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Post by Vendetta on May 26, 2012 8:30:12 GMT -5
yes I've created yet another char who may or may not ever be used lol Alec StewartRandom Mutant F Ex (20) A Gd (10) S Rm (30) E Ex (30) R Gd (10) I Gd (10) P Gd (10) Health: 80 Karma: 30 Popularity: 0 Resourses: Pr Powers:Kinetic Absorption: Alec is able to absorb kinetic energy and convert it to physical Health and to boost his Force Field. He must be in contact with the energy to absorb it (he can even strike a surface himself to absorb the energy). Whenever Alec is attacked physically (slugfest, missile weapons, charging, concussive rays, etc., but not wrestling) or by energy attacks that must strike him to hurt him (Cyclops’s optic blasts, Storm's lightning bolts, etc.), the appropriate amount of damage is added to his Health, not deducted. His Health, if boosted in this manner, can go as high as 380. For every additional 50 points over 100 Health that Alec gains, he shifts his Force Field rank by +1 CS; therefore, at 130 Health his Force Field would be Excellent; at 180, Remarkable; and so on up to the maximum of 380 Health and an Unearthly Force Field. In the game, this energy dissipates after 10 rounds by increments of 100 Health until he is back to normal. All damage Alec does receive (magic, mental, etc.) is taken off the excess amount of Health first, then his own, and he takes no damage from those attacks he absorbs. Force Field: Alec can project a force field of Good (10) intensity around himself, but cannot project it around others. Talents:Martial Arts B, E Repair/Tinkering (Engines) Artist (Guitar) Background:Alec grew up in small town USA, and spent every minute he wasn't in school, working on engines of any kind he could get his hands on. He loved to watch the monster trucks, drag races, and – well just about any type of racing he could watch in person or on tv. One day when he was watching a visiting monster truck show with his dad, one of the trucks went out of control, and flipped, rolled, and landed on top of Alec. To every ones astonishment, not in the least his own, Alec pushed the truck off himself, and was completely unharmed. In fact it took almost ½ an hour before the medics could even touch him, because of his projected force field, to check that he was in fact not hurt. The press called it a miracle, but back in his home town, people had a different view of what happened. The local minister, preached that all mutants were devilspawn, and so he said that Alec had made a pact with the devil, and people began shunning him. Embittered and disappointed, Alec packed a bag, and took the first Greyhound out of town, leaving his highschool sweetheart, his family and the town behind. Now he roams from town to town, working on engines, and helping people. There are rumours (true) that he once took on a biker gang who were terrorizing a small town, and drove them out of town, when the local sheriff had been unable to do anything about the problem. note: yes I know that having both a force field and kinetic absorbtion means that as his force field grows stronger he will take less damage and so the force field will not grow stronger once it blocks all the damage. ::Edit: I forgot to add his ability to play guitar how else was he supposed to woo his highschool sweetheart
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Post by Dead Sidekick on May 26, 2012 14:20:02 GMT -5
more mutant gang members
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Post by Vendetta on Apr 25, 2013 11:58:16 GMT -5
this could be an interesting type of char to play - in case you are wondering, yes its a WH40K Tau Fire Warrior - maybe with a couple of drones for added oomph (sniper/shield drone combo anyone ) ps: Image belongs to ~Darcad on DeviantArt
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Post by Dead Sidekick on Apr 25, 2013 18:48:19 GMT -5
this could be an interesting type of char to play - in case you are wondering, yes its a WH40K Tau Fire Warrior - maybe with a couple of drones for added oomph (sniper/shield drone combo anyone ) ps: Image belongs to ~Darcad on DeviantArt Vendetta 2020
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Post by tystates on Nov 10, 2013 22:58:07 GMT -5
For Journey Into Mystery, the future game-world LSH setting. This is a character I played briefly in a game a long time ago. I should be good with working on stats and powers that may be high, this was going to be combat-intensive game at the start against a vicious race of aliens. He doesn't need to be that smart!
The last three paragraphs of his bio were for the start of the game and can be disregarded. Also that's the rpg sample I sent back then at the bottom, let me know if you want more. There are also a few things in the writeup from Firebomb's site like advantages, disadvantages, quirks, that can be changed or dropped. The stuff with Rom can be worked on if he's not in the game world or something like that. Ty
BARRAGE Thoven
F- RM (30) A- AM (50) S- IN (40) E- UN (100) R- AM (50) I- AM (50) P- AM (50) H- 220 K- 150 R- n/a P- 0
Powers: Plandanium Armor
Flight - UN in space; MN in an atmosphere MN ability and range to locate space warps, allowing him to take a shortcut through space with CL. 1000 range Body Armor - IN vs. Physical, Radiation, Heat and Cold based attacks MN Resistance to Cosmic Energy Regeneration GD
Unique Weapon - Battle Stave UN Plandanium material MN Cosmic Energy Emission (40 area range)
Talents: Weapons Specialist - Battle Stave
Energy and Particle Physics (The study of the electromagnetic spectrum of energy and research into new power sources)
Radio Astronomy (Astronomy dealing with electromagnetic radiations of radio frequency received from outside earth's atmosphere)
Spectroscopy (Physics that deal with the theory and interpretation of interactions between matter and radiation)
BIOGRAPHICAL DATA: Callsign: Barrage Real Name: Thoven Other Current Aliases: none Former Aliases: none Dual Identity: only the few remaining Spaceknights know his real name Current Occupation: space protector Former Occupation: guardian of Galador Species: Galadorian Citizenship: Citizen of Galador Legal Staus: Free citizen of Galador Place of Birth: Galador World of Origin: Glador Marital Status: single Sexual Orientation: straight Known Relatives: none Known Confidantes: Rom Known Allies: Rom Major Enemeis: none Usual Base of Operations: space Former Base of Operations: Galador Current Group Affiliation(s): Spaceknights Former Group Affiliation(s): Spaceknights Extent of Education: equivalent of masters degreee
PHYSICAL DESCRIPTION: Height: as humanoid 6’ 1”, as cyborg 6’ 11” Weight: as humanoid 245 lbs., as cyborg 825 lbs. Hair: Brown Eyes: Brown, as cyborg had red visual sensors Skin: White Other distinguishing Features: armor is all in deep blue, eyes are red visual sensors Uniform/Costume: Galadorian Space Armor Usual Style/Clothes: always in his space armor
Advantages: 3-D Sense, with the ability to think in 3-D Thoven is never at a disadvantage against foes simply based on their position relative to himself.
