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Thread: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!

  1. #151
    Keeper of Secrets Davies's Avatar
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    Apr 2014

    Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!

    Mister Alchemy

    Terrance Brown used to be called 'Kid Alchemy', after Sonic convinced him that going around calling himself 'Bling' was more than a bit stereotypical. Since he's no longer a kid, that's no longer appropriate, but while he's considered calling himself Doctor Alchemy, that's a little pretentious for a man who dropped out of college. So Mister Alchemy it is. Please don't ask him to turn anything to gold, he focuses on rare Earth metals these days.

    In his final year at the Claremont Academy, Terrance found himself wondering what he should do with his powers once he graduated. He'd received the self-defense training that they gave every super-kid, but he knew that going out to beat up wrong-doers was not really going to be on his agenda. His powers could easily make him a very nice living, and he'd be able to do so completely legally. But was that really what he was meant to do? And that question led to another question -- meant by whom?

    He began to study philosophy and religion, particularly some of the writings of Carl Jung on the subject of alchemy, which portrayed alchemy as a metaphor for the attempt to examine one’s own life, bring it into union with the divine, and perfect the soul. This intrigued him, and so he decided to put off the decision about what to do with his powers until he'd done some more studying on the subject, and became a student at FCU. Some examination of his own life later, he realized that it wasn't enough for him to just achieve that unity, that he had the obligation to share his understanding of it with others.

    Out of all the religions in Freedom City, the one that came closest to Terrance's beliefs about reality and truth was the Pinnacle Path, and so he contacted them about joining the faith and acting as a spokesperson. Jeremiah Ross was hesitant -- there've been other supers who've expressed an interest in his philosophy but they've generally been engaged in schemes -- but a lengthy conversation with Terrance convinced him of the young man's sincerity, and so Mister Alchemy became the Pinnacle Path's latest in-house superhero.

    Terrance spends quite a bit of time joining his fellow followers of the path in their charitable works. As there are occasional obstacles on the path, he has invested in some means of protecting himself to be better able to protect his fellows, most visibly the suit that he wears that is woven with an incredibly light but tough super-metal of his own creation. He also has quietly developed the power to, with difficulty, turn people into gold for a while, but uses this ability with extreme caution.

    Mister Alchemy - PL 8

    Abilities: STR 0 | STA 1 | AGL 2 | DEX 1 | FGT 7 | INT 2 | AWE 3 | PRE 4
    Powers: Alchemy (Array: Continuous Transform 7 [metals into metals], Precise, AP: Progressive Affliction 9 [resisted by Fortitude; hindered and impaired, disabled and immobile, paralyzed and transformed], Affects Objects, Extra Condition, Tiring), Metal Suit (Protection 6; Strength-based Damage 1; Removable).
    Advantages: Benefit 2 (independently wealthy), Connected, Seize Initiative, Taunt.
    Skills: Acrobatics 5 (+7), Deception 8 (+12), Expertise: Religion 5 (+7), Expertise: Streetwise 8 (+10), Perception 6 (+9), Persuasion 8 (+12).
    Offense: Initiative +2, Unarmed +7 (Close Damage 1), Golding Touch +7 (Close Progressive Fortitude 9).
    Defense: Dodge 7, Parry 7, Fortitude 4, Toughness 7/1, Will 8.
    Totals: Abilities 40 + Powers 42 + Advantages 4 + Skills 20 + Defense 13 = 119 points
    Complications: Faith--Motivation. Job. Reputation (Pinnacle Path member).
    Check out my new super hero/science fiction novel, Unbelievable: A Tale of the Exotica Chronicles.

  2. #152
    Keeper of Secrets Davies's Avatar
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    Apr 2014

    Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!


    For every shining success of the Claremont Academy like Centuria, there's been a failure. Naomi Vasquez never had any intention of becoming a superhero when she came to the academy, but she didn't have any plans to become a supervillain either. And she certainly didn't intend to wind up helping to run a slave plantation. All she wanted was to avoid being pushed around as she had been from her childhood onward, but it's become clear to her that the only way to do that is to be the one pushing.

