The D-List

Posted by Fellupthestairs 
The D-List
February 06, 2010 04:38PM
Delta-Squad ( This is a morphing of their original name given by the media as " Some D-List Hero Squad". )


James Howard,

Dr. Feel Good

F: Ty 6
A: Ty 6
S: Pr 4
E: Ty 6
R: Gd 10
I: Gd 10
P: Ex 20

Health: 22
Karma: 40
Popularity: 10 / 0 ( James is better known than Dr. Feel Good. )
Resources: Gd 10

Talents:
Leadership
Guns
Oratory
Negotiations
Psychiatry
Trivia: James is able to recite "The Art of War" verbatim. He is able to do this in English or Chinese.
First Aid

Contacts:
James has several contacts throughout the business community.

Powers:
Karma Pool: Those who share in James's Karma pool benefit in the following ways:

- Auto Karma: Each week members of the pool gain +15 K:. They may use this in their own needs or add it to the K: Pool.

- Res vs. Emotional/Mental: In 40 or +1cs to their I: or P: vs. these attacks. ( Which ever is most benifitial. ) Each member gains this resistance.

- Res. vs. Vampirism: Mn 75 or +1cs to any FASERIP for resisting attack. ( Which ever is most benifitial. )

- "Uni-Mind": If each member of the team concentrates they can boost a single member of the K: pool's FASERIP scores by +1cs/member of the "Uni-Mind" in an attempt to resist mental/emotional control or any vampiric attack. I.E. 10 members = +10cs to P: in resisting a Bio-vampiric attack.

- "Teamwork": Any person in the K: pool may spend K: from the pool on another members actions. I.E. Slugfest may spend K: on an attack that Rage is making.

- Share the blame ( Or peeing in the pool. ): If a person in the K: pool commits a karma negative action each member of the K: pool suffers an equal loss of K:. This loss may be taken on an individual level or through the K: pool. I.E. A -10 K: loss by 1 member of the team results in each member losing 10 K:, if there are 10 members in the pool the pool can lose 100 K:. A total K: loss zeros out each individuals' Karma as well as the Karma pool.

- Tithe ( Or paying your dues. ): 1/10 of any K: earned while a member of the K: pool is automatically donated to the K: pool. If an individual choses to leave the K: pool this donated K: is not returned.

- Empathetic link: Each member of the K: pool is able to sense how another member is doing. This is more of a "gut feeling" than anything else. If a team member is in trouble each member of the pool is given an I: FEAT to just "know" something is "wrong" with the member who is in trouble. This does not give a clue as to what the trouble is or where the individual who is in trouble is located.

- Because I'm Team-Leader: Dr. Feel Good gets a 50% reduction on K: costs when spending Karma for results for himself or other party members. I.E. If a Red result is needed and it would normally cost 60 K: for the result. It would only cost Dr. Feel Good 30 K: if he was spending for the action.

- Luck Manipulation: Each Member of the K: Pool may re-roll 1 die roll each day.

Emotional Control: Rm 30 Range is same area.
- Limited to "goodness": People in James's immediate area feel good. This can be interpreted in many different ways. People are generally more confident, happy and in good moods around James. All those in his immediate area resist emotional attacks that would inspire fear, anger or hatred at Rm 30 intensity. All FEATs are also made at a +1cs by everyone in his immediate area.

Pheromones: Rm 30 James' Pop. should be considered 30 with any female unless he has done something for them to dislike him.

Equipment:
Communication system:
Dr. Feel Good wears a headset to communicate with his teammates in order to coordinate actions. He is able to communicate up to 1 mile away with the team.

Baseball bat: Nicknamed "Progressive Therapy"
Dr. Feel Good is able to do Ty 6 Ba dmg. with this weapon.

.45 caliber Colt single action Peacemaker: Revolver from 1875
This is an antique revolver. It has 6 shots and is able to do 6 points of Sh dmg. Range is same area. Reloading takes 2 rounds.

