Nightmask's Characters

Posted by Nightmask 
Re: Guadian Character Sheet
December 06, 2008 11:07AM
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*chuckles and nods* Well what hero doesn't end up with Doom as an enemy eventually? When the time comes to really test a hero or hero group it's always Doom who's the litmus test of whether they can really make the grade or not. Dracula ends up an enemy due to Guardian's powers being so opposed to creatures of darkness like himself and having been close to being destroyed more than a few times by him as a result.

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

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

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

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

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

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Red King NPC Villain Character Sheet
December 09, 2008 03:46AM
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Red King

Super-Villain ID: Red King
Name: Matthew King
Power Category-Induced Mutant
Source of Super-human Powers:
Appearance: Matthew is a tall and powerfully built Caucasian male with shockingly bright red hair and strangely purple eyes (often concealed by contacts or glasses of some sort). He often favors dressing in royal attire with some modern accoutrements and passes himself off as an eccentric millionaire to the public on the occasions he appears in public in his kingly attire.
Height: 6’ 5”
Weight: 223 lbs
Sex: Male
Age: 32

Fighting: Incredible (40)
Agility: Incredible (40)
Strength: Unearthly (100)
Endurance: Unearthly (100)
Reason: Remarkable (30)
Intuition: Remarkable (30)
Psyche: Monstrous (75)

Health: 280
Karma: 135
Resources: Incredible (40)
Popularity: 12 (Matthew’s been careful to not leave a trail leading back to him as well as having various pawns take the fall for his crimes leaving him to appear as a law-abiding citizen.)

POWERS

True Invulnerability: Red King’s physical structure is astoundingly resistant to conventional injury and attack, as such he takes only 10% of the damage from any attack and no damage at all for attacks of Excellent rank or less save those of a magical or Psionic nature.

Regeneration: Able to quickly recover from nearly any injury Red King regenerates with Remarkable ability, recovering lost health at a rate 30 times faster than normal and may regenerate lost limbs and organs.

Serial Immortality/Re-Animation: Red King possesses the Monstrous ability to reanimate a recently deceased corpse at the moment of his death and reshape it over the span of 25 days into a perfect replica of his original body at the peak of his physical vitality and youth. At the end of this time he will have full access to all of his powers and abilities. In the case of a corpse of someone who previously possessed powers the Red King at the end of the reanimation process will have the use of those powers so long as the new body remains living; they will not transfer along with him into a new body.

Power Creation: Red King has the Unearthly ability to provide a measure of superhuman augmentation to a select number of normal humans upon touch. He may provide at present two discrete templates of powers, the more powerful of which to as many as four beings at one time and the least powerful to as many as 10 being at one time. There stats are listed under MINIONS.

Mind Control (limited): The Red King has a limited version of mind control, granting him the Unearthly ability to manipulate any of his empowered servants anywhere within power rank range.

Sensory Link: At any time he wishes the Red King may link his senses to those of any of his empowered servants with Monstrous ability and perceive anything going on around him as if he was there at the time.

Telepathy (limited): Along with his ability to control his minions and link with their senses the Red King may engage in telepathic communication with any or all of his servants in any combination he desires and may initiate if he desires the telepathic equivalent of a conference call amongst any of his minions he wishes. This power functions with Unearthly power rank.

TALENTS

Art (Commercial Design); Art (Painting); Heir to Fortune (by skillfully arranging things using his pawns Matthew arranged a fake inheritance to channel his stolen funds into his legitimate accounts);

MINIONS

Knights: Selected from the most capable and useful of his minions the knights are his elite enforcers and bodyguards and are the most powerful of the Red King’s servants.

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

Health: 120
Karma: 60

Powers:
Body Resistance: Excellent (20)
Regeneration: Good (10)

Talents:
Variable, generally has a weapon or martial art skill.

Pawns: Generally selected from the lowest ranks of humanity pawns are selected from their initial willingness to serve and expendable nature.

Fighting: Good (10)
Agility: Good (10)
Strength: Excellent (20)
Endurance: Excellent (20)
Reason: Poor (4)
Intuition: Typical (6)
Psyche: Remarkable (30)

Health: 60
Karma: 40

Powers:
Body Resistance: Excellent (20)
Regeneration: Good (10)

Talents:
Variable, often none.

HISTORY

Within the vastness of the sea of Chaos that the multiverse and its many dimensions reside pockets of other universe great and small occasionally intersect with each other as they float within that measureless expanse. Often due to the vast emptiness within the known universes these incursions mean nothing as they touch, separate, or merge as the greater universe subsumes the lesser. Occasionally though these events touch upon locations where life exists, even sentient life with widely varying results depending on the interaction of the often radically differing physics of the two colliding universes.

One such event occurred at a most fortuitous moment during a titanic battle between the Avengers and an alien attack force that had been devastating part of New York City leaving many dead and injured in its wake. Crippled and dying after being damaged by an explosion near where he was Matthew King was present as the greater reality sought to assimilate one such micro-bubble, the ground zero point being the doctor (who ended up the cosmic hero Eon) trying to aid him but close enough to be caught in the edges of the revision and changed as well.

Seemingly dying at first he awoke within the corpse of one of those less fortunate and was horrified at the results at first, fearing he’d been consigned to some hell or otherwise had gone mad. Only as the new body began looking like his old did he begin to realize something amazing had happened to him for as the body was reshaped he began to access more and more of the new abilities he’d gained in the moments before his temporary death. All his life he’d lived as everyone else had said he had to, followed the rules and lived a mediocre existence but now, NOW he had the power to be far more than that. He had the power to grab whatever he wanted and nothing could stop him not even death!

CONTACTS

The Red King’s main contacts are his knights and pawns, along with the non-powered members of his inner and outer circles.

ENEMIES

While few heroes have confronted him directly his minions have dealt with many of the heroes and some of the villains around New York City, including Spider-man, Daredevil, and the Fantastic Four. He’s also come into conflict with the Kingpin and other crime lords in his efforts to carve out his own empire in the underworld before moving to act openly and take over everything.

PERSONALITY

Matthew King appears to be a cold and calculating individual but underneath is the sea of raw passions and desires that had been kept chained all his life until his rebirth as the Red King. He loves to spend money and live well and lord things over both his empowered minions as well as those who flock to him in hopes of getting to share in his apparent good fortune. Where possible he loves to manipulate events around him to cause misery and suffering to others with the occasional good deed thrown in just to confuse anyone who might be aware of his activities. He places himself and his long-term goals above his desires however and keeps acting to expand his influence and control until the day he can act openly and conquer if not the world at least a good portion of it.

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

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

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

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

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

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Trouble Seekers Hero Group
January 18, 2009 06:02AM
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Origin of the Trouble Seekers

The group that became known as the Trouble Seekers formed as a result of a chance encounter that brought the four individuals that would end up making up its foundation together at the same time. A branch of the secret scientific criminal organization of AIM had successfully captured the super-human successor of the original Captain Marvel in hopes of acquiring the technology of her Nega-Bands for themselves. They also sought to find ways of cloning her and creating shock troops to use in their conquest of the world.