    She started pushing when her telepathic abilities manifested, driving people away from her by learning their secrets, and eventually cultivating the power to push people's minds so they did exactly what she wanted. With a bit more study and practice, she learned how to turn people into completely brainwashed slaves who would automatically do what they were told. Witnessing the fate of the Student Body, she managed to keep her capabilities a secret despite serious scrutiny.

    Naomi decided that the best place for her to continue to practice her powers was with people who had similar abilities and had managed to avoid being pushed around by society. So she made contact with the Psions and offered to join them. She was one of the last recruits of Professor Psion before his tragic demise in 2012, and before Empath led the family into an alliance with MEDUSA. On learning of Pusher's brain-wiping abilities, Gorgon immediately placed her in charge of turning captive normals into blank-minded 'helots' who'd work to provide MEDUSA's growing army with food, with a sideline in assisting Empath in running the organization's training camps.

    It has not escaped Pusher's notice that she's still being told what to do, and that her handful of rebellious episodes have resulted in abuse every bit as cruel as anything she knew as a child. (She still doesn't quite walk right after she tried to take over Gorgon's mind when the other woman requested that she train her in mind control.) She would like to get out of this situation, but is more afraid of her superiors than she is of the authorities.

    Pusher is not really meant to be a serious opponent for superheroes, but it is very unlikely for them to encounter her without numerous brainwashed mundanes around her, and she has no compunctions about using and abusing them to save herself. However, she is also a weak link in MEDUSA which could be exploited if her safety is guaranteed.

    Pusher -- PL 10

    Abilities: STR 0 | STA 2 | AGL 1 | DEX 1 | FGT 3 | INT 3 | AWE 4 | PRE -1
    Powers: Knowledge Transplant (Variable 2 [Enhanced Skills and Languages], Free Action, Affects Self or Others at Perception Range, Mental Communication-Dependant, Limited to Intellect Skills, Limited to Target's Skill Ranks), Predictive Defenses (Enhanced Dodge 8, Quirk [not against subjects immune to mental powers]; Enhanced Parry 6, Quirk; Enhanced Advantage 6 [Defensive Roll 4, Evasion], Quirk), Telepathy (Mental Communication 1; Array: Cumulative Mind Reading 10, Subtle, AP: Perception Range Cumulative Affliction 6 [Resisted by Will; Dazed, Compelled, Controlled], Reversible, AP: Perception Range Cumulative Affliction 6 [Resisted by Will; Entranced, Compelled, Transformed], Reversible)
    Advantages: Assessment, Defensive Roll 4, Evasion, Improved Initiative, Second Chance (Mind Control)
    Skills: Expertise: Education 8 (+11), Insight 8 (+12), Stealth 5 (+6), Technology 7 (+10).
    Offense: Initiative +5, Unarmed +3 (Close Damage 0), Mind Control -- (Perception Range Will 6), Mind Erasure -- (Perception Range Will 6).
    Defense: Dodge 9/1, Parry 9/3, Fortitude 6, Toughness 7/2, Will 14.
    Totals: Abilities 26 + Powers 73 + Advantages 3 + Skills 14 + Defenses 14 = 130 points
    Complications: Power--Motivation. Fear (Gorgon and Empath, not necessarily in that order).
    Check out my new super hero/science fiction novel, Unbelievable: A Tale of the Exotica Chronicles.

  3. #153
    Keeper of Secrets Davies's Avatar
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    Apr 2014

    Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!


    It came as something of a surprise that Bill Polzysky managed to graduate from Claremont Academy. From practically the moment that he arrived, he was making life harder for almost everyone with whom he came into contact, with the possible exception of a small clique of similarly misbehaving students whom he led. His academic performance was terrible, and he was an outright bully towards his fellow students. It has been suggested that Duncan Summers kept him around as a horrible warning.