Playing style:
Dr. Feel Good does not enter combat. He is the tactician of the group. He frequently spends K: from the K: pool to see his team succeed. If forced into combat he can prove himself to be a ruthless combatant. He will spend all available K: to protect his fellow team members or innocent bystanders. His firearm is more a show piece but if called upon he will use it.

Appearance:
Dr. Feel Good dresses in a black business suit and tie. Over his face he will typically wear a cheap see through half-mask. This distorts his facial features enough to hide his identity. He wears a black fedora to top it all off. Weather permitting he adds to this either a black half-length trench coat or black rain trench coat.

History:
James is a motivational speaker during the day. He has found people just like having him around. He became a hero after seeing normal people getting hurt by villainous thugs. He hopes to inspire all of humanity to stand up and fight those who would do harm to innocent people. He firmly believes one man can make a difference and leads his team as best he can.

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Det. 1st. Grade. George McAllister,

Hyper, The Caffeinated Man, "Java Man"

F: Ex 20
A: Gd 10
S: Ty 6
E: Gd 10
R: Ty 6 / Gd 10
I: Ty 6
P: Gd 10

Health: 46
Karma: 56
Popularity: 5 / 0 ( Det. McAllister is better known than Hyper. )
Resources: Ty 6

Talents:
Law Enforcement
Crime
Guns
Demolition
Blunt Weapons
Leadership
Marksmanship
First Aid
Martial Arts A, B, C, E:
Wrestling:

Contacts:
NYC Police force. George may call upon the full might of New York's finest.

Powers:
"Energized": George may enact his powers for a full 6 minutes. He can safely use this power 1/day. ( See Limitations. )

- Hyper-Intelligence: Fe 2

- Cosmic Awareness: Ty 6 George can be given information that he would normally be unaware of when in his energized stat. Examples include where hostages may be kept, a weak spot in an opponents armor, which wire disarms the thermonuclear device ...

- Hyper-Speed: Gd 10 George may move 6 areas/rd. and is able to accomplish tasks at 10 times greater speed.

- Hyper-Attack: Am 50 George may make 3 attacks/rd.

Limitations:
Extreme sensitivity to caffeine products. His "energized" state is the effect of 1 cup of coffee. The round immediately after he consumes 100mg. of caffeine ( Equal to about 1 cup of coffee. ) George enters his "energized" state. He may consume more caffeinated products to reenergize but must make an E: or become ill for 100 - 1000 rounds ( 10 - 100 minutes. ) . While ill his F:, A:, S:, E: and I: are at a -1cs. He is also more belligerent and cranky for the duration of his caffeine overdose. He may also boost his energized state by +1cs to each of his listed powers by doubling his caffeine intake however he must make an E: or suffer the above listed results.

Equipment:

Internal bullet proof vest: Provides Gd 10 protection to chest and back vs, firearms, knives etc.

9 mm. Beretta: 9 shots. Ty 6 Sh dmg. Same area range.

Tool Kit: Kit includes phillips and standard screwdrivers, linesmen, 10 in 1, variable socket drive set, wire strippers and electrical multimeter capable of temperature readings and E.M.P. fields.

Binoculars: x30 magnification. Has PIR optics.

Restraints: "Zip-Strips", Rm Mat. Str. flexible cuffs. Similar to wire ties.

Digital recorder: Capable of recording 72 hours. Has remote microphone capabilities up to 100 yards.

Playing style:
George likes to hang back in combat until he can figure out where to best use his abilities. He can act as reconnaissance, a flurry type combatant or technical assistant for Tech-Master. George operates as part of SWAT and the bomb disposal team when not in his hero persona. He uses Hyper and The Caffeinated Man interchangeably. The team calls him "Java Man".

