Nightmask's Characters

Posted by Nightmask 
Re: Starfox Character Sheet
October 23, 2008 06:19AM
AHHH its the immortal Furrie!!! lol I like how you always make some sorta animal based charecter. Its almost like the bijuu in humanoid form.
Re: Starfox Character Sheet
October 23, 2008 06:33AM
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*chuckles* Well they aren't all anthros (Survivor and Retribution for example are a Random Mutant and Normal Human respectively) but that is my preference/favorite type of character. Seems like most people go just for human characters (or at least totally human-looking) but rarely anything else. What exactly is 'bijuu' though?

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: Starfox Character Sheet
October 23, 2008 07:10AM
its a tailed demon. From 1-9. In japanese mythos. Also most noteble like in naruto.
Re: Starfox Character Sheet
October 23, 2008 06:00PM
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Ahhhh, so like the kitsune of Japanese lore.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Crimson & Clover Character Sheets
October 24, 2008 08:49PM
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Crimson

Super-hero ID: Crimson
Name: Jessica Stanton
Power Category-Demihuman: Vulpinoid
Appearance: Jessica Stanton appears as a blood-red furred and slender anthropomorphic vixen prone to wearing torn and ragged clothing.
Height: 5’ 10”
Weight: 137 lbs
Sex: Female
Age: 28

Fighting: Remarkable (30)
Agility: Incredible (40)
Strength: Amazing (50)
Endurance: Amazing (50)
Reason: Excellent (20)
Intuition: Incredible (40)
Psyche: Monstrous (75)

Health: 170
Karma: 135
Resources: Excellent
Popularity: -22

POWERS

Enhanced Senses (Hearing, Sight, Smell): Monstrous

Tracking: Monstrous rank tracking by smell, +2CS if tracking someone who’s bleeding or has been bleeding at some point as her senses are particularly attuned to the scent of blood.

Nightvision: Amazing

Natural Weaponry/Claws: Crimson possesses Amazing material strength claws and may strike for Excellent edged damage.

Natural Weaponry/Teeth: along with her Amazing material strength claws Crimson possesses Amazing material strength teeth and hyper-strong jaws allowing her to bite for Remarkable edged damage.

Stealth: Monstrous

Bio-Vampirism: Crimson requires 6 pints of blood per day in order to survive, although this need not be human blood it must be whole blood, preferably without preservatives. For each day without sufficient nourishment she must make a psyche feat when confronted with a source of blood to remain in control of herself; failure will result in her attacking the nearest source of blood and drinking her fill. If there is the scent of blood in the area this Psyche feat is yellow, if she actually sees blood the feat is red to maintain control over herself. For each pint of blood she has failed to drink impose a penalty of 1CS to the psyche feat (i.e. if she’s only had 4 pints of blood then her Psyche is reduced 2CS before making the required feat check). Complete deprivation will result in her losing one Endurance rank per day until she starves to death. Given access to proper nourishment she will recover one Endurance rank per day until fully recovered. Gorging will provide no added benefit and only make her ill from overdoing it. Her meals are generally spaced out similar to that of a human’s, with 2 pints for breakfast, lunch, and dinner/supper, although she may consume as much as 3 pints at one time before becoming full (while starving she will drink her full daily requirement in one sitting if sufficient blood is available).

Power Duplication: Crimson has the CL1000 ability to temporarily copy the powers of anyone she’s fed upon (provided they have any powers that is). These powers last for one day per pint of blood consumed, and only in a feeding frenzy will she ever consume enough to maintain copied powers for longer than 48 hrs. If enhanced abilities come with these powers she will also copy those in the bargain. These powers must be in some ways genetically based, i.e. induced or random mutant, godling, etc. else they are beyond her ability to copy, and will be copied at the original ranks of their possessor at the time of feeding. It is possible, although rare, that certain unusual powers might last longer or become permanent due to their natures or from repeated feedings on a particular individual.

Shape-Shifting: Crimson has the CL1000 ability to automatically modify her form to incorporate any powers dependent on altered physical features (scales, antenna, extra limbs, etc) for the duration of her duplication of the individual’s powers. In the rare cases of copying powers from multiple beings she will develop a composite form incorporating all the various features.

Invulnerability to Toxins, Disease, Aging: Due to her restructuring and no longer fully human DNA Crimson no longer ages and has CL1000 resistance to toxins, disease, and aging.

Extra Body Part/Prehensile Fox Tail

TALENTS
Detective/Espionage; Criminology; Journalism; Security and Surveillance Systems; Electronics; Computers; Locksmith; Pickpocket; Sleight of Hand; Demolitions and Explosive Disposal; Safe-cracking;

HISTORY

Jessica Stanton was always obsessed with secrets and bringing hidden things into the light even as a child, an obsession that she took into adulthood as she devoted herself to a career in journalism and ferreting out the dark hidden things to expose them to the light of day. As an investigative reporter she exposed dozens of crimes and acts of hypocrisy and brought down many who felt themselves safe from accountability, but eventually she sought out one secret too many.

Caught up in her own ego, her successes having led her down a path away from her original altruistic beginnings she became reckless as she infiltrated a secret research facility she’d learned about while investigating an unrelated organization. After months of carefully constructing her cover identity she managed to gain employment within their ranks and set about documenting the various questionable and downright illegal goings-on at the facility like she’d done many times before. Unfortunately she was found out after slipping up and being recognized by one of the members of the company and found herself the subject of some of their most risky and dangerous experiments instead.

Suffering through an excruciating barrage of chemical, radiological, and viral DNA and RNA re-sequencing processes her body underwent massive changes as her humanity slipped away and she mutated into her final form of an anthropomorphic vixen. Her pain didn’t end there though as she found herself not only craving blood but requiring it in order to survive, a need so great they were well on their way to conditioning her into little more than an obedient hunter/killer to sell to the highest bidder until she was rescued by a fellow victim of the lab’s inhumane experiments, the anthropomorphic skunk known as Clover.

Escaping together they eventually arranged relatively safe living conditions away from humans and reached a pact to work together to find a cure for what had been done to them and find some acceptance in the world of humans that they were no longer part of.

PERSONALITY

Already something of a predator with her hunt for the truth Crimson is a true predator now, and only the strength of will forged through life and her transformation allows her to keep it in check enough to not become a blood-crazed killer and feed only as needed to survive and not kill her prey. While not always successful her companion Clover acts to keep her in check and guide her to feeding on criminals and blood stolen from blood banks and prevent loss of life. She attempts to live as normally as she can during the periods where her bloodlust is briefly satiated and use her powers and abilities to help others while seeking someone or someway to be cured of her need for blood or restored to her humanity.

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Clover

Super-hero ID: Clover
Name: Dr. Alicia Fairchild
Power Category-Demihuman: Mephitisoid
Appearance: Clover is a very voluptuous, curvy, and fluffy anthropomorphic skunk who favors very elaborate and distinguished doctor attire.
Height: 5’ 6”
Weight: 132 lbs
Sex: Female
Age: 35

Fighting: Good (10)
Agility: Incredible (40)
Strength: Good (10)
Endurance: Amazing (50)
Reason: Remarkable (30)
Intuition: Excellent (20)
Psyche: Amazing (50)

Health: 110
Karma: 100
Resources: Excellent
Popularity: -14

POWERS
Enhanced Senses (Sight): Clover’s visual acuity is far above human norms and as such she makes all vision-related feat checks on the Amazing column, including where appropriate Intuition-based feats.

Nightvision: Clover has the Amazing rank ability to see in near total-darkness as if it were normal daylight.

Natural Weaponry/Claws: Clover possesses Remarkable material strength claws allowing her to inflict Remarkable edged damage.

Natural Weaponry/Teeth: Along with her claws her teeth are of Remarkable material strength and allow her to bite for Good edged damage.

Stink Spray: Remarkable intensity stink spray, requiring an endurance feat or opponent is incapacitated for 2d10 turns while they attempt to keep from losing their lunch. Those directly struck as well as those caught in the cloud are at —1CS to feats as their eyes burn and water and blinds them until they can get into clean air. The odor is distinctive and clings to the target for 1d6 days unless they have some means of neutralizing the chemical clinging to them and grants a +2CS to anyone tracking them by smell.

Hyper-Digging: Clover has the natural digging ability of a skunk enhanced to superhuman levels of effectiveness, granting her Remarkable Hyper-Digging, allowing her to tunnel up to 6 areas/turn indefinitely, as this power has the side effect of raising her Strength to Incredible and Endurance to Monstrous while she’s digging. Normally any tunnel she digs collapses within 10 turns of her passage, although if tunneling through rock or other hard substances the tunnels will remain (although considering they’ll be filled with the debris from her digging anyone attempting to follow her will require heavy equipment or appropriate powers in order to clear the pathway out in order to do so).

Plant Control: Unearthly ability to manipulate and control existing plant life. Power stunts include the following:
-Temporarily increase the Material Strength of plant material to Unearthly and use it to entrap others with power rank ability so long as she’s concentrating on it.

Plant Growth: Unearthly ability to accelerate the rate of growth of any form of plant life, no matter what the stage of their development. This allows for the following power stunts:
-Rapidly grow existing plants or seeds carried by her in order to support structures as well as hold together crumbling buildings.
-Force grow plants or seeds in order to break down and destroy manmade or natural structures with power rank ability.

Geo-force: Clover has the Unearthly ability to manipulate the earth for a variety of effects up to a range of 10 miles as well as an inherent awareness of all geological forces out to a range of 120 miles from her current location. Power stunts include the following:
-Create instant volcanoes beneath a target, spraying it with magma inflicting Unearthly heat damage as well as entrapping anyone capable of surviving such conditions in quickly hardened molten rock. This has the unfortunate side-effect of permanently altering the landscape and damaging the surrounding area, although as long as they aren’t formed in previously existing volcanic channels they have no chance of erupting into a full-scale volcano under their own power.
-Sculpt underground lairs by manipulating geological conditions to fabricate any size and shape caverns she desires.
-Unleash devastating earthquakes capable of inflicting up to power rank damage on any structure as well as requiring an Agility feat vs the intensity of the quake in order for anyone attempting to move to keep from losing their balance and falling.
-Survive underground without requiring food, water, or air by sustaining herself by her link to the earth.

Extra Body Part/Prehensile Skunk Tail

TALENTS
General Medicine; Emergency Medicine; Surgery; Pharmacology; Biology; Chemistry; Genetics; Physiology; Biochemistry;

HISTORY

Dr. Alicia Fairchild was one of a number of researchers lured into the services of the same company that Jessica Stanton had sought to infiltrate, although for her the promises of good money and the chance at cutting edge research without government restrictions drew her to their employ. Tricked into thinking the research would help cure genetic diseases and allow for regrowth of lost limbs or damaged/deformed bodies she was horrified when she learned what was really going on. This quickly led to her joining the other test subjects as an experimental lab animal since she wasn’t any good for more research by this point.

Undergoing similar procedures to those Jessica was subjected to she mutated into an anthropomorphic skunk although her powers that came with her mutation led to her successfully escaping confinement and breaking out of the facility with one of the other subjects freed in the escape, the now anthropomorphic Jessica. Seeing the state the formerly human vixen was reduced to after she killed and fed on some of the guards during their escape Alicia fled with the feral female to a home held in an ex-boyfriend’s name to assess what to do.

Seeing neither of them could go back to their old lives she helped the vixen restrain her lust for blood and regain enough of her humanity in order for them to combine their skills to reroute their various savings through voice and computer transfers and arrange for property under a false identity with everything handled without direct human interaction. With no conventional lives available to them and with only each other to depend upon they swore to work together to hopefully find a cure and use their powers to earn what acceptance that they could in a world they were no longer a part of.

PERSONALITY

Clover is a dedicated doctor who misses being able to put her medical skills to use helping others and provides free health care among those humans willing to look past her non-human form and trust in her skills. Regretting what contributions she made to the processes used to transform her and Crimson into the beings that they now are she expends all her spare time into locating any and all medical knowledge that might have a bearing upon their conditions and give her the means to curing them both. Compassionate and caring as she is though she can’t help but use up some of her time fighting the evils in the world around her, with the somewhat volatile help of her companion. She can be absolutely ruthless at times when confronted by people like her former employers, although has managed to keep from killing anyone to date and settled for seeing them jailed and taking as much of their equipment and data as possible to help her efforts to restore her and Crimson’s humanity.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Dash Character Sheet
October 24, 2008 08:53PM
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Dash

Super-hero ID: Dash
Name: Erica Blayne
Power Category-Demihuman: Ferret
Source of Super-human Powers: Test subject of an experimental bio-enhancement device.
Appearance: Dash is a tall, medium-build white-furred anthropomorphic ferret with penchant for wearing little more than a white tube top and reinforced sports bra and white shorts.
Height: 5’ 9”
Weight: 145 Lbs
Sex: Female
Age: 43

Fighting: Remarkable (30)
Agility: Unearthly (100)
Strength: Excellent (20)
Endurance: Unearthly (100)
Reason: Good (10)
Intuition: Remarkable (30)
Psyche: Remarkable (30)

Health: 250
Karma: 70
Resources: Typical
Popularity: 12 (90 back home)

POWERS

Enhanced Senses (all): All of Dash’s senses operate at the Amazing level of sensitivity and effectiveness. She may identify people by scent alone on a green feat and negate the penalties of fighting in darkness or against an invisible opponent so long as her senses are unimpeded. This extreme sensitivity renders her vulnerable to attacks against these senses however imposing a 1CS penalty to resist and an extra 1CS of damage where applicable, although her recovery from a failed resistance attempt is half that of a normal being due to her advanced regenerative capabilities.

