No announcement yet.


  • Filter
  • Time
  • Show
Clear All
new posts

  • #61

    Golden Axe
    PL 10 146

    Strength 5, Stamina 5, Agility 2, Dexterity 2, Fighting 10, Intellect 0, Awareness 1, Presence 3

    Comet Axes (Easily Removable) 5
    Axe Blades Strength-based Damage 4, Improved Critical, Enhanced Advantage-Takedown
    Cavern Maker Burrowing 1
    Swift Speed 1
    Enchanted Golden Armor (Removable) 10
    Magical Plates Protection 5, Impervious Toughness 7

    Advantages: Animal Empathy, Daze (Intimidation) Diehard, Fast Grab, Favored Environment (fighting with brothers), Great Endurance, Improved Initiative, Language (English, base-Chinese), Luck, Power Attack, Ranged Attack 5, Sidekick 15, Teamwork, Tracking

    Skills: Acrobatics 5 (+7), Athletics 6 (+11), Close Combat (axes) 1 (+11), Insight 6 (+7), Intimidation 9 (+12), Perception 8 (+9), Sleight of Hand 3 (+5), Stealth 6 (+8)

    Initiative +6
    Unarmed +10 Damage 5
    Axes +11 Damage 9

    Dodge 10 (8), Parry 10
    Toughness 10/5, Fortitude 10 (5), Will 8 (7)

    Abilities 56+Powers 16+Advantages 31+Skills 22+Defenses 20=146

    Tiger PL 7 72

    Strength 5, Stamina 5, Agility 3, Dexterity 0, Fighting 6, Intellect -3, Awareness 1, Presence 0

    Animal Senses Senses 4 (Low-light vision, Acute & Extended Scent, Extended Hearing)
    Fast Speed 2
    Claws and Teeth Strength-based Damage 2, Improved Critical
    Big ups Leaping 1

    Advantages: Defensive Roll 2, Startle, Takedown, Teamwork, Tracking

    Skills: Acrobatics 2 (+5), Athletics 5 (+10), Close Combat (claws) 1 (+7), Insight 2 (+3), Perception 6 (+7), Stealth 6 (+8)

    Offense Initiative +2, Claws +7 Damage 7

    Dodge 7 (5), Parry 7 (1)
    Toughness 7/5, Fortitude 7 (2), Will 4 (3)
    Temper Golden Axe is normally a fairly genial guy-for a killer-but if something happens to his brothers or tiger, he'll fly off the handle.
    Loyal To his father, Dr. Wu
    Born Warrior Golden Axe loves to fight, and will go out of his way to fight the biggest and strongest warriors he can.
    Weakness As a homunculi, Golden Axe is vulnerable to certain magical effects.
    Wanted As a follower of Dr. Win Yu, Golden Axe is considered a dangerous criminal outside the Iron Khanate.

    Golden Axe is the big guy of the Sons of the Dragon, although he's not a dummy. He just likes to fight-its what he's good at, and its what he was made for. A skilled and strong warrior, Golden Axe will usually be the first to leap into combat, either with his tiger or one of his more violent brothers like Iron Whirlwind. He's not the goonsweeper Copper is, but's he's tougher and stronger and can Power Attack his way to big damage when he needs to cut through positively anything. His pet tiger is dangerous, but mostly because its not a Minion-your average hero would have no problem with it, except for the fact that its always by Golden Axe's side.
    Any sound can shake the air. My voice shakes the heart!


    • #62

      Iron Whirlwind
      PL 10 150

      Strength 3, Stamina 3, Agility 5, Dexterity 5, Fighting 13, Intellect 2, Awareness 1, Presence 3

      Fast Leaping 1, Speed 1
      Enchanted Swords (Easily Removable) 8
      Flurry of Steel Strength-based Damage 4, Multiattack, Improved Critical
      Enhanced Clothing (Removable) 4
      Magical Protection Protection 4, Subtle

      Advantages: Accurate Attack, Agile Feint, Diehard, Favored Environment (fighting with brothers), Great Endurance, Improved Defense, Improved Initiative, Language (English, base-Chinese), Luck, Move-by Action, Quick Draw, Ranged Attack 5, Seize Initiative, Takedown 2

      Skills: Acrobatics 10 (+15), Athletics 7 (+10), Deception 3 (+6), Expertise (assassin) 6 (+8), Insight 8 (+9), Intimidation 4 (+7), Sleight of Hand 5 (+10), Stealth 9 (+14)

      Initiative +9
      Swords +13 Damage 7

      Dodge 13 (8), Parry 13
      Toughness 7/3, Fortitude 9 (6), Will 9 (i]8[/i])

      Abilities 70+Powers 14+Advantages 18+Skills 26+Defenses 22=150

      Loyal To his father, Dr. Wu
      As a Homonculi, Iron Whirlwind is weak to certain magical effects.
      Cold-blooded Iron Whirlwind thinks little of other people's lives, and is quick to cause death with even minor provocation.
      Wanted Iron Whirlwind is rightly considered a dangerous murderer outside of the Iron Khanate.
      Rival Iron Whirlwind despises his brother Copper Spear, and would do anything to undermine him short of outright violence.