Unfortunately for them they sought to do some of this under the guise of legitimate research and had hired Dr. Joy Reynolds ignorant of her super-heroic identity as well as that of Bill Foster, the civilian identity of the super-hero known as Black Goliath. While the two had been working independently both realized something wasn’t right about the genetic material they were being asked to study. Remnant moved to infiltrate the facility through the use of her shapeshifting abilities while Foster used his less-known shrinking abilities to get inside. Guided by her power-sensing abilities she quickly found the imprisoned Captain Marvel and learned the truth about what was up just before being discovered by security at which point all hell broke loose as AIM personnel moved to deal with the security breach.

In the resulting conflict just before being overwhelmed events shifted overwhelming in their favor as Dr. Doom arrived on the scene, tracking the theft of some of his advanced equipment that AIM stole in order to better study the Nega-Bands. Quickly determining who was good and who wasn’t (AIM’s uniform code proving quite helpful in that regard) he teamed with the wounded but still active heroes to defeat the remainder of the AIM agents and free both Captain Marvel and recover the stolen technology as well as destroy all the information that they’d acquired.

In the aftermath Doom invited the others back to his kingdom to recover and found them to be quite intelligent and fascinating individuals with unique insights and powers to study. Their willingness to help in tracking down the rest of AIM and heroic resolve impressed Doom enough to offer them positions in Latveria as research scientists like he did for many in order to help further the benefits for his people and provide them with the highest standard of living on Earth.

It didn’t take long with things going as they often do with heroes before they four individuals united as a team, drawn together to deal with the problems of the world and deciding to take a proactive approach to dealing with it all. Since they were going out looking for trouble they decided to go with that as their name, becoming known to all that met them as the Trouble Seekers!

Standard Equipment

Trouble Seeker 1: Their primarily means of transportation this ultra-advanced ship is capable of traveling at Monstrous speeds inside an atmosphere and CL3000 speeds in space, with a secondary Adamantium Hull providing Unearthly Body and Protection and has a Control rating of Monstrous. It also possesses a special drive incorporating unique technology simulating the Trouble-seeker power at Unearthly rank when activated, allowing the ship to skip across space on a Green power feat, across time on a Yellow feat, and will transfer between dimensions on a red feat roll. This is effectively a random process and to return to their home space and time requires a successful Yellow piloting feat roll to retrace their steps to their origin point, otherwise they randomly transfer to another location where trouble exists. The ship contains quarters for up to a dozen people along with food synthesizers and a mini-factory to process raw materials into finished goods, effectively providing a Resource rank of Good.

Communicators: These powerful miniature communication devices incorporate hyper-spacial signal transmission technology providing for a range of up to 250,000 miles to communicate and can receive and send conventional radiowave communications over a range of 250 miles, including handling encrypted signals.

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

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

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

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

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

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Dr. Doom Character Sheet
January 18, 2009 06:03AM
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Dr. Doom

Super-hero ID: Dr. Doom
Name: Victor Von Doom
Power Category-Normal Human: High-Tech Hero/Mage
Source of Super-human Powers: Self-development in regards to power armor along with mystical studies.
Appearance: Victor is a handsome, well built man with impeccably groomed black hair.
Height: 6’ 2”
Weight: 197 lbs (297 lbs in armor)
Sex: Male
Age: 35

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

Note: Stats before the slash are out of armor (which is rare), those after in armor

Health: 50/200
Karma: 140
Resources: Monstrous
Popularity: 75 (100 in Latveria)

POWERS

Hyper-Invention: Dr. Doom enjoys a Monstrous rank increase to Reason in regards to all things related to technology, including but not limited to developing new technologies, understanding existing technologies, and modifying existing devices. His genius provides him with a 2CS reduction in the Resource cost of a device before the feat check in order to pay for an item.

Magical Powers: Due to extensive magical studies before and after his university studies Dr. Doom possesses Remarkable rank magical abilities. On a successful Yellow Power Feat he may reduce the Intensity of any Resource feats for constructing a device by 2CS before making the feat check and reduce the construction time by 50%. He also possesses a number of spells, the most common of which include the following:

Personal Spells
-Flight: Remarkable
-Sense: Magic (automatic): Amazing
-Shield (Individual): Amazing

Universal Spells
-Eldrich Beams/Bolts: Amazing

Dimensional Spells
-Cytorrak: Amazing
-Faltine: Incredible

Body Armor: Constructed of Amazing rank materials and appearing similar to that of his counterpart in Earth-616 this blue-and-silver armor with the crest of Doom engraved on the chest place provides the following protection:
-Amazing protection from physical attacks
-Monstrous protection versus most energy attacks
-Unearthly resistance to Radiation
-Amazing protection from heat, cold, and acid
-Unearthly resistance to electrical attacks
-Shift Y shielding against outside attempts to usurp control of the armor or otherwise hack its systems.

Force Field: In serious situations Doom’s armor may generate an Unearthly strength force field covering up to 10’, or one area at a reduction to Monstrous levels. While the force field is active Doom cannot move around and is effectively immobile for the duration.

Sensors: The helmet has a variety of sensing features built into it, including the following:
-Monstrous rank protection against sonic and light-based attacks.
-Full spectrum radio transceiver covering the full radio bandwidth, including TV and Satellite transmissions, with a range of 200 miles. Built in scramblers/descramblers allow for secure transmissions and hacking of encrypted data on a red reason feat, reduced to yellow if possessing relevant talents, such as cryptography.
-Energy Detection: Amazing ability to scan and detect any and all energy sources within a 10-mile radius, providing detailed sensory analysis of the energies and what may be generating them.
-Nightvision: Both passive light amplification as well as active IR and UV emitters allowing for Incredible clarity up to a range of 3 areas.
-Thermal Imaging: Incredible ability to detect heat and effectively see through walls provided they aren’t sufficiently shielded against the escape of heat. This can allow for tracking someone by the heat traces left behind, provided no longer than an hour has passed (longer if the heat source is much hotter than a human being, like a vehicle).
-HUD display: The helmet has an array of displays around the inside displaying all relevant information, including armor and pilot status, tactical data, rear view to prevent sneak attacks (although not perfect as the pilot requires an intuition feat to notice the rear attack, as his attention is naturally focused more on the frontal area).
-The armor maintains a complete bio-scan of the Doom, gathering and analyzing a variety of physical data as it updates constantly. This information is automatically relayed to the pilot when the armor detects shifts outside the baseline and may send out an automatic alert with sensory data to any designated source in case of an emergency.

Weapon Systems: The blue-and-silver armor fashioned by Dr. Doom contains a number of built-in weapon systems for dealing with a variety of situations. These include the following:
-Force blasters capable of doing up to Monstrous force damage up to 6 areas away.
-Short range cutting lasers in palms capable of doing up to Monstrous damage but have a range of just one foot.
-Variable weapon ports allowing for attaching customized weapons systems for a particular situation.

Flight: The armor’s anti-gravity flight systems allow for monstrous rank flight speed. The armor may fly into outer space and up to 1000 feet into the ocean’s depths; any deeper and the armor risks being crushed by the building pressure. By extending the range of the anti-gravity field he may transport up to 10 tons in flight at the expense of reducing his flight speed to Incredible.

Life Support: The armor provides Unearthly ranked life support for its pilot, maintaining a safe range of environmental conditions so long as the armor hasn’t been breached. It may provided unlimited recycling of the atmosphere and reprocessed water and contains sufficient food concentrates to survive up to 2 weeks before risking starvation.

