(jbuckley@gladstone.uoregon.edu) Name: Gladiator (by Chad Riley) Base OCV (DEX/3): 9 Player: Marvel Comics Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 9 65 STR 10 x1 55 Adjustment: 26 DEX 10 x3 48 Final DCV: 35 CON 10 x2 50 Levels: +5 w/ Combat 20 BODY 10 x2 20 18 INT 10 x1 8 DEX: 26 SPD: 6 25 EGO 10 x2 30 ECV(EGO/3): 8 40 PRE 10 x1 30 PD: 40 rPD: 40 20 COM 10 x1/2 5 ED: 40 rED: 40 40 PD (STR/5) 13 x1 27 END: 70 40 ED (CON/5) 7 x1 33 STUN: 70 6 SPD (1+DEX/10) 3.6 x10 24 BODY: 20 20 REC (STR/5)+(CON/5) 20 x2 - 70 END (CONx2) 70 x1/2 - Range -4 -8 -16 -32 -64 -128 70 STUN (BODY) + 70 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 330 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): 35"x16 NC STR Roll: 24 Swim (2"): DEX Roll: 14 Jump (L/H): INT Roll: 13 Flight: 35"x2 NC EGO Roll: 14 10"x256 NC PER Roll: is an INT Roll POINTS: 841 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill public ID 10 105 Multipower 10u +29"x8 NC running; 0 psych lim: completely END, +1/2 loyal to Emperor (Code 10u 35"x2 NC flight; 0 of Bushido) 25 END, +1/2 honorable 20 5u 10"x256 NC flight overconfident 15 protective of friends 15 40 Damage Resistance 30 LS: full dist feat: well-built 20 25-pt Mental Defense purple man w/ mohawk 20 105 12d6 EB v PD; x2 KB, +3/4 10 END hunted: enemies of Shi'ir 50(33) 10d6 HA; autofire, 10 Perk: leader of Imp. Empire (As,NCI,14-) 20 +1/2; no STR adds, Guard Starjammers (As,11-) 15 -1/2 3 well-connected 9 +3 PER 10 contacts: Shi'ir govt reputation: honorable 10 IR & UV vision 10 at 11- lapdog of the Empire 3 ultrasonic hearing 10 millionaire (ext, 14-) 25 12 +8 telescopic sight 3 absolute time sense 20(13) Universal Transl.; 3 bump of direction vuln: x2 STUN v magic 20 OIF, -1/2 3 lightning calculator x2 STUN v Ego Attack 10 10(7) HRRH; OIF, -1/2 3 breakfall 14- 2d6 Unluck 10 3 interrogation 17- susc: radioactive isotope 3 oratory 17- (GM decides which) 15 2 TF: Shi'ir vehicles rival: anyone As Pow 5 2 KS: Shi'ir Empire watched: Shi'ir Emperor 2 KS: Shi'ir Politics (MoP,NCI,14-) 15 40 +5 with all combat 2 AK: Shi'ir Empire Background/Personality (Gladiator): Gladiator is the foremost Champion of the ShiÕir Empire. His already huge ego is boosted by the general smugness of the Empire he serves, He leads the Imperial Guard Background/Personality (Superboy): Somehow SuperBoy ended up in the 34th Century and joined the LSE Background/Personality (Valor/Andromeda): Depending on which vol. of LSE you read, one of these two were the major strength in the LSE. Writer's Notes: Double knockback physical blast is superbreath. SuperBoy/Valor/Andromeda: For these heroes change the values somewhat: Valor/ Andromeda 60 STR (adjust figured stats accordingly) Change references to ShiÕir to LSE Susc: Lead for the Daxamites (unless they have BraniacÕs antidote) Then nix kryptonite for Superboy Vuln. Add 2x stun/body to lead based attacks for the Daxamites (regardless of antidote) Superboy and Valor have a Code vs Killing (instead of Overconfidence/or Loyalty) Andromeda started her career as a xenophobe. Name: Gravestone(dvandom@magnus.acs.ohio-state.edu) Base OCV (DEX/3): 9 Player: Malibu Comics (by Dave Van Domelen) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 9 30 STR 10 x1 20 Adjustment: +4 26 DEX 10 x3 48 Final DCV: 13 28 CON 10 x2 36 Levels: 20 BODY 10 x2 20 18 INT 10 x1 8 DEX: 26 SPD: 5 20 EGO 10 x2 20 ECV(EGO/3): 7 70 PRE 10 x1 15 PD: 10 rPD: - 10 COM 10 x1/2 - ED: 10 rED: - 10 PD (STR/5) 6 x1 4 END: 56 10 ED (CON/5) 6 x1 4 STUN: 60 5 SPD (1+DEX/10) 3.6 x10 14 BODY: 20 12 REC (STR/5)+(CON/5) 12 x2 - 56 END (CONx2) 56 x1/2 - Range -4 -8 -16 -32 -64 -128 60 STUN (BODY) + 49 x1 11 RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 200 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): 10"x2 NC STR Roll: 15 Swim (2"): DEX Roll: 14 Jump (L/H): INT Roll: 13 EGO Roll: 13 Teleport: 10"x2 NC PER Roll: is an INT Roll POINTS: 337 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill secret ID: unknown 15 45(30) +45 PRE; only to 25 stealth 25- cause fear, -1/2 8 KS: various obscure & Protector disads 55 20(10) +4 DCV; OAF cloak, forgotten pieces of -1 abstruse lore 18- dist feat: Aura of Supernatural, gives 10 various contacts and creepy feeling to 12 +4d6 HA - grim skills people (treat as determination constant PRE attack at 3 LS: immortal - must 24 Protectors package PRE 20) 20 fight out of Hell if killed, will someday reputation: various lose rumored pasts, 11- 10 psych lim: EXTREMELY grim 20 still in love with his dead lover (who is the 8 +4" running prime agent assigned to 20(7) 10"x2 NC Teleport; keep him in the after- require stealth roll, life whenever he dies) -1/2; only to vanish 15 or appear while no refuses to stay dead, one is looking, -1/2; and damn the Balance 10 only to places