      Iron Whirlwind is the arrogant evil member of the Sons of the Dragon, fully enjoying his place as an assassin and killer, thinking Golden Axe is foolish and loud, and that Copper Spear is hampered by his simpering 'honor'. He goes out of his way to belittle Copper Spear, and would have tried to kill him had Dr. Wu not forbidden it. Instead, he enjoys hunting his father's enemies, and the only brother he gets along with his Silver Hand-and even then just barely.

      Iron Whirlwind is flamboyant, despite being cold-blooded, his battle style somewhat similar to Copper Spear's, quick, full of flips followed by deadly slashes. His multiattack actually gives him a leg up over Copper Spear, but he's slightly squishier as well. While Copper Spear doesn't hold grudges, and Golden Axe will fight just about anyone with equal vigor and joy, Iron Whirlwind is the kind to fixate on a particular opponent, especially if they defeat him, and obsess about revenge. A perfect foe for other martial artist or swordsman types.
      Any sound can shake the air. My voice shakes the heart!


      • #63

        Silver Hand
        PL 11 154

        Strength 4, Stamina 4, Agility 4, Dexterity 4, Fighting 9, Intellect 2, Awareness 2, Presence 3

        Silver Hand (Array, 21 points)
        Hand of Mercy Fortitude Damage 9
        Hand of Power Strength-based Damage 5
        Hand of Strength Weaken Strength 10 Resisted by Will, linked to Power Lifting 4, Fades, Improved Critical 2 (unarmed), Fades, Limited-Weaken must be successful first
        Hand of Corruption Weaken Stamina 10, Resisted by Will, Personal Healing 8 (Move Action, Limited-Weaken must be successful)

        Strong Jumps Leaping 1
        Enchanted Clothing (Removable) 4
        Magical Cloth Protection 4, Subtle

        Advantages: Diehard, Favored Environment (fighting with brothers), Improved Critical (unarmed) 2, Language (English, base-Chinese), Luck 2, Precise Attack (close, concealment), Power Attack, Ranged Attack 4, Uncanny Dodge

        Skills: Acrobatics 9 (+13), Athletics 4 (+8), Close Combat (unarmed) 4 (+13), Deception 2 (+4), Expertise (assassin) 6 (+8), Insight 6 (+8), Intimidation 6 (+8), Perception 8 (+10), Stealth 9 (+13)

        Initiative +8
        Silver Hand +13 Damage 9

        Dodge 13 (7), Parry 13 (4)
        Toughness 8, Fortitude 8 (4), Will 10 (8)

        Abilities 64+Powers 26+Advantages 14+Skills 27+Defenses 23=154

        Loyal To his father, Dr. Wu.
        Sadistic Even moreso than Iron Whirlwind, Silver Hand enjoys killing and torturing others, and has no compassion in his heart.
        Weakness As a homonculi, Silver Hand is vulnerable to certain magical effects.

        The youngest and most evil one of the Sons of the Dragon, Silver Hand was made differently from the others, with Dr. Wu trying to make him stronger, unfortunately, while he came out as strong as the others, his right hand was withered and useless. So Wu replaced it with a magical creation full of magic powers. Perhaps also due to this experimentation, Silver Hand came out quiet and twisted, with none of the honor of Copper Spear, the joy of Golden Axe, or even the energy of Iron Whirlwind. He is a quiet, driven killer, and slightly more powerful than his brothers thanks to his magic hand. Undercapped on defense, his magical hand has a variety of effects, and rather than mess around with breaking his caps with Enhanced Stamina and Strength linked to his Weaken, I gave him a healing effect and an effect that makes him stronger, just without boosting his raw damage. Silver Hand is the deadliest and most impersonal foe of the bunch-he'll hunt his foes as relentlessly as Iron Whirlwind, but there's nothing personal about it.
        Any sound can shake the air. My voice shakes the heart!


        • #64

          PL 13 195

          Strength 16, Stamina 17, Agility 2, Dexterity 2, Fighting 8, Intellect -1, Awareness 0, Presence 0

          Super Strength Power Lifting 5 (50,000 tons)
          Fast Speed 5, Leaping 11
          Invulnerable Immunity 6 (heat, cold, pressure, radiation, vacuum, disease)
          Hard to Kill Protection 1, Impervious Toughness 17, Regeneration 1

          Thunderclap Burst Close Auditory Dazzle 13
          Groundstomp Burst Affliction 10 (Resisted by Dodge, Vulnerable/Defenseless, Instant Recovery, Limited-300 and targets must be touching the ground)

