargaining to find the various objects of power his family had lost over the ages.

The first he sought was a toy bear. Possessed by his ancestor's little sister, the cloth creature was a powerful gaurdian spirit, capable of warding off all manners of creatures and spectres, and cuddly to boot. Unfortunately, at the time it was in the possession of a rather powerful demon known as "Carl" (it's short for something unpronounceable). Which involved going to a rather large city park in Bay City under cover of night, unleashing a few score of demon hounds to dig up the stone tablet hidden under the park, construct a massive summoning circle, then enact a ritual to call "Carl" to the material plane within the relative safety of the circle.

For whatever reason, it appeared that the local arcanist Kris Majax took offense to a shadow magician trying to summon a dark demon from the pits of Hell to gain an artifact of dark power. Conflict arose as the shadow-hounds defended Sebastian as he was chanting the ritual incantations, though it appeared at the arcanist's own knack for acquiring artifacts played in his favor against the relatively weaker hounds... things only escalated from there as "Carl" was in the middle of crossing between the dimensional rift Sebastian had opened and the hero, Majax, disrupted the summoning ritual at an inoppurtune moment. "Carl" was ripped - painfully - from the mortal coil and thrown back to it's home dimension as Sebastian suffered from the whiplash of the disruption. Despite the pain he suffered from the backlash of the violent magical energies, Sebastian dove into his shadow gate before the hero could take him into custody.

Things went similarly from there. Sebastian would try to make deals, but be stopped by various heroes. When he did make a successful deal, he was prevented from holding up his end of the bargain (seriously, heroes don't understand that some demons give out favors and expect them to be returned in things like stolen diamonds and gems - which have to be stolen rather than bought or given, because that's just how the magic worked)... It was all rather frustrating.

It took him a while, but sod it, he got a few deals in. Managed to reclaim a few of his family's treasures in the process (sure, Darkholme would never let him keep the treasures, but details) and even maintain a token of a social life in his civilian alter ego. Lived up the high society life, scored a few times, even bought an suite in an apartment high-rise to keep up appearances.

But after a while, Sebastian began to get bored of being the bad-guy. Sure, he did things that were morally questionable, but there were times that being chased by heroes wasn't all too great. Well, unless the heroes happened to be gorgeous women with spectacular figures and ... Yes, there were some heroes he happened to like. Oh so fun. But still, it got dreary after a time. No real connection to people. Darkholme was a constant companion, but the entity was no fun at all. It was rather... dull.

Then it struck him, one night. If being the bad guy didn't seem right to him, why not be the good guy? Change his lifestyle, and do some good? Hey, if it made those heroes feel good about themselves for doing the right thing, maybe he would feel better too? Sebastian had done horrible things, to be sure, but he could change... right?
BUILD UPDATES
Prologue - 2PP - Purchased "Ebon Wings" power and "Maleficis Altus, Magia Erebea!" AE to Array.
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Shadow Hound
Abilities:
Strength 2, Stamina 2, Agility 2, Dexterity 0, Fighting 3, Intellect -3, Awareness 2, Presence -2

Skills:
Athletics 5 (+7), Intimidation 6 (+4), Perception 5 (+7), Stealth 4 (+6)

Advantages:
Favored Environment (Darkness), Hide in Plain Sight, Improved Critical (Bite), Improved Trip, Move-by Action, Startle, Teamwork

Powers:
Feature 1 (+5 Stealth in Darkness)
Senses 8 (Darkvision, Normal Hearing [Extended], Ultrahearing, Scent [Acute, Ranged, Extended, Tracking])
Strength based Damage 1
Teleport 3 [extras: Accurate; flaws: Medium (Shadows)]
. . AE: Speed 2

Defenses:
Toughness 2, Dodge 4, Parry 4, Fortitude 4, Will 2

Abilities 12 + Skills 7 + Advantages 7 + Powers 14 + Defenses 5 = 45 PP
Complications:
Motivation: Shadow Hounds are servants of Darkholme and it's Master. The Master's wish is their command.
Disability: Shadow Hounds are like dogs. They don't exactly talk (though they can say words sometimes), they are quadrepedal, and have paws which aren't particularly suited for various tasks.
Prejudice: Scary demon hounds that come from a nightmare dimension are scary.
Weakness: The Shadow Hounds seem to be a sucker for a genuine "Good Doggie" routine. But only if it comes from adorable, young children.
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Servitors
Abilities:
Strength 2, Stamina 4, Agility 1, Dexterity 0, Fighting 3, Intellect -2, Awareness 0, Presence -2

Skills:
Acrobatics 3 (+4), Athletics 3 (+5), Close Combat: Unarmed 2 (+6), Intimidation 6 (+4), Perception 6 (+6), Stealth 6 (+7)

Advantages:
Close Attack, Equipment 1 (Varies), Favored Environment (Airborne), Hide in Plain Sight, Move-by Action, Teamwork

Powers:
Enhanced Dodge 4 [flaws: Limited (Airborne)]
Flight 4 [flaws: Winged]
Immunity 2 (Cold, Heat)
Senses 4 (Darkvision, Scent [Acute, Extended])

Defenses:
Toughness 4, Dodge 4/8, Parry 3, Fortitude 4, Will 3

Abilities 12 + Skills 9 + Advantages 7 + Powers 11 + Defenses 7 = 45 PP
Complications:
Motivation: Servitors are servants of Darkholme and it's Master. The Master's wish is their command.
Prejudice: The Wizard of Oz did a number on the rep of all winged primates, and the Servitors do bear a remarkable resemblance to them. In all fairness, the idea for flying monkeys did have something to do with demons, and Darkholme's records show they might have acted as a manner of inspiration. Disability: Though capable of speech, and of some intelligence, Servitors don't really talk. And when they do, they don't do so well. They tend to communicate with one another like primates might.
Quirk: They tend to do a lot of grunt work around Darkholme, and some even wear human clothing. Mostly stuff relating to their chores around the building and the grounds, and they're never wearing the full set of clothing - only pieces of them.
Last edited by kenmadragon on Sat Feb 03, 2018 3:19 am, edited 2 times in total.

Glyph
Posts: 66
Joined: Sun Nov 06, 2016 11:58 am

Re: Heroes Unlimited: The Catsiverse Role Call

Post by Glyph » Wed Dec 21, 2016 8:32 am

Prism
Appearing in: Heroes Unlimited

Real Name: Princess Valvalla Leota Shard
Alias: Valerie Bright


History
I am Princess Valvalla Leota Shard, 7th born of King Leotus, and last heir to the broken throne of Illuminar.
Our priests say that the Light was a gift to the royal line of Shard from the Goddess as a means to defend Illuninar from the Darkness, and to guard its people from its enemies. As a princess of Illuminar, the Light was my birthright, and my responsibility. I was trained as a warrior, just as my brothers and sisters before me to stand as part of the Illuminarian Royal Guard, sworn to the protection of Illuminar and its people, to serve with honour and courage. The burden and the responsibility of all Illuminarian’s born with the Light in their veins. I was honoured to be counted among them. The youngest and newest member of the Guard. To serve and protect. It was a time of pride as I helped maintain peace and prosperity within the realm. That was until the day Darkness descended upon my world.

There was a coup, led by one Fenris Shard, brother to our King and my uncle. Though older then our Lord Leotus, Fenris had been born without the Light, and as such lacked the power to protect our world as a sovereign is required to do, and as such could not become King. He had grown bitter and resentful over the throne he had been denied, and had spent years scheming and plotting, and had formed a pact with a long forgotten enemy, a great Darkness, who promised him his throne. All that was asked was that the Light of Illuminar be extinguished. The attack came seeming from nowhere, without warning or mercy. Cities and villages attacked seemingly at random while Fenris, with a legion of nightmare creatures at his back fell upon the palace. We fought valiantly, we fought bravely, but one by one my siblings fell. Even my father, one the mightiest warriors our world had seen fell to the attackers.