Drawbacks: unable to assume his normal human form; strange appearance
Fighting Skills: very talented, capable hand-to-hand fighter; is an expert with his battle stave in combat
Other Skills: extremely knowledgeable in the fields of Energy and Particle Physics, Radio Astronomy and Spectroscopy.
Paranormal Physical Abilities: unbelievably quick by normal human standards, possesses super strength, never tires and can survive in outer space.
Paranormal Mental Abilities: none
Special Limitations: none
Source of Paranormal Powers: all of Thoven’s powers and abilities are derived from his Galadorian Space Armor and Battle Stave.
PARAPHENALIA: Armor Specifications: Galadorian Space Armor
Personal Weaponry: none
Special/Unique Weaponry: Galadorian Battle Stave, 6’ long made of Plandanium metal, fires cosmic energy blasts
Other Accessories: none
Transportation: armor provides flight
Design/Manufacture: Galadorian scientists
BACKGROUND: Personality: Thoven is very proud to be a Galadorian Spaceknight. He truly respects and admires Rom, their leader. He strives to do what is right at all times and swears to take action whenever it is needed. Thoven is very serious about his duties and enjoys engaging in combat. It is tough for him to stay still when the fighting is over. Among the others of his kinds, his social ability is as good as anyone elses. Since he is alone in space for long periods of time, Thoven has trouble when he has to communicate with new people until around them for awhile.
Quote: “I do what is right. That’s who I am.”
Quirks: Compulsiveness - whenever not actively doing anything Thoven is constantly playing with his battle stave, whether just spinning it or practicing combat moves. In order to stop this he must make a Psyche feat roll at -1CS.
Personal Code - Thoven believes deeply in right and wrong and fighting for the right reasons. He tends to see things in black and white and wants to do the right thing whatever that may be. In order to disregard this code he must make a Psyche feat roll at -1CS.
Shyness - When around his fellow Spaceknights Thoven is a good friend and has no problems interacting with others. Since he spends so much of his time alone in space he becomes shy when encountering new people. If he needs to assert himself while in a group it will take a Psyche feat roll at -1CS.
Hobbies: practicing his battle stave is at times more of an obsession than a hobby for Thoven. He does enjoy studying his areas of expertise, physics and astronomy. Thoven also likes to learn any other form of combat that he can, especially unarmed varieties for the rare occasion he is separated from his stave.
History: Thoven was one of millions that answered the call to sacrifice their human bodies to become a Space knight in defense of Galador. He is a close friend of Rom, the most celebrated of all the Spaceknights. Following many adventures, Thoven is one of the few remaining original Spaceknights. His job now is to remain in space to defend Galador and right any wrongs that he sees.
Background: The first generation of Spaceknights were recruited from the young men and women of Galador to repel the Dire Wraith fleet that attempted to invade Galador (Rom #1). They were required to take many oaths, including pledges not to take an innocent life and not to use his or her powers for personal glorification. After successfully defeating the Wraiths, these Spaceknights then separately pursued their enemy throughout the cosmos, seeking to eradicate the Dire Wraiths from the universe. Many of those that succeeded returned to Galador, but were cryogenically frozen by Mentus. These Spaceknights were rescued by Rom. The only remaining Spaceknights have set out to continue protecting the universe from evil, as well as safeguarding Galador for its new inhabitants.
Following adventures with Rom, the greatest of the Spaceknights, against Mentus and Galactus, Thoven left his homeworld to patrol the spaceways and do his part to keep order in the galaxy. Thoven was able to do just that in his travels, often encountering other heroes like the Silver Surfer, Jack of Hearts, Gannymede and Quasar.
Thoven is one of the few original Spaceknights still alive. He shows no fear in battle and is armed with a Galadorian Battle Stave. He is an expert in hand-to-hand combat with this weapon and it also fires tremendous blasts of cosmic energy.
Recently Thoven stumbled upon something the likes he had never seen before in all his time in space. A vast group of alien monsters were on the verge of annihilating everything on the surface of a planet. Without hesitation he joined the fight but quickly realized not only was it too late to save this place he would be unable to defeat such a large force of unknown creatures.
Thoven was able to speak with one of the planet's residents for only a moment. This person wasted no time in asking him to warn Earth of the aliens that were here and heading that way.
Reluctanly but having seen enough and knowing there was nothing more he could do, Thoven made it back through the monsters and started the trip to Earth.