he could normally walk or jump to, -1/2; no noncombat mult, -1/4 2 END Background/Personality: When a wave of crimes began to plague the New York World's Fair of 1939, it seemed the event might well collapse. But then a mysterious caped figure appeared to serve as its special protector. This dark avenger was known as Gravestone [or Fantom, to some]. Very little is known about Gravestone, other than the fact that he appears to he hundreds -- possibly thousands -- of years old. He comes and goes at will, favoring the cloaking shelter of night and shadows. Gravestone is a true mystery man in every sense of the term. There are rumors that men who have tried to uncover his secrets have disappeared, never to be seen again. It is rumored that he may actually be from another dimension or world other than our own. Of the two, this rumor has garnered the most support for truth. Power/Tactics: Writer's Notes: Facts in Gravestone #1 reveal he dies periodically, then must fight his way out of the underworld. The imagery of his personal hell, including the river Styx and Charon, implies that he was born in ancient Greece, perhaps as the son of a god (Phobos seems likely). He is apparently capable of bringing people back with him should he chose, but rarely does because his own continued existence is enough of a threat to the cosmic Balance. Name: Guardian (by Tim Larson) Base OCV (DEX/3): 7 Player: Marvel Comics (TEL002@acad.drake.edu) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 7 10 STR 10 x1 - Adjustment: 21 DEX 10 x3 33 Final DCV: 18 CON 10 x2 16 Levels: +2 w/ Combat 13 BODY 10 x2 6 15 INT 10 x1 5 DEX: 21 SPD: 5 11 EGO 10 x2 2 ECV(EGO/3): 4 18 PRE 10 x1 8 PD: 34 rPD: 27 16 COM 10 x1/2 3 ED: 36 rED: 27 7 PD (STR/5) 2 x1 5 END: 56 9 ED (CON/5) 4 x1 5 STUN: 42 5 SPD (1+DEX/10) 3.1 x10 19 BODY: 13 10 REC (STR/5)+(CON/5) 6 x2 - 56 END (CONx2) 36 x1/2 - Range -4 -8 -16 -32 -64 -128 42 STUN (BODY) + 27 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 102 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 Flight: 12"x32 NC EGO Roll: 11 1"x512 NC PER Roll: is an INT Roll Tunneling: 13"x2 NC POINTS: 341 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill 5(4) EC-powersuit; IIF 2 PS: secretary 12- 5(4) +5 REC 16 +2 w/ Combat 5(4) +20 END 15 unknown skills 10(8) +15 STUN 1 PS: cross-country 63(50) 27 PD/ED Force skiiing 11- Field; 1/2 END, +1/4 8 KS: Alpha Flight 3 END tactics 17- 51(41) 12"x32 NC flight; 0 END, +1/2 54(24) 1"x512 NC flight; 0 END, +1/2; westward only, -2; diminishing w/ distance from equator, -3/4; full power only, -1/4; not cumulative w/ other slot, -1/4: +8 with flight, only to speed acceleration, -0 65(52) Multipower; IIF 5u 13"x2 NC tunnelling thru DEF 13 3 END 5u 13d6 EB 6 END real ID: Heather McNeil Hudson 0 Background/Personality: Born into a rather large family, Heather MacNeil had some rather interesting neighbours: Dr. Michael Twoyoungmen, his wife Kathryn and daughter Elizabeth. After Kathryn Twoyoungmen's death Elizabeth lived with the MacNeils, and Heather and Liz grew up much like sisters. At a rather young age (17) Heather found herself working as a secretary for Jerome "Jerry" Jaxon at the Am-Can Petrochemical Corporation. [Note: Due to this information I've come to the interesting conclusion that Heather never completed high school. - DMK] It was there that she first met James MacDonald Hudson. For Heather, it was love at first sight. When Hudson quit to protest the sale of his experimental armor to the American Military, Heather gave her two weeks notice as well. The next day she showed up at Hudson's apartment with a box of groceries. She quickly discovered that Jimmy had stolen the cybernetic helmet that operated the armor. Heather's response? "Well, a wife can't testify against her husband anyways." Although Hudson was rather shocked, he admitted an immediate attraction as well. It was at Heather's suggestion that Jimmy Hudson contacted the Federal government. This led to a "smoothing over" of things with Am-Can and Hudson receiving employment with the Department of National Defence. After relocating to Ottawa the two were soon married. During their honeymoon James and Heather came accross the wild man that the world has come to know as Wolverine. After Department H was disbanded by the federal government it was Heather Hudson who was responsible for Alpha Flight getting back together. Heather didn't want her "handsome hubby" going into battle up north all alone...so she activated Alpha's call beacons. Heather was present when her husband was seemingly blown to ashes after a battle with Omega Flight. However, she quickly bounced back from her tragedy and eventually assumed leadership of her husband's team, first as a non-costumed operative and then wearing a copy of Jimmy's