I am would have died as well, if it wasn’t for the Master of Arms, who while not blessed with the Light was a fierce and skilled fighter, and a mentor to us all. He pulled my injured body to safety, and literally carried me from the battle to an emergency one man space pod. He proceeded to strap me in, despite my protests. I was badly wounded, and lacked the strength to offer much of a fight. The last thing he said to me before sealing the pod was that the Light must continue to shine, even if it must do so far from Illuminar. I slipped into unconscious, either from my injuries or as the ships cryo-hibernation systems took effect, as the vessel shot itself into space, aimed for only the Light knew where. As I drifted through space away from the world that needed me, I slept and dreamt of a planet in flames.

I don’t know how long I slept, or how far my ship travelled, decades, centuries. I have no way to be sure. Eventually however, my vessel found landfall. I don’t remember the crash, simply waking and climbing from the battered pod in a smoking crater on an alien world known by its inhabitants as Earth. By the grace of the Light, I was able to observe this new world and its inhabitants. Disguised, I walked among them while I searched for any indication of a way home. It became quickly apparent that return to Illuminar was next to impossible. Between the limited space travel available and with no point of reference to where to find my home among the stars of this alien sky, I resigned myself to be exile. Unsure if Fenris would send someone to follow me, I remained hidden among the humans, took up a human name and identity. I missed home, and the guilt of my failure was a constant companion, but I have found some measure of peace on this new world among its people during my short time here. It is peaceful and safe here, so I thought for a long time

That was until I witnessed a criminal robbing a bank. Not just some thug holding the place up, petty crime is hardly unique to earth, but this was a powerful individual, a warrior of this world turned to assaulting and stealing from his fellows. A supervillian. I witnessed his cowardice as he turned his power against the regular people, and I saw those who came to stop him. True warriors of Earth, locally titled superheroes. They stood against him and brought him low after a hard fight. I was ashamed to say at the time I stood by and did nothing more then watch, though I have no doubt I would have been a match for him. After that day I began to notice, in the news, the papers, TV and talk in the street, these villains were everywhere. This peaceful world was at war under the surface on many fronts. Only its champions stood against these numerous forces of chaos. I had made a vow to defend my world and protect its people. While the world of my born is lost, Earth has become my new home, and I will stand as one of its champions, my duty as a daughter of the house of Shard.

From my observation of the humans culture, it is custom that their heroes to carry a moniker to serve as symbols for the heroic ideal. I am an agent of the Light. It shines through me so I may channel it, focus it. Such on this world are known as prisms. So Prism I shall be as I wield the Light as I have sworn to do. To stand again the agents of Darkness, not matter what form it may take.

Appearance

Humanoid in structure, Prism has indigo skin and long, wild, ivory hair. Her large eyes are solid orbs of amber gold that glow with in inner energy. With a slender figure, crystal Implants are visible on the back of her hands, feet and the centre of her stomach. A small crystalline horn protrudes from the centre of her forehead.
She wears gold bracers on her forearms and shins, gold tank top, short pants and a long sash down her front from her waist.

In her human disguise, Valerie Bright, she appears as a lean female with short, wild brown hair. Wearing a long worn coat, she peers at the world from behind a pair of rectangler spectacles, most of her face hidden behind a collection of scarves draped around her neck.


PL11 / 170

Strength 1
Agility 6
Fighting 5
Awareness 2
Stamina 2
Dexterity 4
Intellect 0
Presence 2
[44]

Skills: Acrobatics 8(14), Athletics 4(5), Intimidation 3(5), Investigation 4, Perception 8(10), Ranged Combat: Energy Control 4(8), Insight 6(8), Persuasion 3 (5)
[14]

Advantages: Accurate Attack, Agile Feint, All out attack, Leadership, Power Attack, Benefit: Illuminarian Royal - Heir to the Throne
[6]

Powers:[94]

Light Control - [38]
Energy Blast (Ranged Damage 14, Dynamic)
DAP: Light Construct (Create 14)
AP: Dazzle (Cumulative Ranged Affliction 14, Resisted by dodge, overcome by Fortitude, Impaired/Disabled/Unaware, Limited to one sense – Visual)
DAP: Telekinesis 14
AP: Energy Blade (Damage 14, Accurate 3, Penetration 11)
AP: Light Flare (Cumulative Affliction 11, Burst Area of Effect, Resisted by dodge, overcome by Fortitude, Impaired/Disabled/Unaware, Limited to one sense – Visual)
DAP: Enviroment Control – Light 14 (Full light – 2pts per rank)

The Royal Tongue: Comprehend 3 (Languages – understand all, understood by all at once)[6]

The Light Protects Me: (Immunity 10) Life Support [10]

Forcefield (Impervious Protection 12, Sustained) [26]
AP: Invisibility Veil (Concealment 2, Normal Sight, Affects Others, Area of Effect Burst, Selective)
AP: Holographic Disguise (Morph 3 – humanoids)

Flight 7 [14]

Dodge +8, Parry +5, Fort +7, Tough +2/14(with FF), Will +8
[12]

[44]+[14]+[6]+[94]+[12] = 170

Complications:

Motivation: Responsibility. Prism has been raised, and sworn an oath to uphold the principles of the Light of Illuminar; Honour, Courage, Serve and Protect

Alien: Prism is an alien. While usually not an issue for a superhero, her understanding of human culture has gaps. Her inhuman origin can make others uncomfortable or suspicious. There may even be an organisation or two interesting in her physiology for malicious and ill intended interests.

The last Light: The old enemy still seeks to extinguish the Light of Illuminar, no matter how far it has run or what world it is hidden on.

Secret Identity: In order to blend into human society, Prism maintains the human identity of Valerie Bright, a mysterious young lady seen volunteering at local soup kitchens and shelters, bringing words of comfort to the needy, despite, as far as anyone can tell, living on the streets herself.
Valerie maintains a number of friendships, including Father Conner Macdean a Priest active in his local communtiy, as well as a a number of the homeless.

Iliterate: While perfectly versed in the written language of her people, her grasp of written Earth languages, including english is very limited.

User avatar
Tattooedman
Posts: 1416
Joined: Fri Nov 04, 2016 8:09 pm
Location: Ohio

Hornet

Post by Tattooedman » Wed Dec 21, 2016 1:19 pm

Image
Hornet:
PL:
11
Strength 1
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 6
Awareness 2
Presence 2

Skills: Deception 8 (+10), Expertise [Biology] 3 (+9), Expertise [Computers] 10 (+16), Expertise [Science] 10 (+16), Insight 8 (+10), Perception 8 (+10), Persuasion 6 (+8), Stealth 0 (+12), Technology 10 (+16)

Advantages: Daze [Deception], Eidetic Memory, Inventor, Improved Feint, Improvised Tools, Luck 2, Power Attack, Ranged Attack 5, Speed of Thought, Set-Up, Taunt, Teamwork

Powers: Hornet Armor: (Removable -19 pts) [80 pp]
Armored Layers: Protection 4
Environmental Seals:
Immunity 7[Disease, Environmental Cold, Environmental Heat, Environmental Pressure, Environmental Radiation, Suffocation]
Immunity 5 [Sensory –Based Afflictions] (Flaw: Limited [Half Effective])
Flight Harness: Flight 8 (Feats: Move-By Action)
Mass Reduction Field: Shrinking 12 [6 inches: Dodge/Parry +6, Stealth +12] (Extra: Normal Strength); (Flaw: Quirk [Maximum Rank Only])
On-Board Computer:
Enhanced Skill 2 [Ranged Combat [Stinger Gauntlets] +4]
Communication 1 [Wifi] (Feats: Subtle); (Flaw: Limited [Machines/A.I.s only])
Comprehend 2 [Speak to & understand Machines]
Stinger Gauntlets:
Stinger Blast: Ranged Electrical Damage 11
-Strobing Discharge: Affliction 11 [Vision Impaired, Vision Disabled, Visually Unaware; resisted by Fortitude] (Extra: Area [Burst]); (Flaw: Limited [1 Sense only (vision)])
-Sedative Stingers: Ranged Affliction 11 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative); (Flaw: Limited [Biological targets only])

Aerial Combatant:
Enhanced Advantage 1 [Favored Environment (Airborne)]
Enhanced Dodge 4 (Flaw: Limited [Only while flying])
Enhanced Parry 4 (Flaw: Limited [Only while flying])

Offense: Initiative +6
Melee Attack +4
Ranged Attack +7 // Stinger Gauntlets Attack +11

Defense: Dodge +14*/+8**/+4 [*Aerial Combatant & Mass Reduction/** Aerial Combatant]
Parry +14*/+8**/+4 [*Aerial Combatant & Mass Reduction/** Aerial Combatant]
Toughness +6*/+2 [*Armored Layers]
Fortitude +8
Will +8

Equipment: Commlink
ID Card


Costs: Abilities 42+ Skills 21+ Advantages 16+ Powers 85+ Defenses 14= 178 pts.