Sample RP: Upon noticing something strange ahead in space he didn’t know what it might be. After getting a little closer he could make out the shape of some unknown creatures, and then saw they were attacking the planet surface. He rushed to help but soon found he was no match for this many opponents. With little time to act he heard the words of someone fighting these horrible beings say ‘take word of what happened here to Earth.’ Running from a fight made him sick to his stomach but that is what he did. Now he thought of what he would do the next time these monsters made their presence known.
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Post by tystates on Nov 10, 2013 23:11:00 GMT -5
This character would go into the present day game. Again, we can work on stats and powers. Anything in the background that may need tweeking depending on who is in play for the game world.
SWIFTY Corporal Gedeon "Jed" Katona mutant
F- RM (30) H- 150 A- RM (30) K- 60 S- IN (40) R- GD (10) E- AM (50) P- 6 R- EX (20) I- EX (20) P- EX (20)
Powers
Iron Will RM (30)
Hyper-Running EX (5 areas per rd/75 mph)
Talents: Martial Arts B, Resist Domination, Wrestling, Espionage, First-Aid, Military, Pilot, Languages (Symkarian, Hungarian, Latverian, English).
Contacts: Corporal Hunor Farkas (Symkarian Armed Forces), Silver Sable, Puma, Heroes for Hire, Nightwing Restorations Ltd.
Real Name: Corporal Gedeon "Jed" Katona Alias: Swifty Occupation: Mercenary Legal Status: Citizen of Symkaria with no criminal record Identity: Secret Date/Place of Birth: August 15, 1982 / Aniana, Symkaria Marital Status: Single Known Relatives: Colonel Vencel Katona (father), Cili Katona (mother, deceased), Private 2nd Class Leon Katona (brother, born 10/6/88) Group Membership: formerly the Intruders and the Outlaws Education: high school Base of Operations: mobile Height: 6'2 Weight: 275 lbs. Hair: black Eyes: orange
Background: Gedeon "Jed" Katona was born into a military family. His father, Colonel Vencel Katona, is a member of the Symkarian Armed Forces. Jed was a very large baby at birth, and he continued to be taller and stronger for his age all going growing up. Jed became somewhat of a bully, although not as bad of one as he could have been. He liked showing who was the strongest, and the best fighter.
At the age of six, his parents gave him a brother and named him Leon. Jed immediately took to his baby brother, and took it upon himself to always look after and protect him. They lived in the capital of Symkaria, Aniana. The siblings learned to rock climb at the Sergeikan Caverns, and to ski at Mount Balba, one of Europe's finest ski resorts.
At the age of 12, Jed learned his first lesson in loss when his mother, Cili, passed away due to cancer. It was Cili who kept the family together, and without her, Vencel focused more on his career than his children. Jed started to grow up some, although still found himself in trouble from time to time. It was Leon that developed a bad attitude, and the one who needed the most supervision, which mostly came from Jed.
Soon after his mother's death, Jed's body continued developing faster than the rest. When he kept showing an extraordinary ability to fight, and then started running at super speed, it was obvious Jed was a mutant. At first, Leon didn't like it all, in a way wondering why he didn't get any powers. Over time this bothered him less, and later in life the brothers were able to become closer.
Jed did some wrestling on the high school varsity team. School wasn't too high on his list of priorities, but he was smarter than the grades reflected. Upon graduation, he followed in his father's footsteps and joined the Symkarian Army.
The army brought out his gifts even more, and he was a stellar soldier, making his father very proud. Jed became friends with Hunor Farkas, and the two rose to the rank of Colonel together. They vowed to always be there for the other. It was these years that Jed added Hungarian and Latverian to his language list, and they have been useful to him with both countries bordering Symkaria. When Leon graduated, he too joined the army.
The brothers were only briefly in the service together though. Jed was picked by Silver Sable, head of Silver Sable International and ruler of the Balkan nation Symkaria to join her and the Wild Cards. First formed by Sable's father, Ernst Sublinovia, to hunt down Nazi war criminals, the Wild Pack eventually gained the approval of the Symkarian government.
The Wild Pack was best known for the apprehension of international criminals and the recovery of stolen property for a wide spectrum of clients from major insurance companies to small nations. Sable typically led the team of agents into the field. While normally comprised of elite mercenary soldiers, Sable would occasionally hire superhuman freelance operatives to serve on the Pack, such as Spider-Man, the Sandman, Rocket Racer, the Prowler, Puma, Will 'O The Wisp and Paladin. Alternatively, Sable has twice formed elite versions of the Wild Pack, comprising them of superhuman agents-- first with the Outlaws and, later, the Intruders. It was with these outfits that Jed served.
Of the many other heroes and villains that Sable employed, the Puma was one that Jed seemed to like. The two found a mutual respect for each other, as Jed felt they had similarities in both were acting as mercenaries, but still tried to do good and didn't view themselves as bad. They have on occasion kept in contact with one another. Spiderman and the Sandman were two others he worked with that he liked for different reasons.
When the number of war criminals declined, Sable turned her Wild Pack toward more general mercenary activities and began selling her services around the world. In fact, the group became the major source of outside income for Symkaria. Thus began Jed's career as a mercenary.
During his six years working with Sable, Jed found himself falling in love with her. Nothing ever happened between them, but it increasingly became something he wanted. It remained all business between them though, and Jed was content to be close and spend time with Sable. He had a feeling that Sable could tell he had feelings for her, but if she did never let on. Jed has had his share of women, and some relationships, over the years, but Sable was always the one he really wanted.
