Saturday, November 20, 2010

Adamas Character Sheet


Adamas

Secret Identity: Zak Norad
Age: ??
Gender: M
Height: 6' 4"
Weight: 225 lbs
Level: 6
Experience Points: 22,163
Player: Jon

Lost in Space? The Unknown Alien has no idea of his life before he awoke in an N.A.S.A Lab. Adopting Earth as his new home, he has in vain tried to find where he fits in. Is he destined to wander the Earth as he did in Space? Is his will as unbreakable as his body? Adamas will find out as he strives to make Earth his home and a better place.

Super Powers and Super Skills:
1) Heightened Strength B: +19
2) Power Blast: Range 24", Damage 1d20, PR = 1
    a) Autofire ability: Can use autofire rules for 2d6 powerblast for PR=1 each. +1 to hit and -1 damage cumulative for each blast after first. (Level 3 Advancement)
3) Flight: 496 MPH PR= 1 per hour
4) Heightened Initiative: +19 added to Initiative and +5 to hit (represents flight ability improvements in combat) (Level 7 Adv)
5) Adaptation (variant): Independence From Atmosphere allows him to survive in all environments without harm. Can adapt to poisons. but not localized events (rays or beams), PR=1 per hour, No Defense in combat
6) Invulnerability: 24 pts (Not vs. Mental Attacks) (Level 2 Advancement)
7) Body Power: Enhanced Lungs - allow him to perform feats like blowing out large fires, sucking up poisonous gas, etc…PR=2
8) Heightened Sight:
    a) Telescopic/Microscopic Vision:  Can see surface details as small as a square foot from a distance of ¼ of Earth away or on the bacteria level
    b) Ethereal Vision: Can see through  materials with Structure Rating of 10 or less and less than 1 foot thick. Every extra foot of thickness increases the SR by 0.5. Cannot see through lead. Cost is movement. Can use PR of 5 and 1 action to see through SR of 20 (1 foot thick) and PR of 15/1 action for SR 30.
9) Heightened Agility: +5 (Level 4 Advancement: Increase is 9 less new level)

(Level 5 advancement removed Substance Weakness)
(Level 6 advancement removed Weakness: Prejudice: Doesn't understand Earth culture, appears distant and aloof)


Statistics:
Strength: 32
Endurance: 16
Agility: 15
Intelligence: 15
Charisma: 18

Hit Points: 34
Power Points: 73
Carrying Capacity: 3,866 lbs
Hand-to-Hand Damage: 2d8

Accuracy: +7 (Including Power Mods)
Damage Modifier: +5 (Including Power Mods)

Detect Hidden: 12
Detect Danger: 16

Reaction Modifiers: 3 from Good -3 from Evil

Movement: Ground: 58 per turn
Movement: Flight: 2,538 per turn
Healing Rate: 2 hit points per day

Occupation: Wanderer
Security Clearance: 10
Wealth: 8

Skills:
Military Procedure
Military Tactics
Hand to Hand Combat
Space Navigation
Luck Points: 3.6

Gear:

Background:

When the astronauts working on the space station went out to make some minor repairs, the last thing they expected to find was a man floating nearby. The astronauts brought him inside, but were unable to revive him. They brought him back to NASA where he was poked and prodded. He did awaken eventually and began to learn of his new home. He had no memory of who he had been, but he felt a great desire to help those around him. He learned quickly, but seemed incapable of emotion.

The military placed him in the Super Forces. They tried to use Zak as a weapon, but he was not interested in accomplishing military goals, he only wanted to help people. He has been wandering the Earth, helping where he can, but he is looking for his place in the world. He is hoping to find others that have the same desire to protect others that he has, where he can be accepted for who he is.

Adamas is Greek for Unbreakable, and is what the scientist at NASA "dubbed" him... It stuck.

Notes:

Windblown Character Sheet


Windblown

Secret Identity: Kyle Pickerson
Age: 27
Gender: M
Height: 5'1''
Weight: 165 lbs
Level: 2
Experience Points:
Player: John G

Kyle always wanted to help those that needed it.

