Various

Posted by Ascii 
Various
May 03, 2008 02:36AM
I'm new here. Been a MSH fan for years!

Here's my personal superhero. I have others that I'll post if there's interest in seeing them. I would like to find someone to draw/otherwise create a picture of Jaguar...so if anyone can help I'd be much obliged.


JAGUAR (Randam Mutant) Secret ID

BACKGROUND/HISTORY:
Jeremy Hawke was born a mutant; suppressed by his parents (killed in a tragic car accident when he was a pre-teen) he was raised by his aunt/uncle who had their suspicions and subdued his physical interests for a more intellectual pursuit. A mundane childhood, he attended college (B.A. in English, Associates in Science) and began a job in a normal corporate position. After realizing his “gifts” he set out to take on the scum of the city; developing his costume, weapons, and fighting style based upon the heroes he had seen in action. He is ruthless in combat, rarely giving quarter where none is given in return. A smartass by nature, he is similar to Spiderman in his repartee, and enjoys taunting opponents into a rage that he uses to his advantage. He is loyal to friends, suspicious of strangers, and social with co-workers.
While successful, Jeremy is a rather mid-level employee due to his attendance record (because of his after-job activities), and his general attitude of not enjoying being pushed around by idiots. He’s good at his job, just not dedicated enough to advance to the levels expected by his superiors, or play “The Game”.


Height: 6’1” Weight: 200 pounds Eyes: Blue Hair: Light brown and very short. Wears fake glasses to further his non-superhero persona.

NORMAL PERSONA:
Works a basic 8-5 job with weekends off. Has a 10 year old compact car that is in fairly good shape. Lives in an apartment complex, three large buildings that are five stories each. Has a one bedroom apartment that is average-sized and comfortable, and is on the top (fourth) floor with the bedroom window facing the back of the apartment complex. Has a hidden compartment in his apartment for his costume/equipment. He enjoys cooking so he has a well-stocked kitchen. Has a police/rescue/Fire scanner in the living room. Lives in a “bedroom community” type town…low crime, middle class/upper middle class community very near a very large city. Lives primarily check-to-check, but has a savings account that he taps occasionally to buy various things (for both ID’s). Continuously maxed credit card. Enjoys good red wine and good beer. Tries to have a “normal” life despite his life as a superhero.
Has a normal patrol schedule of three or four nights/week…drives into the large city, parks in an innocent location, and patrols several hours listening to his scanner, contacting Lenny or Lt. Myers for tips, and generally looking for trouble.
Has two complete costumes: 1 in his apartment and 1 in his backpack.

F: Rm
A: Rm
S: Ex
E: Rm
R: Gd
I: Ex
P: Ex
Resources: Ty (Mid-Level office worker)

POWERS:
1. Body Resistance: Ex (Physical/Energy attacks) *See weakness*
2. Combat Sense: Ex (1 melee attack/round, in addition to multiple attacks, etc)
3. Hyper Leaping: Rm (Up/Across 40’, Distance/Down 60’) Only used for up, down, across type acrobatic movements and combat movements…NOT as a travel mode.
4. Thermal Vision: Ex

TALENTS:
1. Weapon Specialist (Batons) Rm ability. Throws them so they will return, if possible, should they miss a target. **Training to improve**
2. Martial Arts: A, B, E: Rm all. **Training to improve**
3. Acrobatics (Tumbling as well) Am ability **Training to improve**
4. Thrown Weapons (His batons, bolas and flash pellets primarily, but training to throw most anything that would be a “weapon”) Rm ability **Training to improve**
5. Corporate business world (job-related) Ty ability

QUIRKS:
+ Rapid Healing
+ Ambidextrous
+ Strong Bones
+ Alertness
-Colorblind (Black and white and shades of gray)
-Enemy: Damien Templeton (Details to follow)
-Weakness (Mint family, specifically catnip. Must be very concentrated to damage) IF concentrated in say a projectile/spray or some other format and used against Jaguar.

EQUIPMENT:
1.Batons: (2) Aircraft aluminum (In strength material) coated with hard rubber to enhance bounce attacks (Rm blunt/melee damage). Each baton has an Ex electrical charge (1 charge/baton, rechargeable. Small electronic chip-batteries, or internally re-charged). The electrical charge is activated by a small button located on the baton discharged upon initial contact; or a setting of second/third/etc bounces, based upon the activation button. Jaguar’s gloves are insulated to protect against the shock should he discharge the batons while holding them, say in a melee fight.
2.Flash pellets: 1 area effect. Ex flash effect. Activated by throwing them against something hard. (10 pellets usually carried)
3.Bolas: (2) Entanglement device. Ex strength material for escape.

COSTUME:
Head to toe body suit. Black; with large oval eye holes (like Spiderman), each outlined with a thin blood red line. Each eye covering has reactive material to prevent flash attacks (-1CS). On the front, at chest level, is a large blood red Jaguar paw print. On the head are two small rigid “ear shapes”. The costume is semi-unstable in that it doesn’t tear easily. (A material provided by Mark Halley)
The suit contains many small pockets for small objects (usually flash pellets, and baton-recharge ‘chips’, but also his scanner and various other small items). The batons fit into scabbards on the outside of each thigh. The suit’s color allows Jaguar to blend into shadows and darkness. The bolas fit into small pouches in the small of the back.
He carries a large backpack with him while going about his “normal life”, carries various life-related items, but also his costume and one combat load of equipment.
Jaguar carries a small version of a police/rescue/fire scanner with an earpiece in his Jaguar outfit. Fits on his costume and is adjustable for channels. Has a connection to his cell phone when in “normal persona”.