battlesuit. As leader of Alpha Flight she first used the code-name Vindicator and then adopted the name Guardian, paralleling her husband. Heather Hudson has since suffered through both a resurrection, a death, and then a second resurrection of her husband. [You could argue that she suffered through THREE resurrections, but the one in Alpha #25 was a hoax - DMK] The two are currently apparently happy together, although there were some indications that Heather was becoming romantically interested in Alpha member Wildheart just before Jimmy's second "comeback." Heather is the second person to go by the name Guardian. She has previously been known as Vindicator, also being the second of that name. She is the current leader of Alpha Flight, and made her first appearance in Uncanny X-Men #139. The character was created by John Byrne. Powers/Tactics: Heather Hudson's battlesuit enables her to fly at speeds up to Mach 1, has a protective force-field and can project beams of concussive force of up to 250 pounds of TNT. These beams can be used to tunnel through bedrock (the original purpose of the suit) at speeds of up to 25 miles an hour. The suit also has had a variety of other offensive options retconned in [Kindly note the sarcasm - DMK]. The suit is capable of rendering Guardian "at rest" to the rotation of the planet, providing an immediate, extreme accleration westward. Finally, the suit is capable of creating funnels out of plasma, but this capability has not been used since the days of Byrne. Writer's Notes: The preceding information is courtesy of Dwayne "Keeper of the Alpha Flight flame" MacKinnon, 910252m@dragon.acadiau.ca. He maintains a compilation of Alpha Flight history, and graciously consented to allow me the use of it for this purpose. The second flight slot will give almost (1550 km/h, about Mach 1.3, but with instantaneous acceleration) the proper speed at the earth's equator at SPD 5. Of course, when using this flight the velocity falls off as one approaches the poles. The tunnelling slot will give almost 25 mph at SPD 5. The suit is IIF because it's not obvious it is a suit, it looks like a costume. Name: Havok (by Flavio Genelhu Oliveira) Base OCV (DEX/3): 4 Player: Marvel Comics (GENELHU@BRLNCC.BITNET) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 4 20 STR 10 x1 10 Adjustment: 13 DEX 10 x3 9 Final DCV: 23 CON 10 x2 26 Levels: +3 with RKAs 11 BODY 10 x2 2 15 INT 10 x1 5 DEX: 13 SPD: 4 11 EGO 10 x2 2 ECV(EGO/3): 4 13 PRE 10 x1 3 PD: 8 rPD: - 13 COM 10 x1/2 1 ED: 10 rED: - 8 PD (STR/5) 4 x1 4 END: 46 10 ED (CON/5) 5 x1 5 STUN: 35 4 SPD (1+DEX/10) 2.3 x10 17 BODY: 11 11 REC (STR/5)+(CON/5) 9 x2 4 46 END (CONx2) 46 x1/2 - Range -4 -8 -16 -32 -64 -128 35 STUN (BODY) + 33 x1 2 RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 90 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): STR Roll: 13 Swim (2"): DEX Roll: 12 Jump (L/H): INT Roll: 12 EGO Roll: 11 PER Roll: is an INT Roll POINTS: 314 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill psych lim: CVK 20 75 4d6 RKA; personal 1 X-Men equipment 8- X-Men code of honor immunity, +1/4 2 SS: geology 11- 135(90) 3d6 RKA; personal 2 SS: geophysics 11- immunity, +1/4; AE 1 TF: small ground veh. radius x 8, +1 3/4; 9 +3 with RKAs hunted: X-Men enemies no range, -1/2 13 130 END Reserve (both RKAs) 1 END Recovery 1/Turn 60(30) 12d6 Absorption to END Reserve; side effect: all plasma energy absorbed will be released on the next phases-Havok can shoot it in a specific dir. or then he will "explode" himself until the END absorbed finish, -1 Background/Personality: Name: Hawkeye (by Sam Bell) Base OCV (DEX/3): 8 Player: Marvel Comics (Samuel.Bell@Eng.Sun.Com) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 8 20 STR 10 x1 10 Adjustment: 23 DEX 10 x3 39 Final DCV: 18 CON 10 x2 16 Levels: up to +6 15 BODY 10 x2 10 15 INT 10 x1 5 DEX: 23 SPD: 5 18 EGO 10 x2 16 ECV(EGO/3): 6 20 PRE 10 x1 10 PD: 11 rPD: 3 14 COM 10 x1/2 2 ED: 11 rED: 3 8 PD (STR/5) 4 x1 4 END: 36 8 ED (CON/5) 4 x1 4 STUN: 34 5 SPD (1+DEX/10) 3.3 x10 17 BODY: 15 8 REC (STR/5)+(CON/5) 8 x2 - 36 END (CONx2) 36 x1/2 - Range -4 -8 -16 -32 -64 -128 34 STUN (BODY) + 34 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 133 Maneuver Phase OCV DCV effect d strike +1 +3 STR+2d6 o strike -2 +1 STR+6d6 CHA Roll = 9 + CHA/5 Run (6"): 7"x2 NC block +2 +2 block,abort STR Roll: 13 Swim (2"): dodge - +5 abort DEX Roll: 14 Jump (L/H): m grab -1 -1 +20 STR to INT Roll: 12 hold EGO Roll: 13 PER Roll: 15 (sight) POINTS: 345 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill psych lim: overconfident 90(60) Multipower; OIF 9(6) 3 PD/ED armor; OIF 20 4u 12d6 EB; explosion, 5(3) hearing Flash Def.; brash blowhard 20 +1/2; [4c], -1 OIF hearing aid, -1/2 3u 3d6+1 RKA; AP, +1/2; 2 +1" running [4c]; no KB, -1/4 phys