It was Sable that named him Swifty, meant not only to describe his running ability but also for those times when a joke or conversation just went over his head. Jed has also been called Trooper by some people, another appropo description of him and his skills. He never thought those nicknames might also be a codename, but that's pretty much what happened.
Recently, the Wild Pack had become more and more unstable. The elite agents which worked with Sable for a long time had gone their separate ways. Sable was left to lead a team that was becoming increasingly lazy and incompetent. After four unsuccessful missions and the betrayal of several agents, Sable decided that the group had become too broken and fractured to maintain. Bringing her agents together one last time, Sable informed them that she was going into retirement and that the Pack themselves would be dissolved.
Jed wanted to tell Sable after that final meeting about his feelings. He had a chance to say something, but he didn't do it. Since then, Sable has gone off on her own. The two have stayed in touch, but Jed doesn't always know where she is or what she's doing. He knows that she very well could reform the Wild Pack, and if she did, he would be there for her and his country. Now that he isn't around her all the time, it's made him form a resolve that he will express his true feelings to her the next time the opportunity and appropriate time arrives.
Leon has not grown up as much as his father and Jed would like. Jed is still there for him, and tries to set a good example. He never felt like a true mercenary, despite being in the Wild Pack and taking part in military operations for money. He's helped Leon stay in the service.
Without the Wild Pack and Silver Sable to keep him around, Jed decided to see what he might find to do in the United States. He's not sure what might come up in the way of a job, perhaps a return to mercenary work. Jed wants to see New York City, there should be a lot for him to get involved with there. In the back of his mind is maybe a chance Sable would show up.
Jed might look up the Puma while in the U.S., and also knows of the Heroes for Hire company, and thought that could be something to look into as well. One other thing he thought of to consider is to stop in at Nightwing Restorations Ltd. He might find some work there.
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Post by tystates on Nov 11, 2013 8:54:36 GMT -5
All characters were rolled up using the Space Knight generation rules from Dragon Magazine. As such stats can be adjusted.
BARRAGE'S BRIGADE
LAUNCHER Reesha
F- EX (20) A- IN (40) S- IN (40) E- MN (75) R- IN (40) I- RM (30) P- IN (40)
H- 175 K- 110 R- N/A P- 0
Powers: Plandanium Armor Flight - UN in space; MN in an atmosphere MN ability and range to locate space warps, allowing him to take a shortcut through space with CL. 1000 range Body Armor - IN vs. Physical, Radiation, Heat and Cold based attacks MN Resistance to Cosmic Energy Regeneration GD
Hard Radiation Missiles IN (40) 11 areas
Talents: Ecology (Earth Sciences). Contacts: Barrage.
SUCKER Yixx
F- RM (30) A- IN (40) S- IN (40) E- AM (50) R- AM (50) I- AM (50) P- TY (6)
H- 160 K- 106 R- N/A P- 0
Powers: Plandanium Armor Flight - UN in space; MN in an atmosphere MN ability and range to locate space warps, allowing him to take a shortcut through space with CL. 1000 range Body Armor - IN vs. Physical, Radiation, Heat and Cold based attacks MN Resistance to Cosmic Energy Regeneration GD
Energy Sponge MN (75)
Talents: Energy and Particle Physics. Contacts: Barrage.
INQUISITOR Dayell
F- EX (20) A- IN (40) S- IN (40) E- MN (75) R- RM (30) I- UN (100) P- GD (10)
H- 175 K- 140 R- N/A P- 0
Powers: Plandanium Armor Flight - UN in space; MN in an atmosphere MN ability and range to locate space warps, allowing him to take a shortcut through space with CL. 1000 range Body Armor - IN vs. Physical, Radiation, Heat and Cold based attacks MN Resistance to Cosmic Energy Regeneration GD
Weakness Detection AM (50)
Energy Detection IN (250 miles)
Talents: Radio Astronomy. Contacts: Barrage
RUMBLE Zuun
F- AM (50) A- AM (50) S- RM (30) E- MN (75) R- EX (20) I- TY (6) P- RM (30)
H- 205 K- 56 R- N/A P- 0
Powers: Plandanium Armor Flight - UN in space; MN in an atmosphere MN ability and range to locate space warps, allowing him to take a shortcut through space with CL. 1000 range Body Armor - IN vs. Physical, Radiation, Heat and Cold based attacks MN Resistance to Cosmic Energy Regeneration GD
Frenzy - The PC can increase both his/her Fighting and Endurance by a +1CS for the amount of rounds equal to his/her Psyche rank per day. An Endurance FEAT must be made in order for this Power to come into effect.
Talents: Quick-Striking. Contacts: Barrage
Barrage's Brigade is made up his own personal friends that have formed a fighting unit. Reesha is the human equivalent of Barrage's high school sweetheart. She brings the air support. Yixx can consume large quantities of energy. Dayell can track energy and find weaknesses in opponents. Zuun just likes to mix it up.
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Post by Vendetta on Nov 11, 2013 12:28:01 GMT -5
Fresh meat for the grinder ;D
welcome aboard
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Post by tystates on Nov 11, 2013 16:59:05 GMT -5
Thanks Vendetta. I'll let you lead the way into the grinder!
How about this character for the Past timeline setting? I trimmed things a little bit from the previous game, but he can be edited some more.