Real Name: Kirk McGlothlin
Height: 5’11” (normal size)/6" (shrunken size)
Weight: 163 lbs
Hair: Brown
Eye Color: Brown

Complications:
Enemy ~Beetle: Byron Costa was one of the scientists allowed to use the size-altering armor by Oracle before Kirk was given possession of it. Determined to live up to the legacy of Grasshopper (of who he was a huge fan of) Byron created his own armor and calls himself the Beetle. While it’s one of the more advanced suits currently in use it still can’t reduce a person’s size and Byron wants to study Kirk’s armor so that he can replicate that effect without the harmful side-effects, even if he has to thrash Kirk to get his hands on it.

Legacy: Kirk tries to do the kind of good work that his older brother, Jamie, had done as the Grasshopper.

Responsibility ~Oracle: The company responsible for creating the armor that Kirk now wears, it’s technically their property but the let him use it as he’s the only one who can safely wear it. From time to time Oracle calls upon Kirk to perform special duties as a way of ‘paying’ for his use of the armor.


Background: Kirk McGlothlin was the youngest of two children, his brother Jamie, developed the ability to shrink down to only a few inches tall and his strength and resistance to injury increased as his body compressed itself allowing him to make impressive leaps as well as being able to cling to any surface. Calling himself the Grasshopper, Jamie used his powers to fight crime in their home town of San Francisco, nothing fancy really mostly street crime but every once in awhile Grasshopper would end up helping the people at Oracle and they helped him to better understand how his powers worked as a way of saying thanks.

Grasshopper ended up losing his life in the events set into motion by the Usurper when he launched an attack on the San Francisco, Oakland, and San Jose Bay Area. He was working to free people trapped in a collapsed building when several of the Usurper’s war machines came back around and tiny hero tried to hold them off on his own. Though the Usuurper was stopped thanks to the heroes that united against his threat and was held responsible for his actions, Kirk couldn’t help but feel the loss of his older brother.

Jamie had it set up in his will that when he died that his body would be donated to science, specifically it would go to Oracle, and their mother, lost in her grief over the loss of her oldest son, didn’t fight against his final wishes. Kirk on the other hand pushed himself into his school work, something that Jamie had always encouraged him to do as he himself lacked anything beyond a high school education. Over the following years Kirk heard stories that Oracle had developed a suit of armor that would allow it’s wearer to shrink down in size and he became convinced that they’d done it by studying his brother’s body and he pushed himself even harder to gain a job at Oracle so that he could prevent anything from tarnishing his brother’s memory.

What made it all possible was that during his interview was that Kirk revealed his connection to Grasshopper, Oracle had always respected Grasshopper’s wishes to remain anonymous and had never tried to learn his civilian identity even when the armor they’d developed based on the energy field he’d tapped for his powers showed to have harmful side-effects on those that wore it for long periods of time. So the revelation of a blood relation who was interested in working on the project presented itself they jumped at the chance to keep such a useful project working.

Soon Kirk was undergoing tests to determine his compatibility with the armor and it was found that something in his DNA allowed him to use it without the side-effects others suffered (a fact which bothered others who worked in the armor in shifts to offset the onset of said side-effects, most notably Byron Costa who later became the criminal Beetle). Kirk was then offered a position in Oracle’s Meta Works program, which meant that from time to time Kirk is called upon to use the armor in the interests of Oracle while working a normal job (which for Kirk meant as one of the many scientists employed by Oracle). Not many of his co-workers are aware of his dual identity, while his bosses are but Kirk doesn’t mind as he was given possession of the armor to use as he saw fit and he’s created several additions for it (as he doesn’t gain the increased strength and resiliency his brother did when shrunk).

Now Kirk calls himself the Hornet and he’s trying to live up to example Jamie set and he’s learning that when you’re only a few inches tall there’s nowhere to go but up.
Last edited by Tattooedman on Tue Apr 03, 2018 1:37 pm, edited 3 times in total.

Corrigon
Posts: 332
Joined: Sat Nov 05, 2016 8:36 am

Re: Heroes Unlimited: The Catsiverse Role Call

Post by Corrigon » Fri Dec 23, 2016 7:18 pm

Uplift
Image

Abilities (34pp)
Str 0 Sta 1 Agl 2 Dex 2 Fgt 2 Int 8 Awe 2 Pre 0

Defenses (21pp)
Dodge 7 Parry 7 Fortitude 7 Toughness 1/11 Will 9

Combat
Initiative +2,
Punch +2 Dam 0
Energy Blast +10 Dam 10

Powers (66pp)
Quickness 2 (ltd to mental tasks)
Cybernetic Jump enchancements - Leaping 3

Power Staff (Easily Removable)
Energy Blast 10
AE Cutting Torch - Weaken Toughness 10 (affects objects only)
AE Tractor Beam - Move Object 10

Radar Glasses (Easily Removable)
Senses - Radar - Accurate radio, extended 4, Infravision, penetrates concealment, Microscopic Vision (DNA Level)

Uplift Harness (Removable) 42 points (before removable)
Immunity 10 - Life support
Forcefield - Protection 10 (Personal, sustained, impervious)
AE Extended Forcefield - Protection 6 (Area, sustained, impervious)
Body booster - Boost Trait 5 (Variable enhanced abilities, str, sta, agl, Dex or Awe - pick one)
AE Healing injections - Healing 3 (Restorative, stabilise)
Feature - Built in tools
Extendable robotic arm - extra limb 1, elongation 1
DE - Assemble – variable (tech powers) – (ltd to techpack) - Up to 10 points, standard action for minor items – Anything over 10 points, pack must be reconfigured. Takes at least one minute, longer as more points are used. Up to Rank 6 - 30 points to rearrange.

Skills (24pp)
Expertise (Engineering) 10 (+18)
Expertise (Science) 10 (+18)
Expertise (Computers) 12 (+20)
Technology 10 (+18)
Investigation 2 (+10)
Athletics 2 (+2)
Perception 5 (+7)
Vehicles 3 (+5)
Insight 4 (+6)
Ranged Combat (Staff) 8 (+10)
Stealth 6 (+8)
Acrobatics 1 (+3)
Persuasion +3
Healing +1 (+9)

Feats (10pp)
Skill Mastery (Technology)
Second Chance (Technology)
Eidetic Memory
Inventor
Improvised Tools
Equipment 5
Benefit - cypher - nobody can find out much about his past as he has erased it
Contacts
Power Attack

Equipment 25 points
Home above a hidden workshop - Size Medium, toughness 8, features - communications, computer, concealed, garage, gym, living space, power system, workshop, security system x2, Defense system - 13 points

Mole Machine - Huge, str 11, speed 4 (Burrowing), defense 6, toughness 12 - 10 points

Comlink, rebreather

Complications
Motivation - recognition and redemption - wants to make up for his past actions. Designed or upgraded much of the equipment used by various villains and organisations and feels guilt for actions carried out using it.
Blue collar worker - likes to do his job and not make a fool out of himself. He always strives to be professional
Still used among the villain community - various villains still want to use his services as most do not know or care about the incident with the Corrupted.
Wallflower - tends to be quiet unless needed.
Machine Curiousity - any new technology he is drawn to see how it works. This can be a problem when he's needed to dismantle a bomb or disable the robotic killing machine trying to exterminate them.
Dislikes physical conflict - whilst he will happily blast things, he is useless at close combat and actively tries to avoid it. He has in the past surrendered rather than be hit, but he recognises that won't be an option.