    Regardless, he did graduate -- without any invitations from adult superteams, without any references to super-employment agencies, without anything except his training and a few disciples who continued to follow his lead even after graduation. Fyirwhrx was one of these, and Sloth was the criminal mastermind who set up the casino robbery that resulted in her arrest, along with the rest of his followers. By purest luck, he managed to avoid being captured by the Freedom League, but that left him on the run from the Crime League.

    It was at that point that representatives of "Colonel" James Anderson's Foregone Conclusions (see Paragons) contacted him and offered him a job, claiming that they'd been planning to get in touch even before he'd graduated. The company could protect him from the Crime League, as the two groups had an understanding, and he'd be able to exercise his talents in ways that would make him rich and comfortable, rather than living a life on the run. Sloth grinned broadly and signed the contract right away.

    Since then, he has served as one of Foregone Conclusions most elite operatives ... or so he believes. The truth is that he's regarded as a completely expendable asset, and significantly less useful than other super-strong types in their arsenal, as their abilities won't vanish after six seconds exposure to a nullifier field. Still, he keeps surviving his missions, and as long as he does, they'll keep sending him on them. It's a winning situation for everyone who actually matters.

    Sloth -- PL 9

    Abilities: STR 10/2 | STA 11/3 | AGL 0 | DEX 1 | FGT 7 | INT 1 | AWE 0 | PRE 1
    Powers: Fearsome Presence [Selective Visual Perception Area Affliction 8 [Resisted by Will; Impaired, Disabled, Paralyzed], Subtle, Intimidation Check Required [DC 15]), Powerful Build (Enhanced Stamina 8; Enhanced Strength 8; Immunity 5 [knockback effects]; Impervious Toughness 8).
    Advantages: Close Attack 1, Equipment 10 (by mission).
    Skills: Athletics 4 (+14), Expertise: Soldier 5 (+6), Intimidation 8 (+9), Perception 6 (+6), Ranged Combat: Guns 6 (+7), Stealth 5 (+5), Technology 5 (+6), Vehicles 5 (+6).
    Offense: Initiative +0, Unarmed +8 (Close Damage 10), Guns +7 (Ranged Damage variable).
    Defense: Dodge 6, Parry 7, Fortitude 14, Toughness 11, Will 4.
    Totals: Abilities 30 + Powers 67 + Advantages 11 + Skills 22 + Defenses 13 = 143 points.
    Complications: Cruelty--Motivation. Responsibility (Foregone Conclusions). Laziness.
    Check out my new super hero/science fiction novel, Unbelievable: A Tale of the Exotica Chronicles.

  4. #154
    Keeper of Secrets Davies's Avatar
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    Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!

    Fatal Attraction

    Daisy Gibbons is quite sure that it's everyone else's fault that things have worked out this way. After all, she was brought to Claremont Academy to learn how to use her powers, right? Well, if one's powers are to make other people love one, then there's really nothing that one can do with them except to make people love one and do one's bidding, now is there? So by turning the as much of the faculty as possible into her love-slaves as possible, she was practicing her powers, and when they realized what she was doing -- as they never would have, without the interference of that savage Zarana -- they should have given her some sort of commendation.

    Instead, she was expelled, and her efforts to transfer to some more appropriate school where savages would be unable to bring her down were thwarted. And they had the utter gall to accuse her of violating people. Her! She hadn't asked for any of this, she was the true victim here! Those people had been given the supreme gift of believing that she loved them, when she honestly didn't think any of them were fit to breathe the same air as she did!

    All right. If things were going to go this way, then she was going to just have to fund her rise to the celebrity status she deserved the hard way. She used the investigative skills they'd taught her at Claremont -- which she'd only ever intended to use to research roles -- in order to find out the schedules for an armored car delivery, and then turned one of the drivers into her puppet. Unfortunately, the other driver managed to resist her wiles, and he was actually pulling a gun on her! It was simple self-defense, the way that she pushed her powers to their utmost to drive him crazy with love in a way that left him lying on the floor in a puddle of his drool.

    And then Daisy stared down at the work of her mind as her love sick pawn asked her what he ought to do. She turned to look at him and said, quite calmly, "The same thing." A moment later, there were two collapsed men on the ground. She didn't bother to take the money after all. Why had she ever imagined that she needed it in the first place?

