VordWarp 2022: Dark Lord

Where in all of your character write ups will go.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp 2022: Apex Wardens (with art)

Post by CaptainKaulu »

Figgum Mansions
Apex Wardens · Shared HQs
Power Level 12
Image
Last edited by CaptainKaulu on Sat Jun 04, 2022 9:37 pm, edited 5 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp 2022: Apex Wardens (with art)

Post by CaptainKaulu »

Apex Skipper
Apex Wardens · Shared Vehicle
Power Level 12, 50 EP
Image
Basics
Size Huge
Strength +8 · load limit 6 tons
Movement: Flight (500 mph or 1 mile/round)
Defenses & Offense
Defense -4 · (Default Defense DC 6)
Toughness +11
  • Rockets: Ranged (225/450/900 ft) Inaccurate 7 Attack · on a direct hit, explosive Damage DC 24 · indirect hit: Area (30-ft Burst), Dodge DC 16 to halve · explosive Damage DC 21. · (On a miss, wielder can choose between an indirect hit or up to 2 Homing attacks, where the attack check is repeated at the start of their next turn.)
  • Machine Guns: Ranged (150/300/600 ft) Multiattack · on a hit, ballistic/piercing Damage DC 21. · (Penetrating DC 16)
Other Powers
  • Radar: Apex Skipper can "hear" radio-frequency radiation (communications). This is its own Sense Type and is Ranged, Radius, and Acute. It suffers a -1 penalty to radio-based Perception checks for every 1000 ft to the target. Apex Skipper can track targets by their radio signatures (at speed rank -1).
Other Features
· Autopilot 1 (Vehicles checks +4) · Subtle 1 (encrypted) Communications · Nav System · Remote Control ·
Last edited by CaptainKaulu on Sun May 29, 2022 2:46 pm, edited 2 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp 2022: Apex Wardens (with art)

Post by CaptainKaulu »

Devni's Hoverbike
Apex Wardens (Devni Figgum) · Vehicle
Power Level 12, 38 EP
Image
Basics
Size Medium
Strength +2 · load limit 200 lb.
Movement: Nitro Flight (500 mph or 1 mile/round) · (can Fly at 1000 mph or 2 miles/round for 1 round per significant recharge) · (not pressure/oxygen-adapted for high-altitude flight)
Defenses
Defense +7 · (Default Defense DC 17)
Toughness +13
Other Features
· Biometric Touch ID · Subtle 1 (encrypted) Communications · Computer · Nav System ·
Last edited by CaptainKaulu on Sat Jan 15, 2022 4:35 pm, edited 4 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp 2022: Apex Wardens (with art)

Post by CaptainKaulu »

Kansas City Loft
Apex Wardens (Tiger Strike) · Installation
Power Level 12, 0 EP
Image

This ghetto loft is still sometimes used as a base and an alone-time space by Tiger Strike, especially when he's feeling nostalgic for old times fighting mundane crime (or participating in it) in Kansas City.

It's not comfortable enough to qualify for the Living Space Feature, especially for multiple residents, but it does have basic appliances and plumbing to support Tiger Strike living there.

Size: Fine (studio loft)
Location:
Kansas City, MO, USA
Fortifications
  • Toughness: +6
Other Features
· Fire Prevention System · Secret 1 (DC +10) · Security System 1 (DC 20) ·
Last edited by CaptainKaulu on Sat Jan 15, 2022 4:35 pm, edited 1 time in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp 2022: Apex Wardens (with art)

Post by CaptainKaulu »