lim: partially 2u 10d6 EB v PD; [4c], 3 acrobatics 14- deaf - needs hearing -1 {blunt} 3 breakfall 14- aid 5 3u 7d6 EB; NND not vs 3 combat driving hard ear covering, (skycycle) 14- +1; AE hex, +1/2; 3 stealth 14- [4c], -1 3 paramedic 12- 4u 6d6 Entangle; AE hex, 4 PS: tightrope, +1/2; [4c], -1 {net} trapeze 11- 3u 9d6 Entangle; 1 BODY, 5 weaponsmith: bows & -1/2; [4c] {bolo} arrows 12- 4u 9d6 Flash; [4c], -1 20 +2 overall 3u 4d6 RKA; penetrating, 20 +4 w/ Multipower +1/2; [4c]; no effect 6 +3 visual PER vs energy Force Field or Walls, -1/2; no 5 Avengers clearance KB, -1/4 {acid arrow} 5(4) RL&T; IIF Avengers 3u 15d6 EB; [4c]; no KB, communication card -1/4 {electric arrow} 4u 6d6 EB; NND not vs 21 martial arts 5-pt LS, +1; AE 3" 8 +2 DC (already added) radius, +1; [4c], -1 real ID: Clint Barton 0 {tear gas arrow} Background/Personality: Powers/Tactics: Writer's Notes: Hawkeye has to wear a hearing aid ever since his limited series, but it has come in handy since it doesn't transmit/amplify harmful volumes/frequencies. Hawkeye's quiver of arrows is OIF, but his bow is OAF. If his bow is removed, he can still throw arrows by hand (-1 OCV/1", max range 5"). I didn't include stats for the skycycle, since I despise the 4th Edition vehicle rules. Name: Hellboy (by John Powell) Base OCV (DEX/3): 6 Player: Dark Horse Comics (jrpowell@halcyon.com) Adjustment: +3 w/ punch Val Characteristic Base Cost Pts Final OCV: 9 Base DCV (DEX/3): 6 20 STR 10 x1 10 Adjustment: 18 DEX 10 x3 24 Final DCV: 33 CON 10 x2 15 Levels: 15 BODY 10 x2 10 13 INT 10 x1 3 DEX: 18 SPD: 4 14 EGO 10 x2 8 ECV(EGO/3): 5 20 PRE 10 x1 10 PD: 12/32 rPD: 0/20 6 COM 10 x1/2 -2 ED: 12/32 rED: 0/20 12 PD (STR/5) 4 x1 8 END: 66 12 ED (CON/5) 7 x1 5 STUN: 40 4 SPD (1+DEX/10) 2.8 x10 12 BODY: 15 11 REC (STR/5)+(CON/5) 11 x2 - 66 END (CONx2) 66 x1/2 - Range -4 -8 -16 -32 -64 -128 40 STUN (BODY) + 42 x1 -2 RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 132 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): STR Roll: 13 Swim (2"): DEX Roll: 13 Jump (L/H): INT Roll: 12 EGO Roll: 12 PER Roll: is an INT Roll POINTS: 220 XP: SAVED: Disadvantages Base120+Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill public ID 10 90(33) 4d6 RKA; +1 STUN mult., +1/2; OAF Torch dist. feat.: demon of Liberty's pistol, (nc, major) 20 -1; 6 charges, -3/4 (vs PD) rep: world's greatest occult investigator 15 6 EC-stone hand 6 +4d6 HA 1d6 unluck 5 54(18) 20 PD/ED armor; 8- activation, -2 enraged: when attacked (vc, 14-, 11-) 15 3 ambidexterity phys lim: larger than 5 fast draw 14- human (freq, slight) 10 3 breakfall 13- 6 +3 w/ Punch hunted: evil wizard 3 WF: pistols, common (Mo, harsh, 11-) 20 melee weapons 5 PS: occult psych lim: protects investigator 14- friends (vc, str) 20 makes pithy epithats after killing enemy 5 Writer's Notes: The EC represents Hellboy's right hand, which is made of a stonelike material that neither feels pain nor can be destroyed. Name: Hercules (by Sam Bell) Base OCV (DEX/3): 8 Player: Marvel Comics (Samuel.Bell@Eng.Sun.Com) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 8 100 STR 10 x1 85 Adjustment: 23 DEX 10 x3 39 Final DCV: 98 CON 10 x2 176 Levels: up to +4 H-t-H 40 BODY 10 x2 60 10 INT 10 x1 10 DEX: 23 SPD: 5 20 EGO 10 x2 20 ECV(EGO/3): 7 30 PRE 10 x1 20 PD: 30 rPD: 5 20 COM 10 x1/2 5 ED: 30 rED: 5 30 PD (STR/5) 19 x1 11 END: 196 30 ED (CON/5) 20 x1 10 STUN: 140 5 SPD (1+DEX/10) 3.3 x10 17 BODY: 40 40 REC (STR/5)+(CON/5) 39 x2 2 196 END (CONx2) 196 x1/2 - Range -4 -8 -16 -32 -64 -128 140 STUN (BODY) + 137 x1 3 RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 458 Maneuver Phase OCV DCV effect Block +2 +2 Block,Abort Jab +2 +1 STR strike CHA Roll = 9 + CHA/5 Run (6"): Punch +1 +0 STR+2d6 STR Roll: 29- Swim (2"): Escape +0 +0 +15 STR vs DEX Roll: 14- Jump (L/H): Hold -1 -1 +10 STR to INT Roll: 11- Reversal -1 -2 +15 STR to EGO Roll: 13- Grab, Grab PER Roll: is an INT Roll Slam +0 +1 STR+v/5, U Fall,T Fall POINTS: 770 XP: SAVED: Take Down +2 +1 STR,U Fall, T Falls Disadvantages Base 93+Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill public ID: Hercules 10 10(7) 1 level Density Increase; persistent, psych lim: protects +1; always on, -1/2 mortals (com, mod) 10 5 5 PD/ED Dmg Resistance honorable (com, tot) 20 120(90) 1/2 P&E Resistant loves hand-to-hand Damage Reduction; 3/4 combat (vc, str) 20 only vs BODY, -1 16 20-pt mental defense watched: Zeus 15 power defense (More, NCI, 11-) 13 12 LS: pressure, temp, hunted: Hera aging, disease (As, NCI, 8-) 15 6 Regenerate 1 BODY/hr 3 breakfall 14- dist feat: 6'5", 325#, 45 +45" superleap 9 seduction +3 18- red hair 5 6 +3" running 3 riding 14- 3 +3" swimming 16 +2 with combat 25 1/2 END on STR, +1/4 10 +2 hand-to-hand 6 END 2 WF: Ancient Greek discus, mace, hammer, javelin 3 L: English 0 