          Advantages: All-out Attack, Fearless, Improved Critical (unarmed), Ranged Attack 4, Startle, Takedown 2, Tracking, Ultimate Will

          Skills: Close Combat (unarmed) 2 (+10), Insight 2 (+2), Intimidation 15 (+15), Perception 6 (+6), Ranged Combat (thrown objects) 3 (+9)

          Initiative +2
          Unarmed +10 Damage 16

          Dodge 8 (6), Parry 8
          Toughness 18, Fortitude 17, Will 9 (2)

          Abilities 88+Powers 73+Advantages 12+Skills 14+Defenses 8=195

          Insane 300 has some intelligence, but its mostly buried under constant rage and paranoia.
          Hunted 300 is considered extremely dangerous by many of the world's governments, but he is particularly hunted by PHANTOM, who created him and want him back.
          Unstable 300's genetic code is not made to last, and he may occasionally suffer from physical illnesses as a result, striving him to seek a cure-no matter the cost.

          300 is a straightforward build (and one I wanted to wait and have as my 300th 365 Supers build but, meh), a genetic creation of PHANTOM, built to be an unstoppable soldier. They went through hundreds of candidates before 300, and though he broke out and is currently rampaging across Europe, PHANTOM is continuing the project. They believe with 300 back in their hands, they can have superhumans of his strength but less insane inside a few years. Naturally, it would be up to the PCs to stop such a thing from happening, putting them in the position of actually having to protect the super-strong brute.
          Any sound can shake the air. My voice shakes the heart!


          • #65

            Solar Eclipse
            PL 12 180

            Strength 1, Stamina 1, Agility 1, Dexterity 1, Fighting 4, Intellect 2, Awareness 5, Presence 3

            Soaring Flight 3, Subtle
            Dimensional Door Movement 2 (Dimensional 2-mystic dimensions)

            Sand Shackles Snare 12, Improved Critical
            Maddening Wave Blast 12, Resisted by Will, Improved Critical
            Telekinesis Move Object 12, Subtle, Precise
            Obsidian Spears Blast 12, Multiattack, Improved Critical
            Sand Step Teleport 12, Extended, Accurate, Medium-Sand
            Scrying Remote Sensing 18 (visual, auditory, Medium-glass)

            Mystic Shield Sustained Protection 14, Subtle
            Mystic Awareness Senses 3 (Mystic Awareness, Analytical, Radius)
            Rejuvenate Regeneration 1, Immortality 5

            Advantages: Attractive, Benefit (High Priestess), Language 2 (Ancient Egyptian, Arabic, English), Ranged Attack 5, Ritualist, Trance

            Skills: Expertise (history) 5 (+7), Expertise (magic) 10 (+12), Expertise (Theology) 8 (+10), Insight 5 (+10), Intimidation 4 (+9), Perception 4 (+9), Persuasion 4 (+9/+11), Ranged Combat (magic) 6 (+12)

            Initiative +1
            Obsidian Spears +12 Damage 12

            Dodge 9 (8), Parry 9 (5)
            Toughness 15, Fortitude 7 (6), Will 13 (8)

            Abilities 36+Powers 69+Advantages 10+Skills 19+Defenses 27=161

            Haughty Solar Eclipse is a powerful woman, and was once a member of a well-respected class in her birthplace. She demands that same kind of deference from all she meets.
            Enemy Solar Eclipse will stop at nothing to get revenge on the current incarnation of Teth Ankor, Overshadow.
            Focus Solar Eclipse's spirit and powers are tied into her tiara-without someone wearing it, she is trapped, and if it were destroyed, she would die.

            The being called Solar Eclipse was once called Gautseshen, a high preistess of the god of war Montu. Wanting to gain the war god's power for her own, she was seduced into a dark ritual to make her soul live forever, so that she might reign beside Teth Ankor, who promised to be her husband and rule the world with her for all eternity. Teth Ankor used her to draw on Montu's power, but he was eventually stopped by the incarnate form of Horus the Avenger as well as the Scarab. Gautseshen didn't see any of this, because Teth Ankor had betrayed her, sealing her now-immortal soul inside her tiara. In the modern day, the tiara came into the possession of the Freedom City History Museum. The curator, Madeline Chesterfield, wore the tiara in a moment of vanity, and Gautseshen's soul overtook her body. Now calling herself Solar Eclipse, the priestess seeks a return of her old way of life and power, but only after she kills Overshadow.

            Solar Eclipse is a global villain, sometimes menacing Egypt (she wishes a return to open worship of the old gods and making priests-like herself the ruling class, something Egypt's ruler Anakaris disagrees with), sometimes America, and anywhere she feels Overshadow might be. With Overshadow's recent defeat by Charli Brown of the Avengers, she might have been satisfied-but she knows Teth Ankor's spirit will return someday, and she will be there to make him suffer. The tiara makes Madeline powerful, and she cannot be killed while it is intact (Overshadow figured that one out after Ragnarok snapped her neck the first time), and breaking the tiara is a difficult task indeed, one the PCs might have to handle for themselves, to give both Madeline and Gautseshen their due peace.
            Any sound can shake the air. My voice shakes the heart!


