Filius Sathani ("The Son of Satan")
Secret Identity: N/A
Age: 2
Gender: M
Height: 6'4"
Weight: 220 lbs
Level: 1
Experience Points: 0
Player: Tony
All is not as it appears in Megalopolis, especially for
the "Son of Satan". Fighting against the Circle that
brought him here and his father who claims to be
"the Devil'. Phil is set to defeat evil before it spreads.
Super Powers and Super Skills:
1. Flame Power ("Flame On"): PR=3 to activate
a. Flame attack: Range 33", 1d12 Damage, PR=3
b. Auto Flame Defense
c. Flight: 48 M.P.H. PR=1 per hour
2. Heightened Sense: Night vision
3. Heightened Defense: -4 To be Hit
Phil must be conscious and mobile
4. Willpower A: Defense against Mind Control and Telepathy only PR=1 per turn
Weakness: Vulnerability to water-based attacks in flame form:
Takes double damage to Power Points.
There is a 1% chance that flames are extinguished per point of damage.
Example: Phil is hit with Ice Blast it does 9 points of damage instead of
rolling with PP reduced by 6 and Hit Points reduced by 3;
Power Points are reduced by 18 and has an 18% is flames are
extinguished and will have activate his power again.
Statistics:
Strength: 15
Endurance: 18
Agility: 15
Intelligence: 12
Charisma: 9
Hit Points: 28
Power Points: 60
Carrying Capacity: 569 lbs
Hand-to-Hand Damage: 1d8
Accuracy: +2 (Including Power Mods)
Damage Modifier: +1 (Including Power Mods)
Detect Hidden: 10
Detect Danger: 14
Reaction Modifiers: 0 from Good 0 from Evil
Movement: Ground: 48 per turn
Movement: Flight: 240 per turn
Healing Rate: 2.5 hit points per day
Occupation:
Security Clearance:
Wealth:
Skills:
Occult Knowledge
Luck Points: 0.9
Gear:
Notes:
"The "Son of Satan", Filius Sathani has pledged to rid the world of evil and to stop the Apocalpse from occurring. His "father", Sathanas Rex, was a minor devil brought up in an occult ritual gone horribly wrong. His father is not "the Devil" but somehow thinks he is. Filius, called Phil by his friends, sprang forth from his father's brow like Athena did from the brow of Zeus. Similar physically is some ways to his father, Phil is his moral opposite and plans to rid the world of evil ... starting with the Circle that brought him here.
Phil is a magical being. Occasionally naive, but tries to do what's right.
Megalopolis History:
Filius briefing left Hallowed Hills and his fight against his 'father' & the Circle to travel to help with the Crusher Crimewave in Center City. Once there he meet several other heroes who had came to help as well. Deciding Center City was in good hands with these new heroes, he went back to Hallowed Hills to continue in his never ending crusade.
Tuesday, February 1, 2011
Sunday, January 30, 2011
Starbolt Character Sheet
Starbolt
Secret Identity: Rick Campbell
Age: 22
Gender: M
Height: 5'10"
Weight: 200 lbs
Level: 1
Experience Points: 0
Player: Jamey
All evil fears the light. Criminal of Megalopolis fear now for there
is a new champion bringing forth the light. With his mighty Star
Bands, Starbolt will shine the light on evil and end its wicked ways
Super Powers and Super Skills:
1. Flight: 448 MPH PR= 1 per hour
2. Heightened Defense -4
3. Heightened Cha +16
4. Heightened Str +14
5. Heightened Expertise with Starbolt +2
6. Light Control
Star Bolt: Range 32", 2d10 Damage, PR=1
Blinding Flash attack: Range 32" PR=1, Blindness effect (see V&V 2.1 rules)
Can create light for non combat purpose for PR=0. Would require
movement or action depending on difficulty
Weakness: Star Bands
a) Must wear bands to control Light Power
b) Bands prevent Light Defense from being used
c) If bands removed then Blinding Flash is constantly on doing Special Light attack in 8" radius of Starbolt.
He will use PR of 1 in each phase he has an action whether he uses the action or not. Only fatigue or
replacing the bands will end the Blinding Flash attack.
Statistics:
Strength: 28
Endurance: 16
Agility: 16
Intelligence: 15
Charisma: 32
Hit Points: 34
Power Points: 75
Carrying Capacity: 2,355 lbs
Hand-to-Hand Damage: 1d12
Accuracy: +2 (Including Power Mods)
Damage Modifier: +4 (Including Power Mods)
Detect Hidden: 12
Detect Danger: 16
Reaction Modifiers: 7 from Good -7 from Evil
Movement: Ground: 60 per turn
Movement: Flight: 2240 per turn
Healing Rate: 1.6 hit points per day
Occupation:
Security Clearance:
Wealth:
Skills:
Computers
Transportation (Airlines)
Medicine
Persuasion
Scuba Diving
Megalopolis (Knowledge)
Aeronautical Engineering
Awareness
Government/Bureaucracy
Martial Arts
Performance (Guitar)
Transportation (Motorcycles)
Streetwise
Technology
Luck Points: 3.2
Gear:
Notes:
History: Starbolt's father worked for the Manning Corp., and is friends with Carter Manning. Starbolt is a mutant whose powers started to surface in his teens. He wears a set of special alloy that help him control his powers
Secret Identity: Rick Campbell
Age: 22
Gender: M
Height: 5'10"
Weight: 200 lbs
Level: 1
Experience Points: 0
Player: Jamey
All evil fears the light. Criminal of Megalopolis fear now for there
is a new champion bringing forth the light. With his mighty Star
Bands, Starbolt will shine the light on evil and end its wicked ways
Super Powers and Super Skills:
1. Flight: 448 MPH PR= 1 per hour
2. Heightened Defense -4
3. Heightened Cha +16
4. Heightened Str +14
5. Heightened Expertise with Starbolt +2
6. Light Control
Star Bolt: Range 32", 2d10 Damage, PR=1
Blinding Flash attack: Range 32" PR=1, Blindness effect (see V&V 2.1 rules)
Can create light for non combat purpose for PR=0. Would require
movement or action depending on difficulty
Weakness: Star Bands
a) Must wear bands to control Light Power
b) Bands prevent Light Defense from being used
c) If bands removed then Blinding Flash is constantly on doing Special Light attack in 8" radius of Starbolt.
He will use PR of 1 in each phase he has an action whether he uses the action or not. Only fatigue or
replacing the bands will end the Blinding Flash attack.
Statistics:
Strength: 28
Endurance: 16
Agility: 16
Intelligence: 15
Charisma: 32
Hit Points: 34
Power Points: 75
Carrying Capacity: 2,355 lbs
Hand-to-Hand Damage: 1d12
Accuracy: +2 (Including Power Mods)
Damage Modifier: +4 (Including Power Mods)
Detect Hidden: 12
Detect Danger: 16
Reaction Modifiers: 7 from Good -7 from Evil
Movement: Ground: 60 per turn
Movement: Flight: 2240 per turn
Healing Rate: 1.6 hit points per day
Occupation:
Security Clearance:
Wealth:
Skills:
Computers
Transportation (Airlines)
Medicine
Persuasion
Scuba Diving
Megalopolis (Knowledge)
Aeronautical Engineering
Awareness
Government/Bureaucracy
Martial Arts
Performance (Guitar)
Transportation (Motorcycles)
Streetwise
Technology
Luck Points: 3.2
Gear:
Notes:
History: Starbolt's father worked for the Manning Corp., and is friends with Carter Manning. Starbolt is a mutant whose powers started to surface in his teens. He wears a set of special alloy that help him control his powers