    Fatal Attraction has worked with a variety of other supervillains, most notably the Clique and Janus. These partnerships never end well, as she is far more dedicated to the means of her crimes than the ends. She has frequently sought means to enhance her powers so as to be able to inflict extreme emotional states on large numbers of people, without success so far. While she still could put a target under an emotional domination, with a bit of effort, she prefers to accomplish this through simple conversation, reserving her powers for the dark joy she feels when someone is reduced to a helpless puddle in front of her.

    One day, the entire world will love her and despair.

    Fatal Attraction -- PL9

    Abilities: STR 0 | STA 0 | AGL 1 | DEX 1 | FGT 2 | INT 2 | AWE 4 | PRE 12/6
    Powers: Boosted Beauty (Enhanced Presence 6, Fades), Emotional Assault (Progressive Perception Ranged Affliction 9 [Resisted by Will; Impaired, Disabled, Incapacitated], Insidious, Subtle, Variable Descriptor [Emotions]).
    Advantages: Attractive 2, Beginner's Luck, Daze (Deception), Defensive Roll 3, Fascinate (Deception), Hide in Plain Sight, Improved Initiative 2, Inspire 2, Languages 4, Luck 5 (Fortune), Redirect, Uncanny Dodge.
    Skills: Deception 7 (+19/+13), Expertise: Streetwise 8 (+10), Intimidation 7 (+19/+13), Investigation 4 (+6), Perception 6 (+10), Persuasion 6 (+18/+12), Sleight of Hand 8 (+9), Stealth 6 (+7), Technology 5 (+7), Vehicles 5 (+6).
    Offense: Initiative +9, Unarmed +2 (Close Damage 0), Emotional Assault -- (Progressive Perception Range Will 9).
    Defense: Dodge 6, Parry 6, Fortitude 5, Toughness 4, Will 13.
    Totals: Abilities 32 + Powers 54 + Advantages 24 + Skills 31 + Defense 23 = 164 points
    Complications: Psychopath--Motivation. Reputation (bad teammate).
    Check out my new super hero/science fiction novel, Unbelievable: A Tale of the Exotica Chronicles.

  5. #155
    Keeper of Secrets Davies's Avatar
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    Apr 2014

    Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!


    For as long as he could remember, Clay Beaudry wanted to be a hero. If he'd wanted to do that because of a desire for justice or a wish to do good, things would have gone very differently than they did. But at the bottom of Clarence's desire to be a hero was the fact that, for all his family's wealth and privilege, there were people who were clearly above them in the social pecking order of Freedom City -- the heroes. He wanted to join that society -- truthfully, he intended to lead it.

    So when one of the several genetic treatments his parents bought him gave him the power to blast things with his voice, and he was sent to Claremont Academy to learn to use those powers for the betterment of blah blah blah, he was thrilled. This was his ticket to join the Freedom League, and he intended to ride it all the way there. The fact that he was never selected for any of the Next-Gen teams that formed during his time at Claremont disconcerted him, a little, but he suspected that his grandmother had probably asked the faculty to not put him at risk like that. (He was right, as it turned out.)

    Eventually, though, his graduation arrived, and they were unable to deny him the opportunity to try out for the Freedom League. He showed them what he was capable of, sat through several interviews, and then waited for them to acknowledge all the many ways that he'd be able to contribute to the team. And they did acknowledge that ... even as they were saying that he had failed to demonstrate the proper attitude and would not be asked to join the team at this time. He didn't really bother to listen to the coda about how if he started to show a little humility, they might reconsider.

    Instead, Clay angrily decamped for his family home, accompanied by his girlfriend Bess "Breaker" Bartholomew, who'd also been given a rejection. The Beaudry family was less than enthused about Bess, but allowed her to remain while she and Clay tried to figure out what to do with the rest of their lives. That only served to alienate Clay from his family even further than he already was. After about a year, he finally came to a conclusion -- there was another superculture that both the conventionally wealthy and the heroes had to respect, and the two of them were expertly qualified to join it.