            • #66

              Captain Cadaver
              PL 10 150

              Strength 11, Stamina -, Agility 4, Dexterity 4, Fighting 9, Intellect 1, Awareness 3, Presence -1

              Super Speed Speed 9 (2 miles per round, 1,000 MPH), Quickness 2, Enhanced Improved Initiative 3
              Super Dead Immunity 30 (Fortitude), Protection 11, Regeneration 2

              Advantages: Defensive Attack, Improved Critical (unarmed), Improved Defense, Interpose, Ranged Attack 2, Takedown 2, Uncanny Dodge

              Skills: Athletics 4 (+15), Expertise (soldier) 6 (+7), Insight 4 (+7), Intimidation 9 (+8), Investigation 4 (+5), Perception 8 (+11), Stealth 5 (+9)

              Initiative +16
              Unarmed +9 Damage 11

              Dodge 9 (5) Parry 9
              Toughness 11, Fortitude -, Will 10 (7)

              Abilities 52+Powers 57+Advantages 9+Skills 20+Defenses 12=150

              Prejudice As an undead thing.
              Responsibility Captain Cadaver still considers it his duty to protect America and its citizens.
              Weakness As a Super Dead, Captain Cadaver can be controlled by certain forces.
              Secret The fact that Mitch Jackson still works for the US government is kept secret from everyone, including his wife and son.

              Years ago, the US government built an army base inside Hell itself. This upset the ruler of Hell, Mr. Hoppy, so to mess with America he pretended to be a scientist trying to make super soldiers. Army Captain Mitch Jackson entered the program and emerged tougher, stronger, and faster than any normal man. However, he was not immortal, and during a mission to extract American spies from Zulan, his powers were nullified and he was shot dead. But then he rose, and it was revealed Mr. Hoppy had been making Super Dead out of many of America's troops (there were at least a dozen others in the program, but Jackson was the first to die). However, with Hoppy now dead himself, Captain Cadaver (as he's jokingly called) remains first and foremost an American soldier, fighting the good fight.

              Captain Cadaver is basically a non-flying paragon, with the twist of being dead. A secret agent of the government, he often supports regular troops without them being told the truth of his condition. If the other dozen of his program die and are also reborn, there is talk of Jackson leading a small group of US super soldiers not fit for the limelight, but that is still a while off. For now, he makes a fun support NPC for the heroes, his non-nonsense, optimistic, 'get it done' attitude in stark contrast to his grim, slightly decomposing exterior.
              Any sound can shake the air. My voice shakes the heart!


              • #67

                PL 15 225

                Strength 8, Stamina -, Agility 1, Dexterity 1, Fighting 8, Intellect 4, Awareness 2, Presence 0

                Robot Mind Mental Quickness 8
                Armored Body Protection 15, Impervious Toughness 11
                Target Acquisition Senses 6 (Ranged Detect Superhumans, Acute, Analytical, Extended, Radius)
                Countermeasures Variable 13 (65 points for traits to target superhuman opponents, Move Action) 104

                Advantages: Eidetic Memory, Luck, Ranged Attack 9, Seize Initiative, Tracking

                Skills: Expertise (superhumans) 10 (+14), Expertise (the future) 4 (+8), Insight 4 (+6), Perception 12 (+14), Technology 4 (+8)

                Initiative +1
                Unarmed +8 Damage 8

                Dodge 8 (7), Parry 8
                Toughness 15, Fortitude -, Will 12 (10)

                Abilities 38+Powers 140+Advantages 13+Skills 17+Defenses 17=225

                Overload If faced with too many superhuman opponents at once, Vanquisher may have trouble prioritizing which abilities to gain.
                Out of Time Vanquisher is from the future, and not used to our world.
                Machine Supremacist From a world where machines rule the world, Vanquisher looks down on organics as little more than beasts.

                In one potential future, the Foundry implanted several impostor bots inside the US government through Project Icarus (this world also featured an Icarus that was still part of the government, and not a shadowy splinter group), and slowly gained more influence over the US. Replacing much of the US' arsenal with hardwire Talos himself could take control of with a few lines of computer code, eventually Foundry-controlled silos launched a nuclear war, decimating humanity. The remnants formed into small pockets, usually controlled and led by superhumans. To take control of these groups, Talos deployed his ultimate creations, the Vanquishers, a series of robots designed to analyze and kill any superhuman. Eventually, they succeeded, and Robot Earth, as its now called, is one of the more unpleasant potential futures out there. One Vanquisher robot, however, was defeated by a parallel-earth version of Captain Chronos (whose powers came from technology and not inborn superpowers, confounding the robot) and sent into the past. Arriving in 2014, Vanquisher has languished-its programming was disrupted, as well as its link to Talos. It wanders without purpose, but it still has deadly potential.

