Name: Airman (dvandom@magnus.acs.ohio-state.edu) Base OCV (DEX/3): 6 Player: Malibu Comics (by Dave Van Domelen) Adjustment: +3 with Sweep Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 6 15 STR 10 x1 5 Adjustment: 18 DEX 10 x3 24 Final DCV: 18 CON 10 x2 16 Levels: +2 in aerial 15 BODY 10 x2 10 20 INT 10 x1 10 DEX: 18 SPD: 4 14 EGO 10 x2 8 ECV(EGO/3): 5 22 PRE 10 x1 12 PD: 15 rPD: - 12 COM 10 x1/2 1 ED: 15 rED: - 5 PD (STR/5) 3 x1 2 END: 36 5 ED (CON/5) 4 x1 1 STUN: 36 4 SPD (1+DEX/10) 2.8 x10 12 BODY: 15 7 REC (STR/5)+(CON/5) 7 x2 - 36 END (CONx2) 36 x1/2 - Range -4 -8 -16 -32 -64 -128 36 STUN (BODY) + 32 x1 4 RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 105 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): 6"x2 NC STR Roll: 12 Swim (2"): DEX Roll: 13 Jump (L/H): INT Roll: 13 EGO Roll: 12 Flight: 20"x4 NC PER Roll: 15 (sight) POINTS: 266 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill secret ID: Drake 60(40) 20"x2 NC flight; 0 Stevens 15 END, +1/2; OIF wings/ jetpack, -1/2 normal CHAR max 20 5(2) x2 NC flight; [1c] of 1 minute, -1; OIF psych lim: jetpack, -1/2 driven by justice 15 protective of innocents 30(20) Multipower; OIF 15 hydraulic talons loves birds 10 2u +30 STR in legs uncertain of self 2u 2d6 HKA (3d6 w/ STR) sometimes, unassertive 1u STR+30 clinging 5 24 Protector package 20(13) +10 PD/ED; OIF 10 +2 in aerial combat costume, -1/2 6 +3 OCV with Sweep 9(4) +3d6 HA; OIF wings, wing wings -1/2; not in con- 5 well-off junction with talons, 3 inventor 13- -1/2 3 mechanics 11- 8(4) 1" stretching; 0 3 electronics 11- END, +1/2; no NC, 3 navigation 11- -1/4, no manip., -0; 4 SS: winged flight 14- OIF wings 3 KS: birds 13- 1 TF: boats Protector package 55 6(5) +4 Telescopic Sight, IIF cowl 4(3) +2 sight PER, IIF Background/Personality: Drake Stevens inherited his love of birds from his father, Edward. When Drake's father was murdered, Drake devised the Airman costume to bring the criminals to justice, and thereby launching his career as a crimefighter. Writer's Notes: No package deal bonus was taken, since I feel those should only be for Heroic level characters. Protecter Package Protector Package Disadvantages hunted: minions of the 10(8) HRRH; IIF collar, 2 AK: Washington DC Great Question (MoP, -1/4 11- NCI, 11-) 25 3 Federal Police Powers 1 fam: team tactics and watched: U.S. gov't 1 passport maneuvers (MoP, NCI, 14-) 15 2 contact: Phillip 2 contact: President reputation: public fully Reinhardt - gov't Brian O'Brien 11- aware of no-kill liaison 11- clause, 14- 15 5 contribution to USS Jefferson (the base) (dvandom@magnus.acs.ohio-state.edu) Name: Amazing Man (by Dave Van Domelen) Base OCV (DEX/3): 6 Player: Malibu Comics Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 6 75 STR 10 x1 65 Adjustment: 18 DEX 10 x3 24 Final DCV: 33 CON 10 x2 46 Levels: +2 in HtH 25 BODY 10 x2 30 18 INT 10 x1 8 DEX: 18 SPD: 4 14 EGO 10 x2 8 ECV(EGO/3): 5 25 PRE 10 x1 15 PD: 25 rPD: 12 COM 10 x1/2 1 ED: 20 rED: 25 PD (STR/5) 15 x1 10 END: 66 20 ED (CON/5) 7 x1 13 STUN: 79 4 SPD (1+DEX/10) 2.8 x10 12 BODY: 25 22 REC (STR/5)+(CON/5) 22 x2 - 66 END (CONx2) 66 x1/2 - Range -4 -8 -16 -32 -64 -128 79 STUN (BODY) + 79 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 232 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): STR Roll: 24 Swim (2"): DEX Roll: 13 Jump (L/H): INT Roll: 13 Flight: 15"x2 NC EGO Roll: 12 Tport: 15"x2 NC PER Roll: is an INT Roll POINTS: 385 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill secret ID: John Aman 15 30 Mystic Multipower 5 KS: occult 14- Protector disads 55 3u 15"x2 NC Flight 10 +2 in HtH 3u 15"x2 NC Teleport 10 unrevealed skills berserk: in combat (8-, 8-) 25 3 world traveler 30 25% P/E resistant 10 AK: various, includes psych lim: violent mood Damage Reduction NYC swings 20 10 Regenerate 1 BOD/Turn no reluctance to kill 15 3 LS: immortal, ages at 24 Protectors package either dedicated to vastly reduced rate fighting the Great Question, or loyalty to 10 wealthy Great Question 15 2 contact: Great Question (if he is the traitor) or the rivalry: Man of War Council of Seven (if (superior) 10 he isn't) Ferret 5 reputation: prone to violence (ext,8-) 10 DNPC: wife (normal 70 year old, 8-) 10 Background/Personality: In 1920, an orphaned infant was brought to a secret fortress hidden high in the mountains of Tibet. This was the home base of a mysterious group of mystics who were known as the Council of Seven. While raising the child, the mystics used their arcane knowledge to