Nightvision: Monstrous ability to see in near total darkness.

Natural Weaponry/Claws: Dash has Remarkable material strength claws on her hands and feet capable of inflicting up to Remarkable Edged damage.

Natural Weaponry/Teeth: Much like her claws Dash has hyper-developed jaws with Remarkable material strength teeth capable of biting for Remarkable edged damage.

Hyper-Running: Dash may run at up to Unearthly air speeds on the ground, covering up to 40 area/turn. As a result of her Hyper-Speed power she may accelerate to this speed in just one turn, stop on a dime, and redirect herself with ease. She has a number of power stunts, including the following:
-Dash may run across water as if it were a solid surface, although if she slows or is stopped somehow she will quickly find herself immersed and unable to restart until she’s removed from the water or manages to climb onto a solid surface, like a boat.
-Just as she may run across water Dash may run up vertical surfaces with Unearthly ability.
-By altering the vibrational rate of her body Dash may phase through solid matter with Unearthly ability.
-Dash treats her Intuition as if it were Unearthly rank in order to determine who goes first in combat, and generally automatically gains initiative unless her opponents have powers or abilities allowing them to react at super-speed or compete at comparative levels with her.
-By setting up destructive vibrations within an object she may cause materials up to Unearthly material strength to explosively break down, although this takes 1d10 turns in order to find the proper resonance frequency. This shrapnel will inflict Remarkable edged damage to a range of one area.
-For realities that may be reached by vibrational attunement Dash may enter these with Monstrous ability, with each world being a different power stunt to access.
-By moving back and forth between two nearby locations Dash may render herself effectively invisible with Unearthly ability, requiring a red intuition feat by anyone within range who lacks an appropriate power in order to detect her.
-Dash may push her speed on a Red Endurance Feat, increasing her speed rank by one CS each turn up to Shift Z air speeds, although must clear a Red Endurance feat each turn, either to maintain it at the current level or push it to the next rank with any failures causing her to instantly drop to Amazing speed and continue to lose one CS of speed per turn before collapsing from exhaustion as a result of pushing herself beyond her limits. At this point she will require 1d10 minutes of rest in order to fully recover.

Hyper-Speed: Having this power at Unearthly levels Dash may perform virtually any action 100 times faster than normal. Power stunts include:
-Make multiple attacks on the same opponent, increasing her damage to Unearthly edged or blunt, depending on whether she uses her fists or claws.
-Make a single attack on up to ten different opponents within one area.
-Dash may catch or deflect fast-moving objects like bullets with Unearthly ability, as her accelerated senses allow her to perceive them moving at a crawl compared to normal beings.

Protective Aura: Dash generates an invisible protective aura about herself at all times in order to negate the harmful effects of moving at super-speed with CL1000 ability, including but not limited to negating the sonic boom of moving at such speeds within an atmosphere and allowing her to move without making a sound, preventing the effects of heat build-up due to friction, letting her breathe normally, and allows for speed-related activities to occur that would otherwise be impossible (one can’t build a bridge in minutes in the real world with real materials people). This aura automatically expands to protect anyone and anything she carries as well. A downside to the frictionless aura is that when falling she isn’t subject to wind resistance and therefore doesn’t max her speed out while falling like other objects, and will take more damage over longer distances than others will.

True Invulnerability: Along with the benefits granted by her aura Dash’s body is far more physically resilient than one would expect, granting her Good protection from all attacks not already affected by her aura. As such she reduces the damage from all attacks save those of a Psionic or magical nature by 4CS and takes no damage from attacks of Good rank or below.

Regeneration: Along with the augmentations that allow her to move at super-speed Dash’s biological processes, particularly those regarding healing, function at incredible speeds, granting her Unearthly rank Regeneration and Recovery.

Invulnerability (Toxins, Disease): Dash enjoys CL1000 resistance to both of these attack forms due to the nature of her super-enhanced metabolism.

Reduced Aging: Dash’s ability to quickly heal and maintain her body also extends her lifespan considerably, as such while she’s a mature female of 43 she looks much as she did when she acquired her powers in her 20s. She ages only one year for every twenty that pass, and has Excellent resistance to effects that induce aging.

Extra Body Part/Prehensile Ferret Tail

TALENTS

General Physics; Acrobatics; Gymnastics; Tumbling; Escape Artist; Journalism; Detective/Espionage; Law;

HISTORY

Erica Blayne, aka Dash, was a semi-retired super-heroine on a parallel earth much like the Marvel universe, populated with super-beings locked in conflict for the forces of good and evil. She’d proven herself against menaces great and small when she’d found herself drawn out of retirement once again to defend the world alongside the newer heroes of the day.

Unfortunately for Erica one of her old foes, one she’d thought long dead, was working behind the scenes orchestrating many of the villainous events that were occurring, with the hopes it would draw her out of retirement one last time. Theron, the self-proclaimed Lord of Misery, sought one last chance to sow misery to his greatest foe, as experiments intended to increase his powers had instead brought about his upcoming demise from cellular decay and cancer.

Drawn out by the bait Dash found herself skillfully lured by Theron to his lair where he sat at the heart of a strange device, fully integrated into the machine. Shielded behind a powerful force field he launched into his villainous dialog as she fought valiantly to penetrate the energy barrier and shut down the machine. Theron in the meantime simply ignored her as he revealed that he was dying and his only remaining wish was to ensure that she who had always escaped him would finally suffer the pain of misery.

Unfortunately for Dash as she finally broke through the barrier she fell prey to the trap he’d laid for her, as that was the trigger that unleashed its effects. Energy ripped through her even as the device blew her out of existence, as in his dying moments Theron finally achieved his victory over Dash.

When she awoke Dash felt confused, as if something was wrong within her, but couldn’t find anything obviously wrong as she checked herself out. The worst she could see was that she’d ended up in a meadow somewhere and after getting up raced off to learn where she was. Her confusion worsened to concern as she realized after several negative encounters with humans along the way and a stop at a local library that wherever she was it wasn’t the world of her birth. Theron’s machine had blown her into a completely different reality.

Initially she wasn’t too concerned, as it wasn’t the first time she’d ended up on another earth, and knew all she had to do was realign herself with her world’s unique dimensional vibrational frequency to return home. Unfortunately she learned that things weren’t as easy as she thought, as she couldn’t seem to find the right frequency, and realized to her horror that the wrongness she felt inside her was her natural frequency having been rewritten somehow!

Not content with simply killing her, her greatest enemy has arranged to leave her alive but cut off from the world of her birth, as the machine he’d built had somehow scrambled her vibrational signature and shunted her to the world she’d been realigned with. She couldn’t even remember any of the signatures of other dimensions she’d visited, it was as if she were back to square one, only on a world she’d never been to and had no idea where hers was in relation to it.

Her first contact with the local super-humans came when she ended up attracting the attention of Fantastic Four during the period it was led by the Thing and included the She-Thing on the ticket. Thankfully conflict was minimal as neither side was prone to hasty action against beings that didn’t appear to be of the same species as the other and she helped them out for several days while they gave her a chance to tell her story and in return helped her acclimate to their world.

Now she has a new world to explore while trying to find her way home, and if she can’t return she at least knows at least one threat to it is no more. As such she does as much she can to help the humans of her new home, trying to regain the popularity she once had, make a living, and hunt for ways to reverse the harm done to her so she may return home.

CONTACTS

Thing; Ms Marvel II; Human Torch II;

ENEMIES

While not enemies per say Dash has a not so friendly rivalry with Quicksilver, and has battled Mongoose on several occasions. She’s also been in conflict with Mr. Sinister and his minions, after he attempted to acquire a sample of her genetic material.

PERSONALITY

Dash has lived long enough and survived enough super-battles that unlike many speedsters she doesn’t have the flaw of being hasty and reacting without thinking, although occasionally she can be provoked into hasty behavior if someone knows the right buttons to push (currently that’d be no one where she’s living now). She favors being creative and tricking her opponents into taking each other out if battling groups, or confusing an opponent with her super-speed if fighting just one. She enjoys a good party as much as anyone, and with her metabolism loves drinking games since only someone similarly empowered has any chance of even staying even with her, let alone beating her.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Dead-Siders NPC Villain Cult
October 24, 2008 08:54PM
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Dead-Siders

Super-Villain ID: Dead-Siders
Power Category-Normal Human
Appearance: The average Dead-sider excels in blending in and going unnoticed and generally provides nothing out of the ordinary to bring attention to them.
Height: Variable
Weight: Variable
Sex: Roughly 60% of Dead-siders are male, the remaining 40% are female.
Age: Generally mid-20s, the surviving cult leaders are in their 30s and 40s.

Fighting: Excellent (20)
Agility: Excellent (20)
Strength: Good (10)
Endurance: Excellent (20)
Reason: Typical (6)
Intuition: Remarkable (30)
Psyche: Remarkable (30)

Note: These stats apply for the generic member of the cult, exceptional members may approach peak human in FASE (although none higher than Incredible Fighting) and a Psyche of Amazing (high intelligence is frowned upon in the cult).

Health: 70
Karma: 66
Resources: Typical
Popularity: 0 (-30 for anyone who knows about the cult)

POWERS

Dead-siders have no superhuman powers and are totally human (at least from a biological standpoint); they depend solely upon their martial arts training and weapons.

EQUIPMENT

Body Armor: All Dead-siders wear non-descript black padded armor providing Excellent protection from Physical and Energy attacks (their death cult is about OTHERS dying, not them).

Ancient Weapons: All Dead-siders carry at least one ancient weapon, preferably something with an edge that they specialize in.

TALENTS

Resist Domination; Martial Arts A, B, D; Weapon Specialist (any single weapon); Anatomy (specializing in nerve strike points and anatomical ‘kill zones’); Death Lore; Thrown Weapons; Thrown Objects. A few might possess more talents than this but this is the basic package for a graduating member (as one might expect there are no surviving failed members).

HISTORY

The Dead-siders were founded in the 1950s by a survivor of the Nazi death camps in WWII who became obsessed with death after seeing so many die while he managed to survive. Unable to reconcile his survival with so much loss he became devoted to death instead, studying it in all its forms and learning how to serve it up to others. One of his early victims who only barely failed in defending himself due to his exceptional combat training lead the cult’s founder to incorporate such training into his own efforts to better ensure his success. In time he felt the desire to teach what he’d learned to others and pass it on, perpetuating his madness as he found a disciple here and there and leaving behind dozens of students before his death in the 1970s from complications resulting from his death camp tortures.

Eager to carry on their teacher’s philosophy they expanded their recruitment process using the burgeoning population of disaffected and easily manipulated teens to grow their cult into the thousands scattered around the world in little enclaves hiding in plain sight in most cases. As a result they’ve been responsible for the deaths of uncounted thousands since their start and likely of thousands more before their reign of terror is ended, if it ever is.

CONTACTS

Contacts, these people? Seriously, the cult has no contacts outside its own members and the occasional employer as they don’t mind if they can find the opportunity to get someone to pay for a death they’ve got planned anyway. Unfortunately this can also get a former employer lined up as a future target.

ENEMIES

Just about anyone who likes living is an enemy of this cult, although they’ve a dedicated enemy in the anthropomorphic ferret Stealth after the crippling of her teacher.