Energy Absorption: The armor can absorb and store up to Unearthly levels of energy each turn, up to 400 points of energy total, before overloading. This energy can be rerouted into the weapon systems, increasing them by +1CS until the stored energy is used up. It may also be used to boost the strength to Unearthly, with similar energy-draining results. If this energy is not discharged within 5 turns through the weapon systems or other means (using it to power another device for example) it will auto-discharge releasing all the over-charge as one massive damaging surge out to one area, although a successful Red feat check each turn may delay this each turn until fully discharged or until a failed roll has the results shown.

Stealth Systems: The armor has a number of ECM built into it, granting Amazing protection against detection by electronic measures including radar.

TALENTS

Doom possesses nearly all Engineering and science-related talents, including Robotics, Cybernetics, biology, chemistry, and physics. He’s also a trained pilot and one of the rare few who are experts at Dimensional and Time Travel physics and technology. From his mother’s side he also possesses the Mystic Origin talent and has studied extensively mystical matters and has Occult Lore, Demonology, and Bibliophile talents.

HISTORY

Victor Von Doom’s history is much the same as that of his Earth-616 counterpart, up until the fateful moment when he encountered Reed Richards and arrogantly dismissed his correction of the equations he required in order to learn the fate of his mother’s soul. Unlike his Earth-616 counterpart when the machine exploded and scarred his face instead of blaming Richards for the disaster he suffered a moment of humility as he endured the realization that he wasn’t perfect and just a moment to double-check his results would have prevented his injury and expulsion from college.

Left to wander aimlessly to deal with his failure as well as the knowledge that his mother’s soul was suffering a damned existence at the hands of the demonic Mephisto. Eventually encountering a monastery in his travels through Tibet he stopped there for years as he studied with the monks and eventually became their master. His studies and the lessons learned from his humbling fall from his prideful perch having guided his heart out of the darkness so many of his divergent counterparts had fallen into and with the forging of his first suit of armor as the final part of his move to master devoted himself to doing what he could for the betterment of everyone, with his goals to reclaim his birthright as ruler of his homeland, free his mother’s soul from damnation, and remake the world into a better place.

With his first two goals realized (the one with the help of Dr. Strange) he constantly strives to keep things improving for both his homeland and doing what he can for the rest of the world.

CONTACTS

Trouble Seekers; Fantastic Four; Avengers; Latveria;

PERSONALITY

Unlike the Earth-616 Dr. Doom as well as the heroic versions from the Gates of What-If module as well as the What-If Doom was a Hero? this Doom while confident in his abilities lacks the blind arrogance of the rest. He has learned humility and perspective and while still quite prideful and self-assured is willing to admit when he might be making a mistake and reconsider something in order to ensure the best path is taken. His fashioning of his team of Trouble Seekers being one of many examples of his differences with his counterparts, being willing to depend on others and trust in others rather than believe only he can do it all.

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

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

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

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

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

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Captain Marvel Character Sheet
January 18, 2009 06:04AM
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Captain Marvel

Super-hero ID: Captain Marvel
Name: Hope
Power Category-Demihuman: Mouse
Source of Superhuman Powers: Genetic Imprinting of human and kree DNA onto field mouse.
Appearance: Hope appears as a tall, well-muscled and athletic anthropomorphic mouse covered in dark brown fur clad in a variant of the costume originally worn by the Kree warrior Mar-Vell after leaving the service of his people and becoming a hero and Protector of the Universe.
Height: 7’
Weight: 289 lbs
Sex: Female
Age: 23

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

Health: 160/195
Karma: 120
Resources: Remarkable
Popularity: 45

POWERS

Body Resistance: Remarkable protection from Physical and Energy Attacks due to her augmented physiology, increased to Amazing while wearing the Nega-Bands.

Regeneration: Hope possesses modest Regenerative abilities, allowing her to regenerate with Excellent ability.

True Flight: Even without the Nega-Bands Hope can fly at Remarkable speeds, with them she may fly at Amazing speeds in an atmosphere and CL1000 speeds in space.

Cosmic Awareness: Similar to the Cosmic Awareness of Mar-Vell and the precognitive Seventh Sense of Ms Marvel Hope possesses a Monstrous rank awareness of the universe, one that provides her with a number of special abilities. So long as this sense is active she cannot be blind-sided and may substitute her power rank for any lower-ranked FASERIP for such things as dodging, evading, and other defensive maneuvers. She also enjoys a 1CS bonus to attacks, for both success in striking as well as for damage (but may forgo that if desired) as her Cosmic Awareness guides her to striking just the right spot at the right time for maximum damage and success.

Extra Body Part/ Prehensile Mouse Tail: As an anthropomorphic mouse Hope possesses a 6’ long prehensile tail that she may strike for up to incredible Blunt damage with and Remarkable fighting ability as an extra attack each round. She may also use it to trip, strangle, or bind with Incredible ability.

EQUIPMENT

Nega-Bands: Unearthly material strength metallic-golden bands worn about the wrists, a product of Kree science that grant a variety of benefits to their wearer by harnessing and channeling their owner’s Psionic energies and those of the Negative Zone. Benefits include the following:
-Merging: The bands may be used to join with someone who is dying, in order to save their life. The process has the penalty that once merged with someone the original possessor of the bands is dimensionally-shifted into the Negative Zone; they are mentally bonded, but the dying individual is restored to full health and vitality. While they may trade places by striking the bands together only the one in the Earth Dimension may initiate the transfer, not the one in the Zone. In such a situation the Nega-Band wielder is unable to leave the zone for more than 3hrs in every 24hrs and will be shunted back automatically at the end of this time. However someone may enter the Negative Zone and bring her back to the original reality without difficulty and end this problem along with the mind link.
-True Invulnerability: Remarkable imperviousness to all forms of harm, boosting her already natural body armor by +2CS.
-Life Support: CL1000
-True Flight: Remarkable speeds in an atmosphere, CL1000 in space.
-Gateway: The bands have the Unearthly ability to open a portal to the Negative Zone when struck together, for the purpose of trading places with someone bonded to their wearer who is displaced into the zone. The occupant of the Zone possesses replicas of the bands that provide both life support and shielding from detection by most denizens of the Negative Zone.
-Mind Link: CL1000 connection between the wielder of the Nega-bands and her counterpart in the Negative Zone, allowing for instantaneous communications between the dimensions. This connection cannot be blocked, and neither individual may hide her thoughts from the other.
-Strength Boost: The bands convert the Psionic energy of their wearer into added strength as well, in this case raising Hope’s strength to Monstrous.

TALENTS

Languages-English, Kree, Skrullian; Stellar Navigation; Engineering; Electronics; Pilot (including spacecraft); Physics;

HISTORY

Hope was simply a common field mouse until the day she was hiding out in the Kree facility that contained the Psyche-Magnetron. This device provided the original Ms. Marvel with her half-Kree DNA template and powers when it overloaded imprinting her with the genetic potential of Mar-Vell. Unknown to Mar-Vell and Carol Danvers at the time there was another, the small mouse present at the time, who also received this imprint of superhuman potential, receiving both human and Kree DNA overlaid onto her own.