L: Greek (native) 5 internat'l police powers (Avengers) 5(4) RL&T; IIF Avengers 27 Ancient Boxing and communication card, Wrestling packages -1/4 Writer's Notes: Notice that he isn't very bullet-proof (still very hard to kill with small arms). I don't recall him bouncing bullets off his chest very often. OHOTMU says Hercules can do a standing high jump of at least 100', so he needed a little superleap. I omitted 'Choke' from the wrestling martial art, since he doesn't seem to use it. He earned 585exp in 3000 years, or about 1/5years. Reminds me of some of my characters... Name: Human Torch (by Sam Bell) Base OCV (DEX/3): 5 Player: Marvel Comics (Samuel.Bell@Eng.Sun.Com) Adjustment: +4 w/ MP Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 5 13 STR 10 x1 3 Adjustment: 14 DEX 10 x3 12 Final DCV: 18 CON 10 x2 16 Levels: 12 BODY 10 x2 4 10 INT 10 x1 - DEX: 14 SPD: 5 10 EGO 10 x2 - ECV(EGO/3): 3 18 PRE 10 x1 8 PD: 48 rPD: 43 14 COM 10 x1/2 2 ED: 73/53 rED: 63/43 5 PD (STR/5) 3 x1 2 END: 36 10 ED (CON/5) 4 x1 6 STUN: 28 5 SPD (1+DEX/10) 2.4 x10 26 BODY: 12 6 REC (STR/5)+(CON/5) 6 x2 - 36 END (CONx2) 36 x1/2 - Range -4 -8 -16 -32 -64 -128 28 STUN (BODY) + 28 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 79 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): 6"x2 NC STR Roll: 12 Swim (2"): DEX Roll: 12 Jump (L/H): INT Roll: 11 EGO Roll: 11 Flight: 38"x2 NC PER Roll: is an INT Roll POINTS: 788 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill public ID: Johnny 10 57 EC-flaming body 10 flash defense (sight) Storm 57 38"x2 NC flight; 0 30(15) 50% res. energy END, +1/2 damage reduction; only DNPC: Wyatt Wingfoot 108(86) 12d6 EB; damage vs heat/flame, -1 (supercompetent, 8-) 5 shield, +1/2; 0 END, 9(6) 3 PD/ED armor; OIF +1/2; no KB, -1/4; +6d6 suit, -1/2 phys lim: can't use damage shield, no KB powers if soaked 4 END 9 mechanics 14- (inf, fully) 15 63 Change Environment: 7 combat driving 14- temp (level 5), 64" rad; 4 PS: vehicle design psych lim: 0 END, +1/2 20 +4 w/ Multipower code v killing 20 63(55) 40 PD/ED Force Field; 0 END, +1/2; 30 135 Multipower-heat contr PD is only vs meltable 11u 18d6 EB; 0 END; no KB weapons, -1/2 11u 13d6+1 EB; explosion, +1/2; 0 END, +1/2; no KB 30(20) 20 ED armor; only 11u 11d6-1 EB; AoE line, vs heat/flame, -1 +1; 0 END; no KB, -1/4 11u 11d6-1 EB; autofire, 2 LS: heat +1/2; 0 END, +1; no KB 13u 9d6 suppress flames; 215 (96) MP Slot #7 + AoE radius x4, +1 1/2; 10d6+1 EB; same ads & 0 END, +1/2 (18" radius) disads; + 4u change env: temp (lev 10d6 EB; explosion, -2), x16 area; 0 END +1/2, x2 END, -1/2; no 6u 10d6-1 EB; AE radius KB, -1/4; no range, -1/2 x8, +1.75; x2 END, -1/2; [Nova Blast] 70 END no KB, -1/4; no range Writer's Notes: The last slot in the Multipower goes with the AE and explosive EB's outside the Multipower. This represents Torch's "nova blast" power. It is a grand total of 30d6 in the center decreasing to 20d6 at 10" away, and remaining 20d6 to the maximum range of 80" away. Note that using this power will most likely send Johnny unconscious. And yes, it is that powerful. The Temperature power is from Hero Almanac 2. In brief, level 5 is about 165 degrees (F), everyone in the area without life support vs heat or some special protection is -5 to REC. Level -2 is about 30F. I didn't put a +1/4 limit on all of his powers (doesn't work in vacuum, not when soaked with water) because it doesn't seem to happen often enough to be worth the limitation. The OHOTMU talks about how Johnny 'absorbs' flames, but he doesn't do anything with the energy he absorbs, so I just modelled it with extra def vs heat/flame. Name: Husk (by Tim Larson) Base OCV (DEX/3): 7 Player: Marvel Comics (tel002@acad.drake.edu) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 7 11 STR 10 x1 1 Adjustment: 21 DEX 10 x3 33 Final DCV: 23 CON 10 x2 20 Levels: 17 BODY 10 x2 8 15 INT 10 x1 5 DEX: 21 SPD: 5 10 EGO 10 x2 - ECV(EGO/3): 3 13 PRE 10 x1 3 PD: 11+ rPD: - 16 COM 10 x1/2 3 ED: 14+ rED: - 11 PD (STR/5) 2 x1 9 END: 46 14 ED (CON/5) 5 x1 9 STUN: 34 5 SPD (1+DEX/10) 3.1 x10 19 BODY: 17 10 REC (STR/5)+(CON/5) 7 x2 - 46 END (CONx2) 46 x1/2 - Range -4 -8 -16 -32 -64 -128 34 STUN (BODY) + 34 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 110 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): 6"x2 NC STR Roll: 11 Swim (2"): 2"x2 NC DEX Roll: 13 Jump (L/H): INT Roll: 12 EGO Roll: 11 PER Roll: is an INT Roll POINTS: 275 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill real ID: Paige 3 EC-mutant "husk" Guthrie 0 3 +3 CON 3 +3 BODY psych lim: 3 +3 REC overeager (c,s) 15 17(8) 1d6+1 STUN Aid; 0 wants to be leader of END, +1/2; UBO, +1/4; Generation X (c,m) 10 self only, -1/2 hates the "country + 1d6 BODY Aid; UBO; hick" image (vc,m) 15 0 END; self only; only to max, -1/2; Linked, phys