    And so the Devious Duo were unleashed upon Freedom City, soon to become a Terrible Trio when a former member of the Psions named Rampart joined up. When they discovered and repaired one of the prototype Angel Androids that Doc Otaku had abandoned, they became a foursome -- and inevitably became known as the Fearsome when they began staking out turf that earlier groups known by that name had also taken. They've defended that neighborhood from all comers, heroic and villainous, earning the ire of the Crime League and the Capoyabun's organization in the process.

    How long Warcry and his crew will be able to hold on to what they view as theirs is an open question, but for now, the Fearsome have the respect that they've been seeking -- and the family that all of them wanted, too.

    Credit to Tattoooedman and Class Dunce for this character concept.

    Warcry -- PL 10

    Abilities: STR 2 | STA 3 | AGL 2 | DEX 2 | FGT 8 | INT 1 | AWE 3 | PRE 3
    Powers: Sonic Scream (Array: Cone Area Damage 10, AP: Cumulative Cone Area Affliction 10 [Resisted by Fortitude; Hearing Impaired, Hearing Disabled, Hearing Unaware], Limited to hearing, AP: Progressive Cone Area Affliction 10 [Resisted by Will; Dazed, Stunned], Limited Degree, Hearing Dependent, AP: Selective Auditory Illusion 9, Precise, AP: Penetrating Burrowing 10, AP: Selective Area Audio Communication 3, Subtle 2), Ultra-hearing (Senses 1 [ultra-hearing]).
    Equipment: Armored Costume (Protection 3) and two points as needed.
    Advantages: Benefit 2 (independently wealthy), Defensive Roll 2, Equipment, Improved Defense, Improved Initiative, Leadership, Luck 4 (Fortune), Power Attack, Set-Up, Teamwork.
    Skills: Acrobatics 3 (+5), Athletics 4 (+6), Deception 7 (+10), Expertise: High Society 5 (+6), Expertise: Streetwise 6 (+7), Insight 6 (+9), Intimidation 6 (+9), Perception 6 (+9), Persuasion 6 (+9), Stealth 6 (+8), Vehicles 3 (+5).
    Offense: Initiative +6, Unarmed +8 (Close Damage 2), Sonic Scream -- (Cone Area Damage 10), Deafening Shriek -- (Cone Area Fortitude 10), Confusing Wail -- (Cone Area Will 10).
    Defense: Dodge 11, Parry 10, Fortitude 8, Toughness 9/6/3, Will 8.
    Totals: Abilities 48 + Powers 26 + Advantages 15 + Skills 29 + Defense 21=139 points.
    Complications: Thrills--Motivation. Relationship (Breaker). Enemies (oh where to start).
    Check out my new super hero/science fiction novel, Unbelievable: A Tale of the Exotica Chronicles.

  6. #156
    Keeper of Secrets Davies's Avatar
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    Apr 2014

    Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!

    Author's Note: This article, and any outrage that might result from it, are entirely Jabroniville's fault. He was the one who complained about the absence of a certain mythology from the Marvel Universe. Well, this is what a literal embodiment of that mythology might look like in a different superhero universe. What follows are not my own religious beliefs, which I have no intention of discussing.

    Additional credit is owed to Christopher Moore and the late Father Andrew Greeley.

    The Preacher
    Aka Yeshua ben-Yosef

    Given the number of apocalyptic events that Earth-Prime has endured in recent years, it should come as no surprise that the numbers of people expecting the Second Coming are very much on the rise. Even some members of the Freedom League have been known to discuss the concept, especially those who are familiar with the existence of the Logos and its angelic servants. Understandably, such discussions make those members of the Freedom League who are associated with non-Christian traditions uncomfortable ... and make Daedelus and a number of senior Freedom League members uncomfortable for a completely different reason.

    That being that they are aware that there is no need for a second coming, as he has never left.