Receiving humanoid form and similar powers to Ms. Marvel she was found and educated at first by the US military before later rejecting their goals and with the benefits of her Cosmic Awareness seeking out her ‘father’ in the form of Captain Mar-Vell, as well as that of her ‘mother’ Ms Marvel. These events helped to mature her as she took up the heroic ideals of her genetic donors and after his death from cancer taking up the Nega-Bands of her ‘father’ along with his mantel as the new Captain Marvel.

CONTACTS

Trouble Seekers; Fantastic Four; Avengers;

PERSONALITY

Hope is a very strong, confident female almost to the point of arrogance. This is only kept in check by the nature of her Cosmic Awareness keeping her in perspective and mellowing her out as she perceives so much beyond what others may. She has seen death and the crossing over of her predecessor and strives ever to be a champion of life and make the universe a happier, and safer place to be.

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

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

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

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

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

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Captain America V2.0
April 12, 2008 08:39PM
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Captain America

Super-hero ID: Captain America
Name: Steve Rogers
Power Category-Modified Human: Musculature
Appearance: Steve Rogers is a tall, well-toned and muscular Caucasian male with blond hair, blue eyes, and a preference for wearing sensible clothing that doesn’t stick out when not in his costume.
Height: 6’ 2”
Weight: 240 lbs
Sex: Male
Age: Apparent age 30s, technically in his 80s.

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

Health: 140
Karma: 110
Resources: Remarkable
Popularity: S6/H100

POWERS

Physical Perfection: As a result of his treatment with the Super-Soldier Formula and a stabilizing bath of exotic (for the time) radiation Steve Rogers was elevated from a sickly skinny young man to the peak of human physical and mental perfection.

Hyper-Running: Steve Rogers has Poor rank Hyper-Running, allowing him to run at up to 30 miles per hour (2 areas per turn) without tiring.

Resistance to Toxins and Disease: Due to the Super-Soldier formula that continues to flow through his veins Steve Rogers is highly resistant to the build-up of fatigue poisons in his tissues as a result of physical activity as well as to conventional disease. As such Steve Rogers can be considered to have Monstrous Endurance for purposes of resisting the effects of fatigue and exhaustion, and Amazing Endurance when resisting Disease.

Suspended Animation: Captain America may enter into a state of suspended animation when exposed to conditions of extreme cold with Unearthly ability, as the Super-Soldier formula prevents the crystallization of water in his tissues as well as other forms of tissue damage resulting from extreme cold. This is not a voluntary power and Cap may not choose whether or not to use it as it automatically activates under the appropriate conditions.

LIMITATIONS

The Super-Soldier formula flowing throughout his body will bond with Methamphetamine at a molecular level effectively poisoning Captain America’s blood and requiring a total blood replacement in order to purge the contamination. This will require an extensive physical regimen afterwards in order to remain in peak physical condition for 1d10 weeks until his body has time to regenerate the serum within his bloodstream.

EQUIPMENT

Unique Weapon-Shield: Constructed from an as yet unreproducible blending of vibranium and an unknown steel alloy this 2.5 foot diameter circular shield is one of the most indestructible items ever known, possessing CL3000 material strength and impervious to virtually anything of less than cosmic status or rare powers capable of affecting the molecular bonds that render it so impervious to harm. While no amount of conventional damage can penetrate the shield it cannot block stuns or slams from affecting its wielder nor may it soak up more than Unearthly damage at any given time. It can however allow someone to stand on it while falling and successfully absorb the damage and allow its wielder to escape injury even while falling at terminal velocity. Due to its disk-shaped design and unusual resiliency the shield may be thrown up to three areas and bounced off of multiple targets and return to its wielder’s hand on a successful Yellow feat. It can do up to Remarkable damage when wielded by Captain America based on his current strength, either edged or blunt damage depending on how he chooses to strike with it.

Body Armor: Constructed of an advanced ceramic composite in a dense weave and covered in overlapping scales of vibranium and an underlying insulating layer Captain America’s costume has a number of features and abilities it provides, including the following:

-Remarkable protection from most physical and energy attacks, Incredible against edged and piercing attacks, and Amazing against kinetic energy attacks, primarily in the form of punches, blunt, or shooting attacks with solid projectiles or force attacks.

-An integrated smart-web also acts to transfer heat around in order to maintain a comfortable temperature range and provides Incredible protection against heat and cold.

-Integrated radio transceiver installed into the cowl allows for communicating on all frequencies, including secure and scrambled frequencies, with Amazing ability and a 250-mile range. The controls are installed in both the left and right wrist gauntlets in order to maximize accessibility.

-Stored in each gauntlet is a small Remarkable material strength steel throwing disk capable of inflicting Good blunt damage at a range of up to 3 areas.

-By adding a full face mask and oxygen re-breather Captain America carries in his belt pouches he may seal his suit against outside influences for up to one full hour and gain Incredible resistance to airborne attacks.

-Advanced light-reactive clear lenses in the cowl provide Amazing protection against light-based attacks, although will suffer visual impairment for one turn as they adapt to the attack.

-The ear pieces in the cowl provide Incredible protection against sound-based attacks, although while shielding against such attacks Captain America suffers a 1CS penalty to hearing and intuition checks depending on hearing.

-Built-in radiation detector and chemical sampling sensors, Incredible sensitivity and one area range.

Belt Pouches: These large military-style belt pouches carry various non-lethal items to help deal with a variety of situations. Standard equipment includes the following:

-Multi-Optic headband providing Remarkable rank Night-vision, Thermal Vision, Ultraviolet Vision, and Telescopic Vision with a one mile range.

-Directional Microphone: Remarkable Sensitivity, one-mile range.

-Glue Grenade: acts as an Incredible rank restraining attack

-Flash Grenade: Remarkable intensity blinding attack to a 10 foot area

-Smoke Grenade: Incredible intensity smoke covering one area.

-May carry other equipment depending upon his mission.

TALENTS

Military; Guns; Weapon Specialist-Shield; Thrown Weapons; Leadership; Martial Arts A-E; Acrobatics; Gymnastics; Tumbling; Combat Tactics +3CS; Artist; Detective/Espionage; Camouflage; Criminology; Interrogation; Negotiations; Stealth; Tracking; Climbing; Underwater Combat; First Aid; Escape Artist; Persuasion; Pilot

HISTORY

Captain America’s history is the same as his Earth-616 counterpart up until the event wherein he was forced to kill an agent of Ultimatum when deprived of his shield and only had an automatic weapon available in order to stop a massacre. Devastated at having had to kill, even though it was necessary, and realizing the limitations he suffered under with only one primary weapon he sat down with Nick Fury and trusted agents of SHIELD in order to bring about the creation of an advanced body suit and set of non-lethal equipment in order to ensure that if it ever came up again he wouldn’t be caught without some means of dealing with a dangerous situation without having to resort to lethal force.

CONTACTS

Captain America can expect virtually any hero or American citizen (and even some villains and non-Americans) to come to his aid when he calls upon them. So great is his ability to lead and inspire only the most heinous of villains can successfully resist his call.

ENEMIES

As one of the greatest and most traveled heroes in the Marvel Universe a list of Captain America’s enemies would be legion, with just a few of the worst being the Red Skull, Adoph Hitler/Hatemonger I, HYDRA, AIM, The Watchdogs, the Sons of the Serpent, and pretty much any organization or criminal out to destroy the fragile dream of America.