History
Previously known as the Mechanic, Uplift was the go to tech guy for various villains and acted as a henchman to more powerful and ruthless villains. He was usually able to escape from heroes and authorities using his tech skills, but when physically confronted, would normally surrender, saying it was just a job. He tried to stay away from groups with a homicidal bent, helping organisations rob banks or make spectacular statements, rather than commit murder. He has been arrested a few times, but would normally end up escaping as part of other breakouts. His time amongst the villainous fraternity, especially the homicidal and psychotic members, caused him to sour on his life and long for something better. Previous clients include Viper and Deathstroke. He designed Riplash's cyber whips.

He also was one to hire for high tech heists and even bank robberies. Such was the demand for his help, that he designed and built a mole miner to make it a lot easier to get in vaults. He was the consumate professional even when his associates were not. In fact, he was astounded at how stupid far too many of his fellow criminals could act.

His last job was for the Corrupted. Initially hired to set up their security, he realised that their plan was to mentally control children through use of a TV programme and accessories. He balked at this and led authorities to their base. he was given amnesty and forced to retire. However, doing the right thing felt good and he wants to capitalise on that before he slips back into his old habits.

His father was a careers criminal and helping his father caused him to fall in with a bad crowd, who recognised his technical skills, which came natural to him.

As he was given amnesty, he was given a new name to go on the system - he is officially known as Samuel Francisco
Last edited by Corrigon on Thu Nov 02, 2017 1:31 pm, edited 1 time in total.

Shock
Posts: 1900
Joined: Fri Nov 04, 2016 8:27 pm
Location: Connecticut USA

Re: Heroes Unlimited: The Catsiverse Role Call

Post by Shock » Mon Jan 02, 2017 3:33 am

Shock

Image

One night in the summer of 1978, there was a strange incident in Northern California. There were several differently colored lights visible in the sky above a small country farm and some very unusual sounds were heard for miles around. There was the usual speculation about aliens and secret government projects but of course no real evidence ever came out. What really happened was a battle between a pair of unknown supers. Nobody ever took credit for the event, so it's not known who was involved. What also isn't known is that one of the supers, upon losing the battle, hid his powers in a small child. That child's name was Chris Corona.

Chris grew up on a small family farm north of Sacramento. He didn't mind the quiet farm life, but he always knew that he was going to do something bigger with his life. It took until high school before his powers started to manifest. At first, it was just his strength and reflexes that improved rapidly, but later he was able to generate electrical power and fields. He kept these abilities a secret from everyone and was able to explain away any slips with stories of static electricity or other weirdness.

While in college at Stanford for chemistry, Chris began to explore his abilities more fully. He would help people who needed it but only as he came across trouble and always concealing his identity. After becoming frustrated with the limited amount of good he was doing, he took a minor in criminal justice with an eye towards becoming a forensics expert. After graduation, he joined the Bay City police force where he worked for several years while occasionally doing some late night heroics (but still always in secret).

His career path changed when he ran across the Mysterious Enigma during one of his late night excursions. Enigma derided his "half-assed" heroic efforts and suggested he use his powers to do some real good or quit entirely. This meeting had a profound effect on Chris and he dedicated himself to do some more serious heroing. He got himself a costume, with a mask, and started publicly fighting crime using the name Shock.

A couple years later, Shock had a disruption in his heroic career when he was framed for a murder by one of his enemies. He initially surrendered, thinking he could prove his innocence, but when it became clear that he was going to lose, he went on the run. It took months to find the evidence that would clear him and he had to resign his position on the police force. To repair his image, Chris went public with his identity and hired an agent/publicist. He has taken on some endorsements and, after a small amount for living expenses, donates the rest to various charities.

Shock - 175 points - PL 11

Abilities - 26 points
Str - 1(4) - 2 points
Sta - 1(4) - 2 points
Agi - 2(10) - 4 points
Dex - 3 - 6 points
Fig - 2(9) - 4 points
Int - 3 - 6 points
Awr - 1 - 2 points
Pre - 0 - 0 points

Defenses - 23 points
Fortitude +10 (+4 Sta +6 bought)
Will +11 (+1 Awr +10 bought)
Toughness +9 (+4 Sta +5 Forcefield)
Parry +13 (+9 Fig +4 bought)
Dodge +13 (+10 Agi +3 bought (+2 Evasion))

Powers - 93 points
Physical Enhancement(Permanent) - 48 points
-Strength 3 -Stamina 3 -Agility 8 -Fighting 7
-Quickness 1 -Speed 4 -Power Lifting 1
Forcefield 5 - 5 points
Electrical Control - 25+4 points
-Ranged Damage 12(Precise)
-AP:Energy Aura 5 (Electricity)
-AP:Affliction 12 (Cumulative, Dazed/Stunned/Incapacitated)
-APamage 8 (Penetrating 8, Area(Line))
-AP:Shapeable Area Damage 11
Feature (can power electrical devices) - 1 point
Immunity 10(All Electrical effects) - 10 points

Skills - 18+4 points
Acrobatics 2(12)
Athletics 4(8)
Expertise:Farming 2(5)
Expertise:Forensics 9(12)
Expertise:Science 4(7)
Expertise:Security 4(7)
Insight 7(8)
Investigation 8(11)
Perception 10(11)
Persuasion 2(2)
Vehicles 2(12)
Close Combat:Unarmed 4(13)
Ranged Combat:Electrical Control 4(10)

Advantages - 11 points
Close Attack 1
Equipment 1 (Handcuffs, Forensics kit, commlink)
Evasion
Improved Initiative
Luck
Move-by Action
Ranged Attack 3
Takedown
Teamwork

Combat
Ranged Damage - Attack +10 Damage +12
Close Damage - Attack +13 Damage +4/+9 with aura
Affliction - Attack +10 Fort DC 22
Initiative +14

Complications
-Responsibility: Chris has an agent and endorsements and the obligations that come with them
-Fame: Chris has a public identity and deals with many of the problems that come with it
-Family: Chris' public identity makes it easy to track down his family
-Reputation: Even though he didn't do it, the murder accusation really hurt his public reputation

2E build wrote:Shock - 162 points - PL 10

Abilities - 16 points
Str - 12/18 - 2 points (23 for lifting)
Dex - 14/30 - 4 points
Con - 12/18 - 2 points
Int - 16 - 6 points
Wis - 12 - 2 points
Cha - 10 - 0 points

Attack - +9 - 18 points
Defense - +10 - 20 points

Saves 12 points
Fortitude +8 (+4 con +4 bought)
Reflex +11 (+10 dex +1 bought)
Will +8 (+1 wis +7 bought)
Toughness +7 (+4 con +3 forcefield)

Powers - 62 points
Enhanced Str +6 - 6 points
Enhanced Dex +16 - 16 points
Enhanced Con +6 - 6 points
Super Strength 1 - 2 points
Speed 1(10-40MPH) - 1 point
Quickness 1 - 1 point
Forcefield 3 - 3 points
Electrical Control 11 (Lightning Bolt, Precise) - 23+4 points
-AP: Stun 11
-AP: Energy Aura 3 (Electricity) + Immunity 10 (All Electrical effects)
-AP: Strike 7(Area(Line), Penetrating)
-AP: Damage 10 (Shapeable Area)
Feature (can power electrical devices) - 1 point

Skills - 20 points
Acrobatics 2(12)
Concentration 6(7)
Diplomacy 2(2)
Disable Device 5(8)
Drive 2(12)
Handle Animal 2(2)
Investigate 8(11)
Knowledge (Life sciences) 6(9)
Knowledge (Local) 4(7)
Knowledge (Physical Science) 6(9)
Notice 10(11)
Profession(Forensics) 9(10)
Search 7(10)
Sense Motive 7(8)
Swim 4(8)

Feats - 13 points
Attack Specialization (unarmed) 2
Dodge Focus 3
Elusive Target
Equipment 1 (Handcuffs, Forensics kit)
Evasion
Grappling Finesse
Improved Initiative
Luck
Move-by Action
Takedown Attack
Teamwork

Combat
Lightning Bolt - Attack +9 Damage +11
Unarmed Attack - +13 Damage +4(+7 with Aura)
Grapple +20 (+9 attack +10 strength +1 super strength)
Defense +13 (+5 base +8 dodge)
Knockback -3
Initiative +14

Complications
-Responsibility: Chris has an agent and endorsements and the obligations that come with them
-Fame: Chris has a public identity and deals with many of the problems that come with it
-Family: Chris' public identity makes it easy to track down his family
-Reputation: Even though he didn't do it, the murder accusation really hurt his public reputation

User avatar
Nintendogeek01
Posts: 309
Joined: Fri Nov 04, 2016 8:42 pm

Re: Heroes Unlimited: The Catsiverse Role Call

Post by Nintendogeek01 » Mon Jan 02, 2017 8:18 am

Whoops, hadn't noticed this was up. Here we go!