    He did leave his followers in Judea behind, but he did not depart the world of men. Instead, he quietly continued his ministry on Earth, traveling across the old world and speaking of the love of God. The entire affair in Jerusalem had been much more dramatic than he'd wanted -- he'd meant what he said when he prayed to have this suffering taken from him -- and he strove to avoid such situations in the future. He eventually became aware that his followers had taken exactly the wrong example from his experience, and sometimes seemed to be seeking out opportunities to martyr themselves. But that was hardly the worst misunderstanding that they, and those who joined them, brought to his teachings, and all that he could do was shake his head in dismay.

    He traveled, and taught, and helped others to resist the influence of demons wherever possible. He generally doesn't talk about his activities in the centuries since. When Daedelus met him for the first time, in 1431, the Preacher was observing the execution of a young woman who claimed to have been guided by the saints. Apparently moved by her sincerity, he raised her from the dead -- a feat made difficult by the fact that all he had to work with was her heart -- and sent her on her way. She eventually married a French knight and died a second time of old age, many years later.

    Eventually, he travelled to the new world as well, living among the people there, teaching and learning from them. Guided by his prophecies, he has spent most of his time in this part of the world, though he has voyaged elsewhere when he felt the need. The fact that this part of the world gave birth to the religion that, in his view, comes closest to his teachings -- while still departing from them on several key points, as is only human -- interests him a great deal.

    He has frequently been troubled by the vampire Iscariot, who may or may not be his former disciple turned deadly foe. (All that he'll say on the subject is that the other man thinks he is Judas, but the truth of that is known only to God.) He was also involved in preventing the rise of an antichrist in 1978, and has kept a careful eye on the former antichrist ever since, as well as the man's numerous offspring. He was actually able to persuade a few of them to resist the temptations of their heritage, but others have sadly gone on to be opponents to various superheroes.

    Daedelus revealed the existence of the Preacher to the Freedom League when the team found themselves at a loss to end the possession of the Sentry Statue by the Centurion's spirit. He was able to exorcise the spirit without causing it undue pain, helped by the fact that the Centurion's soul only desired to be reunited with his wife's soul in the afterlife. He indicated that he would be happy to help the group out with their problems, either spiritual or temporal, but had no interest in joining.

    And he has done many other things. If they were all written down one by one, I suppose the whole world could not hold all the books that would be written.

    The Preacher -- PL 13

    Abilities: STR 1 | STA 6 | AGL 1 | DEX 0 | FGT 4 | INT 3 | AWE 9 | PRE 7
    Powers: Eternal (Flight 2; Immortality 2; Immunity 11 [aging, life support]), Holy Powers (Array: Reaction Restorative Energizing Healing 11, AP: Perception Range Restorative Energizing Resurrection Healing 11, AP: Burst Area 2 Cumulative Affliction 13 (Resisted by Will; Hindered, Immobile, Paralyzed), Linked Burst Area 2 Damage 13, Limited to demons and the undead, AP: Auditory Perception Area Effortless Simultaneous Nullify Mind Control 11, Sustained), Prophecy (Senses 4 [precognition]), Tongues (Comprehend Languages 4).
    Advantages: Benefit 2 (Cipher), Connected, Extraordinary Effort, Inspire 5, Interpose, Jack of all Trades, Luck 6 (Fortune).
    Skills: Expertise: Oratory 8 (+15), Expertise: History 6 (+9), Expertise: Theology and Philosophy 12 (+15), Insight 14 (+23), Intimidation 8 (+15), Perception 6 (+15), Persuasion 8 (+15).
    Offense: Initiative +1, Unarmed +4 (Close Damage 1), Rebuke the Unholy -- (Burst Area Will and Damage 13).
    Defense: Dodge 6, Parry 8, Fortitude 12, Toughness 6, Will 14.
    Totals: Abilities 62 + Powers 116 + Advantages 20 + Skills 31 + Defenses 19 = 248 points
    Complications: Doing Good--Motivation. Enemy (Iscariot). Secret Identity.

    Author's Note: Yeah, I'm going to hell. No surprises.
    Check out my new super hero/science fiction novel, Unbelievable: A Tale of the Exotica Chronicles.