Apex Wardens: Supplemental Fluff
  • The Wardens receive a modest stipend for their superhero work from the B.O.F.T.S. union of nations, supplemented by a department of Brazil's government. This does not quite cover their operating expenses. Devni Figgum has to supplement the team out of her own business profits. Fortunately, her net worth is somewhere around $370 million (and inflation since 2022 has been minimal).
  • For several years, the team was based primarily out of their Dallas HQ. As the global importance of the USA has waned, however, they have spent less and less time there, although it's still a popular destination for spending their PTO, since it's the closest to the family members of most of the team. Tiger Strike, in particular, generally returns to Kansas City to fight local crime (as long as The Gamer is still there) when he is not busy with Warden work.
  • If any of their HQs could be said to be most prominent nowadays, it's Sharjah, where they can most easily skirmish with the armies of Gajasura.
  • Wellington is more a vacation spot for them than a HQ, as there's not much superhero work to do in that corner of the world.
  • Getting around the world quickly and often is still a challenge for the team, as they must share the Apex Skipper and it still only goes 500 mph and requires fuel. Sometimes they have to take public transportation, or private jets rented by Devni's fortune; in emergencies, their "main" means of travel is Teleportation Rituals prepared and enacted by Wildran. Preferably with enough ranks of Increased Mass to bring the Apex Skipper along too. These Rituals generally use the Medium (fire) flaw and require someone to be at the destination to build a sufficiently large fire.
  • To be continued as more exposition occurs to me ...
Last edited by CaptainKaulu on Sun May 29, 2022 3:33 pm, edited 2 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp 2022: Apex Wardens (with art)

Post by CaptainKaulu »

If anyone has a request for what faction/area of VordWarp I should rebuild or develop next, I'm open to suggestions!

(I filled in the Setting Introduction post, second post in the thread, so you can read it to know what the options are.)
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp 2022: taking input - what Faction next?

Post by CaptainKaulu »

With no community feedback on my setting ( :oops: ), I decided to go ahead and continue this thread with the Queen of the Galway Pantheon, the "goddess"-spirit of Knowledge. She's PL20, but probably won't ever get into a combat in a Series of VordWarp due to her staunch neutrality (as is true for all the Galway Pantheon, more or less). Just for fun/challenge, I decided to actually limit her to 300 PP, even though she's definitively an NPC.
CaptainKaulu
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Re: VordWarp 2022: taking input - what Faction next?

Post by CaptainKaulu »

Adagnitia
Galway Pantheon
Power Level 20, 300 PP
Image

Adagnitia (becuase of course she's pretentious enough to name herself after a Latin word meaning great knowledge and wisdom) is an immortal spirit born from the Collective Unconscious. Though there are a few other Galway Pantheic spirits who might be just as powerful, Adagnitia has the most interest of these in ruling over the other spirits, and thus is the undisputed Queen of the Pantheon.

She typically appears as a form so glorious with glowing light that it's hard to make out details, but generally has the appearance of a middle-aged woman carrying a large tome. Like the other Galway Spirits, just locating her to interact with her should be an adventure in itself.
Complications
  • Motivation - Curiosity. Adagnitia wants to know everything, even knowledge that mortals consider too mundane to be interesting.
  • Pact of Neutrality. The Galway spirits are under a strict collective agreement to be neutral in conflicts and generally have a hands-off approach to the world. While Adagnitia could get away with breaking this rule more easily than some, as it's not clear who would enforce it upon her, she's a big fan of the neutrality philosophy, and generally even self-preservation doesn't come in as a higher priority. (Learning something particularly juicy that she can't otherwise learn, however ...)
  • Responsibility. Queen (and rule-enforcer) to the other Galway "gods."
Defenses & Offense

Dodge +3 · (Default Dodge DC 13)
Parry +2 · (Default Parry DC 12)
Toughness +25 · (+17 without Pantheic Spirit/Resilience)
Fortitude +17
Will +23 · (Impervious 9 ranks and Ultimate Effort with Superb Psion)

Initiative +2.
  • Unarmed: Close Attack +0 · on a hit, bludgeoning Damage DC 15.
  • Grab: Close Attack +0 · on a hit, restrain opponent DC 10.
  • Superb Psion - Mind Reading: Perception Attack · psionic Mind Reading +20, resisted by Will. · (Insidious.) · (Cumulative; add further degrees of success to the existing degree rather than starting over each opposed check.)
  • Superb Psion - Banishment: Perception Attack · mystically sends target to another Dimension (any) DC 30, resisted by Dodge & Will. · (Adagnitia is Vulnerable after use until the start of her next turn.) · (Fades with DC -1 after each use, to a minimum of DC 20, until significant rest.)
  • Superb Psion - Mind Break: Close-Perception Attack · psionic Progressive Weaken Intellect DC 30, resisted by Will. · (Adagnitia is Vulnerable after use until the start of her next turn.)
  • Superb Psion - Telekinesis: Close Area (30-ft Burst) Attack, Dodge DC 30 to halve · psionic Move Object DC 30. · (Precise.)
Abilities