PERSONALITY

All Dead-siders are fanatically dedicated to their cult and its leaders and believe completely in its philosophy; unfortunately that means that they’re dedicated to death and serving up other people as corpses in support of their cult’s teachings. How they kill varies depending on the target and their interests as the time as they often emulate various forms of ritualistic death from a variety of religions and historical periods. When not out killing they’re training and studying the lore of their cult or seeking to add to it.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Flare Character Sheet
October 24, 2008 08:58PM
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Flare

Super-hero ID: Flare
Name: Dr. Jennifer Conway
Power Category-Induced Mutant
Source of Super-human Powers: Mutation resulting from exposure to intense solar flare.
Appearance: Flare is a tanned appearing Caucasian female of generous curves and long, waist-length black hair that often flares up around her when using her powers above the Amazing level. Her costume is dark red with a bright yellow sunburst design on the chest, and covers her from the neck down, with built-in high-heels and gloves.
Height: 5’ 6”
Weight: 262 lbs (She weighs far more than her outward appearance would suggest, appearing to weigh a mere 131 lbs)
Sex: Female
Age: 38

Fighting: Remarkable (30)
Agility: Remarkable (30)
Strength: Unearthly (100)
Endurance: Shift Y (200)
Reason: Remarkable (30)
Intuition: Excellent (20)
Psyche: Monstrous (75)

Health: 360
Karma: 125
Resources: Feeble (When in possession of her company she has Monstrous resources, but at present she’s still attempting to reclaim her assets)
Popularity: 15

POWERS

Stellar Form: Ever since her exposure to the flare that destroyed her space ship Flare’s body has mutated such that she functions and generates power much like a small star, granting her a number of special powers:
-Plasma generation: Shift Y intensity plasma generation, possible side effects include light, heat, radiation, magnetism, and electricity. Note that any light she generates is indistinguishable from normal sunlight and will have the same affects on undead and other creatures as regular daylight. It will also recharge creatures that require natural sunlight for their survival or for their powers to function.
-Light Generation: Shift Y Note that any light she generates is indistinguishable from normal sunlight and will have the same affects on undead and other light-sensitive creatures as regular daylight. It will also recharge creatures that require natural sunlight for their survival or for their powers to function.
-Heat Generation: Rather than generate plasma or light Flare may emit pure heat with Shift Y ability instead.
-Hard Radiation Emission: Due to the vast energies being generated within her Flare may emit any range of hard radiation with Shift Y power and range.
-Magnetism: Flare can generate intense magnetic fields of up to Shift Y intensity.
-Protected Senses (Sight): Flare’s vision has CL1000 rank protection from light-based attacks.
-True Flight: Flare is capable of flying at CL3000 speeds, although cannot fly faster than Shift Z speeds in an atmosphere, as faster would cause environmental damage, although it’s possible if desperate or feeling a total lack of concern for a planet’s occupants she may fly faster.
-Life Support: CL3000 ability to survive in any hostile environment with ease, and no longer requires food, water, or air to survive as she’s sustained by the fusion process that now powers her. As a result of her transformation she can easily survive in the heart of a star, finding the environment most natural and comfortable for her.
-True Invulnerability: Flare’s stellar form is incredibly durable, granting her Amazing protection from all attacks, reducing incoming damage by 8CS. Only Psionic and magical attacks without a physical manifestation are unaffected.
-Invulnerability (Heat, Flame, Cold, Radiation, Plasma, Toxins, Disease, Aging): CL3000
-With her transformation into almost pure energy Flare no longer ages and is effectively immortal, as only an attack capable of dispersing her energy over a wide volume of space will prevent her from eventually coalescing and restoring her physical form. If she is somehow dispersed her energies will gather within the nearest star as she regenerates her physical form.

Teleport-Self: Flare has a unique and odd version of teleportation, allowing her to enter into a star and exit out another, with unlimited range. Limitations include requiring she know the star exists and that it be massive enough to support normal hydrogen fusion (so nothing below a K class red dwarf, or stellar remnants like white dwarfs or neutron stars). She also cannot take anyone or anything else along with her.

Stellar Affinity: Due to her transformation Flare has a connection to stars such that she may detect any stars she is capable of teleporting to with Shift Y ability within a 500 light year radius from her current location. She may also detect smaller sources of nuclear fusion (like an exploding H-bomb or a fusion reactor, but not a fission reactor) on a red feat, with a reduced range of 250 miles due to the faintness of such sources compared to a star’s more massive reaction process.

LIMITATIONS

Flare is sustained by a nuclear fusion reaction; as such she must occasionally replenish her stores of fusible materials as well as clear out the build-up of non-fusible elements (fusion of elements from Iron up uses up more energy than it produces and will drain energy from a star or in this case Flare). Therefore she must enter into and reside within the corona or deeper levels of a star for one day per month in order to maintain herself at her current levels of power. Failure to do so will lower her power generation abilities by 1CS for each month that passes, until reaching Shift 0, at which point she will become locked in stasis until such time as someone transports her into a star in order to renew herself. Normally she will go no longer than 3 months before renewing herself, and generally doesn’t go beyond her monthly requirement if possible, favoring maintaining herself at her peak power.

Another problem lies in that if something were to somehow break down the cohesiveness of her form Flare requires a red psyche feat in order to regain control over herself, otherwise the vast energies generated within her will be released as she explodes much like a large-scale fusion bomb. As such she will unleash devastation on a vast scale, as a CL1000 explosion envelops the area out to 40 areas destroying everything within the radius with subsequent reduced damage up to 5 miles away. Note that this doesn’t occur if she’s simply beaten down and dispersed, as the packets will maintain individual cohesiveness, but requires a specific effort to destroy her control over her form.

TALENTS

Astro-Navigation; Astronautics; Astrophysics; Life Support Systems; Aviation and Aeronautics Engineering; Astronautic Engineering; Electrical Engineering; Mechanical Engineering; Business/Finance; General Physics; Atomic Physics; Energy and Particle Physics; Quantum Physics; Automobile Specialist; Spaceship Pilot; Metallurgy;

HISTORY

Having been born and raised just miles from the Johnson Space Center in Houston Texas it’s no surprise that like many she grew up fascinated by space and space exploration and wished to travel to the stars someday. A highly intelligent young girl and backed by supportive parents she grew into an even more intelligent and motivated young woman who poured her energies into learning all she felt she’d need in order to be chosen for the US space program.

Unfortunately the times she grew up in and tried to become part of was still very much against crediting women with the right stuff for space, and in spite of her many efforts to do more than work engineering and ground crew were repeated rebuffed by her sexist superiors. Frustrated by it all she eventually decided if she couldn’t get into space through NASA she’d find a way to do it herself and taking her engineering skills and business savvy and set up her own company, The Sky’s the Limit Inc., and recruited others who had the drive, desire, and skills to make her and their dreams a reality.

For more than a decade they labored, while resisting every government attempt to prevent them succeeding at their quest or try and co-opted it for their own space program. With each test and prototype they made progress, even learning from their mistakes, until they finally got a probe into near-solar orbit, far closer than the existing manned sun-studying space station was. The success of the experimental drive for the probe quickly lead to the upgrading of it for a manned prototype they’d already had mostly complete, and using her seniority as the CEO and chief owner of the company upped herself in the rotation to be the pilot of their manned solar mission, rather than let their otherwise democratically set up rotation schedule for everyone to have space experience win out.

Unfortunately for Jennifer the Sun was particularly unstable at the time, negatively influenced by a period of overuse of the nearby natural hyperspace warp, causing extreme solar flare activity. However well designed her craft was it was no match for the unnaturally intense flare triggered by the warp, as it arched into space far beyond the expected range of any naturally occurring flare, engulfing the frail starship and instantly converting everything into vapor. The sudden end of the telemetry for those back on earth brought instant grief at the obvious death of their friend and boss, but it was not the final end they felt it to be.

For nearly any other human it would certainly have been the end, engulfed in the nuclear plasma of a star in the depths of space, but not in the case of Jennifer as her latent mutant potential reacted to the solar exposure and radically restructured her body as a result. Over the span of weeks she floated in the corona of the Sun, her evolving form restructuring itself into the appearance of her original human form, until as her new body stabilized she found herself restored to full awareness of her surroundings. Uncertain as to what was happening to her at first and what to make of things she managed to sort through it all and come to grips as best as anyone can with her new status.

The vast energies rolling through her body took years for her to learn to master them to the point she felt safe returning to the world of her birth and flew back home, unaware of just how much time had passed as she floated in the Sun’s embrace. In her time gone and the declaration of her dead from the incident meant she returned to find her company in the control of the trust she’d arranged to manage her assets in the event of her death and much of her patents sold off to suit the greed of the trust fund managers. Outraged over the betrayal she nearly destroyed the building before getting control over her emotions and looking for legal help to reclaim control over her company and life.

Thankfully most of her friends didn’t require much convincing to believe she was alive again and she wasn’t left completely cut off, although things have been hard on her trying to reestablish herself as a living entity in a legal sense, as well as deal with the problems her new super-human status bring.

CONTACTS

Along with her parents and extended family and friends Flare has connections in the broader space community developed during her forays into other star systems, including the Rigellians, Firelord, and the anthropomorphic vixen Starfox.

ENEMIES

Given her resistance to submitting to the SRA (just like she resisted caving to the government when it sought to claim her company’s technology and wipe it out as a rival) she’s had to resist several assault teams of SHIELD agents looking to capture her or force her into servitude. Given her levels of power they’ve been unable to capture her as of yet, fearing a disaster that they couldn’t spin-doctor out of if they attacked her all out, but have been continuing to use the teams to harass her as well as gain information to arrange an effective assault and capture strategy.

PERSONALITY

Flare is a very driven and dynamic individual, with a love of space exploration and a desire to bring humanity to the stars. Unlike many driven souls she’s also quite outgoing and passionate and doesn’t mind a casual affair as long as it doesn’t interfere with her goals.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Forever Knight Character Sheet
October 24, 2008 09:07PM
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Forever Knight

Super-hero ID: Forever Knight
Name: Gregory Hilton
Power Category-Induced Mutant
Source of Super-human powers: Mystical endowment resulting in permanent genetic mutation.
Appearance: Gregory Hilton is a tall, powerful built and muscular young man with crisp black hair and blue eyes and a perpetual golden tan. As an athlete he favors wearing sturdy yet fashionable athletic attire, although depending on the event dresses in whatever is most fashionable for the situation.
Height: 6’ 6”
Weight: 237 lbs
Sex: Male
Age: 26

Fighting: Incredible (40)
Agility: Remarkable (30)
Strength: Amazing (50)
Endurance: Unearthly (100)
Reason: Good (10)
Intuition: Excellent (20)
Psyche: Amazing (50)

Health: 220
Karma: 80
Resources: Excellent
Popularity: S36/H54

POWERS

Immortality: The Forever Knight is immortal, as such he may survive conditions that would otherwise be lethal and eventually recover from the near-total destruction of his physical form. As soon as whatever conditions have led to his apparent death are removed he will begin to regenerate or if reduced to scattered molecules will reform his body at the nearest safe location from where he was destroyed. He also enjoys CL1000 resistance to Toxins, Disease, and is immune to any and all forms of aging.

Hyper-Running: The Forever Knight has Good rank Hyper-Running, allowing him to run at 4 areas/turn indefinitely.

EQUIPMENT

Unique Weapon-Sword: This unique weapon, a product of Gregory’s subconscious thoughts and the magical forces that empowered him, is a CL1000 material strength object capable of inflicting Unearthly edged damage or Monstrous blunt with the flat of the blade. When not using it he may store it in a pocket dimension linked to him and summon and dismiss it at will. In the unlikely event some force proves capable of breaking the blade it will vanish to this extradimensional space where it will reassemble itself over a period of 1d10 days before becoming useable again.

Unique Weapon-Shield: Identical in origin and empowerment to his sword this large kite shield is a CL1000 material strength item capable of dispersing the damaging effects of any incoming attack, reducing any damage by 10CS. The shield is unwieldy and not meant to be used as a thrown weapon but in a pinch may be tossed as much as 3 areas and inflicts Amazing Blunt damage. When not using it he may store it in a pocket dimension linked to him and summon and dismiss it at will. In the unlikely event some force proves capable of breaking the shield it will vanish to this extradimensional space where it will reassemble itself over a period of 1d10 days before becoming useable again.

Body Armor: While not as durable as his sword or shield this suit of full plate armor is of Unearthly material strength and provides Amazing protection from most physical and energy attacks and Monstrous against Magical attacks. It does not however provide any protection from hazardous environmental conditions like vacuum or toxic fumes, as it is not sealed environmental armor. When not using it he may store it in a pocket dimension linked to him and summon and dismiss it at will, for it will automatically clothe him when summoned, replacing his normal attire in the interim, and swap it back when sent away. In the unlikely event some force proves capable of seemingly destroying the armor it will vanish to this extradimensional space where it will reassemble itself over a period of 1d10 days before becoming useable again.

TALENTS

Weapon Specialist-Sword; History (Medieval Europe); Heraldry; Martial Arts A-E; Trivia (Football); Professional Athlete (Football); Thrown Objects;

HISTORY

Gregory Hilton was like many boys growing up, with little concern for history and a large concern with trying to impress the girls and look good around school. Like many boys in his place he went into athletics, specializing in football due to his rapidly expanding frame and muscular build even at a young age. Parlaying his athletic prowess into a scholarship he got his way into a cushy college to earn what he felt was an easy degree before going pro and raking in millions in endorsements. Events didn’t work out quite how Gregory planned however, as his choice of a throw-off elective to fill one of his college requirements ended up being a class in medieval history and a fateful encounter that would change his life forever.

As part of the requirements for his history class several field trips were required, including a trip to an actual medieval castle. There in the depths of the castle dungeons he stumbled across a loose stone quite literally as his boredom took him over and found beneath it a small pendant he decided to keep for himself and swiftly tucked into his pocket. Over the following weeks he found himself haunted by more and more vivid dreams featuring some unknown man from childhood to adulthood who seemed much like him, until his arrogance and selfishness resulted in his imprisonment on trumped-up charges by a rival and subsequent death.

The final dream was the most telling though, as he found himself confronted by the spirit of that doomed knight, telling of his regrets for his wasted life and seeing the seeds to the same in the young college freshman. Unable to pass on due to his regrets, bound to earth by his failings, the spirit offered him a choice, a chance to be far more than just another athlete for the entertainment of the masses; who would see his accomplishments fade in time. No he offered far more, the chance for Gregory to turn around his life and become a hero, a modern-day knight-errant to defend the weak and innocent and leave a legacy that would last for the ages.