Colonel Dusk

Colonel Dusk Bio
  • Former Rank: Colonel (NOTE: closest equivalent to common Earth military ranks)
  • Name: Ab'Ril Dusk'Chosar
  • Gender: Female
  • Age: 30
  • Height: 7'9"
  • Weight: 537 lbs
  • Eye Color: Purple
  • Hair Color: White
Image


Colonel Dusk Crunch

Power Level 10
Abilities = 52pts *Due to enhanced trait
  • Strength: 7*
  • Stamina: 7*
  • Agility: 2
  • Dexterity: 0
  • Fighting: 5
  • Intellect: 1
  • Awareness: 7
  • Presence: 1
Powers = 42 points

Mag'Nar Physiology: Growth 2 (+2 Mass, STR +2, STA +2, +1 Intimidate, -1 Dodge & Parry, -2 Stealth; perm, innate) = 5pts

Fast: Speed 4 (16mph), dynamic = 5pts
  • Alt; Strong Legs: leaping 4, dynamic = 2pts
Elemetal Colonel's Amor: Protection 3, impervious 2; removable (-1pts) = 4pts total

Elemetal Shield: Removable (-3pt) = 12pts Total
  • Alt; Shield Attack: strength-based damage 3 (ranged 10; throwing), feature 1 (returns to thrower) = 14pts
  • Shielding: enhanced defense 6 (dodge 3, parry 3), improved defense = 1pt
Elemetal Sword: Easily Removable (-6pts) = 12pts total
  • Sharp: improved critical (elemetal blade) = 1pt
  • Elemetal Blade: strength-based damage 3 linked to weaken toughness 7 (affects objects also) = 17pts
Translator Headband: comprehend 3 (languages; read, understand, understood), removable (-1pt) = 5pts

Advantages: accurate attack, all-out attack, benefit 1 (ambidexterous), close attack 3, defensive attack, fearless, improved disarm, improved feint, improved initiative, inspire 5, interpose, leadership, luck 5, power attack, quick draw, set-up, startle, takedown, teamwork = 29 points

Skills: Acrobatics 1 (+3), Athletics 0 (+7), Close Combat: Blades 2 (+10), Close Combat: Others 0 (+8) Deception 0 (+1), Expertise: Soldier 5 (+6), insight 3 (+10), intimidation 13 (+15), perception 3 (+10), persuasion 0 (+1), Ranged combat: Throwing 10 (+10), stealth 0 (+0), technology 4 (+5), vehicles 4 (+4) = 17 points

Defense = 15 points
  • Dodge: 7/10
  • Parry: 7/10
  • Toughness: 7/10
  • Fortitude: 10
  • Will: 10
Offense
  • Initiative +6
  • Unarmed, +8, close, damage 7 (DC22)
  • Elemetal Blade, +10, close, Damage 10 (DC25), Weaken 8 (DC18), crit 18-20
  • Elemetal Shield, +8/+10, close/range, Damage 10 (DC25)
  • Throwing, +10, range, Damage 7 (DC22)
Abilities: 52 + Powers: 45 + Advantages: 29 + Skills: 17 + Defenses: 15 = 158/158 points

Descriptors

Mag'Nar Physiology: [Physical] [Innate]The Mag'Nar are physically imposing humanoids; both males and females tower over average humans and have matching strength and endurance to boot. They also possess pointed ears and skin-tones that range from a stone-like brown to many shades and hues of red or orange, purple blood, and hair and eye colors of wider ranges.

Fast: [Physical] [Movement] Mag'Nar such as Ab'Ril are capable of sustaining speeds of 30 MPH, more if they sprint.
  • Strong Legs: Their leg strength allows them to leap impressive distances in a single bound.
Elemetal Colonel's Amor: [Metal] Standard issue protection to field officers in the Mag'Nar Empire made from Elemetal, the empire's uniquely created metal that reflects colors akin to sunset. Ab'Ril has kept and maintained her armor in decent shape. It provides her already tough body extra protection.

Elemetal Shield: [Metal] [Blunt] Shields made from Elemetal afford their wearers extra protection and are magnetically bound to an arm brace on the shield-bearing arm, used to help fasten the shield to the bearer's arm. Ab'Ril likewise uses the shield for protection though she isn't afraid to bash someone with it when the situation calls for it, she's even gotten quite handy at throwing the shield and then using the magnetic pairing to bring it back to her arm.

Elemetal Sword: [Cutting/piercing] [Metal] This sword made from Elemetal is exceptionally sharp and well-maintained by Ab'Ril; the blade is capable of good cutting power that can even pierce all about the absolutely toughest defenses. Despite possessing blaster technology there is still a large number of Mag'Nar who prefer close-range combat with weapons such as these, but with their prodigious strength it's a small wonder.

Translator Headband: [Comprehension] Since the Mag'Nar have assembled a large empire in the cosmos they necessitate translation technology. Ab'Ril's headband enables her to read and understand other languages while also translating her words with accurate meaning. That said the headband does require some time to adapt to a new language and this has given Ab'ril trouble before.

Beyond all of this Colonel Dusk is a trained fighter and a fearless leader who inspires troops to victory, fights well with others, and has more than a little luck on her side.

Complications

Motivation - Liberation: After fighting for the wrong side more times than she cares for Ab'Ril is dedicated to freeing herself from those mistakes and her enemity with the Empire, while also enabling others more freedom.

Alien: Ab'Ril is a Mag'Nar, her stature, skin-color, and other alien features make her stand out like a sore thumb; moreover she has very limited knowledge of some aspects of Earth culture.

Soldier and Fighter: First as a gladiator who struggled for her life, and then a soldier who lead from the front-lines. If Ab'Ril is not fighting, training, or planning she tends to become restless and irritable unless she can be distracted.

"Piece of Kjnu!": The headband is not perfect, if there is a language Ab'Ril has not encountered yet the best she can give and receive are garbled communications of unfamiliar language to both parties.

Honor: Despite combat methods that would seem pragmatic or even outright brutal to some Ab'Ril has developed a sense of honor. She is a front-line fighter (though not above playing distraction if necessary), she does not kill already beaten foes, prefers clean deaths if such are necessary, and finds endangering non-combatants infuriating. Ab'Ril's military history has often taught her that sometimes ugly choices have to be made, but that doesn't mean honor should be abandoned outright. More importantly so long as her associates maintain similar levels of honor she is steadfastly loyal to them (part of what made her treason below so heart-breaking).

Traitor to her Homeworld: Ab'Ril committed treason and fled the Mag'Nar Empire before going on to raise resistance movements on other planets, placing her firmly among the Empire's most wanted. Deep down Ab'Ril's feelings are not as straight-forward, as she still considers the Empire her home and part of her hopes that the Empire can find a new sense of integrity without the mindless conquest its military seems to have devolved into.

Arachnos: Her first contact with humans were with the clandestine terrorists known as Arachnos. Taking advantage of her confused state and imperfect understanding of Earth languages the Arachnos deceived her into assisting them with a number of operations requiring a more "head-on" solution. She has since learned better and vowed to destroy the organization.