Strength +0 · load limit 50 lb.
Stamina +17
Agility +2
Dexterity +0
Fighting +0
Intellect +15
Awareness +20
Presence +4
Skills · (Eidetic Memory)

Expertise: Magic +16
Expertise: Politics +16
Active Advantages

Beginner's Luck
Benefit (Cipher) 1
Benefit (Status: Queen Goddess) 5
Eidetic Memory
Improved Defense
Ritualist
Second Chance 1 (Expertise: Magic for Rituals)
Well-Informed
Languages
· all ·
Powers
Pantheic Spirit · mystic power
  • Adagnitia has Immunity to aging, typical Environmental Conditions (cold, heat, high pressure, radiation, vacuum), sleep, starvation & thirst, and suffocation (all).
  • Once per turn as a Free Action, Adagnitia can Precisely shift what parts of herself are Incorporeal and corporeal. While incorporeal, she can pass through solid matter at normal speed and has Immunity to Physical and Energy Damage (except necrosis effects). Sensory effects (except Tactile) and those targeting Will work normally. Her incorporeal nature is readily noticeable.
  • Adagnitia can Fly (4 mph or 60 ft/round). This is a Continuous effect.
  • If Adagnitia is killed, she comes back to life 2 days later.
  • Adagnitia can understand (and read) all languages, and when she speaks, everyone regardless of language can understand her. She can receive and relay one-way communications from the spirit world (as a "medium").
  • "Resilience"
Queen of the Gods · mystic power
  • Adagnitia can use her Perception skill (DC 10, with the normal -1 penalty per 10 ft of distance to the target) to sense the use of Mystic powers.
  • "Glory": As a Standard Action, Adagnitia can create an aura of Bright Light (like sunlight) with a 30-ft radius, which lasts for Continuous duration.
  • As a Move Action, Adagnitia can move to any other Dimension she wishes (carrying up to 50 lb.).
Font of All Knowledge · mystic power
  • Adagnitia can complete routine mental tasks in -2 time ranks.
  • Adagnitia can communicate with computers as if they spoke a human language.
Superb Psion · mystic power
  • Array: Adagnitia can switch once per turn as a Free Action between access to Brilliant Deflection, Dimensionality, Mind Break, Mind Reading, Scan the Planet, or Telekinesis.
Brilliant Deflection
  • When Adagnitia takes the Defend Action, she has a +17 modifier (including Improved Defense) to its checks that replace Active Defenses, and can defend allies within 375/750/1500 ft as well as herself. This Deflect effect repeats itself the next round, limited to a 60-ft radius.
Dimensionality
  • "Banishment"
  • As two Move Actions, Adagnitia can Teleport up to 1000 miles, carrying up to 50 lb. She does not need to know or accurately sense her destination, and she can change her faced direction when she Teleports. After use, she is Dazed and Vulnerable until the end of her next turn.
Mind Break

Mind Reading

Scan the Planet
  • As a Standard Action, Adagnitia can grant herself up to 50 Power Points' worth of Sensory Powers, which last for Sustained duration or until she uses this Power again. She is then Vulnerable until the start of her next turn.
Telekinesis
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp 2022: Goddess of Knowledge

Post by CaptainKaulu »

Revivification
Miscellaneous Villains
Power Level 9, 135 PP
Image

The E.M.I.C.S. governor of Sydney, Australia is a special case of being Gifted by the Bequest Mechanism; she had a few days as a manic savant in robotics and temporal mechanics, then the ability faded. In the meantime, however, she had created Revivification, and now tries to manipulate it into working for her interests.

Revivification is an immobile robot with the ability to summon copies of historical figures out of the past and set them loose on the world, for good or for ill.
Complications
  • Motivation - Curiosity. Revivification finds mighty historical figures fascinating and, amorally, doesn't much care whether they have a good or bad effect on the world as long as they're interesting. It can be persuaded to try out experiments of summoning, but it's a little bit stubborn. Fortunately, it usually mulls over its own plans to summon people for quite a while before executing. It spends most of its time engaging in its favorite hobby: reading books that are placed within its reach (or, if necessary, books found online).
  • Immobility. Revivification has a Ground Speed of zero.
Defenses & Offense