Having lived through the visions of the knight’s life and how it brought him to a bitter end, and shamed by how he himself had brought misery to so many to stoke his ego or just for the thrill of lording his physical might over another Gregory found he couldn’t live with himself as he had been, couldn’t continue on as if everything was just fine. Accepting the offer to raise himself up beyond what he had been and become something better he found himself enveloped in arcane forces as he aligned himself with his destiny, his body remade into something greater and endowed with full knightly raiment to battle the many forces of evil threatening the modern world and be the guardian knight for them all.

CONTACTS

Black Knight;

ENEMIES

Dr. Doom;

PERSONALITY

Formerly one of the many with simple dreams of greed and fame in the field of athletics and the professional entertainment it had become Gregory has found himself adopting the ideals of the knight that gave him the chance of his rebirth along with those of his country. With the scales lifted from his eyes he now sees far beyond the narrow path he once sought for his life and while still far from perfect like any human he now dreams of far more grandiose dreams, dreams of being a key player in turning the tides of corruption and evil growing in the world and swing things back towards good. Whether using his athletic fame to promote good causes or applying himself in his more heroic identity towards dealing with problems in a more physical fashion he is ever vigilant to the need of making things better for everyone.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Nixia Character Sheet
October 24, 2008 11:17PM
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Nixia

Super-hero ID: Nixia
Name: Nixia
Power Category-Demihuman: Felinoid
Appearance: Nixia is a tall, powerfully built and muscular (but not unattractively so) anthropomorphic tigress with a preference for wearing her elaborate battle armor wherever she goes.
Occupation: Former goddess of the forge and crafts of an extra-dimensional humanoid race (now destroyed).
Height: 7’ 2”
Weight: 324 Lbs.
Sex: Female
Age: Nixia is uncounted thousands of years old.

Fighting: Unearthly (100)
Agility: Amazing (50)
Strength: Unearthly (100)
Endurance: Unearthly (100)
Reason: Excellent (20)
Intuition: Amazing (50)
Psyche: Amazing (50)

Health: 350
Karma: 120
Resources: Feeble (This will likely change quickly as she comes to know more about her new reality and finds means of fitting in).
Popularity: -15 (Nixia is very intimidating and her general aura of power hampers her ability to win friends and influence people, as she’s used to speaking in the demanding way of a god and not yet adapted to more moderated ways of interacting with ‘lesser’ creatures as deserving of respect. Her exuberant efforts to enjoy life when she’s not mourning her lost world also tends to scare people, as few humans, even super-humans, are physically capable of keeping up.)

POWERS

Enhanced Senses (Hearing, Sight, Smell): Amazing

Tracking: Amazing

Nightvision: Amazing

Natural Weaponry/Claws: Possessed of Amazing material strength claws Nixia may use them to strike for Amazing edged damage.

Natural Weaponry/Teeth: Nixia’s Amazing material strength teeth and hyper-strong jaws allow her to bite for Amazing edged damage.

True Invulnerability: Nixia’s godly body is extremely durable, granting her Amazing protection against all attacks save those of a magical or Psionic nature without a physical manifestation, reducing the damage from all such attacks by 8CS.

Regeneration: Excellent Regeneration and Recovery, regaining health 20 times faster than normal and lost Endurance ranks every 10 turns on a successful feat check.

Hyper-Running: Remarkable land speed, covering up to 6 areas/turn without tiring.

Hyper-Leaping: Shift Y

Stealth: Incredible ability to move without leaving any discernable trail, imposing a 7CS penalty on all attempts to track her.

Linguistics: Monstrous ability to magically read, write, and speak any language to which she is exposed.

Extra Body Part/Prehensile Tail

Immortality: As a member of an extra-dimensional race of god-like beings Nixia is effectively immortal, meaning she has ceased aging since reaching physical maturity and may recover from even the complete destruction of her body, although such massive damage will require 1d10 months for her body to reassemble itself in the nearest safe location. She also possesses CL1000 resistance to toxins, drugs, disease, radiation, and aging.

Enchantment: Nixia has the CL3000 ability to imbue objects with various powers and spells up to Unearthly level of ability, increasing the material strength while she’s at it up to CL3000 level (this can only be done with materials already CL1000 material strength, all others will be able to reach no higher than CL1000 material strength and may add no more than +4CS to the natural material strength of the item in question). These items must be fashioned by her own hands and requires the equivalent of a ceremony taking one week to accomplish, and the most powerful items require at least one special, like recovering raw adamantine or Uru metal for processing. While she may have as many ceremonial areas as she desires for crafting enchanted items each requires a Remarkable resource expenditure in order to set up and take one month to fashion.

EQUIPMENT

Unique Weapon-Shield: Forged of CL1000 material strength adamantine and enchanted up to CL3000 material strength it may block up to 1000 points of incoming damage per turn, although won’t prevent stuns or slams. This shield has several special powers that its wielder may invoke at will as well:
-Generate an Unearthly strength mystical force field around her location capable of affecting all attacks, or may extend it to cover the entire area she occupies to protect others, with a reduction down to Monstrous level in this case.
-May use the shield as a weapon, inflicting up to Shift X blunt damage in melee or ranged attacks.
-May throw and summon the shield back to her arm in the same turn with Unearthly ability.
-Similar to her blade Nixia may recall the shield to her if separated from it across any degree of separation in space, time, or other dimensions, with a red psyche feat.
-Reflect an incoming energy attack, sending it in a random direction on a green agility feat, redirect it towards a specific location/target on a yellow agility feat, and back to its originator on a red agility feat.
-So long as she is in possession of it the shield grants CL1000 life support.
-Inflicts Amazing magical damage on anyone attempting to use it besides her, unless she has specifically granted it to them, and she may revoke this protection at any time.

Unique Weapon-Hammer: Symbol of her roll as goddess of crafts and metalworking this heavy hammer is fashioned of CL1000 material strength Adamantine enchanted to CL3000 material strength. Also like her shield it is enchanted with a number of special abilities:
-Inflicts Shift X blunt damage on a strike.
-May be thrown up to 20 areas and return to her on the following turn.
-Nixia may recall the hammer to her if separated from it across any degree of separation in space, time, or other dimensions, with a red psyche feat.
-While used in the forging of anything, whether mundane or magically enchanted, it grants a +2CS bonus to successfully crafting the item and any such items will be of exceptional quality.
-Inflicts Amazing magical damage on anyone attempting to use it besides her, unless she has specifically granted it to them, and she may revoke this protection at any time.
-As a symbol of worship its touch is deadly to undead and other creatures negatively affected by holy relics, requiring a red endurance feat to avoid instant destruction, and will still take Amazing damage just from touching it.

Body Armor: Nixia wears a mixture of CL1000 material strength adamantine plate armor, covering her back, torso, lower legs, lower arms, and hands. Except on a called shot this armor provides Unearthly protection from physical and energy attacks. She also wears a helm that covers her skull and neck, snug-fitting enough as to not impede her vision or hearing and provides similar protection to her head.

TALENTS

Weapon Specialist-Hammer; Thrown Weapons; Thrown Objects; Metallurgy +3CS; Blacksmithing +3CS; Weaponsmithing +3CS; Armorsmithing +3CS; Acrobatics; Tumbling; Ritual Magics; Runesmith; Monstrous reason in regards to all crafts fields;

HISTORY

Nixia is the only known survivor of an extra-dimensional race of godlike beings worshipped by a race of humanoid beings from a previously unknown slice of the multiverse called the Gillani. Their origins obscured by the passage of time the gods worked hard to manage their worshippers and fought with each other often when their interests conflicted, but in general they cooperated for the general good of all and the continuation of their hold on the Gillani and their planet. Unfortunately not everyone was content with the rule of the gods, and they were willing to risk anything to end their rule, with tragic results.

On the continent of Flur a growing underground cabal of mages seeking to end the gods rule and install themselves as rulers instead made contact with an extra-dimensional demonic race during their efforts to find the means to defeat or destroy the gods. These powerful and thoroughly evil creatures wasted no time once they were given access flooding the world with their kind, slaughtering everything in their path and serving the cabal up as their first victims.

As the conflict raged and grew the gods themselves were quickly drawn into the fray, truly a battle fit for gods as they laid waste to the continent in their efforts to drive the demons back to their realm. Realizing they were slowly losing the demons adopted a scorched earth policy with a final spiteful ritual intended to destroy the planet if they couldn’t have it.

Unfortunately the interruption of the grand ritual by Nixia as she struck at the heart of the ceremony caused it to spiral far beyond its original design, as her godly energies mixed with the demonic energies of the demons and triggered a cataclysm. Simultaneously blown out of her section of reality as all three planes collided; godly, mortal, and demonic, ending all in an unimaginable explosion. All destroyed, with only one lone survivor, her only solace not knowing her efforts to stop the ceremony resulted in the conversion of all she’d known into random energy and vacuum.

Gravely injured she found herself awakening in the Man-Thing’s swamp, drawn there through the dimensional nexus point the creature guards (much like Quasar was when he returned from the New Universe with the Starbrand). Her appearance drew the attention of Jennifer Kale and her mentor the deceased wizard Dakimh the Enchanter, who came to investigate the disturbance in the magical essence of the swamp when she appeared. Wary at first that she was the vanguard of a possible extradimensional attack her condition and magical probing of her recent memories while her defenses were hampered by her injuries quickly freed them of their concerns and they acted to tend to her as she recovered.

Recovering quickly courtesy of her godly nature she endeavored to learn as much as she could from the strange (from her perspective) creatures in the process. Kind and compassionate as she is Jennifer took care of all of Nixia’s needs while the alien feline recovered, although found that effort strained when the full measure of her situation dawned upon the feline when she attempted to return home when she was recovered and found out her home no longer existed. As the enormity of her loss dawned on her she went mad with grief, requiring the efforts of a number of heroes in order to restrain her until she regained control over herself and prevent her destroying the state of Florida in her frenzy.

Counseled by the assembled heroes she realized she’d let her grief make her no different than the demons that led to the destruction of her home reality, and vowed to do for this world and new reality what she’d failed to do in her own, and preserve it and all that lived from any threat that came. Taken under the wing of Jennifer and her mentor she’s aided against a number of threats, including from some of the existing pantheons seeking to eliminate a rival, all while learning about the rules that govern her new home and how to best protect it all.

CONTACTS

Howard the Duck; Jennifer Kale; Dakimh the Enchanter; Dr. Strange; Hercules; Thor;

PERSONALITY

As the last survivor of her race, having seen the destruction of all she knew, Nixia is prone to periods of deep depression and melancholy when confronted by anything that reminds her of her loss. Having failed to save her people during the final conflict she is almost suicidally driven to protect others (no easy feat given her immortality), and when not in her melancholic state exuberantly trying to enjoy life and live it to the fullest, for she has seen that even gods may find it all taken from them in one fateful moment. As a former goddess of war she can be quite ruthless if she feels that’s what it takes to get the job done and save the day, and only extraordinary means will convince her to not execute summary justice on one who’s killed and deserving of death, especially if she’s just witnessed them killing. She’s also learning how to cope with advanced technology, as science had never advanced far under her people’s rule, and has trouble differentiating it from magic.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Psion Character Sheet
October 24, 2008 11:23PM
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Psion

Super-hero ID: Psion
Name: Gloria Right
Power Category-Random Mutant/High-Tech Hero
Source of Super-human Powers: Random Mutation for natural Psionic abilities, personal construction in regards to power armor.
Appearance: Out of her armor Gloria appears as a somewhat mousie and plain Caucasian brunette who wears frumpy and concealing clothing in her public identity. Her armor is done up to conceal her gender and give her a masculine appearance and gaudy look straight out of a computer game in bright and flashy colors and a stream-lined shape lacking in straight lines and edges.
Height: 5’ 6” (5’ 10” in armor)
Weight: 132 lbs (176 lbs in armor)
Sex: Female
Age: 24

Fighting: Typical (6)/Remarkable (30)
Agility: Excellent (20)/Incredible (40)
Strength: Typical (6)/Amazing (50)
Endurance: Remarkable (30)/Amazing (50)
Reason: Incredible (40)
Intuition: Remarkable (30)
Psyche: Remarkable (30)

Health: 62/170
Karma: 100
Resources: Incredible (40)
Popularity: S0/H20

POWERS

Telepathy: Psion possesses limited natural telepathic abilities of Typical rank ability and the following power stunts:
-Mental Probe at Poor rank
-Mind Blast at Poor rank

Telekinesis: Along with limited telepathic ability Psion possesses Typical rank telekinesis and has developed the following power stunts:
-Telekinetic bolts of poor rank damage and range.
-Animate small objects like dolls with Typical ability.

Psionic Detection: Psion may detect Psionic-related activity with Good ability and range.

Psi-Screen: Psion possesses a natural personal Psi-screen providing Incredible protection from Psionic attacks of all sorts.

Hyper-Invention: Incredible rank increase to Reason in regards to comprehending, designing, repairing, and improving upon existing technology as well as develop new technologies as needed, and provides a bonus of a 2CS reduction to the Resource feat required to construct something before the feat roll is made.