                Vanquisher is a deadly opponent, but currently lacks any malice or direction. If a supervillain or, worse, Talos, discovers it, that would be bad. PCs could work to turn the robot into a great hero, shutting down any supervillain it comes across. To give the PCs an extra challenge, the GM can always say Vanquisher upgrades itself and learns to access its potential weaponry without facing any particular opponent, accessing any power at any time.
                Any sound can shake the air. My voice shakes the heart!


                • #68
                  Re: Eld's Builds-3E

                  The Four Dragons: Well done, Arthur, I like them. Probably fought Relentless, but he beat all four at once by fighting defensively and letting Tricks and their own issues negate their numbers and theoretical teamwork.

                  Solar Eclipse: How does she feel about Charli?

                  300: Let me guess, references to Sparta drive him even more mad?
                  Impeach the peach!

                  Completed Games:
                  Crinoverse - Avengers
                  Crinoverse - Young Avengers
                  Crinoverse - Bay City Sentinels
                  Crinoverse - Time After Time
                  Crinoverse - San Antonio Avengers
                  Crinoverse - Honnounji Academy
                  Extreme Unction


                  • #69
                    Re: Eld's Builds-3E

                    Well, if anybody could do it, it'd be Mel, but it would be a close thing. I see him less flat-out beating them down and more forcing them to retreat, or retreating himself once he accomplishes some other goal. Course, that would only piss of their dad and the rest of the Black Hand, so small problems to big problems.

                    Solar Eclipse isn't really a bad sort, but I don't see her getting along with Charli-she'd probably blame her for taking away her chance to get Overshadow. But I doubt Charli would care.

                    As for 300, just about everything makes him madder.
                    Any sound can shake the air. My voice shakes the heart!


                    • #70
                      Re: Eld's Builds-3E

                      Originally posted by Arthur Eld View Post
                      Well, if anybody could do it, it'd be Mel, but it would be a close thing. I see him less flat-out beating them down and more forcing them to retreat, or retreating himself once he accomplishes some other goal. Course, that would only piss of their dad and the rest of the Black Hand, so small problems to big problems.
                      Yeah, that's why I emphasized "fighting defensively." Four on one is never easy - they are certainly a match for any average superhero on their own.

                      As for the bigger problems....

                      Relentless: "You know what? Don't even get in line. Just take a ticket number and maybe customer support will get back to you."
                      Impeach the peach!

                      Completed Games:
                      Crinoverse - Avengers
                      Crinoverse - Young Avengers
                      Crinoverse - Bay City Sentinels
                      Crinoverse - Time After Time
                      Crinoverse - San Antonio Avengers
                      Crinoverse - Honnounji Academy
                      Extreme Unction


                      • #71

                        PL 8 140

                        Strength 2, Stamina 3, Agility 4, Dexterity 4, Fighting 8, Intellect 2, Awareness 1, Presence 3

                        Arachne Gloves (Removable) 24
                        Webline Movement 1 (Swinging), Speed 4 (Limited to while swinging)
                        Webbed Up Snare 8
                        Web-Blast Blast 8

                        Advantages: Agile Feint, Defensive Roll, Equipment 5, Move-by Action, Ranged Attack 3, Taunt

                        Equipment: Armored Costume (Protection 3, Subtle), Mask Lenses (Darkvision), Web-Darts Blast 5, Improved Critical, Multiattack

                        Skills: Acrobatics 8 (+12), Athletics 6 (+8), Close Combat (unarmed) 2 (+10), Deception 8 (+11), Expertise (criminal) 5 (+7), Insight 7 (+8), Investigation 4 (+6), Perception 8 (+9), Persuasion 4 (+7), Sleight of Hand 2 (+6), Stealth 10 (+14), Technology 4 (+6)

                        Initiative +4
                        Unarmed +9 Damage 2
                        Web-Blast +8 Damage 8

                        Dodge 9 (5), Parry 9 (1)
                        Toughness 7/6/3, Fortitude 6 (3), Will 8 (7)

                        Abilities 54+Powers 24+Advantages 12+Skills 34+Defenses 16=140

                        Secret Arachne's true identity is a secret, one she goes to great lengths to protect by giving multiple stories of what her origins might be.
                        Wanted Arachne is a wanted criminal throughout the United States.
                        Enemy Arachne has a flirtatious but adversarial relationship with the hero Splotch.
                        Honor For all her faults and crimes, Arachne does not kill.

                        Arachne's backstory is mostly unknown-she gives a different origin every time she is encountered. She could be a scientist who experimented on herself with spider venom, she could be the victim of any number of organizations who experimented on her, she could be using experiment she got from someone else, or she could be a mutant who built her own equipment. She keeps it quiet, but her personality stays the same-playful, lighthearted, and often flirtatious. She likes a challenge, and she likes money, but other than that, little is known for sure.