That is what caused him to become a Social Worker and it was what caused him to enter the alley way. Even though he was out numbered, he went anyway the old man needed help. Fortune favored him and the thugs weren't interested in a challenge and ran away. Kyle didn't want a reward for helping but was given one anyway.

What a gift it was! The gift was the ability to control the Air itself. Now as Windblown he will be able to help more than ever before.

Super Powers and Super Skills:
1. Air Control:
   Flight: 1,216" / 69.1 MPH (C x Level x Movement, PR=1 per hour
              Level 2 Advancement
   Attack: Tornado in Weather Control (Vibratory) Range 18" (max, area in diameter),
                Damage = 3d6, PR=3
   Defend: Telekinesis requires 1 action and PR=1 to setup and PR=1 per attack
   Moving: Has the ability to move objects without touching them.
               Capacity currently 140 lbs (S x Level x 10 pounds)
2. Magic Power: Double Power Points: x2
3. Heighted Agility A; +12
4. Willpower A: PR=1/turn
5. Heightened Defense: -4
Weakness: Physical Handicap: Asthma
   Must save versus E on Saving Throw table (currently 10 on a 1d20) when exerting himself or act as if fatigued.
   Can be overcome with inhaler (movement to use, requires one full turn to take effect).


Statistics:
Strength: 7
Endurance: 9
Agility: 22
Intelligence: 9
Charisma: 16


Hit Points: 6
Power Points: 94


Carrying Capacity: 103 lbs
Hand-to-Hand Damage: 1d3


Accuracy: +4 (Including Power Mods)
Damage Modifier: +0 (Including Power Mods)


Detect Hidden: 8
Detect Danger: 12


Reaction Modifiers: 2 from Good -2 from Evil


Movement: Ground: 38 per turn
Healing Rate: 1 hit points per day


Occupation: Social Worker
Security Clearance: 5
Wealth: 6
Legal Status: Licensed Superhero


Skills:
Psychology


Luck Points: 1.6


Gear:

 
Background:
Kyle Pickerson was a typical minimum wage social worker until the day that he rescued an elderly man from a mugging by three thugs. It was more a matter of luck than anything else; Kyle happened by at the same moment that a police cruiser rolled past the alleyway, frightening them off. Since neither Kyle nor the would-be victim saw the cruiser, they assumed that it was Kyle's sudden appearance that drove them away.

The old man claimed to be a powerful sorcerer and offer Kyle a reward, but the young man merely scoffed. "Nonetheless", the man persisted, "you shall be rewarded for your bravery." Kyle bid him a good day and laughed all the way home.Back at his apartment, Kyle turned his thoughts to other matters and had soon all but forgotten the whole incident. He was in the process of cleaning, which always aggravated his asthma, and without thinking, he muttered, "I wish I could do something about all this dust."

In the next instant, a blast of wind blew through the apartment, sending the dust (and several small objects that were not secured) out the window. Kyle was stunned. Had he done that? Surely not.He chalked it up to a freak occurrence and gave it no more consideration until the next day, when he was walking to work. It was a blustery day, and as he passed a construction site, the wind kicked up a cloud of sand and grit into his face. Choking, he fumbled for his inhaler but was surprised to find that suddenly, the wind had died down about his person. Moreover, it was only around his person. All about him, the fierce dust storm continued unabated.

Faced with the evidence, Kyle decided that the old man had been a sorcerer after all, and must have given him a wish. When Kyle unwittingly voiced his wish back in his apartment, it was granted. Kyle knew that this was his opportunity to make a difference to the community in a way that he never could as a social worker. He practiced for many long hours until he learned the limits of his control over air currents. When he felt he knew the full extent of his abilities, he donned as old Halloween mask and took to the streets as Windblown.Notes:

Agent America Character Sheet

Agent America

Secret Identity: Dashiell Richards
Age: 32
Gender: M
Height: 6'2"
Weight: 200 lbs
Level: 4
Experience Points: 9,467
Player: Jeff

The Star-Spangled Super Spy, Escape Artist and Master of Disguise!