EQUIPMENT

Psion Power Armor: Constructed of a unique molecular steel alloy and fabricated with an array of micro-circuitry interweaves throughout along with various support systems this unique Psionic-augmentation power armor is designed to work with Psion’s own Psionic powers, as such it is useless for anyone else to use without similar Psionic powers and adjusting the armor to work for the new person (Amazing Reason Feat). It provides the following powers and abilities:
-Body Armor: First and foremost the armor provides Remarkable protection against Physical and Energy attacks, raised to Amazing while powered up as the armor’s protection is augmented by a telekinetic force field sheathing its surface.
-Voice Modulator: A specialized voice modulator built into the armor converts whatever she says into a deep, masculine voice and as such providing Monstrous protection against discovering who she might be from her voice and confuse anyone who might hear her into thinking she’s actually a male.
-Energy Blades: Generated from pure Psionic energy these two-foot long blades extend over the backs of the hands, the plane of the blades parallel to the plane of the hand. These blades are capable of doing anywhere from Shift-0 to Amazing edged damage to a target and ignore conventional armor (but not force fields) up to Monstrous Material Strength. On a successful strike on a creature with a nervous system or mind of some sort the blade will automatically inflict a Remarkable intensity stunning attack, requiring a successful Psyche feat in order to resist being incapacitated for 1d10 turns.
-Force Bolts: Specialized palm disks allow Psion to launch Telekinetic Force Bolts from her hands inflicting up to Monstrous force damage to a range of 10 areas.
-Flight: Psion’s armor allows for her to fly through an augmented and specialized expression of her natural telekinetic abilities, providing her with Incredible rank flight speed.
-Power Enhancement: Circuitry integrated into the helmet of the armor provide enhanced Telepathic and Telekinetic energy as long as the armor is functional, boosting the power ranks of each to Amazing rank and the range to 10 areas. Her personal Psi-Screen and Psionic Detection powers are raised to Monstrous rank as well.
-Astral Body: While under the influence of the Psion Power Armor’s augmentation (or the stationary equipment in her lair) Psion may free her Astral Form from her body with Incredible ability. If while projecting herself Psion’s augmentation should be somehow interrupted her spirit will be yanked instantly back into her body.
-Sensors: Conventional sensors provide the following at Incredible Rank where appropriate: Infra-vision, Night-vision, UV Vision, Circular Vision and Hyper-Hearing.
-Life-Support: While the armor is active and has not been breached it provided Monstrous protection from dangerous environmental extremes and unlimited oxygen recycling.
-Communications Suite: All-band radio transceiver, sends and receives with Amazing ability and a range of 50 miles and may be adjusted to handle any encrypted signals for which she has the decryption codes. It also includes integrated GPS and untraceable cell-phone features.
-Stealth: A psionically-generated dampening field automatically dampens the impact Psion has upon the environment, reducing everything from heat signatures to scent to sounds and anything else that might be used to track her with Remarkable ability, imposing a 6CS penalty on any efforts to track her, rendering her effectively untraceable by less than Incredible means.
-Blending: Psion may generate a Psionic field that allows her to blend into her surroundings with Incredible ability, although this is only fully effective when remaining stationary.

TALENTS

Engineering; Electronics; Computers (+1CS for most computer-related needs, +3CS with regards to computer game-design and construction and Artificial Intelligence); Specialist-Psionic Augmentation and Emulating Technology +2CS; Cybernetics; Robotics; Virtual Reality Technology; Battlesuit Repair and Design; Mathematics; Trivia (Computer Games); Languages-English, Japanese;

HISTORY

Gloria always knew that she was different from other kids growing up, catching glimpses of what others were thinking or sometimes causing a toy to come to her without ever touching it. She soon learned to conceal these things due to punishment, ridicule, and the glimpses of fear or hatred she detected when she in her innocent child ways talked about the things she could do, especially after puberty hit and they became more reliable and matured. Life was hard enough for her as it was, being the child of racist parents whose vocal protests of non-whites saw abuse visited upon her even though she rejected their beliefs without being teased for hearing voices or harassed for being a mutant or witch.

Given the ostracizing she suffered she lost herself in fantasy worlds, particularly the worlds provided by computer games where she could write her own stories within the boundaries of the various games. Blessed with exceptional intelligence she quickly mastered any game that came her way and strove to find ways to tinker with them and rework them to greater levels of complexity and pleasurable game play. By the time she’d graduated high school she was already a genius in the field of computer game construction and scholarships rolled in from various game companies hoping to bring her talent in the field into their own stable of game creators once she was out of college.

College proved a challenge, not with the academic studies but dealing with the predominantly male constituents that either had trouble with the idea a female could compete with them in such fields as computer engineering or software design or were simply too hard up and wouldn’t back off when her focus was at the time on learning not dating. It didn’t help that even with her limited level of telepathic ability she could see past their lies and to their true desires and even what few males were genuinely friendly simply couldn’t overcome her bad impression of her classmates. She also had other things on her mind that left her with little time free to focus on relationships not relevant to her pursuits.

Given her active and brilliant mind Gloria’s pursuits had broadened over time to include other computer-related and technical fields, as her fascination with computer games let her into artificial intelligence and from there into robotics and cybernetics. The more she learned the more she looked into, eventually coming back around to those Psionic powers she’d possessed for so long. Limited as they were she wished to make them better, more useful, and for that she required funds and equipment and so once she was free with her doctorates in computer and electronic engineering she quickly set up a lucrative computer software company, designing and selling what she always loved most, computer games.

Years of study on her own led to several groundbreaking discoveries as well as discoveries of plans for several devices others had already created and used to augment Psionic powers. As she improved on the designs for her original prototypes and developed others she realized she wanted to do more than just enjoy the thrill of discovery, that she craved more of a challenge. She craved that thrill she felt growing up on the computer games, of feeling like more than just human and on the outside, of fighting through all the levels and challenges to save the day, of saving the day in reality instead of just in fantasy.

With thought put into action she synthesized all her projects into one cohesive whole, bound up within the structure of a single suit of armor meant to enhance and make use of her own limited powers and make her something more, something powerful, something heroic, and so was born Psion!

CONTACTS

Psion hasn’t developed any contacts as of yet preferring to work alone, although will join with others on a short-term basis if it’s required (just as she would in a multi-player RPG game).

ENEMIES

New to the field of super-heroism Psion hasn’t yet developed any serious enemies, although has more than a few normal-level thugs who’d love to see ‘him’ pay.

PERSONALITY

Gloria is a thrill-seeker, a hold-over to her computer gaming drive, as such she loves situations that let her test herself and her creation to the ultimate so she may feel that adrenaline rush and learn where it might be lacking and develop new technologies and powers. She is also extremely non-biased as a result of her rejecting her parents’ upbringing and while in armor might respond in a heavy-handed fashion towards anyone who behaves in a racist fashion, no matter what their actual color might be. She however IS heroic in mindset and won’t put others unnecessarily at risk or let others suffer if she can somehow intervene.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: Psion Character Sheet
October 25, 2008 07:08AM
I always thought a psionic armor would be good for a psionic charecter. Imagine if she also had the psimitar. One bad ass chick there!!smiling smiley
Re: Psion Character Sheet
October 25, 2008 03:34PM
avatar
Thanks, I liked the idea of a low-powered mutant setting herself up with technology like a battlesuit to give enhancements to her powers and technological representations of related powers she doesn't actually have. It also gives her a bit of an edge if someone manages to disable her armor and capture her when they think all of her powers are from her battlesuit and she can bring out a few of her own while they think she's helpless.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Leather & Lace Character Sheets
October 24, 2008 08:59PM
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Leather

Super-hero ID: Leather
Name: Bernadette Davenport
Power Category-Demihuman: Lapinoid
Origin of Super-human powers and form: Exposure to experimental viral mixtures due to bite by infected rabbits.
Appearance: Leather is a pure white anthro rabbit with a thing for glossy black leather, from the hip length heeled boots to elbow length black leather gloves she wears. She includes a tight black leather mini-skirt and revealing laced up black leather bustier to finish off her ensemble.
Height: 5’ 9”
Weight: 149 Lbs
Sex: Female
Age: 23

Fighting: Incredible (40)
Agility: Incredible (40)
Strength: Monstrous (75)
Endurance: Monstrous (75)
Reason: Good (10)
Intuition: Good (10)
Psyche: Amazing (50)

Health: 230
Karma: 70
Resources: Good (Bernadette and her sister are still working on recovering the majority of their finances, which were Remarkable level)
Popularity: 37

POWERS

Enhanced Senses (Hearing, Sight): Leather’s senses of hearing and sight operate at the Monstrous level of sensitivity. She is capable of negating the penalties for being in conditions that render her blind or against invisible opponents so long as she can somehow track them by sound. She suffers extra damage and resists attacks targeting these senses at a 1CS penalty and recovery from such attacks is twice as long compared to other beings.

Nightvision: Incredible rank ability to see in near total darkness, similar to night-vision goggles, and requires at least some glimmer of light in order to function, even if just a few faint stars in the sky or a dime-sized hole in an otherwise sealed room.

Natural Weaponry/Claws: Leather possesses Amazing material strength claws and may strike for Amazing edged damage.

Natural Weaponry/Teeth: Leather’s teeth are made up of Amazing material strength materials and may bite for Incredible edged damage.

Body Resistance: Leather’s enhanced physical structure and soft yet durable fur grant her Incredible resistance to physical and energy attacks.

Regeneration and Recovery: Leather heals at Amazing speeds, recovering lost health 50 times faster than normal and lost endurance ranks on a successful feat roll every 10 turns.

Hyper-Leaping: Leather’s hyper-developed legs grant her CL1000 leaping ability. She may also kick someone for Unearthly blunt damage if properly braced or do a leap attack into a target doing Shift X blunt damage, although will take damage equal to the resistance to physical damage the target possesses mitigated by her own resistances to physical harm.

Hyper-Running: Along with exceptional leaping ability Leather’s super-powerful legs allow her to run at Amazing ground speeds, covering up to 8 areas per turn without tiring and may reach her top speed in one turn.

Telepathic Link: Leather and Lace share a telepathic bond letting them communicate thoughts and feelings to each other with Unearthly ability and unlimited range, including across time and if separated into different dimensions.

TALENTS

Leatherworking; Metalworking; Martial Arts A-E; Languages-English, French; Performer (Dancer); Business/Finance; Seduction;

COMBINED HISTORY

Bernadette and her sister Loretta were born 15 minutes apart (Bernadette is the older) to David and Beverly Davenport, a loving and devoted couple that managed to supply them enough of the proper kind of parenting for them to grow up as well-adjusted and confident females knowing that they could have anything in life that they wanted if they worked hard enough for it. Physically fit and already talented dancers growing up Bernadette and her sister put themselves through college dancing exotically at a local upscale club while maintaining a strict separation of their dancing and educational pursuits.

Unfortunately for Bernadette and her sister the campus that they attended came to the attention of militant animal rights activists of limited intelligence and driven to destroy any kind of research using animals and release them without consideration to what kind of experiments that they might be subjected to. Seeing dozens of rabbits running across the grounds ahead of them they were quickly swarmed by the rapidly moving lapines, who clawed and bit the humans in their rush to find concealment and exposed them to the experimental recombinant DNA viruses contaminating each and every one of them.

Nothing seemed to happen for several days as the viruses replicated and spread throughout their cells, until reaching high enough concentrations that their influence began to be felt. First their hair wherever it was thickest at began to become less like hair and more like fur in thickness and appearance and spread outward over the rest of their bodies. Their fingernails began reshaping more and more towards the form of claws as well. After more than a week it was clear that they were changing, into what they weren’t sure but by the time they went checking with doctors the changes were well underway and accelerating.

In less than a month they’d transformed completely into their new lapine forms and were forced to adjust to the problems of no longer being human and trying to live in a world with a bias against anyone that didn’t look human. While their parents remained supportive and accepting of them many of their friends quickly rejected them, but they were strong enough to handle the loss and seek out those who would accept them for whom they were inside than simply on their appearance. At least their new forms brought new abilities and means of better dealing with the changed world that they’d become a part of, abilities that they could use to better everyone around them as they remade their stage names into their new icons of adventure, becoming the heroic duo Leather and Lace.

PERSONALITY

Leather is much as one would expect a powerful, confident female to be. She’s secure in herself and her capabilities and will meet any challenge head on, although not in a foolish or reckless manner. As one might gather from her attire she’s also quite confident sexually and will hit on any male that catches her eye and with her personality and forcefulness tends to have more success at it than Loretta. She’s also extremely protective of her sister; as such anyone that favors intact bones and limbs would be best served by staying far away from Lace if they have intent to do her harm.