Appearance:
The Caffeinated Man appears as a Hero dressed in urban camouflage cargo trousers, a black t-shirt, black gloves, and a black cowl covering his upper face. He wears an internal bullet proof jacket under his shirt and a tactical vest. He wears a black leather bomber jacket if weather permits.

History:
George found at a young age the effects of chocolate and coffee had an effect on him unlike most normal folks. He pursued his career in law enforcement but feels that sometimes he can do more good in his other persona. He is second in command and carefully watches over his teammates as he feels many are in way over their heads in most combat situations.

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Tim Mathers,

Slugfest

F: Pr 4
A: Gd 10
S: Ty 6
E: Gd 10
R: Ty 6
I: Ex 20
P: Ty 6

Health: 30
Karma: 56
Popularity: 0 / 5
Resources: Pr 4

Talents:
Trivia: Super Villain "Master Plans" & Defeats. Tim can tell you just about any major league villains previous plans and humiliating defeat.
Insult Master: Slugfest is able to insult so well it may be a power. A P: FEAT can be called for to resist wanting to bash Slugfest. If this FEAT fails the target gets another P: FEAT at -2cs to resist carrying out this impulse. Each round Slugfest continues his insult barrage these P: FEAT may be called into action. ( GM discretion. )
Unavoidable: Slugfest has developed a unique form of combat and is able to grant an attacker a +1cs to hit him.
Performer: Standup Comic ( Slugfest has this talent not Tim. )
Sleight of Hand:
Thrown Objects:

Contacts:
None at this time.

Powers:
Kinetic Absorption / Self Duplication: CL 1000 Res. vs. physical trauma. Tim possesses an unusual form of resistance to physical harm. Every time Tim takes damage from a physical attack he absorbs the damage and stores it like a battery. Damage taken bleeds off at a rate of 1 pt./rd. However if Tim takes 40 points of physical damage he automatically produces a pseudo-man. These duplicates of Tim are actually pink genderless bipeds with no apparent sensory organs. For every 40 points of damage Tim takes he produces 1 of these duplicates. On a successful P: FEAT Tim may store this energy to produce a stronger duplicate. For every 40 points stored the duplicate will gain 10 points to its' FASE upon release. If Tim fails his P: FEAT the duplicate is automatically produced. These duplicates are obedient to Tim only if at anytime control is taken away they disintegrate immediately.

Physical trauma covers Ba, Ea, Sh, Te, Tb, Fo, Gp, Ch and falling. Please note Tim can still be stunned or slammed from these attacks.
Choking may not cause physical damage but a lose of oxygen will still kill Tim.

~~~~~~

" Typical" Pseudo-Man

F: Gd 10
A: Gd 10
S: Gd 10
E: Gd 10
R: Fe 2
I: Fe 2
P: Fe 2

Health: 40
Karma: N/A
Popularity: 0
Resources: N/A

Powers:
Absorption Power (Kinetic): Un 100 Pseudo-Men gain H: as well as S: and E: from kinetic based attacks. Kinetic energy is divided equally between H:, S: and E:. Health can far exceed that which can normally be gained from FASE.

Limitation:
Pseudo-Men lose H: equal to their E: each round.
Pseudo-Men can not hit each other to gain health or to enhance their S: or E:

~~~~~~

Equipment:
Eggs, rotten vegetables.

Super soaker filled with "urine": Range is 100' , takes 3 rounds to prime, 6 shots available. ( Disgusting ... YES !!! But if someone shot you with urine would you punch him? ) He really fills it with a foul concoction of his own devising but it smells like the real thing.

Wrist mounted super soaker: Range is 25' , takes 3 rounds to prime, 6 shots available. ( This is filled with cheap perfume. +1cs to tracking by scent. )

Playing style:
Tim is a wisecracking smart ass. He will insult anyone, anywhere while in costume. He tries to get the bad guys as angry as possible. This is all part of Tim's strategy. Most big hulking brutes dislike an insignificant peon disrespecting them. He will do what ever it takes for them to explode on him. He is not stupid however and minds his tongue with energy wielding villains. Out of costume Tim trips over his words to the point of mild stuttering and prefers listening over talking.