                        Arachne is a minor villain who relies on her mobility and charm in combat, feinting opponents while using her equipment for offense. Still, she's not much of a fighter in any event, and would prefer to run if at all possible. She is one of many Champions characters who is a beautiful woman out for money with no real malice and makes a perfect "Catwoman" girlfriend/foe for plenty of street level heroes.
                        Any sound can shake the air. My voice shakes the heart!


                        • #72

                          PL 12 190

                          Strength 2, Stamina 4, Agility 3, Dexterity 3, Fighting 8, Intellect 2, Awareness 2, Presence 2

                          Ball of Sunfire Blast 11, Burst Area, Increased Area
                          Fires of the Sun Blast 14
                          Sunfire Flarebolt Visual Dazzle 14
                          Sunflare Flare Burst Visual Dazzle 1, Increased Area

                          Sunfire Shield Sustained Protection 11, Impervious
                          Altered Body Immunity 10 (life support)

                          Flight Flight 8
                          Spaceflight Movement 1 (Space Travel)
                          Sunfire Eyes Senses (Ultravision)

                          Advantages Daze (Intimidation), Diehard, Fearless, Language 1 (English, base-Arabic), Ranged Attack 5, Power Attack, Startle

                          Skills: Expertise (Astronaut) 6 (+8), Expertise (Science) 6 (+8), Insight 5 (+7), Investigation 2 (+4), Perception 6 (+8), Ranged Combat (powers) 2 (+10), Technology 5 (+7), Vehicles 2 (+5)

                          Initiative +3
                          Fires of the Sun +10 Damage 14

                          Dodge 9 (6, Parry 9 (1)
                          Toughness 15/4, Fortitude 9 (5), Will 11 (9)

                          Abilities 52+Powers 89+Advantages 11+Skills 17+Defenses 21=190

                          Insanity Sunspot is mad with rage, and believes that humans are an infestation that must be purged from the earth.
                          Identity Sunspot's former life as Hamdah Sabeti is public record, and being confronted with his past may disorient him.
                          Wanted By AEGIS and the Champions.
                          Power Loss If deprived of starlight for a significant period of time, Sunspot's powers will wear out until he can expose himself again.
                          Weakness Sunspot takes 50% more damage from Darkness-based attacks.

                          Hamdah Sabeti's parents were from Saudi Arabia, and they had come to America for a better life. Hamdah, aware of this, always did his best in school, and eventually got a job with NASA. He became an integral part of a mission to study the Sun close-up, and was sent on the mission because of his scientific expertise. Unfortunately, an unexpected solar flare engulfed his vessel while on mission, and it was assumed everyone had died. Except Hamdah had not died, but simply changed. He had been granted great powers, but also driven insane, and now spends his time on earth, burning out the "infestation" of humans that he encounters, coursing with solar power.

                          Sunspot is a powerful blaster, and he'll usually swing for the fences with a Power Attack against most foes, unless that clearly isn't working. Reasoning with him is more or less impossible, as he typically says things like "Burn with me!" and tries to turn people into a pile of cinders. It might be possible to cure his mind by draining his powers, but no has been able to subdue him long enough to test this theory. Sunspot isn't much of a team player, although he might be convinced to work with non-human supervillains like aliens, robots, or the like.
                          Any sound can shake the air. My voice shakes the heart!


                          • #73

                            Enforcer Ashima
                            PL 14 244

                            Strength 7, Stamina 10, Agility 4, Dexterity 4, Fighting 8, Intellect 3, Awareness 5, Presence 4

                            Graviton Manipulation Flight 5, Subtle
                            Empryean Body Immunity 10 (disease, poison, aging, pressure, radiation, cold, vacuum, heat, suffocation)
                            Searching the World's Thoughts Sustained Senses 15 (Mental Awareness, Acute Ranged Radius Detect Minds, Extended 10)
                            Domination Mind Control 14
                            •Telepathy Cumulative Mind Reading 14, Mental Communication 3
                            Mind Lance Mental Blast 12
                            Sleep Infliction Perception Cumulative Affliction 14 (Resisted by Will, Impaired/Disabled/Asleep)
                            Psionic Translation Comprehend Languages 2 (is understood, understand all)

                            Empyrean Toughness Protection 1

                            Advantages: Benefit (Enforcer of the Law), Connected, Contacts, Eidetic Memory, Fearless, Great Endurance, Inspire 2, Leadership, Trance, Ranged Attack 4, Teamwork, Ultimate Will

                            Skills: Close Combat (unarmed) 2 (+10), Expertise (current events) 4 (+7), Expertise (history) 4 (+7), Expertise (law enforcement) 12 (+15), Insight 9 (+14), Investigation 6 (+9), Perception 8 (+13), Persuasion 2 (+6), Stealth 7 (+11)