----------------------------------------

Lace

Super-hero ID: Lace
Name: Loretta Davenport
Power Category-Demihuman: Lapinoid
Origin of Super-human powers and form: Exposure to experimental viral mixtures due to bite by infected rabbits.
Appearance: Lace is a pure glossy black anthropomorphic rabbit of generous curves with a preference for lace on whatever she wears. Contrasting with her sister she wears mainly white lace; from lace fingerless gloves to knee-high white leather boots trimmed in white lace. In fact she looks more like a lingerie model than a crime fighter.
Height: 5’ 7”
Weight: 128 lbs
Sex: Female
Age: 23

Fighting: Excellent (20)
Agility: Amazing (50)
Strength: Incredible (40)
Endurance: Amazing (50)
Reason: Amazing (50)
Intuition: Unearthly (100)
Psyche: Amazing (50)

Health: 160
Karma: 200
Resources: Good
Popularity: 41

POWERS

Enhanced Senses (Hearing, Sight): Lace’s senses of hearing and sight operate at the Unearthly level of sensitivity. She is capable of negating the penalties for being in conditions that render her blind or against invisible opponents so long as she can somehow track them by sound. She suffers extra damage and resists attacks targeting these senses at a 1CS penalty and recovery from such attacks is twice as long compared to un-enhanced beings.

Nightvision: Incredible rank ability to see in near total darkness, similar to night-vision goggles, and requires at least some glimmer of light in order to function, even if just a few faint stars in the sky or a dime-sized hole in an otherwise sealed room.

Natural Weaponry/Claws: Lace possesses Amazing material strength claws capable of inflicting Amazing edged damage.

Natural Weaponry/Teeth: Along with her claws Lace possesses Amazing material strength teeth allowing her to bite for Incredible edged damage.

Hyper-Leaping: While not as powerful as her sister Lace also has superior leg power, granting her enhanced leaping ability at Shift Y level.

Hyper-Running: Lace may run at Incredible ground speeds, covering up to 7 areas per turn, and running as if possessing Unearthly Endurance.

Body Resistance: Lace has Remarkable resistance to physical and energy attacks.

Regeneration and Recovery: Leather heals at Amazing speeds, recovering lost health 50 times faster than normal and lost endurance ranks on a successful feat roll every 10 turns.

Danger Sense: Lace enjoys the benefits of an Unearthly rank Danger Sense, alerting her to danger up to 20 turns in advance, with the intensity denoting how immediate and dangerous the threat. With practice she can use it with similar levels of sensitivity as Spider-man, and makes all Intuition and other combat-related feats where advance warning would be a benefit (dodging, blocking, etc.) on the Unearthly column as long as this power is active. This power is always active and only someone who finds a means of negating or shielding against this power has any hope of defeating it.

Telepathic Link: Lace and her sister Leather share a telepathic bond letting them communicate thoughts and feelings to each other with Unearthly ability and unlimited range, including across time and if separated into different dimensions.

TALENTS

Seduction; Business/Finance; Performer (Singer, Dancer); Acrobatics; Gymnastics; Tumbling; Languages-English, French; Engineering; Electronics; Computers;

PERSONALITY

Lace is somewhat softer and less outspoken than her sister, but only in comparison, as she’s quick to express herself and supply her opinion on a topic where she feels she’s capable of contributing or making a difference. She’s disarmingly tough and her chosen attire like her sister’s often leaves her opponents thinking her far less dangerous than she actually is. While not as promiscuous as her sister she doesn’t have a problem letting a male know she finds him attractive, although given the general rejection due to her non-human form she is often disappointed. She’s protective of her sister just as her sister is of her, and quick to defend anyone who looks to be in trouble, particularly from an abusive significant other or family member, as she truly loathes anyone that would abuse someone who trusts him or her.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: Leather & Lace Character Sheets
October 25, 2008 10:31AM
I just about laughed my ### off when I saw Leather's last name. I'm from Davenport, IA. They look like some very cool characters.
Re: Leather & Lace Character Sheets
October 25, 2008 03:35PM
avatar
*chuckles and nods* Coincidence is fun and glad you like them, designing them was a fun thing to work on both from the serious and the humorous aspects of things.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Crisis Character Sheet
October 25, 2008 09:53PM
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Crisis

Super-hero ID: Crisis
Name: Joseph Peterson
Power Category-Induced Mutant
Source of Superhuman Powers: Subject of genetic experimentation
Appearance: Joseph is a tall and well-built Caucasian male with a natural tan, blond hair, and intelligent green eyes. His costume is a bright red with the black flamboyant gloves and boots and full face mask for concealment of his identity.
Height: 6’
Weight: 212 lbs
Sex: Male
Age: 26

Fighting: Incredible (40)
Agility: Remarkable (30)
Strength: Incredible (40)
Endurance: Incredible (40)
Reason: Excellent (20)
Intuition: Incredible (40)
Psyche: Amazing (50)

Health: 150
Karma: 110
Resources: Excellent
Popularity: S5/H18

POWERS-Stage 1

This is the normal starting form for Crisis and he will revert to it anytime he is unconscious or asleep. He possesses the following natural powers while in this form:

True Invulnerability: Crisis’s cells don’t respond to damaging effects in the same fashion as normal materials due, as such he has Good rank protection from all damaging effects save those of a magical or Psionic nature. This reduces all damaging attacks by 4CS before applying damage.

Regeneration: Crisis naturally regenerates at Incredible speeds, recovering lost health 40 times faster than normal and may regrow lost or damaged body parts and organs on a successful power feat check (made daily until successful).

True Flight: Crisis may fly at up to Incredible speed and may hover in place, carrying up to one ton in flight.

POWERS-Stage 2

Upon a successful Green Psyche feat Crisis may advance to what he considers stage 2 in his development, gaining advanced powers and abilities while in this form. This form may be maintained for up to his natural Endurance rank number in hours before reverting provided he is not rendered unconscious or falls asleep in the meantime. Once this form is exhausted Crisis requires an hour’s worth of rest before being capable of transforming once again.

Enhanced FASE: Increase starting FASE by 1CS and recalculate health based on this new total (retaining damage received while in the base form):
Fighting: Amazing (50)
Agility: Incredible (40)
Strength: Amazing (50)
Endurance: Amazing (50)
Health: 190

True Invulnerability: Raise protection to Excellent level.

Regeneration: Raise Regeneration to Monstrous rank.

True Flight: Increase flight speed to Monstrous level and maximum weight carry to 50 tons.

Danger Sense: With the achievement of this level in his development Crisis develops an Incredible rank Danger Sense that provides advance warning of any and all danger towards him with the intensity of the warning providing warning for how close the danger is as well as its source.

POWERS-Stage 3

By succeeding on a Yellow Psyche feat Crisis may reach what he considers his third stage of development, gaining even greater enhancements than those provided by Stage 2. This stage may be maintained for up to his natural Endurance rank number in minutes before reverting to his original stage 1 form. He must first achieve stage 2 before being able to reach stage 3. As this stage is even more physically taxing than stage 2 after exhausting his time at this level Crisis requires a 24hr period of rest before being capable of reaching this level of power again.

Enhanced FASE: Increase starting FASE by 2CS and recalculate health based on this new total (retaining damage received while in the previous form):
Fighting: Monstrous (75)
Agility: Amazing (50)
Strength: Monstrous (75)
Endurance: Monstrous (75)
Health: 275

True Invulnerability: Raise protection to Remarkable level.

Regeneration: Raise Regeneration to Shift X rank.

True Flight: Increase flight speed to Shift X level and max weight carry to 85 tons.

Danger Sense: Increase rank of Danger Sense to Monstrous level. At this level his Danger Sense is sufficiently powerful and sensitive to substitute for lower ranked abilities when attempting defensive maneuvers such as dodging attacks from any quarter he can sense.

Plasma Generation: Upon reaching Stage 3 Crisis becomes capable of generating powerful plasma blasts, inflicting up to Amazing force damage at power rank range and has the side effects Remarkable intensity heat and light.


POWERS-Stage 4

The most difficult and powerful form Crisis can achieve upon a successful Red Psyche feat after reaching Stage 3 is that of stage 4 or his ultimate form. This form is extremely taxing physically for him; as such he may only maintain it for a number of turns equal to his natural starting Endurance rank number. Upon exhausting this form or otherwise being forced to abandon it he requires a full week of rest in order to have the opportunity to attempt to achieve it once again. It provides the following enhanced powers and abilities:

Enhanced FASE: Increase starting FASE by 3CS and recalculate health based on this new total (retaining damage received while in the previous form):
Fighting: Unearthly (100)
Agility: Monstrous (75)
Strength: Unearthly (100)
Endurance: Unearthly (100)
Health: 375

True Invulnerability: Raise protection to Incredible level.

Regeneration: Raise Regeneration to Shift Z rank.

True Flight: Increase flight speed to Shift Z level and max weight carry to 100 tons.

Danger Sense: Increase rank of Danger Sense to Shift X level.

Plasma Generation: Raise the power rank and range to Unearthly and intensity of the side effects of heat and light to Amazing level.

Cosmic Awareness: Upon reaching this level Crisis’s awareness expands to allow him to commune with the cosmos with Unearthly ability.

TALENTS

Bio-Chemistry; Chemistry; Biology; Medicine; Genetics;

HISTORY

Joseph was part of a privately funded organization called Project: Jumpstart who’s goal was to bring about a leap forward in human evolution. Feeling normal evolution was too slow in particular with the increasing numbers of threats both on earth and from beyond they sought the means to bring about more rapid evolution and the transformation of all of humanity into super-humans instead. Early results seemed quite promising and Joseph won the debate over who became the first human trial, only to have it appear as if nothing had occurred, even though animal studies showed something should have happened.

Disappointed and more than a bit angry at the failure and frustrated after hours of seemingly useless work trying to find what went wrong he drove home angrily, so angrily that he found himself involved in a serious car accident as his frustration dulled his driving skills. Critically injured in the accident the trauma triggered the latent mutations planted within his cells by the experiment back at Project: Jumpstart. Over the span of hours as he lay within the wreckage his mutating cells fought to repair things until he reached the point where he’d healed enough for a cascade final stage mutation to occur, transforming him into the first stage form that became his natural state.

Tearing free of the wreckage Joseph marveled at the delayed changes that had taken him over, reveling in the sensation of power and vitality he now had. It had worked! All their years of trying to find the means of advancing human evolution had succeeded! Returning to the project under his own power he revealed the astounding changes that had been worked after he left. Seeing his transformation they quickly set about testing and analyzing everything that they could about him and his new state, one that as they went along they realized he had more powerful forms he could achieve with effort.

Seeing his new state as a chance to do even more for mankind than he’d originally thought, as well as a means of testing out the limits of his newfound powers and provide valuable data for later trials of the empowerment prject Joseph at the suggestion of one of the group members decided to take up the role of a super-hero and push the limits of his capabilities for the benefit of all and adopted the name of Crisis to present to the world as his identity.

CATCH PHRASE

“I am Crisis, for wherever there is conflict and strife so to am I!”

CONTACTS

Project: Jumpstart

ENEMIES

No serious super-human enemies yet

PERSONALITY

Joseph is an idealistic individual out to help the world, and with his transformation has become more physically involved in doing so. Always thinking about how to improve the world at large he will always attempted to redeem someone or at least capture them and turn them over to the proper authorities. However if presented with someone who appears without hope of redemption or of such evil as to threaten the lives of many he could under such extreme stresses bring himself to kill if he had no other choice.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: Crisis Character Sheet
November 13, 2008 11:03PM
avatar
Nice concept and execution as always! Very good character. Almost like an Earthling version of the DBZ characters...
Especially interesting if you consider what if his powers actually do indicate the Trend of his Earth's Human evolution..
The Man of Tomorrow! thumbs upspinning smiley sticking its tongue out
Re: Crisis Character Sheet
November 19, 2008 05:02AM
avatar
Glad you like him and yes was having fun building him and the DBZ setting (along with other anime settings) helped in guiding in the creation of Crisis. I did though deliberately steer away from Chi Manipulation and the like and settled on basic powers since for anime like DBZ martial artists can learn techniques for just about anything and you can see even Telekinesis, Telepathy, and Teleportation all as just another technique.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Steelheart Character Sheet
October 25, 2008 08:57PM
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Steelheart

Super-hero ID: Steelheart
Name: Jeffery Adams
Power Category-Cyborg: Mechanical Body
Appearance: Steelheart is a tall glistening steel form, fashioned in the appearance of a streamlined modern knight motif, complete with the appearance of a knightly helm.
Height: 7’
Weight: 312 lbs
Sex: N/A (Originally male)
Age: 25 at time of conversion to a Cyborg, 5 years since.

Fighting: Incredible (40)
Agility: Remarkable (30)
Strength: Monstrous (75)
Endurance: Unearthly (100)
Reason: Good (10)/Amazing (50)
Intuition: Good (10)
Psyche: Amazing (50)

Health: 245
Karma: 110
Resources: Remarkable (his guilt-ridden father attempts to provide him whatever funds he desires)
Popularity: -10 (His imposing robotic form makes gaining public acceptance slow-going)

POWERS

Hyper-Intelligence: Incredible rank increase to base Reason due to brain augmenting implants. If these are somehow negated reduce Reason down to Good.

Total Memory: Steelheart’s cybernetic enhancements grant him Monstrous rank recall of everything he has ever experienced.

Linguistics: Built-in language translation software/hardware allowing for Amazing rank ability to translate any language to which he’s exposed.