PERSONALITY

As the living embodiment of the American Dream Steve Rogers is a devout believer in the cause of freedom and the ideals laid out in the Constitution and Bill of Rights, and as such would never seek to lie, cheat, steal, or otherwise infringe on the rights of others. Totally colorblind he judges all people by their actions not by their race, religion, or nationality. Indeed he is often offended by the prejudices of others and will not tolerate it in his presence and will attempt to school the offender whenever possible in the wrongness of their actions. Believing that one man can make a difference he sets the best example he can at all times in hopes of inspiring his fellow man to rise up to his level instead of sinking into the depths and will give his life if that’s what it takes to save lives.

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

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

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

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

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

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Re: Captain America V2.0
January 13, 2009 06:25PM
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Nightmask,

Do you want this moved to the Canon area?

The Last Duskblade
Q-Class of Earth-009

"We are not so alone in our uniqueness, I am coming to understand. Perhaps though every drop is individual, we all become the rain?"

--Ariadne Oikonomedes

"...whether or not a character is too powerful or not is entirely relative to the power level the capmpaign was designed to accommodate."

--Powersurge
Re: Captain America V2.0
January 14, 2009 01:57AM
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Well it's really my interpretation of how Cap should have gone after the results of his encounter with Ultimatum, and not canon. That's what my 2.0 versions are, upgrades depending on how I think they might have responded without Status Quo Is God holding them back.

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

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

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

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

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

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: Captain America V2.0
January 16, 2009 12:50PM
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I like the Suspended Animation and Methamphetamine additions. Those fit with the comics events. I would add some kind of madness to the Methamphetamine limitation since it caused Rogers to lose his mind kind of and go beserk.
Re: Captain America V2.0
January 16, 2009 03:03PM
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Hmmm, I left that off because of general knowledge of what meth does (and Cap would be permanently on a meth high, and I imagine for meth addicts the SSS is the ultimate add-on to their meth, one hit and they're lit for life) but I guess I should have included it specifically while I was at it. Thanks for pointing that out and glad you liked it otherwise, given how they seem to always leave off his actual powers, particularly his Suspended Animation.

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

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

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

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

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

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: Captain America V2.0
January 29, 2009 11:32AM
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I like the body armour write up. I's pretty comprehensive from what I remember it to be. I wish I had a suit like it for work. I'd love to see the looks on some of the peoples faces...

But beautiful work as always grinning smiley

"See what we learned today Mr. Scruffy? Solve a man's problems with violence help him for a day. TEACH a man to solve his problems with violence, help him for a life time!" - Belkar Bitterleaf to Mr. Scruffy the cat

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"Nothing's forgotten. Nothing's ever Forgotten" Robin of Locksley

Snake Eyes is Batman if Batman used an Uzi and Trench Knives when he wanted to be LESS dangerous. - Brotherless One
Re: Captain America V2.0
January 30, 2009 02:54AM
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*chuckles* Well that's because this is a what-if version of Cap, my V2.0 of a character is a what-if upgrade, something that looks like a reasonable change that because of Status Quo is God doesn't happen with the character in the comics. In this case we see Cap being far more proactive in outfitting himself for a variety of situations instead of depending too much on just his shield.

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

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

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

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

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

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: Captain America V2.0
February 06, 2009 10:04PM
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I think its great but I have an issue with the shield. Its my oppinion (based on comics) that the shield doesn indeed prevent slams (and probably stuns)...as long as the weilder is braced. How many times has Cap stood and taken blows from the Hulk, and other baddies who can lift 50 tons or vastly more (and even Thor's redirected Hammer at least once).

One great example was when the Gladiator mistakenly attacked the FF. Cap with shield posed as Mr Fantastic using an image inducer and took everything the gladiator threw at him without being budged an inch. And as Reed appeared to be invincible the Gladiator went full out, holding nothing back in his assualt.

Not we flash ahead in the future to see elderly Ricj Jones save himself from the Maestro using Cap's shield. What happens? He survives the initial blow, but because he's in a wheelchair he cant brace himself and the chair and Rick fly backwards with great force and speed.

I cant point out many examples of these moments but those two in particular are standouts as the best examples.
Re: Captain America V2.0
February 06, 2009 10:27PM
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Hmmmm, frankly I had had issues with the fact that Cap was indeed standing up against Gladiator like that when other times he's shown being slammed by attacks below those Gladiator can produce. I imagine you could consider an addendum that with proper bracing his ability to resist stuns and slams increases or he gets a hefty bonus to his check to resist due to the special nature of the shield. I don't think though it'd make him immune to stuns and slams just because he was braced well and an attack like the WWH Hulk could put out or Thor during the Reigning when he dented the Shield should still have a chance of slamming or stunning him.

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

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

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

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

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

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: Captain America V2.0
February 07, 2009 11:28AM
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Hrm.. Perhaps giving Cap say a +3cs bonus for resisting Slams (and possibly kinetically-based Stuns), if he has the chance to properly brace and set himself against the assault? This could account for his periodically resisting such in the comics without making him outright immune, and it parallels the game benefit given to Cardiac based on his shock-absorption plates and such in his armored costume.
Seance Character Sheet
February 10, 2009 02:33PM
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Seance

Super-hero ID: Seance
Name: Samantha Burns
Power Category-Demihuman: Black Squirrel
Source of Super-human Powers: Natural mystical potential
Appearance: Samantha is a tall, fairly busty anthropomorphic black squirrel, who regularly dresses in proper medical attire, either as a doctor or on occasion as a nurse when the mood strikes. When not dressed as a doctor she tends to dress in professional attire in general that is tailored so as to not hinder, bind, or in any way impair her flexibility.
Height: 6”
Weight: 188 lbs
Sex: Female
Age: 29

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

Health: 120
Karma: 180
Resources: Excellent (Pretends to be an eccentric mystic with a thing for dressing up as an animal while doing fortunes and speaking with the departed for others, as well as ensuring the dead rest peacefully)
Popularity: 0 (30 in New Orleans)

POWERS

Enhanced Senses (all): All of Séance’s senses operate at Amazing levels of sensitivity, making it extremely difficult to surprise her as well as allowing her to detect things far below the human level of sensitivity. Her heightened sense of balance makes it almost impossible for her to be rendered dizzy and she is not subject to vertigo under most circumstances.

Nightvision: Incredible ability to see in near-total darkness.

Stealth: Séance is stealthy at Remarkable rank, allowing her to move without leaving traces detectable by tracking methods of less than Incredible rank, imposing a 6CS penalty on the rank of any methods used to track her.

Spider-Climb: Séance may scale any surface upon which her claws may gain purchase with Amazing ability.

Blending: Samantha’s black fur allows her to hide in dark, shadowy locations with Amazing ability.

Hyper-Leaping: Due to her hyper-developed leg muscles and their structure Séance possesses Monstrous rank leaping ability, allowing her to cover up to 100’ feet straight up or across and jump as far down as 150’ without suffering injury and may do so while carrying a passenger who will also be protected from injury by her powers.

Natural Weaponry/Claws: Séance’s claws are of Excellent material strength materials allowing her to inflict Excellent edged damage in combat.