Appearance:
Slugfest dresses in an outlandish costume of bright red and orange. His shirt proudly displays Florida University complete with a large prominent F.U. on his chest. He carries an assortment of gear designed to anger and humiliate his opponents.

History:
Tim always wanted to be a standup comic. Ever since he could remember that has been his dream. Unfortunately for Tim his dreams came crashing to reality the day he got his chance. Tim bombed on stage big time. After this incident he developed a mild stutter and felt he was unable to follow in his dream. Tim was so depressed he never seen the bus that slammed into him. It propelled him through the air a good 50'. Surprisingly this didn't kill him but a weird pinkish protoplasm creature was shot out of Tim. Tim ran home trying to figure out what had happened. Through much trial and error Tim established an understanding of his unique gift.

Tim now roams the streets as Slugfest. He has continued his dream as a standup comedian. His audience is now the villain in front of him and their applause is the punch to his jaw. Tim also does normal standup as Slugfest in venues around NYC and is enjoying a limited amount of fame. However most people are apprehensive about booking a guy who insults powerful, evil and dangerous people as a way of life.

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Anthony Briars,

Rage

F: Pr 4 / Gd 10
A: Ty 6
S: Pr 4 / Gd 10
E: Ty 6
R: Ty 6
I: Ty 6
P: Rm 30

Health: 28
Karma: 56
Popularity: 0 / 0
Spec. Pop.: 50 ( In the super store Tony works in he is known as "The Judge". )
Resources: Ty 6

Talents:
Business/Finance
Negotiations
Wrestling
Martial Arts A, C, D, E
Acrobatics
Tumbling
First Aid
Leadership

Contacts:
Tony may call upon his fellow employees. How they may help has yet to be determined.

Powers:
Berserker: Am 50 Tony does not suffer a loss to his R: or I: while in this state.
- Iron will: Mn 75
- Res. vs. Mental / Emotional: Mn 75
- Hyper-Regeneration: Fe 2 Rage heals 2pts/rd while in berserk mode.
- Extra Attacks: Ex 20 Rage may make 2 attacks each round without penalty.

Limitation:
This berserker state is emotionally draining for Tony. Each time he enters a 5 minute berserker stage he losses 5 points from his P: for 24 hours.

Powers Stunts:
Strength Surge: Some times Rage needs more strength instead of fighting. Before entering his berserk mode he may chose to channel his rage into a pure manifestation of strength. This grants him S: Ex 20

Super Strength: When extreme measures are called for Rage can gain S: Rm 30 on a Green P: FEAT while in his "Strength Surge" Berserker mode. This lasts for 5 minutes afterwards Rage takes 30 points of damage in addition to any other damage he may have accumulated. ( This 30 points of damage alone puts Rage at H: -2 and he will need immediate care and probable hospitalization. )

Note: If Rage attempts a RED S: FEAT while he has S: Rm 30 ( I.E. Lifting 10 tons. ) . Upon leaving his berserker stage Rage takes 40 points of damage, H: -12 and is dead. He can lift 10 tons it's just going to kill him.

Equipment:
Brass Knuckles: Adds +1cs dmg to Ba

Playing style:
Tony is normally the nice, quite guy. Rage is course and aggressive but still oddly respective of other people. Tony just wants to help others and does this through his Rage persona. He will go out of the way to protect people from harm. In combat he is quick to jump in against even the strongest of opponents. He is not as durable as Rabid however and instead of going toe to toe against an opponent he will attempt feints and dodges. He looks for weak points or environmental advantages against the opponent. If he is unable to effect an opponent he will still act as a distraction and continue attacks and maneuvers to aggravate and frustrate his opponent.