CONTACTS:
1. Lenny: Street informant/friend (not exactly the most “lawful”-type character). A hacker who is very street smart and has a lot of contacts and information. A “friend” yes, but generally needs money to share what he knows. Has had a wide variety of jobs and a variety of charges on his “rap” sheet. No violent behavior and Jaguar has busted him many times in the middle of a “job”. Owes Jaguar a few favors and knows it. Knows only Jaguar, not secret identity. Has a good knowledge of the street and the goings-on of various criminal activity, even hints at “bigger stuff” at times. Is a comical character most times and is his own worst enemy at times when it comes to bungling something.
2. Lieutenant John Myers: Mid-level police detective. Jaguar owes him a favor or two…but they help each other. Jaguar tells Myers about criminal activity that Myers can take credit for; and Myers has taken care of “sticky” situations that Jaguar may be in regarding such behavior and secret identity. Drinking buddies from time to time. Knows Jaguar persona and normal persona but not both connected, although as a smart detective he is putting the pieces together. A good cop. Jaguar has used Myers to help Lenny out of sticky situations as well (nothing too serious).
3. Mark Halley: Techie. Mid-level “little brother” type inventor working for a large research corporation. Complete nerd. Inventor of baton design, eye protection, flash pellets, and unstable material made into his costume. They are very good friends. Halley has no family and Jeremy Hawke is very important to him…he suspects something but isn’t willing to pursue the questions that might lead to answers he doesn’t want to know. Is a source of a lot of information (license plates, identification, building plans, various techie stuff) and willingly gives information but whines from time to time on why Jeremy wants the information.


Have not played Jaguar in a game as there aren't any in my area. Would enjoy any thoughts on how he'd fair in a game situation.
Re: Various
May 03, 2008 04:11AM
This is another character I created. I'm still working on this one and another that I'll post. I'm just curious what others think of them.


DEFENDER:

Jonathon Davis, a normal human, whose powers developed after exposure to the remains of a Tempelar knight, during an archeological dig.

Costume: Dark silver-blue main color, mid-calf boots, facemask that is open at the nose and mouth and the top open exposing his hair. A sword heraldry symbol is emblazoned on the chest in silver. He has costumes hidden in his office on campus and his apartment.
His motorcycle is hidden at a “safe” location, not related to his work/home life.

Defender takes on the “modern role” of the true knight. His personality in combat is generally to be in the forefront, a leader; or a strong follower if not the leader. He will strongly defend women and/or children above all other victims, or attack anyone who is holding a woman/child against their will. He will offer his assistance at every opportunity to women/children, both as a “normal” human, as well as a superhero. His credo is to undo evil and (when in his Defender persona) he is a champion of those in need.
He is a teacher at the university; often disciplined for his numerous “sabbaticals”, and absences, his knowledge and devotion to teaching, seem to keep him from being fired. (And, perhaps a slight dose of his True Charisma power!).
His office is chaotic, various “things”, books, and paper strewn about. A few (low strength) occult items in his office, he knows them when he sees them but has, for the most part, forgotten they are there. Small office in the basement level with no windows in the archaeology building on campus. Several overhead bare light bulbs light his office. Tall metal shelves hold various artifacts. He is a popular teacher; tough, scatterbrained, “talks with his hands”; serious about teaching, and enjoys teaching, but doesn’t have the time to totally devote to the job.
His apartment is somewhat the same as his office, but very comfortable. He does have a non-superhero life, and tries to maintain that, when he can. He teaches medieval classes at the university and is an expert. His office (and home) is full of important material, he doesn’t horde this material just carries it home or stashes it on his desk…absentminded is more the truth.
Socially he tends to wander on talking about his “passion”.

6'1". 180 pounds. Scruffy brown hair. His "professor persona" is wearing over-sized, wrinkled clothes...he carries a large backpack with books and notes and various items that he is working on at the moment. Wears glasses.
Has a few student assistants helping him with his own studies (see Talents).


Weakness: Defender suffers from a psychological weakness that if he witnesses the death of a woman/child his powers (Power Negation) for Limited Duration after Contact. This is a grieving process. He will protect and serve as a knight of old was expected to do. This gets him into lots of trouble

F: Rm
A: Rm
S: Ex (In)
E: Rm
R: Rm (Ty)
I: Gd
P: Ex
Resources: Gd (college professor)

POWERS:
1. P: Body Resistance: Rm
2. EE: Kinetic Bolt: In Generated down arm/arms, through hand/hands.
3. M: True Charisma: Friendship/Trust: Gd
4. DT: True Sight: Ex
5. Fight: Rage: In. Related to his psychological limitation, when he sees a woman/child hurt, not related to an accident, he flies into a “righteous rage” that lasts 10 rounds, after which the limitation takes effect (In the event the woman/child is killed). Besides the listed definition of the power, his Reason drops to Ty, Strength increases to In. (IF the event does NOT result in death, the limitation is modified that his Body Resistance drops to Ex, no EE, all primary abilities drop +2CS)
6. MG: Abjuration: Gd. Healing others. “Laying on of the hands”, he speaks in a low voice reciting ancient words when using this magic. *This is the one power NOT lost with his psychological weakness*. Even though he may be detected as a “magical character”, this is his only one true magical power.

TALENTS:
1. Archeology (Medieval): Rm
2. History (Medieval) Rm
3. Mystic/Mental: Occult Lore: Gd
4. Mystic/Mental: Resist Domination: Rm
5. Martial Arts: B (Ex), C (Ex), H (Rm)
6. Other: Leadership: Ex
7. Pilot: Motorcycle: Ex (Owns a fast, rugged motorcycle to get around in his superhero life, a modified Harley Davidson. Off road capabilities as well)
8. Repair/Tinkering: Related to his motorcycle. Minor hobby.


CONTACTS:
1. Professional (One of his old professors)
2. International (An occult connection)
Re: Various
May 03, 2008 11:45AM
This is another under construction but almost there.

AGENT X

(Humanoid Race. Technical experiment.)

F: Ex R: Ex Resources: Pr Health:
A: Ex I: Rm Popularity: Karma:
S: Gd P: Ex Contacts: Own race
E: Rm

Powers:
1. Body Resistance: Ex (Physical/Energy attacks)
2. Human Changling: Rm
3. True Flight: Ty (90 mph, 6 rd/turn)

Quirks:
1. Ambidexterity
2. Rapid Healing
3. Quick Learning

Talents:
1. Crime/Law: Detective/Espionage In ability
2. Computer Science: Security/Encryption Am ability
3. Engineering: Locksmith, Repair/Tinker Ex ability
4. Weapons: Guns In ability
5. Fight: Martial Arts: A Rm ability

Weapons:
1. Blaster pistol (Range 4 areas, Damage: 30 pts Slugfest, 5 shots/power pack). Keyed so only Agent X can use it. Has a “safety” setting that will detonate the entire power pack if anyone but him fires the weapon. (In roll to figure out code due to “alien technology”).