VONG JING
F- GD (10) A- GD (10) S- TY (6) E- GD (10) R- RM (30) I- EX (20) P- RM (30)
H- 36 K- 80 R- GD P- 0
KNOWN POWERS:
Free Spirit IN (40)
Spirit Storage IN (40)
Forced Reincarnation EX (20)
Spirit Gestalt AM (50)
SPIRIT FORCE
F- EX (20) A- EX (20) S- EX (20) E- IN (40) R- RM (30) I- RM (30) P- IN (40)
H- 100 K- 100 R- GD P- 0
KNOWN POWERS:
Free Spirit IN (40)
Spirit Storage IN (40)
Forced Reincarnation RM (30)
Floating Disc RM (15 areas/225 m.p.h.)
Exorcism RM (30)
Summoning (spirits only) RM (30)
Force Field RM (30)
Thunder (Kinetic) Bolt RM (30) 8 areas/palm
Talents: Occultist, Trance, Mesmerism & Hypnosis, Resist Domination, Psychiatry, Languages - Chinese, English, Martial Arts E.
Contacts: Huntress, Zatanna.
BACKGROUND
Real Name: Vong Jing Race/Gender/Age: Asian / male / 30 Height/Weight: 5'10" / 165 lbs. Occupation: Psychologist Legal Status: Chinese citizen with no criminal record; U.S. citizen with no criminal record Identity: Secret Place of Birth: Shanghai, China Marital Status: single Known Relatives: Vong Min (father), Vong Chun (mother). Visual Description: black hair, glasses, average build.
Origin/History Recap:
Vong Jing was pretty much a typical Chinese boy, and man, for the majority of his life. He didn't cause problems growing up. Went to school. Did well. His life changed though as he entered college and his early 20s.
Vong excelled all through school. His extracurricular activities included some martial arts study, soccer, basketball and baseball. He enrolled at East China Normal University and earned a bachelor's degree from the School of Psychology and Cognitive Science. He moved to America to get his Master's in Psychology at Gotham University.
It was during his late teens and into his 20s when things started to happen to, or for, Vong. To him it just felt as if his mind was opening up. He could easily see the bigger picture in life. When he started seeing ghosts...that made him take notice. Vong could see spirits and discovered the ability to catch and store those beings somewhere inside himself. This was all quite startling, yet seemed right. As if he was meant to do this.
Soon Vong began finding and capturing more spirits. Some were good. Some bad. Some wanted new homes, ie bodies. As he thought about that, he gave it a try. Lo and behold, it worked. This was something he didn't take lightly though and did his best to properly moves spirits without harm whenever he could.
While concentrating on finding free spirits one day, Vong found his own spirit leaving his body! It was very frightening yet exhillarating. He could travel outside his body, but was very glad to make it back inside on that first time.
His abilities took a big jump though when a very strong spirit came to him. Vong and the spirit merged together and a new being came about. Vong was meant to use these powers to help the spirit world, and protect the people against the evil that can and does reside in this realm. He believes this spirit could be Siv Yis, who was the forefather of all Shamans in China.
In this new form, Vong gained several new powers. He could create a defensive force field and a floating disc to fly at increased speeds through the air. He could exorcise entities from vessels where they did not belong and summon spirits to aid him. Lastly he could fire bolts of pure psychic energy which he named Thunder Bolts as that was an ability shamans of his people were reputed to have.
As Spirit Force, the Chinese symbol for spirit is seen on his chest.
After school Vong found work at Gotham General Hospital in Midtown as a Psychologist. This allowed Vong to help people's psychological problems in a normal setting when not working in the spiritual world. At the office he has Lisa Jacobs as a friend and secretary. Vong also went through the process of becoming a U.S. citizen.
During his time in Gotham while at school, Vong was able to get out in the city and see what good he could do with his powers. There seemed to be plenty of work for him. Vong made a mistake that could have cost him greatly, but things worked out and he met one of the costumed denizens of Gotham City.
Vong found himself in a section of town he shouldn't have been. He interrupted a group of thugs attempting to mug a young lady. Being outnumbered, he was put on the defensive by gunfire, but his force field protected him. Before he could decide on a course of action, a figure descended from the rooftops. It was a dark blur with a cape and in mere moments the muggers were out cold on the ground. Vong looked in surprise as the person turned to him, and it was a woman. The Huntress had made the save for him. Their conversation was brief, something about being more careful. He was sure the Huntress was less than impressed by his performance. Vong went home.
While that street encounter didn't quite portray Vong in his best light, he has done well for himself in adventuring. He gained a measure of recognition in helping a member of the Justice League of America -- Zatanna!. While on League business in Gotham, Zatanna enlisted his aid in stopping the minor villain The Gentleman Ghost. He was once again trying to gain his own measure of recognition from the heroes in the mystical community, but was getting in the way and hindering what the League was trying to do. Vong and Zatanna parted on good terms and the young hero felt good about being able to get the job done and help someone of such importance like Zatanna.
Vong is settled into Gotham City as this point as it is definitely a place to try and do some good.
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Post by tystates on Nov 11, 2013 18:42:29 GMT -5
Here are possible additions to Jed's writeup, this was in another version I found. Some more house rule stuff that can go, but I thought the Wild Pack equipment was appropriate.
Advantages: Lightening Reflexes, Sturdiness*, Hardiness*, Strong Bones (x4)*, Security Clearance (Low, former Symkarian Military/WildPack), Military Rank (Sgt), PI Credentials (WildPack)
Drawbacks: Soldier/Military mindset, Secret ID, Minor Bully (past, establish his strength via demonstrations thereof), Watched (Silver Sable/Symkarian Gov), Distinctive Feature (orange eyes, Eastern European accent)
*Sturdiness: negative health is figured as if End is Mn rank. *Hardiness: 20% bonus to Health. *Strong Bones (x4): Bones are In strength, enjoys -4cs damage to Blunt/Force damage due to increased bone density.