                            Initiative +4
                            Unarmed +10 Damage 7

                            Dodge 10 (6), Parry 10 (2)
                            Toughness 11, Fortitude 10, Will 14 (9)

                            Abilities 84+Powers 100+Advantages 16+Skills 27+Defenses 17=244

                            Cold Fish Ashima is seen as cold and aloof by her fellow Empyreans, and while this isn't quite true, she does tend to conceal her emotions to remain impartial.
                            Responsibility As the Enforcer of the Law, Ashima has to keep Arcadia and its citizens safe. She is also responsible for finding new young Empyreans and guiding them to Arcadia.
                            Relationship Ashima is very close with King Hazor, and has a relationship of mutual trust with him.
                            The Facade All Empyreans have sworn not to reveal their existence to the outside world.

                            I'm gonna turn to a specific group of Champions characters for a little while, the Empyreans, and those connected. A race of hidden, advanced humans, the Empyreans were raised up by a group of alien scientists called the Progenitors long, long ago. They live in a secret city that has been moved to Antartica, concealed by technology, and they make no open contact with the outside world, although many Empyreans live outside the city, concealing their true identity, and the city of Arcadia is known to a few superhumans, as well as their great foes, the Lemurians.

                            Ashima is what is called a Third Generation Empyrean, and is actually half human. Born some 45,000 years ago, she has been a loyal servant to the Empyrean Kings (given their long life, there's only ever been two). She uses her mental powers as Enforcer of the King's Law, keeping the city running smoothly-this is an easy job, since the Empyreans have and need few laws, and have very few criminals. But thanks to her ability to sense minds across the planet, she finds Empyreans born in the outside world, if their Empyrean parent doesn't already know about them. A very serious, calm woman, people see her as cold, but she's really just reserved. If PCs ever come to Arcadia, Ashima will be watching them closely.

                            Not really optimized for a fight (few Empyreans are), Ashima is still very dangerous, given the scope of her mental powers. She can put people to sleep, project pain into their minds, read their thoughts, or outright control their minds if she has to. She also can sense minds pretty much anywhere on the planet (I'm not sure if Extended 10 is enough, but you can always add more ranks and I think its cheaper than Remote Mental Sensing), and has the standard benefits of being an Empyrean. Empyreans are all more or less immortal, with nigh-superhuman stats (Stamina and Strength 6, Agility and Dexterity 3, Intellect, Awareness and Presence 2), the ability to Fly, some Immunities, and the Universal Translation power. While she's not a soldier, Ashima is still fairly handy in a fist fight, but she's no lone wolf-if she sees a threat, she'll round up a posse of Empyreans and put a stop to it, ASAP.
                            Last edited by Arthur Eld; 06-17-2014, 07:19 AM.
                            Any sound can shake the air. My voice shakes the heart!


                            • #74

                              PL 13 237

                              Strength 8, Stamina 11, Agility 6, Dexterity 6, Fighting 9, Intellect 2, Awareness 2, Presence 3

                              High Speed Graviton Manipulation Flight 17 (500 miles per round, 250,000 MPH, Subtle)
                              Psionic Translation Comprehend Languages 2 (is understood, understand all)
                              Empyrean Body Immunity 10 (disease, poison, aging, pressure, radiation, cold, vacuum, heat, suffocation)
                              Speedy Processing Quickness 2
                              Speedster Tricks (Array, 26 points)
                              Wrapping Things Up Snare 12 (Limited requires sufficient materials)
                              Sonic Boom Burst Damage 6, Quirk-must be moving
                              Rain of Blows Multiattack Strength-based Damage 5

                              Advantages: Agile Feint, Contacts, Connected, Improved Defense, Improved Initiative 2, Luck, Move-by Action, Ranged Attack 3, Skill Mastery (Vehicles)

                              Skills: Acrobatics 9 (+15), Athletics 2 (+10), Close Combat (unarmed) 2 (+11), Deception 4 (+7), Expertise (current events) 2 (+4), Expertise (history) 4 (+6), Expertise (racing) 14 (+16), Insight 7 (+9), Perception 6 (+8), Technology 2 (+4), Vehicles 10 (+16)

                              Initiative +14
                              Rain of Blows +11 Damage 13

                              Dodge 15 (9), Parry 15 (6)
                              Toughness 11, Fortitude 11, Will 10 (8)

                              Abilities 94+Powers 77+Advantages 12+Skills 31+Defenses 23=237

                              The Facade Even more than other Empyreans, Davos works to keep his true nature a secret, because he adopts fake lives often and lives them out until his identity "dies."
                              Relationship Davos has a human girlfriend, Catherine Barras, who is unaware of his true nature.
                              Fame In his current identity as Rick Swift, NASCAR racer, Davos is somewhat famous.
                              Obsession With racing and going as fast as he can.
                              Showoff Though not much of a braggart, Davos enjoys what he can do and likes to show it off to other people.
                              Weakness Something about Davos unique powers makes him more vulnerable to draining effects.