Tony is a Senior Manager at a large super store franchise. Tony has many times been put on probation for pursuing and capturing shop lifters. However he has also single handily stopped an aggressive armed robber in his store. Stopped many marital fights and interceded between two gangs that met each other in his parking lot.
Within his store he has been given the name of "The Judge" and is widely respected and admired.

Appearance:
Rage is dresses in black. This includes: Steel toes boots, denim jeans, a thermal full sleeve undershirt, fingerless gloves. He covers his face with a custom ordered half mask made of steel that covers the upper portion of his face.

History:
Tony has been aware of his temper for as long as he can remember. He is also aware that his temper and anger are his powers. When he was only 10 he remembers the car falling off the jack and crushing his father. Tony feebly tried to lift the car but it wouldn't budge. His dad was going to die and there was nothing Tony could do. Tony started to cry but still the car would not move. Tony was getting angry. At his dad, at this stupid car, at death and at himself for being weak. RED. Tony saw red and nothing else. The next thing Tony knew the car was a good 5' away on its' side. His dad was unconscious, however someone must have called the police or something. Within minutes police, firefighters and an ambulance was on site. Tony's dad lived but no one was ever able to explain who knocked the car over.

Over the years Tony has found he is able to put himself in an "elevated" state. He doesn't physically change in any apparent ways but his strength becomes incredible.
However he always goes back in his head to the day his dad almost died. He relives that feeling of weak inadequacies of a little 10 year old watching his dad die.
Tony frequently hides tears from his teammates upon leaving his berserker stage.

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Jake Roberts,

The Crimson Shadow

F: Pr 4
A: Gd 10
S: Pr 4
E: Gd 10
R: Gd 10
I: Ty 6
P: Gd 10

Health: 28
Karma: 26
Popularity: 0
Resources: Ty 6

Talents:
First Aid
Languages: Spanish
Blunt Weapons

Contacts:
None at this time:

Powers:
Limited Light Control: Rm 30 Jake is able to convert existing light into the color red. Thats it.
PS - Holograms: Rm 30 Jake is able to make crude shapes that are of a single color and obviously not real.
PS - Red Tag: Rm 30 Jake is able to surround a target in a red aura. They are +1cs to be hit by missile weapons.
PS - Seeing Red: Rm 30 By focusing his powers on a targets' head he may blind his opponents. The target makes attacks at a -2cs and is at +2cs to be hit.
PS - Mislead: Rm 30 Jake is able to throw off laser sights by making up to 30 additional fake laser points all emanating from the firearm.
PS - Alert: Rm 30 By flashing red lights Jake can mislead people that a Police presence is in the area. An I: FEAT will notice no blue flashing lights.

Equipment:
Flashlight: Rm 30 intensity light.
Telescoping Baton: +1cs to Ba. Made of Rm 30 Mat. Str.

Playing style:
The Crimson Shadow operates as an auxiliary combatant. He remains on the side lines and tries to distract and mislead opponents. He prefers to "Tag" opponents in light and blinding them to give his team better chances in overcoming their adversaries. He is really trying to make a laser with his powers but has not yet shown any success. He tries to pull off the "I'm dark and mysterious." bit but just can't pull it off. Most people just regard him as a bit eccentric with a taste for over acting. ( Imagine James T. Kirk as batman. )

Appearance:
The Crimson Shadow appears in a flashy red cape and fedora. His costume underneath is a 3 piece red silk suit. ( He looks much like a pimp. ) He wears a red silk scarf around his face to hide his identity.

History:
The Crimson Shadow reveals nothing of his other life.

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Gerald "Jerry" Conwell,

The Mouth

F: Pr 4
A: Ty 6
S: Pr 4
E: Ty 6
R: Ty 6
I: Gd 10
P: Ty 6

Health: 20
Karma: 22
Popularity: 0
Resources: Ty 6

Talents:

Contacts:

Powers:
Macro-Power:
- True Omnivore: Un 100 Jerry is able to digest anything he can fit into his mouth. The following powers are incorporated into this power:

-- Digestive Adaptability: Un 100

--- Res. vs. Toxins / Diseases: Sh Z 500 Jerry is unaffected by poisons of any kind. Likewise pathogens are simply converted to usable materials by Jerry's body.