Equipment:
Armor Specifications: Wildpack armor (Gd vs physical/energy)
Personal Weaponry: Symkarian Army Pistol (Ex shooting), WildPack Blaster (Ex Energy/Stun)
Special/Unique Weaponry: Unrevealed
Other Accessories: Cellphone, Laptop Computer, Various other standard issue military items, civilian personal effects, outdoor recreational equipment
Transportation: Running under own power, conventional means, 1994 Harley-Davidson motorcycle w/some standard/mundane customization
Design/Manufacture: Symkarian defense contractors
Background:
Quirks: Enjoys showing off his physical strength.
Hobbies: Rock climbing, Cycling/mountain biking, Camping & outdoor activities like skiing, hiking
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Post by skinwalker on Nov 14, 2013 2:02:42 GMT -5
This is my application to use of the character FORGE for the “Journey into Mystery” game by The Omen. I would like to play in the "Past" time period. Since this is a "What If" style game I would like to explore the evolution of Forge if events didn't play out as they did in the Marvel Universe 616.
Forge's Brief Marvel Timeline as in Marvel Universe 616 Born ? Shaman Training ? Going off to Vietnam War ? Crippled by air raid in Vietnam ? Depression ? Working for Defense Department 1975 (In Forge's history it states that he went to work for the Defense Department when Tony Stark stopped building weapons for the Government. I found references to Tony Stark changing the company mission of building weapons and focusing on technology in Iron Man #73, and changing the name of Stark Industries to Stark International to distinguish the new direction he was taking the company). Meeting the X-Men 1984 (this is when the character Forge was created).
Working backwards for 1975, when Forge went to work for the Defense Department, I figured he was probably born around 1945. So around the time Omen's Past game begins he would be about 19 years old. Forge's powers would not be as developed as stated in reference book (Marvel Super Heroes Project: Wideawake, by Jeff Grubb, TSR 1985) FORGE'S STATS in 1985 (Age 40) (Marvel Super Heroes Project: Wideawake, by Jeff Grubb, TSR 1985) F: GD10 Some Formal Training (Military) A: GD10 Some Training in Dexterity and Accuracy (Military) S: GD10 Bench Press 400# (Military) E: EX20 Regular Exercise (Military) R: IN40 Understand Non-Terran Technologies (ROM Tech) I: GD10 Above Average Intuition (Military) P: AM50 Indomitable Will (Dealings with Demons)
Health: 50 Karma: 100 Resources: IN40 (Defense Department Contracts) Popularity: 3
Powers: 1. Inventing: Forge's mutant power is inventing. His Reason is IN40 in Kit-Bashing, AM50 in Electronics (which he used to rebuild himself after being crippled in Vietnam), and UN100 in Holographic (which he has outfitted his place in Eagle Plaza). 2. Mutant / Alien detector: works up to 3 areas away. This was designed from ROM the Space Knights designs. 3. Neutralizer Gun: AM50 power rank. Target hit by ray must roll a Psyche Feat or be stripped of their power and no STAT must be higher than EX20. Length of time being stripped of powers is unknown.
Since this "Past" game takes place in 1964 I would like to present a new version of Forge as a 19 year old man. I also have issues with the way his powers have been described in the past so I would like to take the liberty to redesign and redefine his power set. For your consideration, my Forge below.
FORGE STATS in 1964 (Age 19) F: TY6 Minimal Training A: TY6 Normal Reactions S: GD10 Bench Press 400# E: GD10 Moderate Exercise R: IN40 Understand Non-Terran Technologies I: TY6 Normal Human Levels P: RM30 Trained in Resisting Outside Will-Dominating Forces
Health: 32 Karma: 76 Resources: FB2 Unemployed Popularity: 0
Powers: 1. Inventing: IN40 (It is my belief that Forge is a prodigy, gifted with the innate knowledge of advance technology due to his powerful mutant ability, much like Michelangelo was gift with superior artistic talent and incredible imagination to invent wondrous mechanical designs. I believe that Forge’s draw from his genetic code a wealth of Celestial technology stored in his DNA, due to the Celestial's experimentation on proto-humanity, Eternals and Deviants, which would be the ancestors of modern humanity and super-powered beings, including Mutants. So his DNA could be Celestial technological data storage devices that his mind is able to subconsciously scan and extrapolate technological information instantaneously to produce wondrous advance technology. I would like to propose a change to his power set, maybe something like the following powers from the Ultimate Powers Book would seems more appropriate.) A. Total Memory: the DNA of Forge acts like a data storage device containing Celestial Technology, which is all the technology that was and ever will be created. His memory recall only works on a given situation, and the information is subconsciously accessed when a problem needs a solution. Therefore his mind must have a problem to work so a solution can be researched in the Celestial Technology archive, his DNA. The research information becomes available and is passed on to the the Hyper-Intelligence power for intuitive understanding. B. Hyper-Intelligence: This power is not the permanent enhancement of the Reason ability; it is an activation power that works like an Epiphany. The research provided by the Total Memory power is applied to a possible solution, the Epiphany is the activation of the Hyper-Intelligence power that subconsciously understands how to apply the solution in a technological manner. This technological Epiphany is then passed on to the Hyper-Invention power for design. C. Hyper-Invention: This power takes the research provided by Total Memory and the Intuitive Technological Epiphany to create a step by step process on how to create the technological marvel. The process to create an error-free device without trial and error are resolved instantaneously. This power operates on a simulated level in his brain that works out all the kinks in the design before the production phase begins, which is handled in the Weapons Tinkering power. D. Weapons Tinkering: This power is just the hands on approach of taking “x” materials and applying them to “y” design to create “z” product. The benefit of this power is the resource discount for smart production. When you’re good at building things you waste less time and materials to build it than if you weren't good at all, hence the resource discount. E. Hyper-Speed: This power allows Forge to assemble such devices at a faster rate of time than a normal. This power defines his Kit-Bashing ability. (I’m not sure if Forge’s power was a Karma-Free form of Kit-Bashing, or whether he still need to pay the Karma in order to Kit-Bash at his assigned Power Ranks per type of device.)