Super Powers and Super Skills:

1) Willpower A: As per rules. Willpower defense. Mind over matter training in Tibet also gives Escape Artist bonuses of +50%.
2) Heightened Expertise: +4 to hit with all attacks
3) Ht Agility A: +16
4) Heightened Intelligence A: +12
5) Heightened Endurance A: +10
6) Martial Arts: +3 to Hit/ +6 damage in HtH
7) Special Weapon: Super Spy Equipment: All through AA suit and car are hidden compartments with his devices
      a) Adaptation Device: Super Spy Suits. Can survive in any atmosphere by switching suits, does not require action or movement. Defense option - PR=1 per attack (Level 4 Advancement)
      b) At the beginning of each mission, Agent America can choose an Offensive Device (Default is Disintegration Pistol).
      c) At the beginning of each mission, Agent America can choose a Movement Device (Default is Rocket Pack)
     d) Gadgets: At any given time AA can have 3 devices for his use. They are either one use items or limited use (5 or less). He uses movement to remove the device from its hidden compartment. If he has 3 unused devices, it takes an action to hide an unused device and remove another hidden one.
8) Heightened Strength: +7 (Level 2 Advancement)
9) Corvette z06 - Weight: 3,000 lbs; Passengers: 1+1; Cargo Capacity: 500; Speed: 200 mph; Hit Points: 15/60 (Disable/Demolish)
      a) Immune to HtH damage (house rule from V&V Book of Powers - Car takes no damage from HtH based attacks)
      b) Smoke Screen: 10 charges; Range= 20"; Characters rendered sightless by being engulfed in darkness may cause themselves injury if they do not use caution when moving about. A save vs Agility is required whenever a character moves in darkness recklessly to avoid an accident causing 1d6 of damage
      c) Flat Fixing / Self-Inflating Tires: 1/4 quarter of car's movement is used while stopped to repair damage. Cannot fix or repair disintegration damage

Weakness: Low Self-Control: secret agent for MEDUSA

Statistics:
Strength: 22
Endurance: 21
Agility: 30
Intelligence: 24
Charisma: 16

Hit Points: 83
Power Points: 97
Carrying Capacity: 1,278 lbs
Hand-to-Hand Damage: 1d10

Accuracy: +12 (Including Power Mods)
Damage Modifier: +10 (Including Power Mods)

Detect Hidden: 18%
Detect Danger:  22%

Reaction Modifiers: 2 from Good -2 from Evil
Movement: Ground:  73 per turn
Healing Rate: 2.4 hit points per day

Occupation: Agent
Security Clearance: 16
Wealth: 10
Legal Status: Licensed Superhero

Skills:
Climbing
Computers
Disguise
Driving
Escape Artist
Espionage
Explosives
Fast Talk
Gambling
Lock picking/Security Penetration
Interrogation
Investigation
Language (Arabic, Mandarin, Russian, French)
Parachuting
Pilot
SCUBA Diving
Stealth
Street Wise
Survival
Swimming
Tactics

Luck Points: 2.2
Gear:
Tool knife (like swiss army knife, not a weapon)
Mini-Flashlight
Waterproof matches
4" circular mirror
Mini-binoculars
handcuffs
mini-parabolic mic with earbud
mini-fingerprint kit
mini-audio recorder, and voice distorter
mini-smartphone with GPS, internet, mini-camera (still and video), etc.
mini-electronic bug and tracker
fake passports and cash in 4 different identities / currencies
white noise generator (counter surveillance measure)
computer/electronics kit (for hacking into electronic hardware)

Background:

He is a runaway who learned escape artistry and acrobatics from a circus he joined at twelve years of age. At eighteen and looking to master an impossible escape, he tracked down a famous, elderly escape artist in Tibet. There he learned the escape and more from this ancient master of martial arts. When the master passed, he returned home looking to use his abilities for good and was trained by MEDUSA. He suffered a minor concussion in an accident during MEDUSA training. He was treated by Professor Patriot.  The treatments increased his mental abilities twice fold.

Notes:
1 Luck Point used for Juompur Island contact.

DarkStar Character Sheet



DarkStar

Secret Identity: Cmd Josha Rose
Age: 25
Gender: M
Height: 6' 9"
Weight: 800 lbs
Level: 4
Experience Points: 9,467
Player: John R

Codename:DarkStar
Speaking the phrase brought fear to the international espionage community and constant looks over their shoulder. It was to their eternal relief when it was discovered that he was released from U.S. service.