Colonel Dusk Backstory

She didn't even have a name at first, she was just one of many children born to slaves who were unlucky enough to survive a childhood of slavery to make it to adulthood. Though luck would be on her side, ironically enough, when she was passed over as a concubine for the soldiers to be selected for the gladiatorial arena where the number of slaves who survived it could be numbered on one hand. No weapons? The beasts had fangs she could rip out to use. No armor? Just kill them first. No chance? Dead wrong. Eventually an observing General decided that it would be a waste for her to die and had her selected to receive training as a soldier. It was as a soldier she adopted her name Ab'Ril, "Harbinger."

As her prowess grew and her expertise with elemetal equipment, the unique mineral of the Mag'Nar system that reflects the colors of a sunset, she climbed the ranks. Ab'Ril wasn't the strongest or the swiftest, she wasn't event the most intelligent or the most charismatic; but few could lead as well as she could. She would pick up her allies when they fell down, she would take risks knowing others were watching her back, Ab'Ril would unite soldiers behind her to claim new planets for the Empire! It was upon becoming Colonel that she was given her full name Ab'Ril Dusk'Chosar "Harbinger of the End Hunt."

Like many officers Ab'Ril enjoyed privileges within the Empire, including access to their slaves, and for a while she reveled in it as much as any officer - after all she climbed up from the bottom with her own strength, so should they. A hierarchy was only the natural way of things no matter how its looked at, especially when you yourself led the conquest that burned homes, killed families, and made off with the spoils. It was all to bring glory to the Mag'Nar Empire. Things only changed when she took charge of a failing corp.

Colonel Dusk, shortened of course, turned around their operations and forged those soldiers into a success but unlike the men she'd led and served with for so long these men and women knew no restraint. Those who surrendered were butchered instead of imprisoned, those who were defenseless were brutalized before being tossed aside, groups that were corralled were burnt instead of being reeducated. It was in that inferno that Colonel Ab'Ril Dusk'Chosar saw a shade of what she could become, what she was already becoming... not a soldier but a monster. Thusly in an effort that nearly killed her, and broke her heart, she turned against her own soldiers and killed them, a bloody and tearful way to commit treason.

So it was that "Colonel" Dusk would flee to other worlds, attempting to rally resistance against imminent invasions from the Mag'Nar; at first she was lucky they didn't kill her, but eventually they listened. Unfortunately every resistance only bought time against the mighty Empire, forced the Empire to commit more resources than normal but otherwise little changed as they expanded. Hopefully one day there will be a world that can fight back, and hopefully by then the Empire's expenditure will not be made up for by the resources gained. Unfortunately a navigation error caused Ab'Ril Dusk'Chosar to crash land on a strange planet in a far-flung solar system.

Colonel Dusk was for the longest time, simply fighting off the wildlife and trying to survive. Eventually she was found by a strange group of aliens, and with the language freshly encountered her translator could only gather a few bits and pieces of what they said, but eventually communication was established and they reached an agreement; she would aid her rescuers, The Arachnos, and they would enlighten her about Earth. It was almost a return to her days as a soldier, a comfort of old habits for a while - but once her translator had adapted to the language Ab'Ril proved less "savage" than the Arachnos expected of her and their partnership ended violently (as a few destroyed bases can attest).

Since then Colonel Dusk has been working with Aegis, directing field troops to any Arachnos bases she knew of, or that which Aegis could find, and leading the charge against their defenses. Though Ab'Ril respects the professionalism of Aegis there was still a lack of a true rapport between her and these small, well-equipped yet normal, humans; as though slightly alienated. A small part of her worries they may not have taken her warnings on the Mag'Nar too seriously (though admittedly the Mag'Nar weren't likely to reach this planet before other worlds ripe for conquering), and lately she has also sensed that something big is going on with the Arachnos - finding them and rooting them out has become almost too easy; they've been more active, and something's brewing.

Colonel Dusk knows that if this becomes a hidden war she's going to need more than an agreement between herself and some agency she's barely a part of, she needs real allies who she can trust and can trust her to lead them into battle. If Colonel Dusk is going to succeed against the Arachnos it is going to take a team as loyal to her as she is to them, and may the stars have mercy on anyone who gets in their way.
Last edited by Nintendogeek01 on Tue Nov 07, 2017 4:44 pm, edited 1 time in total.

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Re: Heroes Unlimited: The Catsiverse Role Call

Post by Kaisius » Wed Jan 04, 2017 2:18 am

Magus Errant
Thomas Flynn
Pl 11 170pp

Image

ABILITIES 52pts
STR 0 AGL 1 FGT 4 AWE 6
STA 1 DEX 3 INT 6 PRE 5

POWERS 67pts.
Astral Projection: Remote Sensing 10 (21 PP) - Affects: 3 Types, inc. Visual - Visual, Aural, and Mental, Range: 4 miles; Side Effect 2: always - physical body is defenseless and immobile
  • AP: Magus Mantle
    •Levitation: Flight 4 (8 PP) Speed: 30 miles/hour, 500 feet/round
    •Mage Armor: Protection 12 (12 PP) +12 Toughness; Sustained
Everwatchful Eye of Idris: Senses 6 (7 PP) Awareness: Magical, Danger Sense: Vision, Danger Sense: Magical, Darkvision, Radius: Vision, Advantages: Uncanny Dodge
Spellcasting (39 PP)
  • Ephemeral Form (35 PP)
    • •Enhanced Trait 3 (7 PP) - Stealth +10 (+11); Affects Others
      •Immunity: Immunity 2 (4 PP) - Suffocation (All); Affects Others
      •Insubstantial 4 (24 PP) - Incorporeal; Affects Others
    AP: Conjuration: Create 10 (1 PP) Volume: 1000 cft., DC 20; Affects Insubstantial 2: full rank, Increased Duration: continuous, Precise, Subtle 2: invisible
    AP: Key Mastery: Nullify 11 (1 PP) - DC 21; Accurate 3: +6, Effortless, Simultaneous, Subtle 2: undetectable; Limited: Binding, Barrier, & Imprisonment Effects, Reduced Range: close
    AP: Mystic Bindings: Cumulative Affliction 10 (1 PP) - 1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 20; Accurate 3: +6, Affects Insubstantial 2: full rank, Alternate Resistance (Resisted by Dodge/Overcome by STR/Damage), Cumulative, Extra Condition, Increased Range: ranged; Limited Degree
    AP: Mystic Bolt: Damage 10 (1 PP) - Magical, DC 25; Accurate 3: +6, Affects Insubstantial 2: full rank, Increased Range: ranged, Variable Descriptor 2: broad group - Magical
ADVANTAGES 9pts
Artificer, Equipment 3 (HQ: Nowhere In Particular), Ranged Attack 3, Ritualist, Speed of Thought, Uncanny Dodge (from Everwatchful Eye)

SKILLS 17ptsClose Combat: Unarmed 0(+4), Deception 7(+12), Expertise (AWE): Magic 6(+12), Expertise: Science 4(+10), Insight 6(+12), Intimidation 5(+10), Investigation 4(+10), Perception 6(+12), Persuasion 5(+10), Ranged Combat: Spellcasting 0(+3), Stealth 0(+1/+11*), Technology 4(+10), Treatment 4(+10)

DEFENSES 25pts
Dodge 8
Parry 8
Fort 8
Toughness 13
Will 13

OFFENSE
Key Mastery +11 Close DC 21
Mystic Bindings +12 (Resist: Dodge/Overcome: STR/Dam)
Mystic Bolt +12 DC 20
Unarmed +4 DC 15
Throw +3 DC 15


ABILITIES 52 + POWERS 67 + ADVANTAGES 9 + SKILLS 17 + DEFENSES 25 = 170pts.