2. Magic: RM30 (It has been stated in several sources that Forge was recognized as having great potential to be a shaman for his Cheyenne tribe. These sources also claim that he had access to various spells, a few of which are stated below. These sources are ComicVine.com, MarvelWikia.com, ClassicMarvelForever.com, and Gamer's Guide to the Marvel Universe Universe Vol.2, 1988). Forge is a shaman, which would place him in the magical school of Nature Magic from the Marvel Super Heroes Manual of Magic. This school is a splinter school from Druid and Faerie Magic Schools, and is a Neutral School which seeks to find balance in Order and Chaos Magics. It is linked to nature and animals and involves spells that control both. From past history Forge has used his powers with an emphasis on Spirits and the Spiritual Realms. A. Spirit Sight (or Extradimensional Detection): A Yellow Psyche Feat roll would allow Forge to see the Spirit World. B. Open / Close Portals (or Dimensional Travel or Dimensional Aperture): The ability to open and seal portals into other dimensions. C. Astral Projection: The ability to send the spirit on a journey into another dimension.
Talents: 1. Mystic Background: This is the universal talent need for spell casting characters. 2. Occult Lore (Native American Indians): Reason +1CS to subjects of the magical nature: forgotten lore, runes, antiquities, magical societies, etc... 3. Trivia (Cheyenne Indians History): Reason +1CS involving the subject of his tribe and their associate allies and enemies.
Contacts: 1. Naze is a powerful shaman to the Cheyenne Indians. He is the mentor to Forge and ally to Roma, daughter of Merlyn, enemy of the Adversary.
Items: 1. Military Uniform 2. Copy of Philip K. Dick's "The Man in the High Castle" (A wonderful science fiction story of an alternative history of America if the Axis Powers had won the war). 3. A beaded necklace of the symbol of the Cheyenne Tribe (Shaman Fetish).
Background Story: (This background story introduces a birth name for Forge which doesn't exist, as far as I know.) I am Bodaway, the Fire Maker, Cheyenne Indian tribesman who has turned his back on his destiny. My shamanistic teacher, Naze, has told me all my life that I was to be the greatest shaman my people needed to defeat a great evil when it rises, the Adversary, the Trickster demon. I am tired of being told that I have to be that man, I want to be my own man. Growing up on the reservation in Oklahoma I yearned to see the world beyond my reach. Being a shaman would mean being tired to my home and people, and I want more for myself. I want adventure and glory. Plus I have a great gift, this understanding of technology. I can't explain it, its just a truth that I can see and build. Its exciting to be able to dream up new technologies that I know will one day change the world. Being a shaman is great and all, but I can be so much more, I can be the man who changes everything with my inventions. Just to spite old Naze I joined the "white man's army" and I'm head off to Vietnam. I'm not sure why I'm going I just need to leave. The Army will give me money to fight and with that I can begin with my plans for a more beautiful world filled with my technological dreams. With basic training over I'm headed to New York City for a weekend getaway. This will be my last weekend before heading out to Vietnam. I am sure this will prove to be a most exciting trip. Anything can happen as my future awaits me in New York City.
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Post by skinwalker on Nov 14, 2013 16:01:14 GMT -5
For the next character I would like to apply for, in Omen's "Past" story line, is ZATANNA.
In November of 1964 ZATANNA, daughter of famous magician ZATARA, was introduce to the DC Universe in Hawkman #4 Vol.1. She was on a journey to find her missing father.
I think it would be a great idea for her to meet young Forge roaming the streets of New York City. It's another adventure for the globe trotting Zatanna, but a new experience for Forge to meet another spellcaster not from his Native American background.
Since she is a young magician I reduced her some of stats to reflect her youth and inexperience.