Equipment:
1. Advanced hand computer (Data entry/storage, aid in Crime/Law, Computer Science, Engineering talents). Has a security code that must be entered, and “live” thumb print scanned; if failed the computer will immediately render itself useless. The information is not stored in normal human-understood code. (A possible FEAT roll with appropriate skills might obtain information, depending upon the user and appropriate skill level) Size of a “Blackberry”.
2. Two small hi-tech tool kits (1 aids in Computer Science, 1 aids in Repair/Tinkering talents)
3. Three+ extra power packs for blaster. Roll to “recharge” power packs by on-scene “kit-bashing”.
4. Has several pre-made fake-ID’s, fitting the various human forms he usually adopts. Each ID can pass most checks, even “normal” police investigations. Fed into local government systems, depending upon the level of security and technology may detect “abnormalities” in the ID, but (depending upon the roll) not reveal anything “alien”.
5. Carries a small backpack that contains a quick-change, fake I.D. set of clothes.

Costume:
A black costume with no discernable markings. Boots with padded soles to soften his footsteps. Thin gloves to leave no fingerprints. He has a thin cooling system in his uniform that will greatly lower his heat signature while wearing the uniform, thus reducing his thermographic image. Facemask entirely covers head and face with flash suppression lenses/infra-red lenses over the eyes. Combat belt with holster, utility pouches that can house various items: Power packs for weapon, various tools, electronic devices.

Background:
Very little is known of Agent X’s background; even he doesn’t know much about it, his memory has been apparently wiped of much of his past life, to include his real name and home planet.
His race; being curious and suspicious of Earth, sent Agent X to learn as much as possible regarding technology and intentions. He has no idea how he came to be on Earth, only the job he is expected to do. He is contacted once/month to supply the information he has collected. (He has been copying the information collected due to the doubts he is beginning to develop about his mission and how he arrived on Earth). He does know he has a family back on his home planet (“family” is a relative term as he doesn’t have any hard memories of what/who), and has an unknown anger thinking of why he is away from them. The race has other “agents” on Earth.
He works for a medium-sized bank, doing data-entry. His work “human” name is: Brad Johnson…and he has created fake identification suitable to get him past most any checking. He rents a small apartment. His work “human form” is a 5’8” average-looking male. He has several other identities and I.D. to match.

His race’s normal statistics:
F: Ty R: Gd
A: Ty I: Rm
S: Ty P: Rm
E: Gd
Powers:
1. True Flight: Ty
2. Body Resistance: Gd

Height: (True form: 6’, Human form: Any normal human range) Weight: (True form: 165 pounds, Human form: Any normal human range) Eyes: (True form: Blue-green, Human form: Normal human range) Hair: (True form: None, Human form: Normal human range)

Contacts:
1. 1D6 “I know you” type contacts. (Related to the human forms) Various types of normal social contacts.
2. His alien contact: A normal looking human who contacts him via his high-tech equipment and shows up at his apartment apparently knowing everything about him but never identifying who they are and answering very little questions except to retrieve the information and check for any abnormalities in his activities.
3. 1 “special” contact that is a true friend, and could be a possible weakness. Nothing special or important, just a good friend that he can be “his true self” with no pretenses (maybe even the truth of being alien? Maybe a female? The weakness?

Spends his off time collecting data and slowly learning that Earth is a place he likes to be and is beginning to respect humans as a life form worth (at least initially) giving the benefit of a doubt.
Re: Various
May 03, 2008 05:44PM
avatar
Nice little batch of character writeups. I really like the little bit of details on the equipment and contacts. I could see these guys being useful in a variety of game settings and power levels.
Re: Various
May 05, 2008 12:24PM
Thanks Red...it would be easy to create some "godly" type character...I want mine more real and more able to interact in any campaign.

I've got a few more that I'm going to post.
Re: Various
May 07, 2008 01:49AM
Here is another in progress, pretty much done but I'm still trying to design a costume.

These characters of mine are pretty much 1st level types...in training to improve and developing power stunts. Anyways...here is:

SURGE: (Altered human - Organic)

F: Gd
A: Ex
S: Gd (Am)
E: Ex (Rm)
R: Gd
I: Gd
P: Gd
Resources: Gd

John Arnold was the victim of being an adopted child for a medical facility that conducted experiments and (while caring and loving of their "experiments") generally performed many procedures with varying results.
John was one of the success stories. His adrenal gland and various others were altered as well as their results on his body and mind. He was five at the start of the program and by adolescence he was able to control his abilities and activate them when necessary.
Dr. Stanley Myers (one of the lead scientists on the program) began to develop guilty feelings over their experiments and released John under secrecy and helped set up his alter ego (manager of a department at a large corporation, not a stress-related department). Dr. Myers explained what the facility was trying to do (create humans to be able to cope and compete with mutants/etc without the "harmful" effects of other such programs) and that he no longer believed in those goals and cared for John like a son.

John (at first) had serious issues with the many years he spent at the facility...the relationships he thought were real. He was set free by Myers when he was 18 and he paid for John in an apartment with a roommate that was instrumental in John recovering and "starting over". (Roommate needs to be created as this is a possible major character in John's life for good or bad)
John went to community college and then hired into the corporation he eventually (by this creation) worked his way, in his five years working there, to being the department manager.

Quirks: (*** All quirks directly involved with the Adrenal Surge quirk***) This surge lasts 1d10 hours/day. A "burn-out" occurs the longer the surge is active.

1. Adrenal Surge x4
2. High Pain Threshold
3. Sturdiness
4. High Stress Capacity
5. +1 Endurance

Power: Related directly to entire glandular experimentation and personal awareness of bodily effects.

1. Body Control (Body Resistance)

Talents:
1. Physiology (Related to his personal experience/training with his own body and his enhanced abilities)
2. Martial Arts: B, H
3. Thrown Objects
4. Business (no finance skill) Related to his work duties/skills
5. Wrestling
6. Tumbling
Re: Various
May 07, 2008 04:06AM
I have a campaign where I have Surge, Agent X, and two others that I will post involved in the Marvel and (possible DC) world(s) as a team. Jaguar would be a contact/occasional team member.
Again...a team of 1st level/2nd level superheroes. I have a campaign (continually designing) where they interact with above said Marvel/DC worlds. These are the other two homegrown characters (so far) in the team.