-- Lung Adaptability: Un 100 If Jerry inhales gasses he can store them in his Internal Limbo and convert them to usable materials.

PS - Extinguish Fires: Rm 30 Jerry is able to fully inhale the atmosphere in his immediate area. Fires are extinguished at Rm 30 intensity and a Ex 20 wind replaces air the following round.

-- Internal Limbo: Gd 10 Similar to the MG3 listing however this is not magically derived. He may store up to 1,000 cubic miles of material within this internal dimension.

PS - Regurgitation: On a Red P: FEAT Jerry may retrieve an item stored within himself. Failure indicates the item has been destroyed and digested by Jerry's body.

PS - Blast: Rm 30 Range is limited to same area. By making an E: FEAT Jerry may unleash random materials from his Internal Limbo. These items are violently expelled out his mouth. Damage is the Mat. Str. of the item +1cs. ( Roll d.100 and divide in half for Mat. Str. of item. ) Jerry's to hit is calculated as if he had A: Rm 30.

-- Self-Sustenance: Un 100 If Jerry stocks up on food, water and air he can go almost indefinitely off these stored items.

-- Limited True Invulnerability: CL 1000 Anything within Jerry is unable to hurt him.

-- Limited Non-Detection: Cl 1000 Items eaten by Jerry are impossible to locate.

Hyper-Jaw: Am 50 Jerry can bight through Am 50 Mat. Str. He can destroy mechanical items by devouring key parts of the device. He can sever limbs if not careful.

Equipment:

Playing style:
Jerry doesn't feel he has the most heroic power however you play the cards your dealt. In combat he tries for the ambush attack. He will bite a High-Techs armor in an effort to disable it. Against opponents with guns or knives he tries to just go for the weapon. Jerry has accidently consumed fingers from some targets but he doesn't seem to bothered by these incidents.

Appearance:
The Mouth wears a Pac-Man t-shirt, blue jeans and construction boots. Weather permitting he will also wear a brown leather coat. The Mouth hides his identity by wearing a black cowl over his head and eyes.

History:
Jerry can eat. He has never felt full. This never lead to any trouble but he has won many drinking contest and food eating challenges. Jerry never wanted to be anything special he would have been happy just to go through life. He believes his gift dictates some form of responsibility and action on his part. He is trying to do his part in making the world a better place for everybody. He just wishes he would have gotten some cooler powers.

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Tom Jones,

Tech-Master

F: Ty 6
A: Ty 6
S: Pr 4
E: Pr 4
R: Ex 20
I: Gd 10
P: Ty 6

Health: 20
Karma: 36
Popularity: 0
Resources: Ty 6, Rm 30 ( Tech-Master has a large stash of cash that he "found". )

Talents:
Student:
Thrown Objects:
Engineering:
Computers:
Electronics:
Repair / Tinkering:

Contacts:

Powers:
Limited Mechanical Domination: In 40 Range is 1 area. Tech-Master is able to make electrical devices do what they normally do. He can also bypass safety and protocols of the systems. I.E. Have pay phones make calls without paying, have an A.T.M. dish out money. He is not able to communicate with them or make them perform out side their normal operations. He has no effect over normal handguns but is able to make ones that use energy packs fail to discharge or completely overload. He could also have a security system shut off or register a false alarm.

Equipment:
Tech-Master frequently carries various gadgets in his service van. Anytime an item is needed Tech-Master is allowed a Res. FEAT to see if he has one on hand. This is normally made at his Ty 6 rank but 1/month he may make this roll at Rm 30. Karma may be spent on this roll.