endow the boy with powers beyond the ordinary. When he reached adulthood, they bequeathed to him a great fortune and sent him to America. Upon arriving in this country in the late 1930's, John Aman set himself up in New York City. Such was the fortune endowed upon him by his mentors that he never needed to hold a job -- other than the one he was destined to have, that of Amazing Man. Powers/Tactics: Writer's Notes: STR 75 based on ability to toss a tank 50 feet. Note that Ferret doesn't have a Rivalry with Amazing Man, but A-Man is enough of a jerk to carry on a one-sided rivalry. Name: Arc (dvandom@magnus.acs.ohio-state.edu) Base OCV (DEX/3): 7 Player: Malibu Comics (by Dave Van Domelen) Adjustment: +2 w/ EB Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 7 13 STR 10 x1 3 Adjustment: 20 DEX 10 x3 30 Final DCV: 18 CON 10 x2 16 Levels: 13 BODY 10 x2 6 10 INT 10 x1 - DEX: 20 SPD: 4 11 EGO 10 x2 2 ECV(EGO/3): 4 15 PRE 10 x1 5 PD: 15 rPD: - 16 COM 10 x1/2 3 ED: 15 rED: - 15 PD (STR/5) 3 x1 2 END: 36 15 ED (CON/5) 4 x1 6 STUN: 33 4 SPD (1+DEX/10) 3.0 x10 10 BODY: 13 6 REC (STR/5)+(CON/5) 6 x2 - 36 END (CONx2) 36 x1/2 - Range -4 -8 -16 -32 -64 -128 33 STUN (BODY) + 29 x1 4 RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 87 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): STR Roll: 12 Swim (2"): DEX Roll: 13 Jump (L/H): INT Roll: 11 EGO Roll: 11 PER Roll: is an INT Roll POINTS: 192 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill secret ID: Brandee 15 62 10d6 EB (electric); 3 acrobatics 13- Douglas 1/2 END, +1/4 3 END 6 +2 with EB psych lim: idolizes Aura 10 reckless 10 10(7) +10 PD; OIF costume 5(3) +5 ED; OIF costume 24 Protectors package Protectors disads 55 Background/Personality: Arc is the youngest member of the Protectors. As a teenager, she idolized the costumed supranormal Aura in the way that her friends felt towards rock stars. She was therefore delighted when, at the age of 16, she spontaneously developed the ability to project bolts of electrical energy. Ecstatic [no pun intended, I hope - Dave] over this development, she immediately plunged into the life of the supranormal... without the consent or knowledge of her family. She quickly gained a reputation for her spunky, gregarious nature, but was perceived as being prone to recklessness. Powers/Tactics: Name: Arrow (dvandom@magnus.acs.ohio-state.edu) Base OCV (DEX/3): 7 Player: Malibu Comics (by Dave Van Domelen) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 7 20 STR 10 x1 10 Adjustment: 20 DEX 10 x3 30 Final DCV: 18 CON 10 x2 16 Levels: up to +16 w/ bows 15 BODY 10 x2 10 13 INT 10 x1 3 DEX: 20 SPD: 4 14 EGO 10 x2 8 ECV(EGO/3): 5 18 PRE 10 x1 8 PD: 11 rPD: 5 10 COM 10 x1/2 - ED: 10 rED: 5 6 PD (STR/5) 4 x1 2 END: 36 5 ED (CON/5) 4 x1 1 STUN: 40 4 SPD (1+DEX/10) 3.0 x10 10 BODY: 15 12 REC (STR/5)+(CON/5) 8 x2 8 36 END (CONx2) 36 x1/2 - Range -4 -8 -16 -32 -64 -128 40 STUN (BODY) + 34 x1 6 RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 112 Maneuver Phase OCV DCV effect boxing cross +0 +2 STR+2d6 o strike -2 +1 STR+4d6 CHA Roll = 9 + CHA/5 Run (6"): m dodge - +5 abort STR Roll: 13 Swim (2"): kung fu block +2 +2 block,abort DEX Roll: 13 Jump (L/H): choke -2 +0 grab, 2d6 INT Roll: 12 NND2 EGO Roll: 12 PER Roll: is an INT Roll POINTS: 242 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill secret ID: Rick Parker 15 30(12) Multipower; OAF 12 +4 with (cross)bows bow, -1; must choose 10 +2 with ranged combat hunted: minions of Great slot before mission, 40(20) +8 OCV; only to Question (8-) 20 -1/2 counter placed-shot watched: US gov't (eval. 1u 1d6 HKA (1d6+1 w/ penalties with bows, on if he should be STR); ranged, +1/2; -1 allowed to join the invis to hearing, 4 +2 range levels-bows Protectors, 11-) 13 +1/2; [16c], +0 (longbow) psych lim: no reluctance 1u 1d6 RKA; AP, +1/2; 3 PS: military 12- to kill (trying to cut invis to hearing, 3 tactics 12- down as he wants to +1/2; [16c], +0 3 acrobatics 13- join Protectors) 15 3 breakfall 13- cynical idealist 10 3 shadowing 11- distrusts gov't 10 15(10) 5 PD/ED armor; OIF 3 stealth 13- love of the hunt 10 leather costume, -1/2 3 streetwise 13- 3 survival 11- reputation: hero who 3 climbing 13- kills (8-,ext) 10 3 tracking 12- 7 weaponsmith: projec- normal CHAR max 20 tile weapons, spec. in bows and crossbows 13- 22 commando training 0 does not yet have 1 useable with knives Protectors package Background/Personality: As a young man growing up in Texas, Rick Parker was an avid hunter. His weapon of