This is Power Girl.

Allison Jenkins. 21 years old. Cashier at a local grocery store. 5’5”, 120 pounds, short/blond-brown hair, brown eyes, very cute. Lives in a two-bedroom apartment with a girlfriend who has no idea of her powers/etc; just thinks Allison is “quirky”, funny, and fun to be around. Allison is a flirt and loves the attention of boys.
Allison doesn’t know the limits of her powers, but does know she can project destructive energy, and bring up a “kewl” looking force field.

Cells constantly absorb cosmic energy. Lead surrounding her prevents powers from working and saps 1 pt of health/hour until unconsciousness, effect lasts for 1d10 days, after surrounding lead is removed. If shot with a lead bullet, etc, causes +1CS damage, and causes great pain. Any pure lead restraints would cause her great pain. She doesn’t know her vulnerability to lead, -3CS to every roll Allison is required to understand what is going on until she figures it out (or is told to her) of her weakness. (“Normal occurring lead” does not bother her unless in great amounts in a small area) occasional

Power Girl: (Random mutant)
F Ty
A Gd
S Ty
E Ex (She works out aerobic regularly)
R Gd
I Gd
P Ty
Resources: Ty

Powers:
1. Energy Emission: Plasma bolt. Only one level of intensity. AM (Secondary effects: Light Rm, Electricity Rm) Can fire one bolt(Am for both)/hand/round (If at separate targets —1 CS to hit for each). Currently she only knows about ability to fire one bolt/hand, but she is testing her powers when she gets the chance. She is trying to learn to reduce the intensity (power stunt).
2. Force Field: “Plasma field”. Am intensity. 1 area limit, has learned she can make it fit her body: “Wear it under her clothes” (Power stunt). Visible effects if used at the 1 area range (Faint random sparkling colors). (If used for a one area field intensity is: Rm, if ½ area…approximately one other person protection, intensity is: In, “form-fitting” mode intensity is: Am)

-Can only use one power at a time (Again testing her powers given the chance and using both powers together will be a power stunt). Currently one round to switch between powers. Constant use of her powers will drain their intensity until she “recharges”. Her powers are never completely drained as she is constantly absorbing cosmic energy.


Quirks:
1. Strong bones (due to the cosmic energy absorption over years)

Talents:
1. Languages: Speaks English (native language), Spanish, German and French fluently. (Currently studying Japanese = spending Karma.)
2. Street Smarts
3. Martial Arts: A (Related to her work outs)

Contacts:
1. A “regular customer” from work, “interesting job”, unknown specifically to her. She knows the person is “influential” in something related to the government.
2. A close high school friend in an “interesting” job, technology-research related. (An ex-boy friend, a few years older)

Costume: One piece body suit covers head to ankles/wrists. Close-fitting, colorful and comfortable, hair is free, facemask ends under her eyes. She wears good tennis shoes and a pair of gloves like biking gloves made for style and aids in her Martial Arts A talent.

She doesn’t know (for sure) she’s a mutant, although the more she hears of “them” the more she suspects she is one. She wants to meet others like her. Doesn’t understand why she’s like she is, but likes what she can do. She’s got a lot of energy as a person…when she is most excited or pleased she “almost seems to glow”.
Her parents were older when they adopted her and died when she was 18. She knows she has an “adopted extended family” but hasn’t seen any of them in years.
Currently she takes classes at the local community college (language studies, dance classes and self defense workouts), works and hangs out with a few friends while sneaking off now and then to play/test her powers (i.e. Learning power stunts and limits of her powers and having fun.)
When she works out she channels the cosmic energy and there will be an increase in her powers as she grows older and learns to use her powers.



Edited 1 time(s). Last edit at 05/07/2008 01:08PM by Ascii.
Re: Various
May 08, 2008 10:31AM
avatar
really dig these characters. You wouldn't happen to live in arizona by any chance?

Re: Various
May 09, 2008 02:12PM
Hey Surge. Thanks for the remarks. I have worked on these for (the better part of) years and never had a chance to play them in a real campaign.
Jaguar is my personal character.

Didn't mean to steal your name for a character...I had this organic in mind for a while and found some rules that I thought would work (the "quirk rules") and the name just sort of came to me before I registered here and started posting.

Gonna post another. Anyone wishing to email mine is ascii44136@gmail.com
Re: Various
May 10, 2008 02:25AM
Zak:

Zak was the first born son of a demon and human (Half brother of Block). Zak’s birth upset the mother, who had him “kidnapped” by a good philosophical group. The demon (of course) killed the mother when he learned she had hidden his son. (See Block for further details).
Zak has no idea he has a younger brother. The “Group” knows of his relationship to Block, but hasn’t told Zak as of yet. Zak doesn’t know of his “father’s” company, although he does have some sort of “feeling” about the company for some unknown reason, doesn’t pursue this feeling as he has a lot of “urges” that he (sometimes) doesn’t understand.

Looks: 6’6”. 400 pounds. Like a less-bumpy version of Worf. His rough skin is a dark red/black color. His long, thick black hair is in a multi-tied ponytail. His eyes are intensely blue. Big voice. “Larger than normal”-sized mouth…sort of a big “shark smile”. Big hairy chest. Large pointed ears. Large nose. (Attractive in an unattractive-sort of way) Big bushy eyebrows. Trimmed, thick mustache/goatee.
Wears a thick-gauge nose ring. Longish fingernails. Very muscular.
He wears a pair of skin tight, cobalt-blue pants (accenting his large “manhood”), ending at his knees. Short, big thick black boots. Has a large Red Cross symbol tattooed on his left shoulder. (Got it when he completed the entire First Aid/EMT program)
When not being a “superhero”, he wears “normal” clothing (when going out in public) that hides most of his abnormal features…within reason…he is (realistically) an abnormal-looking person! Large overcoat, big hat, baggy pants. Going out at night rather then the day to be “normal”.
Carries a black, leather, cross-body pack hanging at his waist; of various first aid materials. (Due to his size, the pack is large).
His talents represent the training and experiences he had with the “philosophical group”.