                              Davos is an Empyrean, born more than 30,000 years ago, shortly after Arcadia relocated to Antartica. He has always had a soul for speed danger, and competition. When he was an adult (by Empyrean standards), he moved to live among the humans, taking countless names over the years. He's been a charioteer in ancient Rome, a medieval sailor in Italy, a competitive skier in Sweden, and as of 2014 he's Rick Swift, one of the top contenders in NASCAR. While he's not exactly the heroic type (he often teases other Empyreans for their seriousness) he would fight to protect humans, and could even be convinced to be a superhero by the PCs, once Rick Swift "dies."

                              Davos is not a fighter by nature, but he's scrappy if pressed. Given his super speed (he's one of the fastest fliers out there, even in a broad universe like the Crinoverse), and natural Empyrean abilities, he can be very dangerous. Still he's undercapped on offense-which still puts him head and shoulders above the average hero or villain. And, when push comes to shove, he's one of the best damn racers out there with anything from Jet Skis to horses to the luge. He can serve as an introduction to the Empyreans for the PCs if they notice Rick Swift survive a car crash that was just too nasty for any normal human to walk away from, or something similar.
                              Any sound can shake the air. My voice shakes the heart!


                              • #75

                                PL 13 243

                                Strength 15, Stamina 15, Agility 4, Dexterity 4, Fighting 11, Intellect 2, Awareness 3, Presence 5

                                Empyrean Immunity 10 (life support, minus starvation, aging)
                                Bio-Energy Projection Blast 13, Accurate, Improved Critical
                                Bio-Energy Storm Damage 13, Burst Area, Increased Area, Tiring
                                Empyrean Toughness Impervious Toughness 9
                                Graviton Manipulation Flight 6, Subtle
                                Keen Senses Senses 2 (Extended Hearing, Extended vision)
                                Psionic Translation Comprehend Languages 2 (understand all, is understood)

                                Advantages: Accurate Attack, Attractive, Benefit 3 (Crown Prince of the Empyreans), Connected, Contacts, Defensive Attack, Extraordinary Effort, Fast Grab, Improved Critical (unarmed), Improved Grab, Improved Initiative, Inspire 4, Interpose, Leadership, Move-by Action, Power Attack, Ranged Attack 7, Takedown, Teamwork

                                Skills: Deception 1 (+6/+8), Expertise (history) 4 (+6), Expertise (government) 4 (+6), Expertise (tactics) 14 (+16), Insight 6 (+9), Perception 8 (+11), Persuasion 4 (+9/+11), Technology 1 (+3), Vehicles 4 (+8)

                                Initiative +4
                                Unarmed +11 Damage 15

                                Dodge 11 (7), Parry 11
                                Toughness 15, Fortitude 15, Will 11 (8)

                                Abilities 118+Powers 57+Advantages 30+Skills 23+Defenses 15=243

                                Hatred Of Lemurians, this can blind Archon to certain things, and have him jumping to conclusions before all the facts are in.
                                Temper Dishonorable behavior, cowardly conduct, and cheating are all some of Archon's trigger points.
                                Responsible As the Crown Prince of Arcadia, Archon considers it his responsibility to keep his people safe and one day prove himself worthy to be king.
                                The Facade Archon has often ventured out into the rest of the world, and even been a superhero for a time, and has always had to keep his true nature a secret from all but his closest allies.

                                Archon is the grandson of the current King of Arcadia, and Crown Prince (his father died a few thousand years ago fighting a kaiju), and Commander of the Army. He is a master of combat both personal and on a large scale, and has consistently led Empyrean forces to victory against their Lemurian enemies, despite the advantage of numbers that the Lemurians have. Throughout the years, he has studied all manner of war from many cultures, often fighting as a regular troop or a low-level officer in conflicts from the Pelopennesian War to Operation Desert Storm, both World Wars, the Mongul conquest of China, the 100 Years War, and many, many more), and in this way he has mastered the use of various weapons and military hardware. He's also been a superhero on various teams, starting with the Sentinels in 73, having worn various costumes and gone by various identities (from just his name to Stalwart to Unbreakable), but his first duty is always to his people.

                                Archon is your basic flying brick, not too fancy compared to the telepathic Ashima or the stupid fast Davos, but he has more raw power than either of them, and is a far better tactical mind besides. Basically think Superman meets Grand Admiral Thrawn with all the charisma of Patton and none of the crazy. Except when it comes to the Lemurians, especially their ruler Arvad the Betrayer, himself an Empyrean. I resisted the urge to go too overboard with Archon, but he's still a very dangerous figure-especially if he was leading a contingent of Empyreans all with superhuman powers and excellent military training.
                                Last edited by Arthur Eld; 06-18-2015, 09:30 PM.
                                Any sound can shake the air. My voice shakes the heart!