choice was the bow and arrow -- feeling that this represented the greatest challenge and gave the prey the fairest chance. Following a stint with the military, Rick was recruited into one of the intelligence branches of the US Government [perhaps the Kill Corps - Dave] and assigned to duty in a small, struggling Latin American country caught in the throes of civil war. While there, he bore helpless witness to the massacre of an entire village by the modernized forces loyal to that country's government. He also learned the country was being funded by US government dollars. Sickened by what he learned Rick resigned and was inspired to use his own skills to fight for justice. Again turning to the bow, he adapted [sic] the identity of The Arrow -- and this time became a hunter of men. Powers/Tactics: Writer's Notes: because of licensing of toys for the Protectors, Arrow's longbow was replaced by an easier-to-market crossbow pistol in later issues. Assume he keeps both handy and uses whichever he feels suits the mission better. Name: Aura (dvandom@magnus.acs.ohio-state.edu) Base OCV (DEX/3): 6 Player: Malibu Comics (by Dave Van Domelen) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 6 10 STR 10 x1 - Adjustment: +1 18 DEX 10 x3 24 Final DCV: 7 18 CON 10 x2 16 Levels: +3 w/ Multipower 13 BODY 10 x2 6 13 INT 10 x1 3 DEX: 18 SPD: 4 11 EGO 10 x2 2 ECV(EGO/3): 4 18 PRE 10 x1 8 PD: 4 rPD: - 24 COM 10 x1/2 9 ED: 8 rED: - 4 PD (STR/5) 2 x1 2 END: 50 8 ED (CON/5) 4 x1 4 STUN: 35 4 SPD (1+DEX/10) 2.8 x10 12 BODY: 13 6 REC (STR/5)+(CON/5) 6 x2 - 50 END (CONx2) 36 x1/2 7 Range -4 -8 -16 -32 -64 -128 35 STUN (BODY) + 27 x1 8 RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 101 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): STR Roll: 11 Swim (2"): DEX Roll: 13 Jump (L/H): INT Roll: 12 EGO Roll: 11 PER Roll: is an INT Roll POINTS: 218 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill secret ID: Morgan 50 Multipower-heat 6 PS: model 16- DuBay 15 5u 10d6 EB 5 END 5 well-off 5u 10 PD/ED Force Wall normal CHAR maxima - 3u 3d6 EB; NND not vs LS heat, +1; AE cone, Protector package 55 +1; no range, -1/2 4 END 24 Protectors package DNPC: husband & daughter (norm, 8-) 20 2 LS: need not excrete (good for angst at home) 3 Immunity: alcohol susc: 1d6/hour that she 5 +1 DCV doesn't eat a large 9 +3 with Multipower meal 0 reputation: DuBay is famous model, 8- 5 Aura is teen idol, 8- 5 psych lim: protective of Arc 10 Background/Personality: In the early 1980's, one magazine described Morgan DuBay as "the woman who has it all." Married to a rising young attorney and the mother of an infant daughter, she was also one of the most successful models in America. Yet she quit her career at its height, for reasons never made public. One reason was that she inexplicably found herself possessed with the supranormal ability to generate colorful waves of force. Using this ability, she assumed the role of the costumed vigilante, Aura. Powers/Tactics: Appearance: Writer's Notes: Her Multipower levels are often kept in DCV as well, since she can't wear a protective suit; her skin must be exposed to use her power. Name: B-ko (by Rory O. McLean) Base OCV (DEX/3): 7 Player: ??? (rory@mrrl.lut.ac.uk) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 7 48 STR 10 x1 -2 Adjustment: 20 DEX 10 x3 3 Final DCV: 23 CON 10 x2 6 Levels: 10 BODY 10 x2 - 33 INT 10 x1 23 DEX: 20 SPD: 6 11 EGO 10 x2 2 ECV(EGO/3): 4 12 PRE 10 x1 2 PD: 15 rPD: 15 20 COM 10 x1/2 2 ED: 11 rED: 11 15 PD (STR/5) 10 x1 1 END: 50 11 ED (CON/5) 5 x1 - STUN: 47 6 SPD (1+DEX/10) 2.1 x10 9 BODY: 10 14 REC (STR/5)+(CON/5) 14 x2 - 50 END (CONx2) 46 x1/2 2 Range -4 -8 -16 -32 -64 -128 47 STUN (BODY) + 46 x1 1 RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 49 Maneuver Phase OCV DCV effect punch +0 +2 STR+2d6 CHA Roll = 9 + CHA/5 Run (6"): 7"x2 NC block +2 +2 block,abort STR Roll: 19 Swim (2"): 3"x2 NC throw +0 +1 STR+v/5, DEX Roll: 13 Jump (L/H): opp falls INT Roll: 16 dodge - +5 dodge,abort EGO Roll: 11 Flight: 17"x6 NC PER Roll: is an INT Roll POINTS: 251 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill dist feat: cute (con) 10 10(7) EC-power suit; OIF - acrobatics 13- 30(20) +40 STR - breakfall 13- psych lim: stubborn, 17(11) +9 DEX determined (c,s) 15 10(7) +10 CON 6 scholar, scientist self-centred (c,s) 15 20(13) +3 SPD 3 jack of all trades curious (c,mod) 10 14(9) +5 PD; +6 ED; 15 7 inventor 16- holds grudges (uc,m) 5 PD/11 ED Damage 2 electronics, mechanic maniacal super-scientist