Zombie Animation: Samantha may animate the corpses of deceased creatures with Unearthly ability. This power prevents further decay and provides the following abilities to the newly risen undead: (Fighting: Excellent, Agility: Excellent, Strength: Incredible, Endurance: Incredible, Reason: Typical, Intuition: Feeble, Psyche: Shift 0, Health: 120, Karma, 0). It is possible for her to animate a fully intact skeleton as well, although reduce FASE by 2CS and Health to 52. She has never tried to create more powerful undead so it is uncertain if she is restricted to no better than a fully fleshed zombie or could create vampires, mummies, or other sentient undead as well. However if she is capable of summoning the spirit of the original occupant of the body she can bind it once again to its original mortal shell. The won’t be alive but they will have full mental faculties along with the standard abilities of any free-willed zombie and can attempt to find means of restoring their shell to better standards. Only the total destruction of their zombified remains can free them at this point.

Undead Control: Samantha may control existing undead, whether fashioned by her or another, with Unearthly ability.

Spirit Storage: Unearthly ability to capture and contain indefinitely an unlimited number of disembodied spirits within herself in a pocket dimension, wherein they find themselves with a semblance of their original living forms. At present it appears like an idyllic expanse of nature, although she may make it appear as heavenly or as hellish as she desires.

Forced Reincarnation: Samantha has the Monstrous rank ability to bond any spirit she has stored to new bodies. These new bodies may be anything; from newborn infants, androids, robots, clones, animals, or plants, so long as it is not already sentient (save for the newborn infant mentioned previously).

Summoning (Spirits Only): Samantha may summon extra-dimensional spirits with Monstrous ability. If attempting to summon the spirits of deceased beings she may gain a 1CS bonus if in possession of items of great value to the spirit (favorite teddy bear, old pocket watch, etc.) or a 2CS bonus if in possession of its actual corpse if one exists.

Extra-dimensional Detection: Monstrous ability to detect and peer into spirit realms.

Astral Detection: Unearthly ability to detect and communicate with spirits and non-corporeal entities.

Exorcism: Samantha has the Unearthly ability to free someone from the domination of another; whether power, Psionic, or magically based. Whatever the source of the outside control, she has the power to break it. Due to the nature of this power it will grant her power rank resistance to attempts to dominate her as well, although if she fails this initial attempt to resist she cannot use it again to try and break the control another time.

Extra Body Part/Prehensile Squirrel Tail

Magical Ability: Samantha has unrealized magical potential of Amazing ability beyond that of her natural-born magical powers. Provided she acquired access to a teacher or sufficient mystical texts she could develop into a power spell-caster, but currently relies on her inherent powers and talents.

TALENTS

Mystic Origin; Occult Lore; General Medicine +3CS; Emergency Medicine +3CS; Surgery +3CS; Pharmacology; Biology; Anatomy;

HISTORY

The only child of a middle-aged couple on an alternate earth where squirrels evolved up to become the dominant species, Samantha was always a little bit different than the other kids. Even as a child her natural abilities expressed themselves as she often spoke to the lingering spirits of the dead that wandered around the small community where she lived, while her parents and everyone else either dismissed this as a child talking to imaginary friends or as a creepy or weird little girl to be avoided. At thirteen she began to realize just how different she was, when she came across a dead rabbit in the woods and while she grieved for it and petted it gently before she planned to bury it it began to stir, and to her shock began to move again, even though it was clearly dead from its injuries. When she rushed home to tell her parents about it she received a greater shock as they lashed into her about such a wild story and punished her severely and demanded she never speak about such things again.

Wounded to the heart over such uncharacteristic behavior out of her parents she retreated inward even more, while trying to learn on her own about what she’d done, and what she was. Driven to understand her latent genius was pushed into active life as she studied everything she could, from medicine to religion to ancient history, absorbing the knowledge while she experimented very carefully on the side. Her mother and father never mentioned the incident with the rabbit again and seemed to return to their normal selves in time, and welcomed her studies and praised her for them, but she never recovered the trust she’d had in them as a child again.

Years passed and she went off to college, easily breezing through the medical courses in as she added them to her growing knowledge, and graduated in record time, amassing a reputation for excellence and genius as she applied herself to saving the living and ignored the lack of friends as she used her research grants and wealthy to further explore her potential and the breadth of her inherent abilities. Abilities she eventually determined were rooted in the mystical, rather than the logical world she’d mainly focused upon. Mindful of her parents’ response to her declaration as a child she chose to keep her potential a secret and used it as surreptitiously as possible, and was grateful that her ability to communicate with spirits aided her in counseling the grieving when she or other doctors failed to save someone, and allowed her to free other places of hauntings, although her penchant for vacationing in haunted locations earned her the nickname of the ‘Séance’ amongst her colleagues and coworkers.

It was during one of her vacations that things went awry for Samantha, as she went to check out a home known for unexplained disappearances and strange appearances and ghostly figures. Things proved to be far more complex than she had any reason to suspect, as the home was in truth situated on an unstable nexus point and the ghostly figures were images from other realities and those who disappeared had fallen through those cracks into other realities. In little time her exceptional magical potential caused the already thin barriers between worlds to rupture again, and sending her tumbling through the multiverse until she splashed down in the recently devastated regions of New Orleans after the disaster of Hurricane Katrina left thousands dead and dying.

Overwhelmed at first by the alien (to her) ghosts of so many surrounding her who met their end so abruptly, and devastated surroundings she had added problems dealing with the surviving humans who mistook her for some monster or demon unleashed by the disaster. Eventually she drew the attention of Brother Voodoo and other mystical elements of the New Orleans area, who feared possible demonic invasion or wanted to exploit things for their own benefit. Conflict ensued as it often does in such situations, forcing the embattled squirrel to raise dozens of zombies from the human dead to defend herself in the multi-front battle.

Words flew faster than fists and mystic spells as everyone fought over and with the newcomer, until she managed to convince Brother Voodoo and the more heroic members of the local mystical community of her benevolent nature and with their help drove off the more malevolent members. Sympathizing with the squirrel’s plight at being lost to her world and having no means of returning her he instead helped her to acclimate to Earth and its people, while offering to help find her a means back home. Grateful for the offer she settled in to help with the recovery efforts and while pining for her home world proved up to the challenge of adapting to a new and strange world and benefiting it as she had her own world.

CONTACTS

Brother Voodoo;

ENEMIES

Black Talon; Silver Dagger;

PERSONALITY

Samantha comes off somewhat distant, as if she’s not quite part of the world around her, which is in many ways the case with her regular contact with the spirit world, but is sharp and bright and quick to react professionally to anything that comes her way. The problems with her family make it difficult for her to let anyone in on her abilities, forcing her to hold in something of such importance to her lest she suffer ridicule or worse at the hands of others. In spite of all that she’s a deeply compassionate and caring person who does everything she can to help others out and hopes someday to find someone she can open up to about her other side.