Weakness: Psychological: “Not being a demon”. ??? Shame at being a demon? Wanting to be just a normal human.

Zak has been “re-thought” to believe that good is ultimately better than evil, and will ultimately win in the final battle. Given a less-intelligent demon, this might have failed; but with Zak, he actually believed, and accepted his “lot in life”. He actually tries to be good, and noble…although sometimes he has to sate his demon side or suffer loss of his powers. He tries to find “humane” ways to “let go”…but sometimes he is driven to “punish people”…choosing “scum” to show his “dark side” to (Unknown by the group). Each such death causes a scar on his body (part of this will be a Popularity problem over time). Each scar is collectively a problem…at some defined number, they become a —1 CS to something (popularity?); and increasing numbers cause further problems. (Unknown spelling of true name, but accepted Zak when he became a part of the “philosophical group”.) Scars cannot be removed, or hidden from magical/”other” detection…although they can be cosmetically hidden from “normal human sight” if they are numerous in number at some point by make-up, or other means.

Recently he has taken to “feeling a purpose in life”, and venturing out as a superhero. His looks, and aura, make him an outcast when it comes to the “good types”. Most superheroes encourage him to “get help” and/or stay away from him if they can detect he is trying to be good; IF NOT, they tend to be wary of Zak…possibly even attacking him initially, but he wishes to aid in good, so he continues to try…showing up to help, but (due to his Popularity) perhaps get blamed, or feared, or pushed away…but most times he doesn’t get recognition for “good actions”. In some cases superheroes will attack him believing him to be the cause of whatever is going on; in that case Zak will (most times) back off or endure the attack to the best of his abilities, which is pushed to the limits at times and he will react when stress rises and his anger manifests.
Zak has no known public address. With his “trust fund” he lives in the lower class area of town. His apartment is sparse by even lower class standards…very few trappings of his life. A few books, a mattress on the floor, a large stereo system, a refrigerator-size cooler to keep various toxins, and first aid products viable. (The group does allow him access to products that aid in his life-saving talents). The apartment is smelly (from his eating habits and lifestyle). Little lighting. Building is run down and in a bad area of town. He is, effectively, unnoticed in this part of town for the most part. Of course his size and “aura” are noticed at certain times!

F: Rm
A: Ex
S: Am
E: In
R: Ex
I: Am
P: Rm
Resources: Gd (Jeff gave him a “credit card” that he can use)
Popularity: -10 (Looks/Personality)

Powers:
1. Energy Emission: Fire Generation: Mn (Through hands/arms)
2. Resistance: Fire/Heat: CL 1000
3. Fire Control: Rm
4. Lifeform Control: Fear-Induced: In
5. Mental: Iron Will: Mn

Quirks:
+ Rapid Healing
+ Sensory Increase x2 (sight, hearing)
+ Hardiness x2
- Bluntness
- Unattractiveness

Talents:
1. Martial Arts: B, (Ex)
2. Wrestling (Rm)
3. Mystic/Mental: Resist Domination (In)
4. Cognitive: Philosophy (Rm)
5. Medicine: First aid (In)

Contacts:
1. “Mentor” in the group. Weekly contact (The Group checks on him, maintains his “outlook” on life, be a “friend”) “Jeff”: A 50-something, “philosopher/teacher”. Zak has no knowledge of what Jeff does in real life, or his last name. He has a phone number to contact him, and Jeff makes unannounced visits. Jeff is not affected by Zak’s fear power. Jeff was the person who worked with Zak from the time he entered the program.
2. A local priest who takes his confession (Unknown to everyone)
3. A superhero “acquaintance”.
Re: Various
May 18, 2008 09:29AM
Been a while...life...

Anyways. Here's TomCat:

Demi-Human: Felinoid. Does what he does out of pure enjoyment of his physical abilities and powers, neither good or bad, chaotic personality by nature.
He is more an “agent” of Chaos rather than a philosopher. He delights in keeping all possibilities available in a situation he can affect.
TomCat is from a planet that has advanced magic and scientific schools that most of the populace attends and goes on to various occupations, some of which include interplanetary missions supporting various beliefs, and in search of knowledge and/or experience.
He is 5’8” tall, 160 pounds. His fur is short and all black except for a ½ inch ring of white fur circling his right eye. He has dyed his short whiskers dark purple.
His race appearance is that of a general cross between a human and a cat. (Soft fur, short to long, with various colors and patterns. Ears that stand up. Eyes of various colors, TomCat has deep blue eyes. Their faces are a subtle blending of human and cat and the whiskers are short. They have tails of various lengths. Their hands/feet are more human than cat with an opposable thumb, with retractable claws. They walk upright. Most of his race wear clothes of various sort. In his true form TomCat wears is a dark purple short sleeved shirt and same color knee length shorts, of course there is a hole in the back for his tail.
He guards his true name religiously!

Primary:
F Rm
A Mn
S Rm
E In
R Gd
I In
P Mn
Resources: Undetermined

Powers:
Night Vision: EX (Natural power due to race)
+1 CS Climbing (Natural power due to race)

Talents:
1. Bibliophile
2. Stamina (while in active pursuit of chaos)
3. Runesmith
4. Martial Arts: A

Contacts:
1. A local chaotic-magic organization. (He is seen as a demi-god due to his abilities, they are young and inexperienced) He doesn’t deny their belief! *Will update this later*
2. An unknown contact as of yet.
3. A normal person known through one of his more common human shape-shifts.

Magic:
Magic Wielder (All energies)
Attended a magic school devoted to chaos with no particular bent (good or bad), but simply for the sake of chaos. True Belief that chaos is the True Nature of life. Will attract the ire of “white magicians” and persuasion by “black magicians”.

Spells:
Personal (Luck) Rm
Universal (Confusion) Am
Dimensional (Power Block, Shape-Shift Unlimited) In/In
Re: Various
May 22, 2008 01:13AM
This is the half brother of Zak (see above). I had the original name as "Block" but changed it to Havoc after re-visiting this character and doing some re-design.

Havoc. Altered human. Criminal.