Playing style:
Tech-Master is the guy with the toys. If a situation calls for a gadget count on him to save the day. Even while the team is in vicious combat Tech-Master be in his van trying to find a way to help the group over come the odds. will It is sometimes questionable as to were he gets funding but he swears everything is on the up and up.

Appearance:
Tech-Master wears coveralls and a work shirt.

History:
Tech-Master has yet to fully explain his history. It is known that Tom Jones is not his real name. He has put his life on the line numerous times for the team and his loyalty is unquestionable.

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Peter North,

Rabid, "Snack Attack"

F: Ty 6
A: Ty 6
S: Pr 4
E: Rm 30
R: Ex 20
I: Gd 10
P: Ty 6

Health: 20
Karma: 36
Popularity: 0
Resources: Pr 4

Talents:

Contacts:
Martial Arts B, C, E
Wrestling
Acrobatics
Tumbling

Powers:
Hyper-Regeneration: Am 50 Rabid regenerates 50pts./rd regardless of activity.

- Limitation: For every 1 point of damage he regenerates Peter must consume 10 calories of food. He has stored up an extra 20 pounds on his body. ( 1 pound = 3,500 calories. ) This equals 70,000 extra calories or 7,000 points of regeneration that Peter is capable of regenerating!!! ( This equals 140 rounds of regeneration, or 14 minutes at full regeneration. ) If Peter exhausts this supply he must consume a lot of food to replenish it.

- Self Revival: Un 100 Peter has come back from the dead on numerous occasions.

- Recovery: Am 50 Rabid is able to recover lost E: at an alarming rate.

- Res. vs. Toxins: In 40 Peter will suffer the effects of toxins but his body just won't quit. Poisons simply do initial damage and cause him pain. The duration and intensity of this pain is equal to the power rank of the toxin in minutes. ( "Typical" Snake venom causes Gd 10 pain for 10 minutes. )

- Res. vs. Disease: Mn 75 Again disease do only initial damage and then are resisted. ( Microbes don't even do Fe 2 dmg. )

Equipment:

Playing style:
Rabid gets into things he shouldn't. He'll fight the biggest, meanest guy out there. He frequently wins these battles simply by outlasting the opposition. Most people would consider Rabid either an idiot or masochist. Any time the situation is going poorly Rabid will selflessly throw him self in harms way. He has chopped of his own limbs when in handcuffs, throw himself off buildings while holding explosive devises etc. All in the name of saving people or his teammates. After really brutal combat Rabid will sit and eat for hours. This is how he got his nickname "Snack-Attack". It is also understood that Team Leader pays for dinner after a really brutal battle.

Appearance:
Rabid wears boots, denim and t-shirts. He doesn't do much to hide his identity.

History:
Peter has always been a scrapper. From a very early age he fought anything that came his way. He tried out for wrestling, football and even karate while in school. Each time he was dropped from the teams for being to aggressive and unnecessarily rough. As an adult he has had frequent run ins with the law. Not so much because he is a trouble maker but more from the fact that he doesn't back down from any challenge thrown at him. He meets force with force and hostility with hostility.
When not acting as Rabid Peter bounces between construction and day labor jobs. His lack of tact frequently gets him fired from any job before long.

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John Hunter,

Wolf, "Eddy Monster"

F: Ty 6
A: Ty 6
S: Ty 6
E: Gd 10
R: Ex 20
I: Gd 15
P: Ty 6

Health: 20
Karma: 36
Popularity: 0
Resources: Gd 10

Talents:
Occult Lore:
Business / Finance:
Bows:
Thrown Weapons:
Martial Arts B, D, E:
Acrobatics:
Tumbling:

Contacts:
John would like to think he has many contacts. However his personality rubs most people the wrong way. Any one he asks for favors always seem to have a valid reason not to help him.