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

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

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

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

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

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: Seance Character Sheet
February 11, 2009 11:18AM
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Very nice and detailed character, with an interesting selection of powers. Good-hearted sorts who have the power to create and control the undead are a rare sort, so it's not surprising other mystics might assume her to be evil upon learning of her abilities. Twice as tough, at least, to prove yourself decent when you have some of those "automatically evil" powers winking smiley
Re: Seance Character Sheet
February 11, 2009 11:33AM
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Sadly so, like David points out with the Zombie Animation power in the UPB when he references the Zombie Maker from the Xanth series of novels. I thought I had a nice start point for her background in it and her later efforts to survive on an entirely new world using both her powers and her novelty.

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

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

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

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

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

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Huntsman Character Sheet
February 05, 2009 07:37AM
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Huntsman

Super-hero ID: Huntsman
Name: Lance Banion
Power Category-Induced Mutant
Appearance: Lance is a tall, muscular Caucasian male with crisp and full black hair and dazzling green eyes. He dresses well for whatever the occasion might be whether it be high society for fund raisers or long-term stake-outs while planning his attack to capture his latest target.
Height: 6’ 4”
Weight: 224 lbs
Sex: Male
Hair: 6’
Eyes: 193 lbs
Age: 34

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

Health: 120
Karma: 90
Resources: Remarkable (30)
Popularity: 10 (-10 with people who have problems with bounty hunters)

POWERS

Telelocation: Huntsman has the Amazing rank ability to locate anyone he desires within a sphere up to 1000 miles from his current location. This requires his possessing a part of or a possession of the targeted quarry to get by with a Green feat, previous contact with the target to get by on a Yellow, but requires a Red feat if all he has is second hand information (and it must be detailed).

Hyper-Fighting (Temporary): Huntsman may augment his Fighting rank temporarily with Excellent rank ability, boosting it by 5CS to Shift X level for 30 turns initially, after this has expired his next attempt is at a reduced duration of 20 turns (from Remarkable Fighting down to Excellent for the duration only), and so on for each subsequent use until reaching Feeble duration (2 turns) at which point he requires 24hrs to restore himself to full ability.

Hyper-Intuition (temporary): Huntsman may augment his Intuition rank temporarily with Excellent rank ability, boosting it by 5CS to Shift X level for 30 turns initially, after this has expired his next attempt is at a reduced duration of 20 turns (from Remarkable Intuition down to Excellent for the duration only), and so on for each subsequent use until reaching Feeble duration (2 turns) at which point he requires 24hrs to restore himself to full ability.

Regeneration: Huntsman has modest regenerative capabilities, recovering from injuries with Typical ability, healing six times faster than a normal human without scars and slowly regrowing lost tissue including limbs and organs short of lethal injuries such as decapitation or loss of heart or lungs.

LIMITATIONS

Huntsman’s Hyper-Fighting and Hyper-Intuition are linked; as such he must use both at the same time (and why his Hyper-Intuition duration is limited to turns rather than minutes as is normal for the power).

TALENTS

Law-Enforcement; Detective/Espionage; Criminology; Business/Finance; Computers;

CONTACTS

Felicia Grant (Business World Contact, Business/Finance talent, Incredible Resources); Christopher Anderson (Law Contact, Law talent, Remarkable Resources); Lieutenant Grace Patterson (Police Contact)

HISTORY

Lance Banion is a former police detective and law enforcement officer who grew disgusted with the general corruption he saw in the legal system as well as how easily the worst criminals could get off on technicalities and some legal maneuvering. Better he felt to simply become an independent and get paid for bringing them in and leave the rest to the police and courts to solve. Unfortunately (or fortunately depending on how you look at it) he had the misfortune of going after a dirty chemical engineer working for a street gang producing laboratory grade pharmaceuticals for them to deal. The unfortunate part of it

Forcing his way into the lab he’d tracked the engineer down to he was well onto his way to taking him into custody when his memories went fuzzy. Only afterwards did he learn that the lab had apparently exploded (or at least that’s what witnesses said) and he’d been blown far from the scene and left staggering, injured and mind shut down by the trauma as he sought to survive. Eventually found by the police following up a report of an unconscious intruder on someone’s lawn he was taken to a local hospital where he spent weeks recovering from his injuries and being released.

To his surprise after he got out he’d recovered without a single scar or any lingering disabilities given the near lethal injuries he’d been told he’s suffered. Writing it off as good fortune at first he realized later that something had happened to him after returning to his career and several follow-up incidents that made it clear to him that he’d changed.

His ability to locate a target had moved beyond simply good detective work, with enough information or something that they’d possessed he could just know where they were within a certain range. Several times after being forced to fight what seemed like superior odds he could feel his body and senses sharpen far beyond merely human long enough to handle a dozen thugs at a shot. What injuries he did suffer faded quickly and he felt even better than in his peak during his early 20s.

With his increased physical capabilities he felt as if his surviving whatever had happened to him was a sign for him to do more, and do more he would by devoting himself to taking down the worst criminals he could find and make a new name for himself as the Huntsman.

PERSONALITY

Lance has enjoyed a successful career making money off of catching criminals and turning them over to the police and quite enjoys himself with that money when not on a chase after a criminal. He can be quite the charming and friendly individual and often gets what he needs without the use of threats or violence but is a ruthless foe of the more hard-core and vicious criminals and has no problems roughing them up before turning them in to police or lifting any valuables that can be discretely sold (so he loves cash the most). However he rarely keeps more than 10% of any take for himself, the remaining 90% is donated to help various charities and urban renewal programs including a non-profit he founded known as Rising Star Charities. He also amuses himself in his down time playing computer games in particular ones like WoW that allow for combat with others.

With the advent of his superhuman abilities he’s chosen to focus more on the hard core criminals and if in the area will donate some of his time to helping track down via his Telelocation missing children (he loves children and can have trouble restraining himself when learning of one being exploited or killed). He’s been slowly developing a growing reputation for success, sometimes too successful when he comes under suspicion of being responsible for or part of a disappearance while trying to help or after rescuing the missing individual (or bringing their killer to justice).

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

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

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

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

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

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: Huntsman Character Sheet
February 06, 2009 01:52PM
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Not to be confused with the Huntsman from Freakazoid?
Re: Huntsman Character Sheet
February 06, 2009 09:54PM
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Never saw more than a few episodes of that series so never heard of any character with the same name from that show. This is all just what came to mind while at work one night.

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

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

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

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

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

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Re: Huntsman Character Sheet
February 07, 2009 11:22AM
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Nice character and writeup. Bounty Hunters can always make for interesting additions to games, crossing the players' paths in various ways depending on their current status.
Re: Huntsman Character Sheet
February 07, 2009 10:45PM
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Thanks he came to me as I was pondering less-common powers and their uses and what might go best with them and suddenly Huntsman came to mind. Of course he's on the upstanding side as bounty hunters go chasing known criminals of the worse sort rather than tax evaders and the like (unless they've hurt a lot of people with their white-collar crimes). Not too shabby for a low-level game with just the right edge to help handle unexpectedly harsh threats that might pop up.

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

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

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

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

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

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Re: Huntsman Character Sheet
February 08, 2009 03:03AM
I like..I like a lot Nightmask. And here is a character that can really give most NPCs a really hard time without being an unbeatable, or requiring NPCs that would slaughter other low-mid range characters...Very well done.

Oh..BTW..When are you going to get a group post for all your characters?...While we have disagreed before on power levels I am usually impressed by the work you put into them and would like to see them all together and easilly accessed as well.