James Bennett is the offspring of a human mother, and a demon of some realm/etc. His powers seemed to begin when he reached adolescence. His demon/father was a very successful engineer in the civilian construction business. Being the only child, James “grew” into money, and now runs the company; having extended its contracts into the military arena. The demon raised him into his power and abilities. His “father” has moved on after James reached adolescence…traveling internationally, not caring about James or his “wife”. The “mother” is the child of a mutant and a human, or magic type character; has gone into almost seclusion wondering what she gave birth to. (Possibly in the safety of the group that “saved” Zak)

Bennett enjoys his “other side” (Havoc)…and has a group (“The Purple Gang” Due to their dark purple/black outfits) bent on obtaining even more money, and going after rival companies; enjoying the criminal aspect, as well as the danger involved. He enjoys his super powers, and has two persona: His (aggressive, detail-oriented, in charge) business owner side, and the (aggressive, bold, in charge) villain side. The business side, very much, enjoys his flying hobby; the villain side feigns knowledge of flight, but uses it when necessary. He is ruthless in both endeavors.
James knows he has an older half brother (from his father’s few stories), although he doesn’t know where he is or exactly who he is. James is beginning to know of his own origin, and very much enjoys being powerful.
Bennett is a “ladies man” having a seemingly endless supply of women at his disposal. Women are drawn to him and once in his company seem to give completely to him (their bodies and money as well). They seem to do whatever he asks/demands without question.

James is 6’4”, 250 pounds. Jet black hair, black eyes. Handsome. Charismatic.

Costume: All of his clothing is fashionable, but very functional. Rm protection from energy attacks. Shoes that allow running, climbing, etc; yet are “stylish”. Inside pockets to allow storage of his various figurines without obvious notice. When on criminal activities he wears a facemask like The Rose. If his facemask is pulled off, he does wear makeup that hides small aspects of his face, for example contacts that change his eye color, hair color changed, “scars”, etc).
Carries a blaster of high power; it has a setting for stun, but he usually uses the kill setting when fired. Carries various small, high explosive/flash/concussion, grenades.

F: Rm
A: In
S: Rm
E: In
R: Ex
I: Rm
P: In
Resources: Rm (Owner of a large construction company)


Powers:
1. Physical: True Invulnerability Rm
2. Physical: Metabolic Resistance Rm
3. Physical: Enhanced Beauty In
4.Matter Control: Animation: AM w/ability to control more then one object at a time, -2CS for every different object types over two)
1” objects (unless otherwise stated) carried in his pockets:
*Steel knight figurines (3).
*Stone elephant figurines (2).
*Packets (5) of 10 aluminum flying figures, mosquito-type scalpel sharp objects.
He has a large amount of these objects in his office, home, and vehicles. Havoc has control over other types of matter at Pr rank. Growing up Bennett learned (through playing with his toys and with his “father’s” help) that he could control various objects with precise ability and his MC power molded itself to be attuned to these three objects/materials and, while he can control matter in general, it is at a much lower level.

Talents:
1. Structural engineering/Civil engineering: Family business. Gd
2. Martial Arts: A (Ex), J (Ex)
3. Pilot: Fixed wing aircraft (Jet/Prop) Serious hobby. Owns his own aircraft of both types. (WWII fighter, civilian jet) Ex
4.Leadership (both business and gang-related) Rm

Contacts:
1. Military (A general/admiral of some importance)
2. Civilian (Police commissioner, has a file on the commissioner)
3. Political (State senator. Long term family contact. Doesn’t like Bennett at all, but knows he has proof of kick-backs/etc. The Bennett family has supported him financially, and strong-arm, since his beginning)

Brad Harvey. His assistant in “company business”. On-site contractor for the construction business. Large normal human, very goal-oriented. F: Ex/A: Gd/S: EX/E: Ex/R: Ty/ I: Ty/P: Ty. Talents include various M/A and weapons skills. Very well paid. Very loyal (Brainwashing?). On “missions” he is always by Bennett’s side: Ex body armor, and stun blaster of higher power than the average member. Harvey doesn’t know of Bennett’s background, or birth history; just knows that he enjoys the job, enjoys the great pay, and owes Bennett everything (Bennett has a file on Harvey of past criminal activities, unknown to Harvey, in case he decides to quit working; as well as a file on all gang members for blackmail purposes) . “Get the job done” is Harvey’s basic philosophy.

The Purple Gang: Total membership is 200 soldiers (1/3 are female who are completely enamored with him), although all are not in the same city. Listed as “employees” of various smaller companies owned by Bennett, or “on call” at any time. Funds are channeled from the parent company with little or no evidence. Bennett will always have at least 2d10 with him when he goes out on criminal activity, and Harvey always goes at his side. Vehicles are armored black vans, black motorcycles, or large black armored sedans. Plans are in the works to develop an individual hover/flying device for gang members. Bennett will send them on small missions with (or sometimes without) Harvey in charge. Weapons include stun blasters; standard high-powered (some heavy-powered), ballistic weapons, various explosive and incendiary devices, flash devices, and electronic-scrambling devices.
The group will have various specific containers for collecting information, etc; and returning that material to Bennett.
The group has various discrete warehouses that contain the equipment and vehicles. They do whatever Bennett wishes from simple intimidation and robbery; to murder, arson, bombings, and kidnappings.
Costume: Most wear a dark purple/black, all body suit (Gd body armor) with black boots and gloves. Goggles to enhance night vision. Combat belt with various weapons, devices.
Average gang member: F Gd/A Ty/S Gd/E Gd/R Pr/I Ty/P Ty. Armed with a stun blaster or ballistic weapons, electro-brass knuckles. Members follow his orders completely; both as they are being well paid, and they fear him. If caught or captured, they know nothing of his real name or profession. They only know him to be a well-paying, ruthless leader. Havoc prefers to put them ahead in a fight.
Re: Various
May 22, 2008 07:27AM
I have this campaign that I've been designing for years...all of these characters are part of that campaign (in some fashion and of course with some MSH characters) that I'd enjoy playing some day...

Anyways. Part of the campaign is a government-funded organization called "Eagle Brigade"...This is the basic outline of that and I will post the members/etc.

That is if anyone is paying attention to this thread (laugh)!

Eagle Brigade

Black Op’s Program: A secretly funded government program to deal with the threat of individuals possessing extra-normal abilities/powers run by a hidden group of government officials comprising (unknown to most) the Military-Industrial Complex.