Robotic Senses: Steelheart is possessed of Monstrous rank Hearing, Sight, and Touch as a result of his cybernetic status, however he possesses no sense of smell or taste. He may also see into the infrared and ultraviolet ends of the spectrum with Monstrous ability and may attach added sensors to concealed ports on his head to expand his range into the rest of the electromagnetic spectrum. His hearing is so sensitive he may listen in on sounds up to one mile away, and may see objects up to 25 miles distant with the same resolution as a normal human being sees at a distance of one foot.

Mutant Detection: Developed from the Sentinel technology that makes up much of his form Steelheart has the Unearthly ability to analyze the genetic structures of all living creatures within 40 areas and determine if they are human, mutant, or alien. His onboard systems can differentiate between Kree, Skrull, Sh’iar, Asgardian, and Olympian, and may add others as desired, either by personal contact or uploading the genetic profile from other sources.

Targeting Systems: Specialized targeting systems give a +2CS to strike with any handheld weapons systems, as well as any computerized weapon systems he may be interfaced with, provided what he’s targeting is detectable by his own onboard systems.

Protected Senses: All of Steelheart’s senses are buffered against overloading, providing him with Shift X protection from sensory overload of his remaining senses.

Life Support: Steelheart’s internal systems are capable of providing all the needs of his organic brain indefinitely, and may preserve his brain if the rest of his body is destroyed until such time as a new body is supplied to him. Note that his brain is stored in his torso section rather than the head and is within a casing of CL1000 material strength True Adamantium lined with vibranium to ensure its survival in case of the destruction of the rest of the body. This also grants him CL1000 protection from Toxins, Radiation, Disease, and other attacks targeting his remaining organic features, due to the multiple layers of shielding intended to protect it from the outside world.

Invulnerability to Mental and Emotional Attacks: Patterned after the mind-shielding technology developed by several individuals and groups (including Magneto), Steelheart has installed brain implants granting CL1000 resistance to any attacks on his mind.

Body Armor: Constructed of Unearthly material strength Secondary Adamantium and layered with Vibration-absorbing Vibranium Steelheart enjoys Monstrous protection from physical and energy attacks, and Shift Y protection from vibration and sonic attacks. He may fall an unlimited amount of feet without suffering damage.

Adaptability: Copied from the remains of Sentinel technology Steelheart is capable of analyzing any attack and developing defenses against it up to Unearthly level after a period of 1d10 turns, and store the data in the onboard computers that augment his mind in case the adapted defense fails in order to construct better defenses next time. These defenses remain in effect until the threat is over and may reactivate previously developed defenses within one turn when attacked in the future in the same fashion.

Regeneration: As a specialized feature of his Adaptability Steelheart’s robotic form is capable of self-repair at Monstrous speeds, regaining health 75 times faster than a normal being would and recovering lost Endurance ranks at a rate of one per hour until fully restored. So long as he has any health his body will continue to regenerate, and if reduced to zero health and endurance may begin self-repairs as soon as he’s restored to at least feeble Endurance and 2 health.

Claws: Installed in housings in the arms similar to Wolverine these three retractable Secondary Adamantium claws are capable of inflicting up to Monstrous edged damage and are just over one foot in length.

Computer Interface: Installed in both hands are multi-purpose computer interface ports capable of adapting to interface with any computer with Monstrous ability, allowing Steelheart to reprogram, copy, delete, and otherwise make use of the system in any fashion he desires. His internal firewalls and layered anti-hacking hardware and software grant him Shift Y protection from efforts to hack or gain control of his systems from an outside source.

True Flight: Steelheart has a high-end anti-gravity flight system allowing up to Shift X flight speed, as well as the ability to hover in place. By extending the field he may transport up to 100 tons in flight, although must maintain contact with the object else it’d quickly leave the area of his anti-gravity field and fall to earth.

Plasma Generation: Modified versions of the plasma projectors in Iron Man’s armor these do up to Unearthly force damage to a range of 10 areas.

Electrical Generation: The experimental dimensional-tap power supply that functions as the primary power supply for Steelheart allows him to substitute as the power supply for any electrical system requiring up to Monstrous electrical demands.

Communications Suite: Steelheart has a built-in broadband all frequency radio transceiver, allowing for shielded and scrambled communications on any frequency with a range of up to 200 miles, and may uplink to satellites for unlimited range, including make Cell Phone calls and receive/transmit video along with sound. This also allows for wireless broadband computer access and internet.

Internal Limbo: Steelheart’s advanced computer systems allow him access to a virtual reality contained within his internal network, giving him a simulation of normal life and allowing him to contain/host other computer intelligences and AI for as long as he desires.

Optional Systems: It is possible that additional systems might be added to his frame or swapped out for any of his standard systems, provided he has some knowledge he might require one of these optional systems.

TALENTS

Computers; Electronics; Military; Guns; Airplane Pilot; Helicopter Pilot; Automobile Specialist; Edged Weapons; Demolitions and Explosives Disposal; NBC (Nuclear, Biological, Chemical) Disposal and Survival; First Aid; Leadership; Thrown Weapons;

HISTORY

Jeffery Adams was the second son of Doctor Winston Adams, head of Techno-Geeks Incorporated, a think tank made up of a variety of specialists in medicine, robotics, cybernetics, and engineering who worked to reverse engineer unique technologies to find ways to apply them to the general publics needs; and Dr. Deborah Adams, a specialist in chemistry who was a member of the Think Tank along with her husband.

Never the favored son and pretty much ignored by his family he charted his own course in life, one that took him right into the military and through several tours in the various hot spots around the world. As it often goes in life ironically he got through those years of conflict okay, only to find his tragedy when he returned home for a rare visit with his family.

Having grown into a vain, proud, and spoiled man as the chosen one of his parents his elder brother Gregory had little familial love and an absolute belief that he was entitled to anything he desired, and what he desired was the family’s fortune now. His brother’s return seemed like a golden opportunity to arrange to be an only child and he set into motion his plans to inherit early.

It didn’t require much effort to arrange the ‘accident’ intended to wipe out his family, but he failed to take one thing into account, his younger brother’s wired reflexes from his military career. Keenly honed senses alerted him mere moments before the explosion occurred, just enough time to save his mother and father but not himself, as his body was effectively destroyed in the resulting blast. Knowing his son’s body was beyond repair Dr. Adams rushed him to the facility and placed him into the total life support clean room and called in the entire team, working them tirelessly to complete the prototype cyborg body they’d been designing from salvaged technology.

In the span of weeks the exhausted team completed the design and testing and installed Jeffery’s brain into the completed prototype and initiated the boot-up sequence. In minutes Jeffery Adams found himself freed from being lost within his own mind and seeing for the first time through the new sensors that would be his eyes and learned the full horror of what had occurred. Only the shattering of his parents’ distant nature and efforts to help him adjust to his new situation saw him through those dark days, although could do nothing to prevent the rage within him over the revelations that his older brother was responsible.

After months of grueling practice to adjust to his new body and the (obvious) medical discharge from the military once his survival was proven (even if only as a disembodied brain), his years of training and devotion to doing what was right took over. If he could no longer live as other men he’d see that at least they would be safe wherever possible, and adopting the name Steelheart set out to defend all that lived.

CONTACTS

Dr. Winston Adams (Father); Dr. Deborah Adams (Mother);

PERSONALITY

With the tragic loss of his body Jeffery Adams has devoted himself to preventing others from suffering injury and or death, and will often throw himself into situations with little regard to his own survival while trying to protect others. While the synthesized reproduction of his original voice comes off somewhat cold and flat it reflects none of the depth of emotion he feels and his total commitment to protecting others. His only failure on that point is with regards to his older brother, the one person he’d gladly send to Death’s realm given the opportunity.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: Steelheart Character Sheet
November 26, 2008 05:04AM
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Okay, um, what's the goal of this character? Is it for a story? Is it to be a villain? Do you plan to role-play it? Did you already role-play it for years and now that it's done you're posting it up? No offense but it's really powerful. What kind of threats could a character like this face? Almost all damage types are covered by at least MN defenses so I can't imagine there's much of a challenge when playing this character. It looks like you put a lot of thought into this writeup and for that I commend you. I'm just confused to the character's purpose.
Re: Steelheart Character Sheet
November 26, 2008 07:55PM
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He's mainly just a proof-of-concept character to present an interesting character idea and background for people to read, enjoy, and make use of for their games if they like. His ranks don't have to remain as they are for games set for lower-ranked characters (high-grade steel instead of secondary Adamantium for example) and some of the ideas might spark ideas for others. Since I like sharing ideas and tossing things out for everyone to check out and respond to (since I might get something back that sparks thoughts for me too) I worked up Steelheart and posted him like most of my other posts.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Hardware Character Sheet
October 31, 2008 08:20PM
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Hardware

Super-hero ID: Hardware
Name: Valencia
Power Category-Demihuman: Raccoonoid
Appearance: Valencia is a tall and quite curvy anthropomorphic raccoon of mature features who attempts to fit into human society by wearing whatever attire is appropriate to the situation at hand (after suitable tailoring to fit her not-quite-human physique). While engaging in more heroic efforts she tends to wear comfortable form-fitting body armor done in a neutral gray finish.
Height: 5’ 10”
Weight: 152 lbs
Sex: Female
Age: 32

Fighting: Remarkable (30)
Agility: Incredible (40)
Strength: Excellent (20)
Endurance: Incredible (40)
Reason: Monstrous (75)
Intuition: Amazing (50)
Psyche: Amazing (50)

Health: 130
Karma: 175
Resources: Amazing
Popularity: 45

POWERS

Enhanced Senses (all): All of Hardware’s senses operate at the Amazing level of sensitivity, allowing her to detect things virtually undetectable related to these senses but suffers a 1CS penalty to resisting attacks against her senses.

Natural Weaponry/Claws: Hardware possesses Incredible material strength claws on her hands and feet allowing her to strike for Incredible edged damage.

Night-vision: Incredible rank ability to see in near-total darkness.

Spider-climb: Hardware may climb any rough surface or one into which she can dig her claws with Incredible ability.

Regeneration: As all members of her race possess enhanced regenerative abilities Hardware’s being more advanced than most allows her to regenerate at Monstrous levels, including regrowing lost limbs and organs.

Linguistics: Monstrous rank ability to learn to read, write, and speak any language to which she is exposed as well as decrypt any code or means of hiding information to which she is exposed.

Hyper-Invention: Hardware enjoys a Monstrous rank increase to her Reason in regards to all things technological, including but not limited to the creation, analysis, or repair of any technology to which she is exposed. Her insights into the construction and development of technological devices is so advanced she enjoys a 2CS reduction on the final Resource cost of an item before making any Resource feat rolls in order to construct it.

Extra Body Part/Prehensile Raccoon Tail: Valencia possesses a 5’ long fluffy raccoon tail with 7 bands along its length. She may use it for tripping and striking others in combat (although for only Good blunt damage) as an extra attack available per round if she chooses to use it that way.

EQUIPMENT

Body Armor: Tailored to cover her from the neck down with detachable gauntlets and feet whenever she needs to make use of her claws or climbing capabilities this Incredible Material Strength armor provides Remarkable protection from Physical and Energy Attacks. There are also optional open-faced and sealed systems helmets to provide complete protection when necessary.

Tools: Valencia tends to carry around a variety of electrical and mechanical tools useful for a wide variety of purposes in an armored (Incredible Material Strength) backpack on her back.

Vehicles: Valencia has a range of high-performance vehicles she enjoys getting around in, both for getting around in conventional human settings as well as for more heroic pursuits and transportation around the world with alacrity when necessary.

TALENTS

Engineering; Computers; Medicine; Biology; Acrobatics; Tumbling; Electronics; Physics; Pilot; Genetics;

CONTACTS

Hidden Society (Procyon Race); Professional (Law); Professional (Business World);

HISTORY

Valencia is a member of a hidden race of evolved anthropomorphic raccoons living in the Rocky Mountains; products of a chance exposure to the Terrigen Mists developed by the Inhuman Race. While avoiding humanity and sticking with their own pursuits with the explosive growth of the human population they’ve decided to make contact with humanity and find a means of peacefully coexisting. Being more outgoing than most of her kind and possessed of the ability to quickly learn any language Valencia was eventually chosen as their representative and sent out to make contact with the outer world.

Deciding from their studies of the world that New York City was the most common place that non-humans chose to visit she set her sights on traveling there to make first contact. Due to some problems that developed including her lack of legal standing she had to seek legal help in order to acquire legal protections like all those born in the US rated and arrange for reasonable living quarters for herself that would she hoped eventually double as an embassy of sorts with her people. Thankfully some high-profile cases where she was instrumental in defeating several costumed criminals including Electro helped in her cause.

With the help of her lawyers (well funded by the judicious sale of various high-quality goods provided via her connections to her people) she was able to find a good home and means of managing her financial resources while seeking out the best ways to help her people fit into human society or barring that protect it from humanity in general and doing what she could to set a good example to the world in general of her people.