  7. #157
    Keeper of Secrets Davies's Avatar
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    Apr 2014

    Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!

    Song Hyu Li
    Codename: Deva

    The first thing you should know about Song Hyu Li, ace mecha pilot for the Army of the Republic of South Korea, is that she is nineteen years old. Some poor individuals, seeing her, have believed that she must be younger than that. Such suspicions have also been kindled by the fact that, before she was recruited to pilot, she was an award-winning online game player, a field much more dominated by the young than, for example, the military. But such notions are foolish in the extreme; if the state says she's nineteen, then by god she is nineteen.

    Hyu Li loves her life. She is doing something she loves, and is famous for doing so. She is thrilled to be able to operate her vehicle against threats to her country, and is cheerfully willing to accept the judgment of her superiors on the identities of such threats, without asking questions. She maintains a friendly competition with the three other pilots in her unit, but is quite content with the results of that competition to date -- to wit, she has the high score in every simulation and every actual mission that they've run.

    Perhaps the only unsatisfying aspect of her life are the occasional encounters with Japanese superheroes which her unit has endured, such as those obnoxious Angels of Legend, who clashed with the team while dealing with a rogue kaiju. The Angels dealt with the monster before the mekateam could dispatch it, and Hyu Li desperately wants a rematch where she'll show that modern Korean technology is more than a match for ancient Japanese magic or alien magic or whatever. She's sure of it.

    Don't ask about her family, please. It's perfectly normal for nineteen year old women to have little or no contact with their family, and refer to their superior officers as their de facto parents. And there is also no truth to any allegations that piloting a mekasuit has any detrimental impact on the pilot's mental health.

    Codename: Deva -- PL 8

    Abilities: STR -1 | STA 1 | AGL 3 | DEX 4 | FGT 3 | INT 2 | AWE 2 | PRE 3
    Powers: Bracer of Power (Radio Communication 3; Summon Heroic Controlled Mekasuit 6, Limited Uses [5/day], Delay, Removable).
    Advantages: Benefit 2 (Military Rank 2), Equipment 3, Improved Initiative.
    Skills: Athletics 8 (+7), Close Combat: Mecha 4 (+7), Expertise: Gamer 10 (+12), Perception 5 (+7), Ranged Combat: Guns 4 (+8), Technology 5 (+7), Vehicles 8 (+12).
    Offense: Initiative +7, Blaster Pistol +8 (Ranged Damage 5), Unarmed +3 (Close Damage -1).
    Defense: Dodge 6, Parry 5, Fortitude 5, Toughness 1, Will 11.
    Totals: Abilities 34 + Powers 19 + Advantages 6 + Skills 20 + Defenses 18 = 97 points
    Complications: Fame--Motivation. Competitive. Innocent.

    Mekasuit -- PL 8

    Abilities: STR 8 | STA — | AGL 0 | DEX 2 | FGT 4 | INT — | AWE 0 | PRE —
    Powers: Armor (Protection 6, Impervious Toughness 8), Construct (Immunity 30 [Fortitude effects]), Booster Rockets (Leaping 8), Large (Growth 4, Permanent, Innate), Weaponry (Ranged Multiattack Damage 8, AE: Burst Area Ranged Damage 8), Sensor Suite (Senses 6 [accurate radio [radar], extended hearing, extended vision, infravision)
    Pilot Traits: Close Combat: Mecha 4 (+8), Ranged Combat: Guns 4 (+6), Vehicles 8 (+10), Fortitude 5, Will 11
    Offense: Initiative +4, Pulse Rifle +6 (Ranged Multiattack Damage 8), Rocket Pods -- (Ranged Burst Area Damage 8), Unarmed +8 (Close Damage 8).
    Defense: Dodge 6, Parry 6, Fortitude Immune, Toughness 10, Will Immune
    Totals: Abilities –10 + Powers 92 + Advantages 0 + Skills 0 + Defenses 8 = 90 points
    Check out my new super hero/science fiction novel, Unbelievable: A Tale of the Exotica Chronicles.

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