lim: -1/2; only when un- minor (inf, slight) 5 conscious, -2 very low alcohol 22 25% P/E Damage 1 KS: quantum physics tolerance (inf, sl) 5 Reduction, P resistant 16 undetermined skills 62 VP Pool cost 44 VP Control cost; half phase to change, +1/2; no skill roll, +1; no mental powers, -1/2; no size powers, -1/4 Background/Personality: Husk is one of several young mutants who were detected by Professor Xavier with the aid of Cerebro. Xavier had plans for recruiting these mutants to be his next generation of students. These plans were prematurely activated by the appearance of a group of techno-organic mutacidal beings known as the Phalanx who accessed Xavier's records to discover the locations of the youngsters. Banshee, Sabretooth, Emma Frost and Jubilee went after them to save the young mutants, some of whom didn't even know of their powers. Ultimately most of the kidnapped teens were rescued and joined the school under the instruction of Banshee and Emma Frost. Paige wants very much to demonstrate her ability to be a competent leader for Generation X, but she has a long way to go. She doesn't want to live in the shadow of her X-Man brother, Cannonball. Her eagerness to show her peers and elders what she's capable of sometimes leads to rash actions. She hates being caught "looking stupid" in front of others. This write-up reflects Husk at the time of Generation X #14. Identifying Quote: Powers/Tactics: Husk can shed her outer skin for a new form underneath. Watching this process in action can cause the uninitiated to become somewhat queasy. Her abilities are really only slightly more limited than her imagination is. So far she's shown the ability to become denser, stronger, and more durable. She can survive fatal attacks if someone "husks" her into a new body very quickly. In the Age of Apocalypse series, in which the characters are more experienced, she could transform her arms into spikes and acid, change her structure so that desolidification attacks would not affect her, impersonate others, and project energy beams. Name: Iceman (by Tim Larson) Base OCV (DEX/3): 8 Player: Marvel Comics (TEL002@acad.drake.edu) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 8 15 STR 10 x1 5 Adjustment: 24 DEX 10 x3 42 Final DCV: 25 CON 10 x2 30 Levels: 13 BODY 10 x2 6 16 INT 10 x1 6 DEX: 23 SPD: 5 11 EGO 10 x2 2 ECV(EGO/3): 4 13 PRE 10 x1 3 PD: 3+ rPD: - 14 COM 10 x1/2 2 ED: 5+ rED: - 3 PD (STR/5) 3 x1 - END: 70 5 ED (CON/5) 5 x1 - STUN: 43 5 SPD (1+DEX/10) 3.3 x10 17 BODY: 13 12 REC (STR/5)+(CON/5) 8 x2 8 70 END (CONx2) 50 x1/2 10 Range -4 -8 -16 -32 -64 -128 43 STUN (BODY) + 33 x1 10 RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 138 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): STR Roll: 12 Swim (2"): DEX Roll: 14 Jump (L/H): INT Roll: 12 EGO Roll: 11 PER Roll: is an INT Roll POINTS: 448 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill real ID: Robert 0 152 VP Pool Cost 15 unknown skills "Bobby" Drake 228(130) VP Control Cost; 10 +2 with ice powers cosmic, +2; no mental psych lim: practical powers, -1/2; ice joker (c,m) 10 powers, -1/4 rarely serious, makes everything a joke (c,s) 15 Background/Personality: Robert Drake is a mutant. He was recruited in his mid-teens to join Xavier's mutant X-Men team. He's always been a comedian and practical joker, and sometimes has difficulty taking things seriously. This has proven detrimental to the development of his powers, for until recently (when his body was taken over by Emma Frost) he didn't practice with his powers very much. Identifying Quote: Powers/Tactics: Bobby's ice-based powers are extremely versatile and very powerful. He is not limited much beyond his imagination, though he's only begun to explore his boundaries recently. When in hero ID, he always has +23 PD/+21 ED defenses in the form of his icy coating. This may or may not be proof vs heat-based attacks, I don't know for sure. If need be he can make this layer thicker to provide heat protection, I'm sure, or even make it Resistant. Running (ice slides), Entangles (ice blocks), Energy Blasts (snowballs), and Force Walls (ice shields) are all common uses of his powers. When Emma Frost telepathically commandeered his body, she used his powers to freeze up the surface of a whole river for a long distance (a mile?) in both directions. Of course, there is an unspoken -0 lim on his power pool that he can't use sink all 152 points into one power...at least not if the GM is letting a player use Iceman. :) Appearance: Bobby is a fit, handsome blond man in his twenties. He smiles often. Iceman is totally covered by a thin layer of white ice. Writer's Notes: The "ice powers" limitations is not just the "not in hot or dry" conditions you may see on other ice-controllers. Iceman can produce low enough