Ex-special forces troops “recruited” into a “new program”. Involved physical training, “chemical enhancements”, and political training. Designed to be used as a quick strike type of unit, capable of going head-to-head with many low to medium level super powered people. (Good? Bad? Mis-directed? Anti-Super Hero? Anti-Mutant? Anti-Alien? Etc???) A quick reaction government force to counter “high threat” situations.
This is the core unit of a much larger force that is being planned. Recruitment is active.
The members truly believe they are on a team that is designed to protect the United States from any non-normal human threat to the best of their ability and (if necessary) die in the attempt.

Members: Steele, Grunt, Stryker, Wiz, Doc, Gears, Lingua.

Standard Equipment:
1. Weapons (See individual for details)
2. Body Armor (Ex), worn over body suit versus physical and energy damage. Form-fitting helmet with flash suppression/infra-red eye pieces. The helmet has a comm.-link to all members, as well as a pre-programmed set of numbers for mission/emergency situations.
3. Camo-body suit that conforms to the area they will be in. Urban, forest, desert, etc. Combination of superhero/military body suit that provides various Ty protection from physical attacks. Chameleon ability.
4. All equipment/ammunition/accessories supplied by the black-funded program. Loyalty to unit = No problem with anything they need to do their job as a group.
5. Bio-chips with JPS positioning and authentication information. They know of this chip and its uses.
6. Several stimulant patches that add to each individual’s: Strength/Endurance.
7. All members have a small chip/bomb implanted in their brain without their knowledge.
8. Identification (Federal government level authorization)
9. “Dust-off’s” on request (IF possible, various ways)
10. All members have Resources: Gd (Government credit card with full access to their account)

Unit has various “barracks” in various cities throughout the U.S. Rm level for replenishment, relaxation, and medical attention.

All are brainwashed to be loyal, complete the mission, work as a team.
Re: Various
May 22, 2008 11:18AM
As I said I have a campaign (that I've designed for years).

Seems people are reading this thread but no comments. I'd like to hear what y'all think of this thread/my characters/the campaign...

This is another group in my campaign.
Infinity Group:

Multi-city organization. International company. The true workings of the group is secretive; the outward appearance of Infinity Group is a microchip/electronics/tech company with many national and international contracts in both military and civilian markets. Infinity Group has NO overt or obvious support to any non-normal human organization or entity. Outwardly only a parent company for various military/civilian markets. No mutant/superhero ties. Above board on 99.9% of business dealings. Very respectable company on the surface. Corporate HQ (main) is in New York; although there are equal facilities in Chicago and Los Angeles. (Berlin, Paris, and Amsterdam are the international locations of corporate HQ’s)
Mn resources as a company.


Divisions:
1. R&D (Some research is “unique”; secretive as possible, but with the knowledge that it will most likely be probed by spies)
2. Marketing/Sales
3. Production (Some secretive as possible, but with the knowledge that it will be probed by spies) Obvious production of known products. Many plants in many states/countries manufacturing various company products, as well as affiliated companies. Civilian and military factories/companies.
4. Legal “Safe-house” program is a sub-division. (R&D, and Production would be obvious choices for spies).
* Safe-House: Dedicated to “turning evil into good” through various means (technical, philosophical, and religious aspects). A “black” program financially. Designed to be protected, and secretive, only a chosen few have access to any information or knowledge of this sub division. Dedicated to “saving” evil characters and ”confused” super-powered runaways. A philosophical group…knowing that it can’t change the world, but working towards that aim. Safe-House employs a wide variety of “agents” and “operatives”; from various backgrounds and jobs…all to appear completely “normal” to anyone checking on them. Each major location (national/international) has a representative.
Monies are diverted so all projects for Safe-House are (for practical legal, and clandestine purposes) invisible. The most secretive production projects are done through a myriad of smaller (un-related) companies to cover as many trails as possible. The most important “project” responsibilities are given to trusted group members and loyal field agents.
A small microchip is implanted in all “projects” that allow immediate identification, and/or entrance into “company installations”. (Some “projects” know, some don’t) All projects have DNA samples, psychological profiles, and various test results on file.
Various “technicians/teachers” may put various “bonds” on individual “projects”.
5. Military/Government (One of the larger contracts)
6. Civilian (Construction market orientation)


The CEO is unknown publicly. A Board of Directors is generally in charge of the day-to-day activities of Infinity Group. The Board has no discussed planning of the Safe-House program, as it is not known to most members. A few (completely loyal) members “know” various aspects, but no two members have the same information…to insure security of the sub-division. Jonathon Davis is the most notable person “in charge”, and is the Board Director. His personal assistant is Sylvia Jacobs, she handles most of his assignments regarding outside contact.
Barbara Connely and Jeremy Howard are two of the board members that have limited knowledge, both are completely trustworthy to the cause of the program.

Safe houses include many features. Various cities, some international (New York, Los Angeles, Chicago, Paris, London, Berlin, Amsterdam, and Moscow are some of the major cities/major houses).
Various lifestyles. Various characters. “Agents” include a myriad of occupations and lives.
The program has various contacts (Various levels of contact and loyalty/trust): Avengers, Fantastic Four, Xmen, and Shield to name a few (one contact has a anti Safe-House agenda, or an agenda that runs totally against the ideals of the group, unknown to the group).
Each field agent has only enough information to perform his/her task as assigned to a “project”. Nothing is known of any Safe-House action above their own level. They only have contact numbers. Field agents have no knowledge of the connection between Safe-House and Infinity Group.

Projects: Each receives a “trust fund” account of, at least Ty resource, as long as they maintain the “rules”. (Most get a “credit card” that allows any monetary transaction) All must “report” weekly. Each has a number to call for “help”, or access information if allowed. Not a call for support in combat…only help for their emotional/physical/religious problem associated with their relationship to the group. Most projects have no idea of who the group is, or anything about Safe-House except their own contact, and what they are told by that contact.
Projects receive support in lifestyles, jobs, education to become a “good” part of society and their particular cultures. Unknown to projects, they are monitored; although not all the time.