Dodge n/a · (Default Dodge DC 10)
Parry n/a · (Default Parry DC 10)
Toughness +9 · (+6 without Metallic/Reinforced)
Fortitude +6
Will +6

Initiative +0.
  • Emergency Defense - Blaster Pistol Arm: Ranged (125/250/500 ft) Attack +14 · on a hit, energy Damage DC 20.
Abilities

Strength +2 · load limit 200 lb.
Stamina +6
Agility n/a
Dexterity +1
Fighting n/a
Intellect +4
Awareness -3
Presence -2
Skills · (Eidetic Memory with Robot Brain)

Deception +6
Expertise: History +12
Perception +3
Active Advantages

Power Attack
Eidetic Memory · (from Robot Brain)
Languages
· all ·
Powers
Robotic · technological power
  • Revivification has Immunity to all biological effects and to some Environmental Conditions (high pressure, vacuum).
Metallic · structural power
  • Revivification is twice as dense as a human (mass rank +1).
  • "Reinforced": Revivification's Protection 3 power is easily Noticeable.
  • "Ferromagnetic Traces": Revivification can sense Close magnetic fields and fine details about them as a Tactile sense.
Robot Brain · technological power
  • Revivification can complete routine mental tasks in -2 time ranks.
  • Revivification has all capabilities that a normal person would be able to have by accessing a Smartphone.
  • Revivification can "hear" radio-frequency radiation (communications). This is its own Sense Type and is Ranged, Radius, and Acute.
  • Revivification always knows what time it is and can time events as with an accurate stopwatch.
Computational Linguistics · technological power
  • Revivification has taught itself to understand, read, and speak any human language.
Revivify · temporal technological power
  • By spending about an hour, Revivification can Summon an indifferent-attitude copy of a deceased human, pulled out of Earth's past, which lasts for Continuous duration. The summoned human copy is not a Minion. Revivification can have up to eight recently-Summoned human copies simultaneously, but it has no special control over them and eventually their temporal displacement field almost fades, allowing them to be temporally "native" to the present and allowing Revivification to Summon more. Summoned copies are limited to Power Level 9 and 135 Power Points (if any humans were stronger than that, they resist Revivification's temporal "assault").
Emergency Defense · technological power
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp 2022: how my Historical Figures series get into VordWarp

Post by CaptainKaulu »

Generic E.M.I.C.S. Governor
E.M.I.C.S. Leadership · name varies
Power Level 6, 101 PP

E.M.I.C.S. organized crime has divided the world up into 20 districts, one (has-been-Russia) overseen by an Underboss, and the other 19 overseen by Governors. One of the Governors, The Gamer (Eastern USA & Canada), will be getting a unique stat block shortly. If any other Governors show up in your game without your preparation, you can use this statblock for them.

The 18 relevant districts of E.M.I.C.S. are as follows:
  • Western USA & Canada. Los Angeles, California, USA. Native language English; bonus language Spanish.
  • Mexico. Mexico City. Native language Spanish.
  • Mesoamerica (down to Venezuela). Bogotá, Columbia. Native language Spanish.
  • Brazil. Rio de Janeiro. Native language Portuguese. Goes by "Iron Ocelot."
  • Southern South America. Buenos Aires, Argentina. Native language Spanish.
  • Southern Africa. Johannesburg, South Africa. Native language English; bonus language Afrikaans.
  • Central Africa. Kinshasa, Greater Congo. Native language French.
  • Western Africa. Lagos, Nigeria. Native language French.
  • Saharan & Eastern Africa. Cairo, Egypt. Native language Arabic.
  • Western Europe. Frankfurt, Germany. Native language German.
  • British Isles and Scandinavia. Edinburgh, Scotland, UK. Native language English; bonus language Swedish.
  • Eastern Europe. Warsaw, Poland. Native language Polish.
  • Middle East including Turkey. Riyadh, Sultanate. Native language Arabic.
  • Iran and Central Asia. Tehran, Iran. Native language Persian.
  • Southeast Asia. Ho Chi Minh City, Vietanam. Native language Vietnamese.
  • Philippines and Taiwan. Taipei, Taiwan. Native language Tagalog Filipino.
  • Japan and South Korea. Nagoya, Japan. Native language Japanese.
  • Oceana. Sydney, Australia. Native language English; bonus language Maori. Note that this is the creator of Revivification.
(China, India, and Indonesia don't have solid presences of E.M.I.C.S.)
Complications
  • Motivation - Greed. The Governor is too concerned about personal profit to worry much about things like politics or the Vord.
  • Enemies. Legitimate or vigilante law enforcement.
  • Responsibility. Organizes and manages lots of other criminals.
Defenses & Offense