Formerly YourHumbleServant


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Edited 1 time(s). Last edit at 02/08/2009 03:05AM by Gene.
Re: Huntsman Character Sheet
February 08, 2009 04:10AM
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Gene Wrote:
-------------------------------------------------------
> I like..I like a lot Nightmask. And here is a
> character that can really give most NPCs a really
> hard time without being an unbeatable, or
> requiring NPCs that would slaughter other low-mid
> range characters...Very well done.

Glad you like him, he was quite interesting to come up with. He can really become a powerhouse on the stats but no boosted health so it's more like he's got some great talent boosts but otherwise has nothing above Incredible to really off-balance things for a lower-powered game.

> Oh..BTW..When are you going to get a group post
> for all your characters?...While we have disagreed
> before on power levels I am usually impressed by
> the work you put into them and would like to see
> them all together and easilly accessed as well.

I've no idea, I tend to favor them not all in one giant thread because there are so many and keeping track of who posts to what would be problematic. Plus a number of people tend to use the 'show all' for posts so when they post a reply it's tagged at the end so you've no idea what it was meant for. One of my pet peeves when people can't click on 'reply to this post' to reply on a particular character thread or thought in a larger thread. At best I'd favor a thread with links directing one to each other character like I did in the old forums.

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

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

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

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

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

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: Huntsman Character Sheet
February 09, 2009 03:14PM
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An intersting creation, and very outside of your normal characters in terms of concept. Like the other said a bounty hunter is a killer idea. I love the teleocation for tracking especialy the cool little caveat you built into it.


Ive got a guestion though by your definition of the Hyper Fighting as he uses it this guy can fight at Shft X level. You realize you guy can fight for a consecutive period of 72 rounds at Shift X ability!!! eye popping smiley Um, have you EVER played any MSH game where the fight lasted 72 rounds? You might as well just give him Ultimate Skill and be done with it.

Does he have to succeed on a feat vs his EX rank to enter this mode? How does an EX rank translate into 30 rounds to start with and not 20? How does EX rank get you to Shift X and a +5cs boost in your powers?

Im trying to see where you are coming from and for me its seems skewed.
Re: Huntsman Character Sheet
February 09, 2009 03:38PM
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Mr Happy Wrote:
-------------------------------------------------------
> An intersting creation, and very outside of your
> normal characters in terms of concept. Like the
> other said a bounty hunter is a killer idea. I
> love the teleocation for tracking especialy the
> cool little caveat you built into it.

Very outside in what way? Given the range of what I've posted I can't imagine what'd qualify him as way outside my usual range. What caveat are you talking about on the Telelocation? Should be pretty much how the power's written up with some simplifying.

> Ive got a guestion though by your definition of
> the Hyper Fighting as he uses it this guy can
> fight at Shft X level. You realize you guy can
> fight for a consecutive period of 72 rounds at
> Shift X ability!!! eye popping smiley Um, have you EVER played
> any MSH game where the fight lasted 72 rounds? You
> might as well just give him Ultimate Skill and be
> done with it.

I suppose he could boost his Fighting and Intuition for 72 consecutive rounds if he wanted to but he has no point to unless there was a really really drawn out fight and if so would be why he should be doing so if he wants to survive. Otherwise a reasonable character and player would husband it using it only when he had to, apportioning his 6 uses out as required and hoping to get by without using much of them if any.

> Does he have to succeed on a feat vs his EX rank
> to enter this mode? How does an EX rank translate
> into 30 rounds to start with and not 20? How does
> EX rank get you to Shift X and a +5cs boost in
> your powers?

The Hyper-powers don't require a feat roll to succeed for the temporary versions (unless I guess you have that as a limitation for another CS to the power rank), you simply choose to and you're boosted. The power rank decides how many CS you boost the chosen FASERIP by, each CS of the rank being added to the stat chosen. So Excellent Hyper-Fighting gives a 5CS boost to the Fighting Rank. However the duration is based on the starting rank number of the stat being boosted, so with Remarkable Fighting you get 30 turns of boost to start, then drops to 20 for the second try, and then 10, until you work down to 2. 24hrs rest lets you fully restore your uses and durations.

> Im trying to see where you are coming from and for
> me its seems skewed.

Seemed fairly straightforward to me, a criminal-chasing bounty hunter with the ability to locate them by his psionic Tele-location power and if overwhelmed in a fight can temporarily vastly increase his Fighting and Intuition to give him an edge.

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

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

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

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

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

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: Huntsman Character Sheet
February 10, 2009 04:42AM
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Ok again, where are you getting all of this? Where are these hyper powers in the UPB or Players book. Im completely lost as to your reasoning here. I still dont understand how a power ranked at excellent gives you a column shift of +5. Your doing some sort of weird reverse of TI it looks like. What the heck would Unearlthly be? Do you understand that if this power is ranked at AM it becomes a Class 5000 power, with its +8 CS? Anthing above that is Beyond!!! Dude you know Im your friend, but thats one hell of a power gamer power youve just created there.

And once again, were you ever in any battle that even lasted 30 rounds? Most battles Ive played are over in 6 rounds or so. So for a good four battles this guy fights better than Thor.
Re: Huntsman Character Sheet
February 10, 2009 06:18AM
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Mr Happy Wrote:
-------------------------------------------------------
> Ok again, where are you getting all of this? Where
> are these hyper powers in the UPB or Players book.
> Im completely lost as to your reasoning here. I
> still dont understand how a power ranked at
> excellent gives you a column shift of +5. Your
> doing some sort of weird reverse of TI it looks
> like. What the heck would Unearlthly be? Do you
> understand that if this power is ranked at AM it
> becomes a Class 5000 power, with its +8 CS?
> Anthing above that is Beyond!!! Dude you know Im
> your friend, but thats one hell of a power gamer
> power youve just created there.

Look under Hyper-Intelligence in the UPB, the breakdown between the permanent and temporary versions along with the Ultimate Addenda's Addenda referencing Hyper-Strength and Hyper-Endurance. I haven't created anything here other than perhaps some minor variations for Hyper-Fighting. While I didn't see the need to include it in Huntsman's write-up the boosts would cap at Shift-Z rank except perhaps in the case of someone already Shift Z or higher which isn't likely in any game. He doesn't gain any increases to his Agility, Strength, or Endurance and no boosts to his Health or Karma he just becomes a fighting machine temporarily without all the benefits of those ranks. It's no different than someone stacking talents to get multiple CS bonuses to a stat and he doesn't get to use them all the time.

> And once again, were you ever in any battle that
> even lasted 30 rounds? Most battles Ive played are
> over in 6 rounds or so. So for a good four battles
> this guy fights better than Thor.

Thor actually fights around Shift Y level since he almost always is making use of his Hammer in combat and even in cases where he doesn't Huntsman has no body armor, body resistances, TI, or any other protections so just one hit by a Thor-class character or attack would take him out especially if he were already damaged. He may be able to be a super-great fighter for a short while but he's not getting anything else to go along with it to be able to compete with someone who's permanently at those ranks like Hercules or Thor.

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

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

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

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

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

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: Huntsman Character Sheet
February 10, 2009 03:38PM
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The Huntsman:



Huuuuuuuuuuuuuunt
 
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