Resistance 2 weaponsmith: slug- (uc,mod) 5 10(7) LS: self-contained, thrower & energy 8- pressures, radiation, 4 computer programming, temperatures sec. sys., sys. op., rivalry: ? (p&r) 10 14(9) combat reflexes bugging 8- mystery disad 20 package (see notes) 3 TF: ground & air veh. DNPC: ? (norm, 11-) 10 65(22) 6d6 EB; AE hex, 0 AK: London +1/2; Autofire x5, 0 L: English watched: father (Less, +1/2; [30c]x5 clips, 1 AK: Japan 8- NCI, mild, 11-) 5 +1/2; 1/2 DCV, -1/4; 5 L: Japanese major corporations full phase, -1/2; full 1 KS: Japanese culture (As, NCI, 8-) 8 power only, -1/2; 3 high society authorities (As, NCI, missile attack, -1/4 5 PS: scientist 20- 8-) 8 41(23) 17"x6 NC Flight; 6 SS: science 20- 1/2 END, +1/4; full 4 SS: powersuit design, vuln: x2 from cuteness- phase to engage, mathematics 16- based attacks (uc) 10 -1/4 1 END 2 SS: systems design, rep: spoilt rich kid 10 dimen. physics 11- 3(2) +5 COM; OIF suit phys lim: unfit without 5 instant change 1 +1" swimming suit (inf, sl) 5 10 wealthy 2 +1" running Background/Personality:Her full name is B-Ko Daitokuji. She has blue/violet hair, and usually looks rather elegant. Her father is head of the multi- billion pound Daitokuji Corporation which produces all sorts of vehicles, as well as vehicles, armour, and weapons for the military. B-Ko is at the very least an engineering genius. B-Ko has secretly built a power suit of full superhero grade, which looks like a skimpy, black, high-tech bathing costume with tinted helmet, knee- length black boots, and covered forearms (with missile thrower). The technology used in the power suit is far beyond the normal Earth level. Identifying Quote: Powers/Tactics: B-Ko's Power Suit resembles a hi-tech bathing suit. It is constructed from a series of Virtual Force Circuits which make intimate use of hyper-space and sub-space, in a way almost no-one in the world but B-Ko would understand; it is possible the suit has extensions there weighing several tonnes. All the systems are mentally controlled, and the suit is almost an extension of her body. The Flight System involves a pair of stubby wings deploying from the back and the Missiles require her to stop and aim them. Note that the suit's defences fully protect any amount of hair hanging out the bottom of the helmet. The suit is summoned to replace any current clothing by B-Ko making a gesture of ripping her garb off, starting at the left shoulder with the right hand. Combat Reflexes gives the suit's wearer acrobatics, breakfall, and classic comic book martial arts. These are all fully integrated with the wearer's reflexes and so use the total DEX, rather than just the suit's. The missile system always fires 5 missile bursts, with 6 bursts per clip; there are 5 replacement clips. All the clips do is supply the precisely controlled bursts of power to "summon" the missiles up from sub-space, there are thousands in storage there. Note that as the attacks are area effect only a DCV 3 hex needs to be hit, making 3 hits at short range quite common. A 6D6 attack has been chosen as this won't usually kill even normals (on average 5 hits on one would be needed, they won't normally even bleed) but it will break-up and damage all but the toughests non- living targets (more than brick/wood) and the STUN from multiple hits should be noticable to all but the toughests living ones. Flight System works by dimensional balancing, and requires a half phase to activate (which involves stubby wings deploying). The system is capable of carrying anything B-Ko's STR allows her to lift. Writer's Notes: This is B-ko, a character from Project-Ako, a light hearted near future spoof of almost all the other anime. Name: Banshee (by Sam Bell) Base OCV (DEX/3): 7 Player: Marvel Comics (Samuel.Bell@Eng.Sun.Com) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 7 15 STR 10 x1 5 Adjustment: 20 DEX 10 x3 30 Final DCV: 18 CON 10 x2 16 Levels: see below 13 BODY 10 x2 6 18 INT 10 x1 8 DEX: 20 SPD: 5 13 EGO 10 x2 6 ECV(EGO/3): 4 20 PRE 10 x1 10 PD: 13 rPD: 3 16 COM 10 x1/2 3 ED: 13 rED: 3 10 PD (STR/5) 3 x1 7 END: 36 10 ED (CON/5) 4 x1 6 STUN: 30 5 SPD (1+DEX/10) 3.0 x10 20 BODY: 13 7 REC (STR/5)+(CON/5) 7 x2 - 36 END (CONx2) 36 x1/2 - Range -4 -8 -16 -32 -64 -128 30 STUN (BODY) + 30 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 117 Maneuver Phase OCV DCV effect boxing cross -2 +1 STR+4d6 CHA Roll = 9 + CHA/5 Run (6"): 6"x2 NC aikido throw +0 +1 STR,target STR Roll: 12 Swim (2"): falls DEX Roll: 13 Jump (L/H): choke -2 +0 