Agents: Most are normal humans with training in their specific “project” they are assigned. Agents have access to various means of contacting Safe House, although they have no knowledge of the connection of Safe House to Infinity Group. (A few do know)
Agents have access to Ty-Rm+ resources on request. All have Ty resource access immediately. Most have access to Gd technology within a few minutes to a couple of hours time, Ex technology on a few hours or days notice, IF it is necessary, and allowed by Safe House; and Rm+ IF allowed by Safe House, on an “project-importance” basis.
Agents have various high-tech equipment to monitor and record their “projects”. Some, not all, have weapons/powers/equipment to nullify their project’s powers, imprison them, subdue them, or possess the vulnerability to their specific project.
Each agent has Gd level “cover” as far as any government “check”. (Some have a higher level) Most appear as normal humans going about their normal lives.
Each agent has a “standard issue”:
1. Gd body armor versus physical and energy attack (worn under normal clothes),
2. Small hand-held electronic device to record project’s activity that is encoded as to be understood only by Safe House personnel
3. A cell phone that possesses Rm encryption capability.
4. Credit card-sized card that allows: ATM access/International phone access/Internet-specific access/”Priority” background recognition by background checks/IF required, through a menu system. Instantaneous access to their immediate superior for advice/etc, Visible (ala license card) proof, . Basically an “all-in-one” sort of card.
5. Other items as required.
Re: Various
May 22, 2008 11:50AM
avatar
Nice company description and writeup.. Kind of reminds me of the Agency Creation section from Heroes Unlimited or Ninja & Superspies at some points, which certainly isn't a bad thing -- I've drawn some inspiration from there myself.

I like the idea of rehabilitating criminals, since not all of them are irredeemable dirtbags. I liked the pre-Civil War Thunderbolts, where some former villains honestly sought to reverse their path and become heroic instead. Setting up avenues for those who want to simply pursue a more normal life instead is a nice touch. I especially like the help-line notion, as I can easily envision former criminals being approached by prior associates trying to drag them back into crime by one method or another..

And, the 'Evil GM' side of me can envision all sorts of nastiness if some of the rehabilitation methods or people involved aren't quite as nice and clean as supposed.. winking smiley
Re: Various
May 22, 2008 07:30PM
avatar
*chuckles* Well even as much as I post I can't post to everything or have anything I could contribute (yes I know such a heresy winking smiley ) but it's very nice to see a group dedicated to redeeming villains much like as Redman noted the old version of the Thunderbolts. Marvel has shown little if any effort on anyone's part to actively redeem the super-villains and turn them back towards good, and the only group that was highlighted for that was formed by criminals themselves who only started to turn when they saw how rewarding it was as pretend heroes to be heroes in truth and rethought their goals in life. Nice to see someone has a campaign where they include such a group as part of their RP world.

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Re: Various
May 29, 2008 01:19PM
Thanks for the comments. I have been slowly putting together the Infinity Group over a couple of years. I will add to it as I flesh out how it fits into the campaign I have been working on forever (not sure if it will ever be played, but enjoyable to design as a hobby I guess)

I didn't want to do a Xmen school thing...I wanted something different, with a slightly different philosophy and oriented more towards rescue/protection/education than going out to fight evildoers.
Obviously I designed Eagle Brigade and Havoc's company to be major players that would interact with Infinity Group and others.

Anyways...busy week at work but I want to post another character or two. Any comments are (as always) appreciated and dully noted.
Thanks!
Re: Various
May 29, 2008 02:20PM
Hello this is my first post i thought i would share my Main Charecter, I know he is quite powerful but he needs to be for the campaigns i play.

Hero Name: Mimic
True Name: Ahmose
Base Of Operations:
Character Type: Compound (4) Bear, Armidillo, Vegetable, Mineral Iron
F:Inc (40)
A:Mon (75)
S:Un (100)
Econfused smileyhift X (150)
R:Rem (30)
I:Inc (40)
P:Ama (50)
H: 730
K:120
Resources:Zero
Popularity:None Among Normal People, Incredible among Animal Lovers
Weakness: Energy Depletion
Powers 7/9 Power Rank
Animal Mimicry Monstrous
Serial Immortality Remarkable Spontanous Creation
Mass Increase Amazing
Body Adaption Monstrous
Dimak Amazing
*Dimak Takes 2*
Energy Absorption Kinetic Monstrous
Talents 3/4
Zoology
Ecology
Battlesuit Design

History: As a little boy in egypt Ahmose came upon a powerful artifact once owned by an Animal Master.
This artifact absorbed in to his body and gave him The Animal Masters Powers.
He got his form because he once tried to tap in to the cosmic force called "The Red" while traped in a green house made of iron with a bear and his pet armidillo. He then became took the form of all the things in the building. Once trained under a ninjitsu sensi. He has made a binding pact with his deity Amen-Ra that as long as he tries to protect animals and things with no rights that he is immortal.


If you have any questions just ask.
Re: Various
May 29, 2008 06:21PM
avatar
Hey Tacomaster, your guy's health should only be 365 given his FASE stats. Also his Dimak power isnt defined, nor do we know what "dimak takes 2" means. I assume since he studied ninjutsu you mean the martial art of pressure point striking or the "death touch". But we still dont know what your version of dimak does exactly. Also you need to add a rank for the effects of Energy Depletion for your guy nad what it does to him.

Also you have basically gien the guy two origins. First he gains the powers of the Animal master through an artifact, then a cosmic accident makes him a combination of everything in his house. Just stick with cosmic event thing. It explains all of his powers well enough, the Animal Master bit seems unneccessary on top of that.

Lastly Amen Ra is an Egyptian sun god. Why does he want your guy to save animals? Now you could play that Amen caused The Red event to happen to give you guy his powers. Also many Egyptian gods have animal personas, Ra would often appear as a hawk headed man. Flesh his story out by defining his connection to Ra. Is your guy of Egyptian descent, or maybe he was chosen by fate.

A few minor tweaks.



Edited 2 time(s). Last edit at 05/29/2008 06:33PM by Mr Happy.
Re: Various
May 30, 2008 11:13AM
i didn't say the full story cause i don't have enough time on my comp for it and he has 700 health or so because he is part mineral and that is the advantage i get from being mineral, dimak is like from the ultimate powers table and also, it takes two means it takes two power slots.
 
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