temperatures that any such conditions would have to be quite extreme. However, it does include the fact that many of his ice-based effects can be negated temporarily by breaking the brittle ice. For example, Iceman may have Stretching by extending a jet of ice shaped like hand and then manipulating it. This icy arm could be broken, negating the Stretching until Iceman reformed it (on his next phase). I'm not going to go into specifics like how much damage should be done, etc., this is more for GM storytelling and drama. It should not be abused by GMs, since it is only a -1/4 limitation, but it's there so that the player knows this possibility exists in addition to the fact that some powers may just not be possible with ice and cold based effects. It is my own opinion that barring only a few (Xavier, Magneto, Cable, Apocalypse), Iceman has one of the highest potentials of any mutant, therefore the high point total. Name: Invisible Woman (by Sam Bell) Base OCV (DEX/3): 5 Player: Marvel Comics (Samuel.Bell@Eng.Sun.Com) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 5 13 STR 10 x1 3 Adjustment: 14 DEX 10 x3 12 Final DCV: 13 CON 10 x2 6 Levels: +5 w/ Multipower 10 BODY 10 x2 - 13 INT 10 x1 3 DEX: 14 SPD: 4 17 EGO 10 x2 14 ECV(EGO/3): 6 15 PRE 10 x1 5 PD: 8 rPD: 3 20 COM 10 x1/2 5 ED: 8 rED: 3 5 PD (STR/5) 3 x1 2 END: 26 5 ED (CON/5) 3 x1 2 STUN: 24 4 SPD (1+DEX/10) 2.4 x10 16 BODY: 10 5 REC (STR/5)+(CON/5) 5 x2 - 26 END (CONx2) 26 x1/2 - Range -4 -8 -16 -32 -64 -128 24 STUN (BODY) + 24 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 68 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): 6"x2 NC STR Roll: 12 Swim (2"): DEX Roll: 12 Jump (L/H): INT Roll: 12 Flight: 8"x2 NC EGO Roll: 12 Gliding: 15"x2 NC PER Roll: is an INT Roll POINTS: 652 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill public ID: Sue Storm 10 340 Invisible Force MP; 0 3 paramedic 12- Richards END, +1/2; Invis vs normal, +1/2 psych lim: 45m 30 PD/ED Force Wall; CVK (c, tot) 20 Pers. Imm., +1/4; feed- loves Reed Richards 5 back**, -1/2 45m 17 PD/ED Force Wall; hunted: Dr. Doom Pers Imm; x128 radius*, (As Pow, 11-) 15 +1 3/4 20u 10d6 NND***; does BODY, +1 19u 14d6 EB; x2 KB, +3/4 18u 18d6 EB 18u 60 STR TK 13u Invisibility; UAO, +1; x8192 mass, +3 1/4; ranged, +1/2 3u 8"x2 NC flight; 1/2 DCV concentrate, -1/4 3u 15"x2 NC gliding 20u 20d6 Suppress vs Invisibility 6u Invisibility to norm sight, no fringe 9(6) 3 PD/ED armor; OIF 25 +5 with Multipower * I am making up a x2 length advantage for forcewalls for +1/4. The +1"/5pts mechanic in the book doesn't work for giant forcewalls. This has a 0.86 mile diameter. ** Sue's "Feedback" is different from the one in the BBB, and only worth half as much. For every 3 body done to her forcewalls over half their defense, she has to expend 1 end to keep the wall up. Thus if Thor started pounding on her wall (with 24 body/attack), it would cost Sue (24-15)/3=3 end per hit, or 15 per round. In less than a minute she is burning stun. This reflects how her walls are almost never brought down, she just can't handle the strain of keeping them up. *** Not vs energy beings, stretchy bodies, super density. Writer's Notes: According to OHOTMU, Sue can now do multiple things at the same time, so I made the big forcefields multi-slots so she can keep them partly up. Here's some examples of what she can do simultaneously: 14/14 forcewall and 10d6 NND 16/16 forcewall and 18d6 energy blast 11/11 forcewall and 18d6 energy blast and Invisibilty vs norm I put Personal Immunity on Sue's Forcewalls so she could shoot her EB through them. I wracked my brains trying to come up with useful skills Sue but came up pretty dry. Name: Invisible Woman (Russ Allbery & George Ruban) Base OCV (DEX/3): 7 Player: Marvel Comics (allbery@gvg47.gvg.tek.com) Adjustment: Val Characteristic Base Cost Max Pts Final OCV: 7 Base DCV (DEX/3): 7 10 STR 10 x1 20 0 Adjustment: 20 DEX 10 x3 20 30 Final DCV: 7 18 CON 10 x2 20 16 Levels: +2 w/all combat 10 BODY 10 x2 20 0 13 INT 10 x1 20 3 DEX: 20 SPD: 5 11 EGO 10 x2 20 2 ECV(EGO/3): 4 15 PRE 10 x1 20 5 PD: 5 rPD: 0 14 COM 10 x1/2 20 2 ED: 5 rED: 0 5 PD (STR/5) x1 8 3 END: 36 5 ED (CON/5) x1 8 1 STUN: 30 5 SPD (1+DEX/10) x10 5 20 BODY: 10 8 REC (STR+CON)/5 x2 10 4 36 END (CONx2) x1/2 50 0 Range -4 -8 -16 -32 -64 -128 30 STUN (BODY + x1 50 6 RMod 0 -2 -4 -6 -8 -10 STR/2 + CON/2) COMBAT MANEUVERS Characteristic cost: 92 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): 6" x2 NC STR Roll: 11- Swim (2"): 2" x2 NC DEX Roll: 13- Jump (L/H): INT Roll: 12- EGO Roll: 11- PER Roll: is an INT Roll POINTS: 332 XP: 132 SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll 100 100| Talent/Skill | Talent/Skill DNPC:Franklin Richards 10 112 MP: Invisible solid 1u 10 STR TK, useable by (son), super, 11- force constructs, one other at range 1/2 END +1/4, Invis vs sight +1/2, +3/4, no range -1/2, indirect thru Force only w/Force Wall Wall +1/4. -1/4, no fast moves Hunted: Dr. Doom 25 14m Force Wall: 20 PD/ED. -1/4, 4x END -1 1/2, more pow, NCI, 11- user must already Psych: Feels inferior 10 have the STR -1/4. to husband (c, mod) 22m Invisibility vs Sight Psych: Loves Reed 5 no fringe, Psych: CVK (c, tot) 20 use against others +1, Normal Char. Maxima 20 8x human mass +3/4, Public ID: Sue Storm 10 ranged +1/2. Richards 18m 30 STR Telekinesis 3u Flight 8" 4u Suffocation 2d6 NND +1, continous +1, defense not needing to breathe. 