Grab,2d6 INT Roll: 13 NND EGO Roll: 12 Flight: 30"x2 NC disarm -1 +1 +10 STR PER Roll: is an INT Roll disarm block +2 +2 abort,block POINTS: 516 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill 150 Multipower: sonic 2 PS: Interpol Agent scream 1 KS: Genetics 8- 10u 12d6 EB; AE Cone, +1; 3 Bureaucratics 13- 0 END, +1/2; No 3 Streetwise 13- Range, -1/2 3 Stealth 13- 13u 18d6 EB; 0 END, +1/2 3 Breakfall 13- 9u 8d6 RKA; 1/2 END, 3 Concealment 13- +1/4; No Range, -1/2; 3 Paramedic 13- No KB, -1/4 7 END 2 WF: Small Arms 7u 6d6 EB; NND, +1; AE radius, +1; Personal Immunity, +1/4; 0 END, +1/2; No Range, 10 +1 Overall level -1/2 16 +3 with Combat 15u 5d6 Flash vs hearing; 10 +3 with Multipower 0 END, +1/2; AE cone, +1; x4 area, +1/2 9(6) 3 PD/ED Armor; OIF 75 30"x2 NC Flight; 1/2 END, +1/4 3 END 20 commando training 35 360-degree spatial awareness (active sonar) real ID: Sean Cassidy Background/Personality: Name: Beast (by Tim Larson) Base OCV (DEX/3): 10 Player: Marvel Comics (TEL002@acad.drake.edu) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 10 40 STR 10 x1 30 Adjustment: 30 DEX 10 x3 60 Final DCV: 28 CON 10 x2 36 Levels: +3 w/ martial abil 16 BODY 10 x2 12 23 INT 10 x1 13 DEX: 30 SPD: 6 13 EGO 10 x2 6 ECV(EGO/3): 4 16 PRE 10 x1 6 PD: 19 rPD: - 8 COM 10 x1/2 -1 ED: 19 rED: - 19 PD (STR/5) 8 x1 11 END: 58 19 ED (CON/5) 6 x1 13 STUN: 51 6 SPD (1+DEX/10) 4.0 x10 20 BODY: 16 14 REC (STR/5)+(CON/5) 14 x2 - 56 END (CONx2) 56 x1/2 - Range -4 -8 -16 -32 -64 -128 50 STUN (BODY) + 50 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 206 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): 6"x2 NC m disarm 1/2 -1 +1 Disarm, +20 STR Roll: 17 Swim (2"): STR DEX Roll: 15 Jump (L/H): V: 15" m grab 1/2 -1 -1 Grab, +20 INT Roll: 14 H: 8" STR EGO Roll: 12 m dodge 1/2 - +5 Dodge,Abort PER Roll: 15 (hearing) m block 1/2 +2 +2 Block,Abort POINTS: 352 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill public ID: Dr. Henry 16 martial skills McCoy 10 dist. feat.: blue and hairy (nc, not) 20 psych lim: feels like an outcast (com,mod) 10 loyal to X-Men (vc, str) 20 5 Extra Limbs (feet) 4 +1 w/ science skills 10 (5) clinging, only w/ 12 acrobatics, climbing, suitable grips, -1/2; breakfall 16- req climbing check, -1/2 3 scientist 18 biochemistry, bio- 2 +1 PER (hearing) physics, genetics, exo- 7 +7" superleap biology, microbiology, 6 +3" running mol. biology, physics, bacteriology, chemistry 3,3 paramedic, lic. MD 8 +2 damage classes 3 KS: medicine 9 +3 w/ martial skills 3 computer programming 3 combat piloting 3,3 mechanics, sys. op. 3 speed reading 3 electronics 3,3 Latin, Russian (c fl) 3 TF: air veh, sm space 12 L: 4 others 3 KS: classic literatur Background/Personality: Hank McCoy was one of Professor Charles Xavier's original X-Men. Since the time that he joined, his mutation has changed him further, so that he now has pointed teeth and blue fur in addition to his remarkable speed, strength, and agility. Writer's Notes: After some very constructive feedback from George Ruban after I posted my first couple write-ups, I have made changes to several of these characters. He also made me think that I need to explain some of the things I've done. First, I see the X-Men as having started around 300 points, and have since gained experience. Therefore they typically have 12 DC attacks commensurate with characters of that level. George remarked that a 6 SPD with just a few extra inches of running makes the characters very fast. Well, that's a problem of HERO's system. You want to have a decent combat move and a SPD appropriate to ~350 point "quick martial-artist" character, that's what happens. George also said that quite a few anti-X-Men villains are quite a bit MORE powerful than individual X-Men. True, but they're not hunting individual X-Men specifically. I consider these to be "acquired" disads of a sort, gained through adventuring (otherwise I'd have to try to apportion the points for one hunted among all the X-Men...yuck). Name: Beast (by Flavio Genelhu Oliveira) Base OCV (DEX/3): 8 Player: Marvel Comics (GENELHU@BRLNCC.BITNET) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 8 26 STR 10 x1 16 Adjustment: 24 DEX 10 x3 42 Final DCV: 20 CON 10 x2 20 Levels: 20 BODY 10 x2 20 15 INT 10 x1 5 DEX: 24 SPD: 5 15 EGO 10 x2 10 ECV(EGO/3): 5 17 PRE 10 x1 7 PD: 6 rPD: - 6 COM 10 x1/2 -2 ED: 5 rED: - 6 PD (STR/5) 5 x1 1 END: 40 5 ED (CON/5) 4 x1 1 STUN: 43 5 SPD (1+DEX/10) 3.4 x10 16 BODY: 20 9 REC (STR/5)+(CON/5) 9 x2 - 40 END (CONx2) 40 x1/2 - Range -4 -8 -16 -32 -64 -128 43 STUN (BODY) + 43 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 136 Maneuver Phase OCV DCV effect 4 m escape +0 +0 +15 STR vs CHA Roll = 9 + CHA/5 Run (6"): 28"x4 NC grabs STR Roll: 14 Swim (2"): DEX Roll: 14 Jump (L/H): 10"x2 3 m grab -1 -1 Grab, +10 INT Roll: 12 5"x2 NC STR to hold EGO Roll: 12 PER Roll: is an INT Roll 4 m dodge - +5 Dodge, vs all, Abort POINTS: 275 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill public ID: Hank McCoy 10 10(8) Clinging; only to climb surfaces, -1/4 dist features: 10 5 Extra Limbs (feet as hands) 49(27) 22"x2 NC running; psych lim: X-Men code 15 x3 END, -1 of honor 5 +5" superleap 5 L: English 16 L: French, Italian, Latin, Russian 7 acrobatics 16- 7 breakfall 16- 1 license to practice 3 stealth 14- science 1 computer prog. 8- 2 member of the society 1 KS: X-Men equipment international of 8- science 7 electronics 14- 3 ambidexterity 7 inventor 14- 5 SS: Biology 14- 5 SS: Genetics 14- 5 SS: Chemistry 14- 3 KS: Medicine 12- 5 +1 w/ INT skills Background/Personality: Name: Black Panther (by Sam Bell) Base OCV (DEX/3): 10 Player: Marvel Comics (Samuel.Bell@Eng.Sun.Com) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 10 25 STR 10 x1 15 Adjustment: 29 DEX 10 x3 57 Final DCV: 23 CON 10 x2 26 Levels: +2 All, +2 Combat 15 BODY 10 x2 10 23 INT 10 x1 13 DEX: 29 SPD: 7 18 EGO 10 x2 16 ECV(EGO/3): 18 28 PRE 10 x1 18 PD: 12 rPD: - 18 COM 10 x1/2 4 ED: 12 rED: - 12 PD (STR/5) 5 x1 7 END: 46 12 ED (CON/5) 6 x1 6 STUN: 42 7 SPD (1+DEX/10) 3.9 x10 31 BODY: 15 11 REC (STR/5)+(CON/5) 11 x2 - 46 END (CONx2) 46 x1/2 - Range -4 -8 -16 -32 -64 -128 42 STUN (BODY) + 42 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 203 Maneuver Phase OCV DCV effect d strike +1 +3 STR+3d6 m strike +0 +2 STR+5d6 CHA Roll = 9 + CHA/5 Run (6"): 9"x2 NC o strike -2 +1 STR+7d6 STR Roll: 14 Swim (2"): block +2 +2 block,abort DEX Roll: 15 Jump (L/H): 7" Hor dodge - +5 abort INT Roll: 14 4" Ver choke hold -2 +0 grab, 2d6 EGO Roll: 13 NND PER Roll: 17 (20 sight) m escape +0 +0 +30 STR vs grab POINTS: 427 XP: SAVED: m grab -1 -1 +25 STR to hold Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill hunted: people after 9 +3 PER 12 acrobatics, breakfall, Vibranium (Less, NCI, 6 +3 visual PER climbing, riding 15- 8-) 10 10 Tracking Scent 7 stealth 17- 9 bureaucratics, high phys lim: needs heart- society, oratory 15- shaped herb to maintain 6 +3" running 15 concealment, inventor, strength/senses 5 2 +2" superleap paramedic, security systems, tracking 15- psych lim: protects 6 1/2 END on STR 9 animal handling 14- country (c,s) 15 3 electronics 11- chivalry 20 3 mechanics 11- 3 scientist public ID: T'Challa, 10 1 physics 11- Wakandan leader 1 aeronautics 11- 1 weapon design 11- 0 L: Wakandan 4 L: English 4 L: French 20 +2 Overall 4 L: German 16 +2 w/ Combat 2 TF: planes, quinjet 10 head of state 15 Filthy Rich 34 comic book mart. arts 12 +3 DC (already added) Writer's Notes: I'm assuming that the Head of State perk includes everything in the Avengers Clearance perk, so I didn't buy it for him. I'm also assuming that his Avengers signalling device has run down its batteries, since he hasn't been called on for quite a few years. At some times T'Challa has had love interests and rivals for the throne, but not often enough to get a disad for, IMHO. The languages are a conjecture, but he is supposed to have gone to "the best schools of America and Europe" so I'm assuming he speaks more than just English and Wakandan. Name: Black Widow (by Sam Bell) Base OCV (DEX/3): 6 Player: Marvel Comics (Samuel.Bell@Eng.Sun.Com) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 6 18 STR 10 x1 8 Adjustment: 26 DEX 10 x3 48 Final DCV: 18 CON 10 x2 16 Levels: +2 with Combat 15 BODY 10 x2 10 23 INT 10 x1 13 DEX: 18 SPD: 6 20 EGO 10 x2 20 ECV(EGO/3): 7 23 PRE 10 x1 13 PD: 8 rPD: - 24 COM 10 x1/2 7 ED: 8 rED: - 8 PD (STR/5) 4 x1 4 END: 36 8 ED (CON/5) 4 x1 4 STUN: 33 6 SPD (1+DEX/10) 3.6 x10 24 BODY: 15 7 REC (STR/5)+(CON/5) 7 x2 - 36 END (CONx2) 36 x1/2 - Range -4 -8 -16 -32 -64 -128 33 STUN (BODY) + 33 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 167 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): 7"x2 NC STR Roll: 13 Swim (2"): DEX Roll: 14 Jump (L/H): INT Roll: 14 EGO Roll: 13 PER Roll: is an INT Roll POINTS: 448 XP: SAVED: Disadvantages Base 23+Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill hunted: intelligence 75(51) 12d6 EB; expl., agencies (Less, NCI +1/2, [12c], -1/4; OIF, 11-) 15 -1/2 