Powers:
6.25% Lycanthrope: John is a proud 5th. generation werewolf / Native American. Unfortunately his bloodline is severely diluted and he only has marginal access to a full werewolf's abilities:
- Claws: Pr 4
- Infra-vision: Pr 4 John is able to see within his immediate area as if daylight conditions even at night and fog.
- True Invulnerability: Gd 10 -3cs from all damage. This is even from silver attacks.
- Leaping: Gd 10 John is able to jump 20' up or across and 30' down with out taking damage.
- Hyper-Running: Pr 4 John is able to cover 3 areas/rd for over an hour without having to make an E: FEAT.
- Enhanced Senses: Pr 4 John has senses far above that of normal humans, though far short of a true werewolf.
-- Tracking: Fe 2 Though not his specialty John is able to track targets by smell if he gets on the trail within 20 minutes.
- Empathy/Nonaggression: True werewolves see John shares in the bloodline and typically will not show aggression towards him.

Equipment:

Playing style:
John will often and repeatably tell others of his heritage. I.E. He's 6.25% Lycanthrope, 50% Native American ( 15% Sioux, 35% Hopi ) . So much so that it becomes annoying. He comes off as "more Earthly than thou". He eats only organics. Preferring meats. He dresses in only "Earth friendly" clothing. He drinks blood and practices whatever the latest fad in "natural" living styles is out. He practices a bastardized version of Wiccan and Native American traditions and religion.
When not on his "high horse" preaching about himself or how to live a more "natural and fulfilling" lifestyle John is actually fun to be around.

During combat Wolf is a nasty fighter he tries to bring the fight to an end as quickly as possible. All's fair in love and war. He will try for groin, throat and nerve points when attacking. He is not above clawing the eyes. He has noble intentions, the quicker the enemy is down the less damage they can do.

Everyone on the team calls him "Eddy" or "Eddy Monster" behind his back as a joke. Slugfest is the only one who will call him this to his face but only does it when John starts going into his "preacher mode."

John owns and works at an independent book / coffee shop / pagan and religious supplies / organic foods / music store.

Appearance:
John dresses in the latest and most trendy "Earth friendly" attire. Wolf dresses similarly but with a more Native American feel. As Wolf he wears beads, moccasins, and untanned leathers. He hides his face behind a leather mask that covers from his hair line to his nose with holes for his eyes. Most true Native Americans would feel insulted or mocked by John or Wolf.

History:
John grew up in a home with a proud father. His dad would always tell John about how great his ancestors were and it was a shame that John would never be as great as him or his ancestors. John constantly lived in the shadow of this perceived greatness and his own failings.

When John graduated he left home and has never attempted to establish contact with his father again. He moved to New York and fell into the "naturalist" society. He worked hard and saved enough money to open a little book store that has done surprisingly well. It has grown over the years into its' own cliquish domain.

No one can figure out why John spends the nights as the Wolf. Maybe he is trying to prove his father wrong. John would be mortified if he was able to step out side himself and see that he has become his father. He preaches about his own greatness just as much if not more than his father did to him.



Edited 1 time(s). Last edit at 02/07/2010 02:40AM by Fellupthestairs.
Re: The D-List
February 06, 2010 05:12PM
Sweeeeeet. smiling smiley

Powersurge (stats, pics, history) [www.classicmarvelforever.com]

Morningstar (specs, pics, campaign jouranl) [www.alphaflight.net])

Protectors Limited Series [www.classicmarvelforever.com]

"You just decided *all by yourselves* that you are the Earth's protectors. And that you, and *only* you, not your teammates or family, are trustworthy enough to include in the process..."

T'Challa, The New Avengers: Illuminati 1
Re: The D-List
February 06, 2010 07:52PM
These were several characters I played through the years. I recently pulled them together and made a team out of them. I gave my players a chance to do the standard campaign or these guys for a change of pace. I was surprised how much fun we all had. The non-combat roll playing was the funnest I've had in years.

Now my players want new characters on par with these guys. They want a once a month powered down campaign. It will be more work but I'm sure we will all have fun.
 
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