ZATANNA in 1964 (Age 19) F: TY6 Minimal Training A: GD10 Some Training in Dexterity and Accuracy S: PR4 Bench Press 100# E: GD10 Moderate Exercise R: GD10 Comprehend Terran Languages I: EX20 Fine Eye for Detail P: IN40 Great Strength of Will
Health: 30 Karma: 70 Resources: PR4 Freelance Popularity: 0
Powers: 1. Magic: Zatanna’s magic is in her blood, she is part of a race of humans that are referred to as Homo Magi. She owes her parents for this gift. Traveling the world with her father, the famous stage magician Zatara, she was taught how to harness her natural ability for magic. Her gift is unique, as she must say the word(s) of the spell backwards in order to activate the effect. (Since I wanted to start her off early in her career, I used the Marvel Super Heroes Manual of Magic to build her spellcasting powers, but I’m trying to use as much of her history to shape her level of ability at this point of time, i.e., 1964). A. Her school of magic is “White” Magic, very much like the Magic of Order (Dr. Strange), but more inclined to Atlantean Magic (King Arion of Atlantis, ancestor). B. Spells: i. Shield – Individual: EX20 Armor Rank. When her hand is stretched out and the proper words are uttered an invisible force of energy projects itself a few feet away to block an incoming attack less than power rank intensity. The shield can move in the direction the hand is pointing to block incoming attacks, but if attacked from multiple angles only the direction her hand is facing is the one that will protect her. If the intensity of the attack is greater than the power rank of the shield spell than the shield is shattered, and new shield must be summoned. *Note: it is possible to surround herself with 4 shields to block all incoming attacks, but the spell rank drops by -1CS. These shields can’t be moved and must be dismissed for Zatanna to move around. ii. Vapors – Sleep: IN40 Intensity magical mist swirls around Zatanna; everyone in her area must save vs Endurance or fall asleep for 1-10 rounds +2 more rounds. The vapors last for 1 round then dissipate. Targets maybe awaken by normal means, i.e., loud noises, nudging, etc... iii. Wave: RM30 Force Damage to everyone around her. The spell releases a magical wave that cause everyone to make an Agility Feat roll to remain standing or fall down as the wave comes crashing into to them. The duration is one round. 2. Items: a. Wand: EX20 Eldritch Bolts Force Damage. The wand is an old family heirloom (Atlantean Magic) that is part of her stage craft, but with the right trigger words it can launch bolts of eldritch force energy at targets it is pointed at. b. Top Hat: A staple in the stage magicians craft; it contains a false bottom to hold the rabbit.
Talents: 1. Mystical Background: This is a universal talents for anyone who practices spellcasting. 2. Bibliophile: Reason +2CS to information and lore pertaining to magical books, scrolls, and other items of information. 3. Performer: Her craft is stage magic, and if she performs a week’s worth of performances she earns 10 Karma. 4. Languages: Speaks fluently English, Spanish, and Backwards. 5. Sleight of Hand: Agility +1CS to a common stage magician’s craft. Fluid movements and misdirection causes objects to disappear within sight. 6. Mesmerism and Hypnosis: A primitive form of Mind Control equal to the Reason Rank. Information can be gained as a Mental Probe, and Post Hypnotic Suggestions can be implanted into the Target’s mind. Any attempt to force the target to do something they normally would not do will cause the mesmerism to break. The effect last 1-10 hours.
Contacts: 1. John Zatara (Father) 2. Sindella Zatara (Mother)
Background: Sitting in a low light room, staring into a mirror, applying makeup, getting ready to get on stage. A lonely girl looks at an old book with such sadness in her eyes. She lovingly lifts it up and begins to read. She closes it and holds it tightly to her chest, and begins to speak: "Father, your diary says you and mother came to New York City to work on your stage magic, well I'm here hoping to find you. I know its silly of me to be talking to your book as if you'll answer me and let me know where you're at, but I have to try. I can't let that evil hag, Allura, win. She cursed me to loose you and spend the rest of my life searching for you. I need to find you, I miss you very much. I still wish mother was here to help me grow up. I have so many questions, and I was robbed of her so very young. For the longest time you were mother and father to me, and I need you back in my life. Please help me find you. Please give me a sign."
Quickly someone pops into the room and says "Hurry! Get ready, your next. Come on, hurry!"
Zatanna sighs heavily and puts a smile on her face. It looks so natural but it must be so rehearsed. She touches up her makeup and stands in front of the mirror. Her "Playboy Bunny" outfit is sure to be a hit with all the boys. She begins walking out the room, but remembers her tuxedo jacket, top hat, her wand, and of course "Mr. Hoppy. I can't leave without you. Your my lead in."
Walking down a dark corridor people rush past her, she stops and waits listening to a man speaking loudly over a microphone.
"Tonight ladies and gentlemen, we have a very special entertainer. She is the daughter of famous stage magician Zatara. Please join me in giving this young woman a very warm welcome, the Mistress of Magic, ZATANNA!!!"
Applause is heard and she looks down at herself one more time and then straightens herself up. She walks on to center stage, looks at the audience with her smile big and bright and thinks to herself; "the light is so bright... oh god, is this really my life? Please father give me a sign."
The lights turn off in an instant and the crowd begins to moan. Zatanna can her the panic in the back stage as the MC and technicians scramble to turn the lights back on.
Zatanna thinks for a moment "what a relief." She pauses and the moans grow louder, and she smiles a devilish smile. With her charming voice she says "EM NO THGIL EB EREHT TEL!" And the white hot light shines on. She knows now that she is right where she belongs.
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Post by tystates on Nov 14, 2013 17:44:04 GMT -5
I have Zatanna as a possible contact on my character for the Past time period, although now that I think about when the game is set, it still could have happened but maybe not under the same circumstances.
Why not submit a character for each time period?
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Post by skinwalker on Nov 14, 2013 18:03:38 GMT -5
I didn't submit characters for each time period because I was hoping to take these characters into the other time periods. It would be playing the evolution of characters as the grow and change with time. Their power levels would change, their focus would change, their philosophical out looks and ideologies would change. It would be a wonderful experiment in role playing.
Just out of curiosity, would you (Tystates) or Omen have a problem of me playing your contact Zatanna? If so I can always make another character.
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Post by tystates on Nov 14, 2013 19:15:53 GMT -5
I don't mind if you are playing Zatanna. It's a minor piece of his background that can be edited if it doesn't seem to fit the game world he's using.
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