Dodge +4 · (Default Dodge DC 14)
Parry +3 · (Default Parry DC 13)
Toughness +4 · (+3 without Defensive Roll) · (+8 vs. ballistic with Bulletproof Vest)
Fortitude +6
Will +6

Initiative +5.
  • Unarmed: Close Attack +3 · on a hit, bludgeoning Damage DC 16.
  • Grab: Close Attack +3 · on a hit, restrain opponent DC 11.
  • Armaments - Heavy Pistol: Ranged (100/200/400 ft) Attack +8 · on a hit, ballistic/piercing Damage DC 19.
  • Armaments - Cane: Close Attack +9 · on a hit, bludgeoning Damage DC 18.
Abilities

Strength +1 · load limit 100 lb.
Stamina +3
Agility +1
Dexterity +1
Fighting +3
Intellect +3
Awareness +2
Presence +4
Skills

Athletics +1
Deception +12
Expertise: Criminal +11
Expertise: Current Events +7
Expertise: Streetwise +5
Insight +6
Intimidation +12
Persuasion +8
Ranged Combat: Throwing +5
Stealth +5
Technology +4
Vehicles +3
Active Advantages

Benefit (Alternate Identity) 1 · details vary
Benefit (Status: organized crime Governor) 3
Benefit (Wealth) 4 · multi-millionaire
Connected
Power Attack
Well-Informed
Languages
native: see above · English · Italian · Mandarin · Russian ·
Equipment
Powers
Commlink · technological power
  • The Governor has a Commlink embedded permanently into their inner ear.
Bulletproof Vest · equipment power
Armaments · equipment power
  • Once per turn as a Free Action, the Governor can switch between access to one of the following weapons.
Heavy Pistol
  • Hearing this silenced pistol requires a DC 20 Perception check.
Cane
Last edited by CaptainKaulu on Wed Jan 19, 2022 7:26 pm, edited 2 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp 2022: how my Historical Figures series get into VordWarp

Post by CaptainKaulu »

E.M.I.C.S. Mansion
E.M.I.C.S. Leadership · HQ
Power Level 6, 12 EP

Size: Large (mansion)
Location:
Depends on which Governor!
Fortifications
Toughness: +8
  • Deathtrap - Room Seals & Fills with Sand: 50% chance of Close Area (30-ft Burst) Create, Dodge DC 16 to halve · trap with Impervious Toughness +6 · (Linked:) suffocation Cumulative Affliction DC 16 (resisted by Dodge, overcome by Athletics, none / none / Incapacitated). · (Perception DC 20 to notice trap before it goes off.) · (Triggered 1 by entering room without a special passcode on a hidden pad; delayed by 1 round as trap "takes a Standard Action" to activate.) · (Each round, make a 50% check for both the Create effect and the Affliction effect.)
Other Features
· Fire Prevention System · Garage · Holding Cells 1 (Toughness +12) · Living Space · Personnel · Secret 1 (DC +10) · Security System 2 (DC 25) ·
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp 2022: how my Historical Figures series get into VordWarp

Post by CaptainKaulu »

Governor's Armored Car
E.M.I.C.S. Leadership · Vehicle
Power Level 4, 15 EP
Basics
Size Huge
Strength +8 · load limit 6 tons
Movement: Ground Speed (60 mph or 900 ft/round)
Defenses
Defense -4 · (Default Defense DC 6)
Toughness +12
Other Features
· Alarm 2 (DC 25) · Caltrops · Hidden Compartments (DC 20) · Nav System ·
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp 2022: how my Historical Figures series get into VordWarp

Post by CaptainKaulu »

This thread has received some minor updates, most notably much-improved artwork for Tiger Strike.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp 2022: Dark Lord

Post by CaptainKaulu »

Master Khan Gajasura
Greater India
Image
Last edited by CaptainKaulu on Fri Jun 03, 2022 1:32 pm, edited 1 time in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp 2022: Dark Lord

Post by CaptainKaulu »

Image
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