Complications:
Motivation: Doing Good
Motivation: Responsibility
He Only Knows The Names: As Flynn comes from an alternate reality, some of his knowledge isn't applicable to the current continuity. For example, the Champions that he is familiar with are Giant, Flare, Icestar, Rose, and the Marksman.
Altered Arcana: A new arrival in this dimension, Flynn has found that Magic works...differently than he is accustomed to. While certain basic spells appear to be omniversal, many of his more advanced (and most reliable) castings are not translating as they should. Flynn must make an Expertise: Magic check to change the Variable Descriptors in his Spellcasting Array

Parallel dimensions. Alternate timelines. These are just different ways of saying Somewhere Else. Somewhere Else, Thomas Flynn was known as the Arch Magus, the premier mystic guardian of Earth. For many years, he fought the forces of evil, arcane and otherwise, alongside the other heroes of his world. Many times, he joined forces with teams such as the Champions and Strike Force to save the world, most often from the man known only as Destroyer. The last and most terrible of the Destroyer's schemes culminated in the utter destruction of Detroit and threatened to consume the world. Sacrificing himself to contain the damage, Flynn was flung across an untold number of mystic planes before landing on this strange reflection of his home. Having no way back to his original Earth, Thomas Flynn has chosen to adopt and defend this one as the Magus Errant.

HQ: Nowhere In Particular
Toughness 10, Size Huge

Features: Concealed 1, Dual Size: Medium, Laboratory, Library, Living Space,
Personnel, Sealed, Security System 1, Self-repairing 1, Workshop
"I'm not a big, fat panda. I'm THE big, fat panda!" - Po, Kung Fu Panda
My Character Page
Jonathan Spectre in New FORCE Ops
Magus Errant in Heroes Unlimited

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Re: Heroes Unlimited: The Catsiverse Role Call

Post by catsi563 » Tue Jan 10, 2017 7:48 pm

The Grasshopper in conjunction with TM
Image
Grasshopper:
PL:
10
Str 14 [30] (+2/+10) Dex 14 [20] (+2/+5) Con 14 (+2) Int 10 (+0) Wis 16 (+3) Cha 16 (+3)

Skills: Acrobatics 4 (+6/+), Bluff 10 (+13), Gather Information 8 (+11), Knowledge [Pop Culture] 10 (+10), Knowledge [Streetwise] 8 (+8.), Notice 8 (+11), Search 8 (+8.), Sense Motive 8 (+11), Stealth 0 (+2/+21)

Feats: Acrobatic Bluff, Distract [Bluff], Elusive Target, Evasion 2, Improved Feint, Improved Initiative, Move-By Action, Power Attack, Quick Change, Takedown Attack 2, Taunt, Up the Walls

Powers: Size of a Bug:
Enhanced Strength 16 (Flaw: Limited [only while shrunk])
Enhanced Dexterity 6 (Flaw: Limited [only while shrunk])
Leaping 4 (Flaw: Limited [only while shrunk])
Protection 8 (Flaw: Limited [only while shrunk])
Shrinking 16 [fine sized (5 inches tall); +8 Attack/Defense; +16 Stealth; -16 Grapple; -8 Intimidate] (Extras: Normal Strength, Normal Movement [Flaw: Limited (Leaping Only)], Normal Toughness); (Flaw: Full Power)
Super-Movement 2 [Wall-Crawling 2] (Flaw: Limited [only while shrunk])
Super-Senses 1 [Danger Sense] (Power Feat: Uncanny Dodge [mental]) (Flaw: Limited [only while shrunk])
Super Strength 4 (Flaw: Limited [only while shrunk])

Saves: Toughness +10*/+2 [*Shrunk down]
Fort +8
Ref +10
Will +10

Combat: Attack +2 [+10 shrunk down]
Damage +10 (Unarmed [shrunk down])
Defense +2 [+10 shrunk down] (+1 [+5 shrunk down] flat-footed)
Initiative +9

Costs: Attributes 24+ Skills 16+ Feats 14+ Powers 70+ Saves 18+ Combat 8= 150 pts.


Real Name: James 'Jamie' McGlothlin
Height: 5' 9"
Weight: 154 lbs
Hair: Brown
Eye Color: Brown


>>>>
Well I'd seen where Kreuz had done a build of a character that had similar themed powers and it gave me the idea to do a build of Hornet's dead brother the Grasshopper. I'll write up a short background for him as I have some more free time later on but for now this is the basic build.

I'd shared it with catsi said and it was suggested that I go ahead and post it here to share with the rest of the group, so who am I to argue?

Funny side note, Grasshopper had been my original idea for this game but then I realized that some tech skills would be a bit more useful and came up with Hornet instead.
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Re: Heroes Unlimited: The Catsiverse Role Call

Post by catsi563 » Tue Jan 10, 2017 7:49 pm

Special In memoriam

Femme Fatales The Wanderer
Image

Original picture by el-grimlock. I had to shrink it and flip it horizontal for it to fit in board standard.

Code Name: The Wanderer
Real Name: Valaera Mosous'a
Alignment: Lawful Neutral
Age: 18
Height: 4 foot 10 inches
Weight: 90 pounds
Build: athletic and toned
Hair: brown
Eyes: grey
Skin: tanned
Ethnicity: fantasy human (comparable to Earth's China)

Valaera has spent every waking moment of her life in the monastery. All she has known is her brothers and sisters. They trained her not only in the ways of being a warrior, but also how to interact with the world around her. All this would come into fruition when she left the temple. She was to become an adventurer. A protector of her home and native land from the forces of chaotic beasts and overzealous rulers. She joined up with a band of adventurers, for there was strength in numbers. For two years she and the "Knights of Roku" were successful in their ventures. It was not until she and her team ran into Kurai, shapeshifting master of evil, that their luck ran out. Slicing down the band of adventurers, Kurai spared Valaera. The shapeshifter said that they would meet again, but now was not the time. Now was not any time. Kurai tore open a portal and Valaera fell through, landing in our dimension. She was amazed as much as she was angered. She would find a way back home to defeat Kurai. Though she still had duties to attend to while she was here. She would not end her quest., she would find a new band of like hearted souls.

Complication

Code of Conduct - Lawful Neutral. She must perserve peace and order.

Out of Her Element - This world is new and strange. She must learn it's customs if she is to fit in.

Str 16 (+3)
Dex 20 (+5)
Con 14 (+2)
Int 10 (+0)
Wis 12 (+1)
Cha 14 (+2)
(26points)

Tou +12 (+2 without force field)
Fort 6 (+8)
Ref 5 (+10)
Will 7 (+8)
(18points)

Acrobatics 8 (+13)
Bluff 8 (+10)
Climb 8 (+11)
Concentration 4 (+5)
Diplomacy 8 (+10)
Intimidate 8 (+10)
Notice 8 (+9)
Profession 4 (+5)
Sense Motive 8 (+9)
Sleight of Hand 4 (+9)
Stealth 8 (+13)
(19points)

Accurate Attack
Acrobatic Bluff
Assessment
Attack Focus (melee) 4
Blind-Fight
Critical Strike
Defensive Attack
Elusive Target
Evasion 2
Improved Critical (strike)
Improved Defense
Improved Disarm
Improved Initiative
Improved Sunder
Improved Trip
Luck
Power Attack
Takedown Attack 2
Taunt
Uncanny Dodge (auditory)
(25points)

Force Field 10
*Healing 5 (Extras: Total, Flaws: Personal)
*Insubstantial 2

Leaping 1 (x2)

Speed (10 MPH, 100 ft per round)

Strike 5 (Extras: Autofire 8, Feats: Mighty, Improved Critical)
*Strike 5 (Extras: Penetrating 8, Feats: Mighty, Improved Critical)

Super-Senses 5 (Accurate Auditory, Dancer Sense [auditory])
(35points)

Attack +8 (+12 melee)
Damage +3 (unarmed), +8 (strike)
Defense +8 (+4 when Flat-Footed)
Initiative +9
(32points)
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Re: Heroes Unlimited: The Catsiverse Role Call

Post by catsi563 » Tue Jan 10, 2017 7:50 pm

Gator

Image
Art by Shinobi art.