68(34) 6d6 NND not v elec watched: other intel. insulated or force agencies (Less, NCI field; 30 charge, +1/4; 11-) 8 no range, -1/2; OIF widow line, -1/2 57 acting, breakfall, bribery, bugging, climb- 13(5) 2" stretching; 30 ing, concealment, con- charges, +1/4; OIF; versation, criminology, only w/ widow bite, -1 cryptography, high soc., 10(8) clinging; IIF interrogation, lockpick, costume, -1/4 paramedic, persuasion, sec. sys., seduction, stealth, streetwise, tactics 14- 7 shadowing 13- 5(4) RL&T, IIF Avengers 8 L: English, Chinese communication card, -1/4 0 L: Russian 5 Avengers clearance 2 KS: Intell. Agencies real ID: Natalia 15(10) 15" swinging; OIF 20 2 overall levels Romanova 0 2 +1" running 16 +2 with combat Aikido, Boxing, Judo, Karate, Savate maneuvers 4 Block +2/+2 Block, Abort 4 Disarm -1/+1 Disarm, +10 STR 4 Dodge -/+5 Abort 4 Punch +0/+2 STR+2d6 5 Spin Kick -2/+1 STR+4d6 5 Choke Hold -2/+0 Grab, 2d6 NND 4 Escape +0/+0 +15 STR vs Grab 3 Legsweep +2/-1 STR+1d6, Target Falls 3 Hold -1/-1 Grab, +10 STR 3 Throw +0/+1 STR Strike + v/5 5 Jab +1/+3 do STR 8 +2 DC (not added) Writer's Notes: OHOTMU claims the widow's bite has a range of 10', and I'm going with that, although she has used it at longer range on a number of occasions. Name: Blob (by Tim Larson) Base OCV (DEX/3): 6 Player: Marvel Comics (tel002@acad.drake.edu) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 6 55 STR 10 x1 35 Adjustment: -1 from growth 18 DEX 10 x3 24 Final DCV: 5 25 CON 10 x2 30 Levels: 19 BODY 10 x2 14 10 INT 10 x1 - DEX: 18 SPD: 4 10 EGO 10 x2 - ECV(EGO/3): 3 18 PRE 10 x1 8 PD: 24 rPD: 15 8 COM 10 x1/2 -1 ED: 20 rED: 15 9 PD (STR/5) 9 x1 - END: 50 5 ED (CON/5) 5 x1 - STUN: 54 4 SPD (1+DEX/10) 2.8 x10 12 BODY: 19 14 REC (STR/5)+(CON/5) 14 x2 - 50 END (CONx2) 50 x1/2 - Range -4 -8 -16 -32 -64 -128 54 STUN (BODY) + 52 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 122 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): 6"x2 NC STR Roll: 20 Swim (2"): 2"x2 NC DEX Roll: 13 Jump (L/H): INT Roll: 11 EGO Roll: 11 PER Roll: is an INT Roll POINTS: 300 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill real ID: Fred J. Dukes 0 22 EC-mutant powers 23 15 PD/ED armor dist. features: grossly 98 75% P/E Dmg Reduct., overweight (nc) 15 resistant hunted: law enforcement (Less, NCI, 14-) 20 20 (13) growth (x4 mass, X-Men (More, 8-) 15 +10 STR, -2 KB, +2 BODY, +2 STUN, -1 DCV, +1 PER against); 0 END pers., +1; always on, -1/2 2 +2" superleap 30(20) 15" KB Resistance; only when not moving, -1/2 Background/Personality: Identifying Quote: Nothing hurts the Blob! Powers/Tactics: The Blob's jelly-like body can absorb massive amounts of damage before he notices more than a tickle. He is well aware of this, and will set himself up to draw fire of opponents so his faster teammates are free to attack without being hassled. He is also quite strong, if he gets close enough to engage his foes. This also means he can shrug off many Entangles easily. Writer's Notes: Thanks to George Ruban for some very constructive criticisms on this write-up. (dvandom@magnus.acs.ohio-state.edu) Name: Booster Gold (by Dave Van Domelen) Base OCV (DEX/3): 7 Player: DC Comics Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 7 35 STR 10 x1 5 Adjustment: 21 DEX 10 x3 24 Final DCV: 23 CON 10 x2 16 Levels: +1 with ranged 14 BODY 10 x2 8 13 INT 10 x1 3 DEX: 21 SPD: 5 11 EGO 10 x2 2 ECV(EGO/3): 4 18 PRE 10 x1 8 PD: 50 rPD: 35 20 COM 10 x1/2 5 ED: 45 rED: 30 15 PD (STR/5) 7 x1 - END: 50 15 ED (CON/5) 5 x1 - STUN: 43 5 SPD (1+DEX/10) 3.1 x10 9 BODY: 14 13 REC (STR/5)+(CON/5) 12 x2 2 50 END (CONx2) 46 x1/2 2 Range -4 -8 -16 -32 -64 -128 43 STUN (BODY) + 43 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 84 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): STR Roll: 16 Swim (2"): DEX Roll: 13 Jump (L/H): INT Roll: 12 EGO Roll: 11 PER Roll: is an INT Roll POINTS: 364 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill secret ID: Michael Jon 30(20) +20 STR; 0 END, 20(16) END Reserve; IIF Carter, from future 15 +1/2; OIF suit, -1/2 power cells, -1/4 public ID: Booster 9(6) +3 DEX; OIF suit 10(7) END REC; IIF; will Gold, superhero 10 10(7) +5 CON; OIF suit not recover if drained hunted: the 1000 (MoP, 4(3) +2 BODY; OIF suit to zero, -1/4 NCI, ruin life, 11-) 25 8(5) +8 PD; OIF suit 35(28) 10"x8 NC flight; world gov't of 25th c, 10(7) +10 ED; OIF suit 1/2 END; IIF ring (MoP, NCI, executed, 10(7) +1 SPD; OIF suit 5(3) IR vision; OIF *** limited range, 14-) 10 10(7) HRRH; OIF