The teleporting powerhouse is now a freelance operative helping others. Cmd. Rose founded a transportation company, StarCorp, specializing in cargo delivery to the most difficult locations.

An electronics genius he has created his own gear and provides the competitive edge in the market place which keeps StarCorp on top.

Super Powers and Super Skills:
1) Heightened Intelligence: +21
2) Mutant Power (Bio-Enhancement (+2d4 +2) to S+8, E+9, A+8)
3) Heightened Expertise: +4 HtH
4) Invulnerability: 30 points (no defense versus psionic based attacks).
5) Teleportation: PR=6 Range 8,807 (Level 2 Advancement)
    a) Combat Teleport: PR=2, Range=current PP X 10 (1,100 Max) (Level 4 Advancement)
6) Body Power - Heightened Density: Weight x 4, +20 strength, **basic hits do not effect hit points** Base Hit=4
7) Blinding Flash Defense when wearing goggles
8) Life Support Variant: PR=1 per hour. Survive any level of atmospheric pressure. He can survive the vacuum of space to the depths of the ocean floor without aid. He can also go without breathing (holding breathe) during the same duration. Not usable as a defense

Weakness: Requires Sunlight to recover Hit Points.

Statistics:
Strength: 41
Endurance: 21
Agility: 15
Intelligence: 33
Charisma: 15

Hit Points: 90
Power Points: 110
Carrying Capacity: 28,408 lbs
Hand-to-Hand Damage: 3d10

Accuracy: +6 (Including Power Mods)
Damage Modifier: +9 (Including Power Mods)

Detect Hidden: 24
Detect Danger: 28

Reaction Modifiers: 2 from Good -2 from Evil

Movement: Ground: 60 per turn
Movement: Teleportation: 930,070 per turn
Healing Rate: 9.6 hit points per day

Occupation: Owner of StarCorp
Security Clearance: 17
Wealth: 22
Legal Status: Licensed Superhero

Skills:
Electronics
Espionage
Military Surveillance
Military Combat
Space Navigation

Luck Points: 2.4

Gear:
Holo-Gauntlets
Flash Resistant Goggles

Background:
After High School, Joshua Rose was accepted to Annapolis and played linebacker for the Academy during his freshman year. By the time of his graduation, he received a degree in Electrical Engineering. His initial powers of Bio-Enhancement and Adaptation revealed themselves during the freshmen final exams. Doctors diagnosed it as a post-mutagenic effect brought upon by the strain of long term extreme mental and physical stress.

 After graduation, he was assigned to serve in one of MEDUSA's black tech teams. A couple years later, while installing new electronic components with Tech Team 11 on a "research" satellite, Joshua and his team were bombarded by a wave of undetermined solar radiation generated from an unusually high level of sunspot activity. Lt. Rose and team member Kevin Vanderiaan, who was tethered to him at the time were suddenly teleported back to MEDUSA's private launch pad at N.A.S.A. Joshua saved his life, but the radiation destroyed Kevin's legs (muscles and nerves). While in isolation Joshua's body underwent further mutations. His skin turned a bluish black and his body gradually increases in mass and density until he stabilized at 6'9 and 750lbs. It seems his musculature and bones have adapted to his now steel-like epidermic structure.

 No longer a low level paranormal operative, Joshua adopted the Codename: DarkStar and was raised to the rank of Commander. Director Alexi Vlasov ordered Joshua to be given intensive training in meta-human tactical analysis. At the same time he has started rigorous training to regain some of the physical agility he lost due to his transformation. Currently DarkStar has been assisting in prisoner transfers and was recently was called in to help subdue the creature known as Behemoth.Due to these and other more public displays of his power, the Director has determined that combined with Joshua's appearance change he was no longer suitable to serve in MEDUSA. Because of his service in MEDUSA, he can't join the Super Forces (MEDUSA doesn't exist to the public while the Super Force are adored by the majority of the public). Although recently honorably discharged from active duty Commander Joshua Rose is still required to serve 4 years inactive service with the U.S. Navy as

Notes:
Invented the Super-Alloy Diatanium
Invented Holo-Pad (built into gauntlets)
Invented Cybil A.I.