PL: 11/170pp

Abilities (26pp)

Str: 20/34 Dex: 14 Con: 20/32 Int: 10 Wis: 12 Cha: 10

Skills (18pp)

Climb 4 (+16 ), Handle Animal 12 (+12 ), Intimidate 12 (+12 ), Knowledge [Bay City Underground] 8 (+8 ), Notice 7 (+8 ), Sense Motive 4 (+5 ), Stealth 8 (+10 ), Survival 9 (+10 ), Swimming 8 (+20 )

Feats (22pp)

All-Out Attack, Animal Empathy, Attack Specilization [Bite] 1, Blind Fight, Environmental Adaptation [Aquatic], Evasion, Favored Environment [Aquatic] 2, Fearsome Presence 6, Improve Critical [Bite] 2 (18-20), Improved Grab, Improved Initiative 2, Improved Pin, Prone Fighting, Power Attack, Startle

Powers (74pp)

Large Size (Growth 4 [+8 Str, +4 Con, -1 Combat, +2 Initmidate, 10 ft space, 10 ft reach, +5 str](Extras: Continuous +1, Flaws: Permanent -1; Power Feats: Innate) 9pp

Crocdillian Strength and Stamina (Enhanced Abilities 14 (Strength 6, Con 8 ) 14pp

Immensely strong (Super Strength 5) 10pp

Armored hide (Protection 3 (Extras: Impervious +11) 14pp

Gator Speed (Speed 1, Leap 1) 2pp

Crushing Bite (Strike 2 (Extras: Penetrating +10; Power Feats: Mighty) 13pp

Strong Swimmer (Swimming 4) 4pp

Water Predator (Immunity 2 (Drowning) (Flaws: Hold Breath for 1 hour-1) 1pp

Gator Senses (Super Senses 5 (Low-Light Vision, Scent, Tremor Sense, Tracking) 5pp

Gator speak (Comprehend 2 [Speak and understand] (Flaws: Limited reptiles only -1) 2pp

Combat (28pp)

Attack: +6, +8 (Bite)

Damage: +12 (unarmed) +14 (bite)

Defence: +8

Initiative: +10

Tradeoffs

ATT/DAM -3/+3
DEF/Tough -3/+3

Saves (10pp)

Toughness: +14 (+11 Impervious)

Fortitude: +14

Reflex: +4

Will: +6

Drawbacks] (-8pp)

Cold Blooded (Vulnerable to Cold based Effects x2 [common, major] -4pp

Cold Blooded (Weakness Cold Effects [Common, moderate (-1 all abilities), can kill] -4pp

Complications

Underground protector (Gator protects the people of the Underground and does not tolerate any threats to their safety often reacting violently.

No past (Gator has no recollection of any events prior to waking up the some 2 years ago.)

Predator (Nice a guy as he is Gator is a carnivore and thus must eat a fair share of fresh meat to survive)

Mutant Gator (Gator is obviously an enormous mutant human gator hybrid and thus does not fit in with normal society)
========================================================================
Abilities 26 + Skills 18 + Feats 22 + Powers 74 + Combat 28 + Saves 10 - Drawbacks 8 = Total 170pp
========================================================================

Nobody knows the origins of the man known only as Gator. not even the man named gator himself. all that he knows is that he awoke in an underground cavern beneath San Francisco and was very confused and frightened. Seeking answers he made his way to the surface but was promptly chased off by police and a couple of local hero's who mistook his attempts at communication as aggression.

Deciding to hide himself Gator decided to test his new form and abilities discovering he was immensely strong and tough and possessing a bite that could crush steel, and concrete with ease.

Over the next year Gator explored the sewer systems until the day of the Usurpers invasion when the madmans robotic hordes and warmachines broke out of their tunnels and hiding places.

Gator had known about the strange goings on in the tunnel but wasnt sure what to do about it since he figured that no one would listen to him anyways.

Still he helped out as he could engaging in a guerilla campaign in the tunnels destroying the usurpers rear guard and disrupting his reserves almost singlehandedly.

In the wake of the invasion gator discovered that several large Crocodiles had escaped from the San Jose Zoo where they were on display as part of a reptile show. Adopting them Gator helped feed them and sheltered them in the cave system he called home.

It was how things were even as the sewers were rebuilt and refurbished and Bay City was renewed above their heads Until one day he met a stranger. The Wanderer mistook him for the monster she was investigating who had snatched a number of homeless people for an unknown purpose.

After a brief skirmish Gator surprised her by talking. Gator had learned how to speak and read barely from books hed found in garbage piles and that he collected on the little island on the underground lake where he lived.

After resolving their differences the two began an odd but endearing friendship which culminated when they successfully fought off a group of trolls that invaded their lair looking for more crocodiles to add to their pet collection.
Last edited by catsi563 on Thu Jan 18, 2018 6:36 pm, edited 2 times in total.
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Re: Heroes Unlimited: The Catsiverse Role Call

Post by catsi563 » Tue Jan 10, 2017 7:50 pm

So, here he is in all his fuzzy glory...the first (and so far only) member of the newly discovered species Rattus Rattus Heroicus

Doc Rodent

Abilities: (80pp)

STR: 26. Dex 24 Con 26, Int 34 Wis 18 Cha 12

Skills (7pp)

Knowledge (earth and Life sciences): 8 (+20 ), Knowledge (Physical Sciences) 8 (+20 ), Medicine 3 (+7 ), Notice 4 (+8 ), Stealth 5 (+12 )

Feats (12pp)

Attack Specilization (Bite) 2, Beginners luck, Dodge Focus 6, Inventor, Jack of All Trades, Lion Hearted

Powers (23pp)

Rat Smarts – Quickness 10 (Mental only) – 5pp
Rat senses – Darkvision, Accurate+ Acute+ Analytical Scent, Analytical Taste – 7 pp
Rat Kinship – Comprehend Animals 2 (Speak and Understand, Rodents only) – 1 pp
Ratty Toughness – Immunity 2 (Disease, Poison) – 2pp
Bite – Strike 2 (Extras: penetrating +5; Power Feats: Mighty) – 8pp

Combat: (24pp)

Attack: +6, +10 Bite

Damage: +8 unarmed, +10 Bite

Defence: +6, +12 Dodge focus

Initiative: +7

Saves: (9pp)

Toughness: +8

Fortitude: +8

Reflex: +10

Will: +10

======================================================================
Ability 80 + Skills 7 + Feats 12 + Powers 23 + Combat 24 + Saves 9 = Total 155pp
======================================================================

Real Name: A high-pitched squeeking sound, that, for human ears' sake, is better not repeated too often.

Appearance: About 5' 10'' tall. Fuzzy. White fur with streaks of grey. Large black eyes. Large ears. Long tail. Large front teeth. Always meticulously clean. Prefers lab coats with large pockets for his brothers.

Personality: Friendly, very sociable but always seeming a bit absent-minded, his mind always contemplating three or four things at once. Is almost obsessed with cleanliness but never to the point of being obnoxious.
Loves his brothers (4 other white lab rats) dearly and always keeps them around if possible, carrying on simple conversations with them when not otherwise engaged.

Background: Some scientific experiments are just hare-brained, even when concocted by certified evil geniuses. " Project Moreau" was a prime example of just such a scheme. Basically, it was a ploy from [Insert setting-specific evil organization here] to create cheap muscle by mutating animals into human/beast hybrids under controlled circumstances. Of course, the process - a mixture of neuro-enhancers, the modified DNAscent process and a couple of experimental drugs along with a healthy mixture of growth hormones - was first tested on a lab rat - mostly because it was the closest animal already at hand.
The process worked. Better than expected, actually. Doc Rodent was the result - a humanoid rat.
Unfortunately, someone must have overdone it with the neural enhancers because what came out of the process was smarter than everyone else in the lab. And it had no intention of staying there to be prodded and poked and in the process help the course of evil.
Instead, the rat-man devised a way to escape, taking his rat-brothers with him and sabotaging the entire lab in the process, thereby foiling an evil scheme and getting his first taste at adventuring and doing the right thing.
He liked it. A lot.
And since his brothers lacked his evolved mind and rats are social creatures through and through, he quickly involved himself in human and metahuman affairs.
Scavenging and scrounging a lab together in an abandoned old factory, he began to learn, read and tinker, help here and there, developing a few cures for common metahuman conditions and illnesses along the way, even began publishing a few scientific papers on the metahuman condition under an alias....and slowly, but steadily, became a fixture in the metahuman community and the heroic world as well, since he never shied from getting his hands dirty. And this is where he is now - Doc Rodent. Hero. Scientist. Rat.
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