wristband watched: Manhunters (MoP, 60(40) Multipower; OIF 60(40) 15 PD/ED Force NCI, 14-) 15 wristbands Field; 0 END, +1/2; DNPC: various Reilleau 4u 12d6 EB (laser/ invis to sight, +1/2; Towers employees and blaster Booster Shot) IIF costume, -1/4; neighbors, 11- 10 6 END not when using MP rep: sold-out hero 3u +35 STR; x2 END,-1/2; slots 3 or 4**, -1/4; (ext, 14-) 20 15 PD/10 ED Force not when power cells time machine thief and Field (feedback loop) drained, -0 corrupt sports ex-hero 9 END 10(7) 5 PD/ED Force (ext, 14-, 25th c) 5 2u Missile Deflection at Field; IIF; not with rival: Monica Lake (p) 5 +10; costs END, -1/2 MP slots 3 or 4 phys lim: from 25th c, (mass dispersal 27(15) LS: all but aging; make INT roll to avoid force)* 4 END Linked to Force Field; stupid mistake 10 4u 12 PD/ED Force Wall IIF weak immune system from 6 END 6 +2d6 HA persistent use of LS 10 5 PS: football 14- psych lim: gloryhound 15 10 wealthy 5 +1 w/ ranged attacks obsessed with "the good 3 KS: 20th c superheros life" 15 20 follower: Skeets really wants to be a hero despite the above 15 hero-worship established heroes but tries to hide it 15 naive, sees things in black and white 10 NCM outside suit 20 no suit functions work if END Reserve drained, not even characteristic or persistent powers 10 Background/Personality: Powers/Tactics: Writer's Notes: Write-up is circa 1986. I assume the strength suit gives some extra agility. OIF primary stats still affect figured, as it's advanced tech, and I think the "Does Not Affect Figured" is a really lame limitation }->. He used to be better at football, but is out of practice. He has a limited number of power cells. Note that he has problems of both secret and public IDs and gets points for both. He will contract a fatal disease within 24 hours if he doesn't use his life support suit. * This is Desolid used on inanimate objects as a special effect, may be used out of combat as such if necessary. ** Mass Disperal drains it, Force Wall redirects it. *** He also has Microscopic vision, but never uses it, so I won't pay for it. Name: Bumblebee (by Tim Larson) Base OCV (DEX/3): 6 Player: Marvel Comics (TEL002@acad.drake.edu) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 6 27 STR 10 x1 2 Adjustment: -1 18 DEX 10 x3 24 Final DCV: 5 28 CON 10 x2 38 Levels: 17 BODY 10 x2 10 24 INT 10 x1 14 DEX: 18 SPD: 4 20 EGO 10 x2 20 ECV(EGO/3): 7 13 PRE 10 x1 3 PD: 18 rPD: 12 10 COM 10 x1/2 - ED: 22 rED: 12 18 PD (STR/5) 2 x1 15 END: 56 22 ED (CON/5) 6 x1 15 STUN: 37 4 SPD (1+DEX/10) 2.8 x10 12 BODY: 17 8 REC (STR/5)+(CON/5) 8 x2 - 56 END (CONx2) 56 x1/2 - Range -4 -8 -16 -32 -64 -128 37 STUN (BODY) + 35 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 153 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): 10"x5 NC STR Roll: 14 Swim (2"): 7"x2 NC DEX Roll: 13 Jump (L/H): INT Roll: 14 EGO Roll: 13 PER Roll: 51 (sight) POINTS: 388 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill psych lim: eager, 13 0 END on STR 11 stealth 17- brave (c,s) 15 idolizes "strong" 12(10) 12 PD/ED Damage Autobots (c,m) 10 Resistance; 15- act. 20(13) Growth (x4 mass, +10 STR, -2" KB; +2 BODY/STUN, -1 DCV, +1 PER against); 0 END pers., +1; always on 12 +4" running; 0 END 7(4) x2.5 NC on running; car mode only, -1/4; turn mode, -1/4 {120 km/h noncombat} 7 +5" swimming; 0 END 74 +37 sight PER 60(27) full Invisibility; 0 END, +1/2; only in traffic, -1/2; 12- activation, -3/4 75(37) 10d6 EB; 0 END, +1/2; OAF laser gun 27 Transformer package Transformer package vuln: x1.5 STUN from 5 10(7) Density Increase 12 LS: self-contained, magnetic attacks (x2 mass, +5 STR, -1" need not excrete KB, +1 PD/ED); 0 END, 3 KS:Autobot/Decepticon +1/2; persistent, tactics (INT based) +1/2; always on, -1/2 5 radio L&T Background/Personality: Small, eager, and brave, Bumblebee acts as messenger and spy. Due to his small size, Bumblebee dares to go where others can't and won't. He idolizes the bigger Autobots, especially Optimus Prime and Prowl, and strives to be accepted. Identifying Quote: The least likely can be the most dangerous. Powers/Tactics: He is the most energy efficient and has the best vision of all the Autobots. He can go underwater for reconnaisance and salvage missions. Although physically the weakest Autobot, his stealth more than compensates for this inadequacy. Appearance: Bumblebee's disguised form is that of a yellow Volkwagen Beetle. Writer's Notes: The invisibility is to represent the ability that small cars have of being virtually unnoticed.