PERSONALITY

Valencia is a friendly and affectionate being who quite enjoys the comforts and luxuries that abound in the human world and loves to sample everything she can when she’s not doing her ambassadorial work or engaged in building something or trying to solve some problem. She often enjoys getting into the club scene (as her unique appearance and charming manner seems to make her a celebrity of sorts) and can be found clubbing it if she’s not doing more serious things.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: Hardware Character Sheet
October 31, 2008 08:50PM
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Nice writeup. Tho I have a soft spot for tech characters, as well as raccoons tongue sticking out smiley
Re: Hardware Character Sheet
November 27, 2008 03:15AM
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*chuckles and nods* She was an alternate consideration for Lubidious's game in case Ranger didn't work out, so I worked her up like I do all my characters (or at least like I try to) to be as detailed and creative as possible for that particular character. I also liked working in the Inhumans as the unintended cause of her people's origins.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Henry Pym V2.0
November 28, 2008 09:43AM
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Power Man

Super-hero ID: Power Man
Name: Dr. Henry ‘Hank’ Pym
Power Category-Induced Mutant
Source of Super-human powers: Development of the size-altering Pym particles, later augmented with a bio-enhancement formula derived from the Super-Soldier serum and Goblin formula.
Height: 6’
Weight: 196 lbs
Sex: Male
Age: 30ish

Fighting: Remarkable (30)
Agility: Remarkable (30)
Strength: Incredible (40)
Endurance: Amazing (50)
Reason: Incredible (40)
Intuition: Excellent (20)
Psyche: Excellent (20)

Health: 150
Karma: 80
Resources: Remarkable
Popularity: 0

POWERS

Growth (Atomic Gain): Pym has Amazing rank growth, allowing him to assimilate extra-dimensional mass and into his body to allow him to grow to a maximum height of 60’ tall, and a maximum strength of Shift X; gaining a one CS increase to strength for every two ranks of growth. As such with each increase in strength his health will increase as well, to a maximum of 260 at 60’ tall and Shift X Strength. He may maintain himself at this new height indefinitely and is +2CS to be hit at his maximum height.

Body Resistance: As a result of the experimental synthesis of the Super-Soldier Serum and Goblin Formula Pym now possesses Excellent rank resistance to all Physical and Energy Attacks. As he grows he gains additional protection, gaining a 1CS reduction to the damage before being applied against his Body Resistance for ever two levels of growth he undergoes, to a maximum of a 4CS reduction to the degree of damage an attack may inflict before being applied to his Body Resistance.

Regeneration: Derived from the Goblin Formula Pym possesses limited Regenerative capabilities, recovering his Endurance rank number in health every hour instead of every day and if reduced to zero health and shift-zero Endurance he may on a successful red Endurance feat enter into a regenerative coma instead provided the damage isn’t instantly lethal (decapitation, heart and lungs ripped out, etc.) and will not otherwise regenerate lost limbs or organs.

TALENTS

Chemistry; Biology; Genetics; Bio-Chemistry; Electronics; Physics; Engineering; Specialist-Pym Particles +2CS;

HISTORY

Dr. Pym’s history is the same as his Earth-616 counterpart up until the events of the Civil War, wherein his insecurities and desire to prove himself led him to follow through on experiments intended to augment himself physically and mentally. Combining his knowledge of the Super-Soldier Serum and related variants with what he acquired of the formula that provided Norman Osborne with his enhanced strength and intelligence he tried out the experimental formula upon himself in hopes of gaining similar enhancements to his base physical and mental capabilities without the dangerous side-effects both have.

Exposing himself to the formula he found himself undergoing radical changes in his physiology and mind, just as he’d predicted. Strength, endurance, speed, even his recall and ability to solve problems improved radically and seemed to be working perfectly. Combined with his original powers of growth he reveled in his newly-boosted physical abilities and became even more active in super-heroics in a more heavy-handed fashion as the mental stimulation proved as detrimental for him as for others, and as he throws himself into active public battles his grip on reality grows weaker and has adopted yet another handle for himself to reflect his newfound power, taking up the idle handle of Power Man as he finds that fitting since just as a criminal had once co-opted his handle of Goliath for himself he would do the same and take up Power Man for himself.

CONTACTS

Reed Richards; Tony Stark; other members of the Initiative;

ENEMIES

Pym’s enemies are numerous, both from his more solo days with the Wasp as well as from his time with the Avengers and have only grown since the events of the Civil War to include many heroes he’s helped to hunt down and capture (or in the case of Bill Foster’s relatives, helped cause the deaths of).

PERSONALITY

Pym suffers from periods of depression and manic behavior and deep-seated insecurities that drive him to prove himself to everyone around him particularly the public. As such he can at times indulge in risky and dangerous behaviors in order to demonstrate that he’s a hero or prove he’s a success. This has also led to bouts of alcoholism and other self-destructive behavior on his part, including creating a robot for the specific purpose of attacking the other Avengers at the time that he was sure only he could defeat in order to show how useful he was (it failed and the Wasp stopped it instead). Under the influence of the experimental formula this has only gotten worse from the detrimental mental stimulation that the portions derived from the Goblin Formula provide and he’s quickly sliding into true evil from his delusions of grandeur and power.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: Henry Pym V2.0
November 28, 2008 10:16AM
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Nice writeup. Given Pym's history and issues, this is a route I could definitely see him going, especially to try to assuage his own insecurities.
Re: Henry Pym V2.0
December 05, 2008 08:08AM
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Quite so, given he's gone for physical power and proving his genius on many occasions I can see him going for a means of getting both at once no matter the risks and taking this path. I could see something like this happening even pre-Civil War if you consider logical progression without the kind of Status Quo that's enforced (since gaining this kind of change would be too permanent to easily erase and would have him go full villain, not that that's stopped Osborne becoming a hero to the people thanks to Secret Invasion).

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Guardian Character Sheet
December 06, 2008 10:42AM
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This is something of an updated version of one of the first characters I ever created for a story using the Marvel RPG as guide, or at least updated in the sense that any material related to him went missing a long time ago and is reconstructed from memories and modified with all the experiences and game awareness I’ve developed since then.

Guardian

Super-hero ID: Guardian
Name: Walter Stone
Power Category-Induced Mutant
Source of Super-human Powers: magic-induced genetic mutation.
Appearance: Walter is a short, slender Caucasian male with red hair and piercing blue eyes who favors wearing casual clothing in his civilian identity and has fashioned his costume/body armor along the lines of stealthy ninja/martial arts attire in non-glossy black.
Height: 5’ 4”
Weight: 128 lbs
Sex: Male
Age: 22

Fighting: Amazing (50)
Agility: Amazing (50)
Strength: Incredible (40)
Endurance: Incredible (40)
Reason: Good (10)
Intuition: Monstrous (75)
Psyche: CL1000 (1000)

Health: 180
Karma: 1085
Resources: Remarkable (Guardian frequently uses his sword’s Gateway power to locate lost treasures or recover valuable materials he may sell to provide him with a very comfortable living expense. He also works as a freelance Engineering Consultant and Contract Employee in order to have a means of explaining away his unexpected discoveries and higher income.)
Popularity: S5/H10

POWERS

Regeneration: Guardian has Unearthly rank regenerative capabilities and recovers lost health 100 times faster than normal and may regrow lost or damaged body parts with ease. His recuperative abilities are so advanced he does not tire appreciably from exertion and is subject only to those limitations imposed by the need to eat, drink, and sleep in order to maintain himself.

Recovery: Having this power at Unearthly level Guardian recovers lost Endurance ranks far more rapidly than normal, regaining lost ranks at a rate of one rank every ten minutes on a successful power rank feat check or a minimum of one rank per hour if he somehow fails to pass a successful feat roll within that time.

Invulnerability (Toxins, Drugs, Disease, Aging, Radiation): CL3000

Immortality: Guardian no longer ages as a result of his transformation and may only be slain by an attack that disperses his atoms across a significant volume of space beyond their ability to reconstitute.

Iron Will: Unearthly

Linguistics: Unearthly ability to translate any and all codes, languages, and other means of conveying or concealing information. He may learn to communicate in any language like a native provided he has some means of perceiving the language in question upon a successful power rank feat against the difficulty of the language in question. Once learned a language becomes permanently part of his capabilities and he may read, write, and speak it as fluently as any native within the limitations inherent in the means of communication (creatures that communicate in patterns of visible light would require access to some means of reproducing the patterns to respond for example although he will have no problems understanding the language in question).

Invulnerability (Light and Light-Based attacks): Given the powers of the blade it has granted to its wielder with his restructuring CL1000 resistance to all forms of light and light-based attacks and can stare into the sun without being harmed.

EQUIPMENT

Unique Weapon-Sword: Forged from an ancient and forgotten magic the Starsword is a CL3000 material strength item of great power and versatility. Capable of inflicting Monstrous edged damage in conflict or Amazing blunt based on Guardian’s current strength it may cut thru materials and energy barriers up to Shift Y Material Strength with ease. Along with these basic features inherent in its being a sword it possesses the following capabilities:
-Only Guardian or one he chooses to allow to wield it may make use of it, for anyone else it is impossible to lift or otherwise make use of. Guardian may rescind this freedom to use the sword at any time at which point it will promptly teleport either into his hand or its sheath whichever he desires.
-The sword’s superb balance and superior design allows it to be thrown as much as 7 areas away with pinpoint accuracy and full edged damage.
-The sword may be summoned across any distance in space, time, or dimensions on a successful Psyche feat.
-The blade may radiate pure sunlight at any level of intensity simply by willing it to do so, allowing it to illuminate up to 5 areas at full power with Monstrous intensity sunlight. This light will harm or destroy all things negatively affected by sunlight such as vampires or creatures from shadow dimensions or magically tied to evil like evil mages and demons inflicting double the light’s current intensity in damage to all such affected creatures and beings.
-The blade may cleave thru dimensions with CL1000 ability to open gateways to anywhere in space, time, or other dimensions as Guardian wills it with unlimited range. A successful Green feat will open a gate bypassing any amount of distance in space, a Yellow feat will allow passage thru time, and a Red feat will open gateways to other dimensions. Gates intended to be used repeatedly are established similar to power stunts, with ten attempts (successful or otherwise) eventually establishing it as an automatic stunt no longer requiring a feat roll in order to succeed. One-shot gates always require a successful feat roll in order to succeed.

Body Armor: Guardian wears highly advanced battle armor fashioned from modified alien technology, as such it provides the following special benefits:
-The unique, flexible alloys making up the shell are of Amazing material strength and provide Incredible protection from all conventional attacks.
-Stealth materials and advanced damping systems provide Incredible protection from all forms of detection save those of a magical, psionic, or power-based nature.
-Protected Senses (all): Guardian’s armor not only doesn’t hinder any of his senses but it provides Monstrous protection from any and all attacks on them instead.
-Enhanced Senses (Hearing, Sight): Remarkable enhancement to Guardian’s senses of Hearing and Sight, including hearing into the infra-sonic and ultrasonic portions of the audio spectrum and seeing into the infrared and ultraviolet ends of the visual spectrum and passive Nightvision as well.
-Provides limited life support, protecting against Amazing rank environmental extremes and unlimited oxygen recycling.
-Broad-band multi-frequency radio with a range of 200 miles and built-in untraceable cell-phone and scrambling/unscrambling capabilities.

TALENTS

Weapon Specialist-Sword; Martial Arts A-E; Engineering; Repair/Tinkering;

HISTORY

Walter was a recent graduate Engineering student from the Rose-Hulman Institute of Technology when a walk in the wooded hills not far from his home would change his life forever. As the ground gave way beneath him while walking along he slid nearly a hundred feet into a metallic corridor that was part of an ancient alien starship that had been buried there to form the hillside millennia before.

Exploring through it with the occasional patches of light from the still working internal lighting he felt drawn deeper into the structure where he passed what was thankfully long-since sterile from age remains of the aliens that had once made the ship home. Ending up in a chamber buried deep inside of it he found the incongruity of a chamber that held a glowing sword of all things, it’s light pulsing like a thing alive. Unable to help himself he felt compelled to work the controls nearby without even knowing what he was doing until the barrier receded and he was able to reach inside and grasp the hilt of the blade.

With a flash of light blinding in its intensity pain wracked his body and mind even as he was dimly aware of the sword ‘speaking’ to him, telling him its story. Fashioned in an age long ago and imbued with sentience it had served to provide a champion of good for ages until a now extinct warlike race captured its last wielder and used it as a power source for one of their ships where it remained for centuries until the ship crashed on earth to become the foundation of the hill that lay over it

Drained of much of its life it chose to bequeath what power it had left to one final champion; remaking him forever and leaving its shell behind to his service. When he finally rose up from the floor with his body bursting with boundless power he forgave the sentience of the blade for how it chose to change him without even asking, having sensed in the knowledge it transferred into his mind its suffering at their hands and further in its confinement all those ages alone. Taking it up he swore to fight for the good and the right no matter the cost and become the Guardian of all that lived!

CONTACTS

Vixen;

ENEMIES

Dracula; Dr. Doom;

PERSONALITY

Walter is quite idealistic and devoted to doing what’s right by others and while he still enjoys life and has fun he will quickly put that aside in order to help others no matter where they might be or what help they might require (he often provides anonymous gifts and donations to homeless shelters and Christmas Gift collections).

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: Guadian Character Sheet
December 06, 2008 10:57AM
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Very cool. Though I certainly don't envy the guy having Dracula and Doctor Doom as personal enemies tongue sticking out smiley
 
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