16m 8d6 EB physical. 3 paramedic 12- 21m 8 DEF Entangle, 1 16 +2 w/all combat BODY -1/2. 10 Perk: Wealthy Background/Personality: Sue started as Reed's girlfriend--nothing more. She snuck aboard Reed's rocket ship with her brother, Johnny, and got her powers from cosmic rays like the rest of the team. For the first few issues of the book, she basically had little life of her own, and was mostly just the girl for the rest of the team to rescue. Originally, her powers were only invisibility, not useable against others. Sue has also developed and increased her abilities more than any other member of the Fantastic Four, to the point that she is perhaps the most powerful member. During John Byrne's run on the book, she discovered several new applications of her abilities, developed a personality in her own right, and changed her name from the Invisible Girl to the Invisible Woman. Now, she normally leads the team when Reed is absent and has developed a good grasp of her powers and how to use them. Sue has occassionally had jobs over the years, but they rarely lasted long. Instead, she spends her time with her husband and their son, Franklin, who is a powerful mutant. She lost her second child. Powers/Tactics: Initially, all that Sue could do was turn invisible. The ability to manipulate force constructs was developed (added) later, and her invisibility now seems a bit out of place. Her (main) telekinesis is defined as the ability to place constructs and expand or contract them. Some of the more common uses are expanding a construct underneath a character to lift them off the ground, or placing a soft construct underneath a falling character so they don't take damage. Her flight is a manifestation of her telekinesis (she expands a construct underneath her feet). Her NND attack is simply an air-proof bubble around her foe's head, which causes them to sufficate. Her physical energy blast is defined as throwing many small force bubbles at her enemy. If you want, you can include the invisible force daggers she uses now as an RKA; I personally think it is against the character concept. She has been know to occassionally restrain characters by placing force bubbles around their limbs or even their entire bodies. Her smaller TK is designed to simulate her ability to make her force walls flexible. With a great deal of effort, she can allow characters inside her force wall to affect things outside the force wall without reducing the protection of the wall. The characters literally bend and stretch the force wall with their hands. Appearance: Sue is a fairly attractive woman in her mid-thirties. She has blonde hair and normally wears the Fantastic Four team uniform, a blue jumpsuit with a white circle and a blue four on the chest. She is usually the peacemaker in a situation, and is fairly easy-going. When she is invisible, there isn't much to describe. George Ruban's notes: (The previous excellent notes were all by R. Allbery, editted for length by the maintainer.) This writeup has been rewritten following Russ Allbery's request; the version as he wrote it cost 775 (!) points due to using a 10 point EC rather than the MP for the powers. But since Russ left it up to someone else to rewrite, I took advantage of the opportunity to include some good details from Samuel Bell's writeup, while keeping Russ's characteristics and (much) lower power level. The advantages listed for the whole multipower don't apply apply to all the powers in it at obvious places: Invisibility doesn't take the Invisible advantage, Flight and Force Wall don't take Indirect, and the second TK doesn't take reduced END since it takes increased END. I am afraid I reject Sam's "Personal Immunity" to allow the creator of the force wall to shoot through it as too powerful - consider an Energy Projector with a cheap force wall. Right now the fact that Force Walls are equally hindering for the creator is a major disadvantage. Instead use indirect, pay on the attack, not the wall. Similarly the smaller TK is written the way it is (with lots of complex modifiers) rather than just an "Indirect on STR usable by others" because Indirect on STR could be also easily abused.