Bulletproof Blues 3e EN:Characters

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Contents

(NOTE: This is a work in progress. Do this last.)

Here are a few characters to get you started. You can find more characters and additional information about the Kalos Universe at the Kalos Universe Wiki, which is free to use. If you send us your Bulletproof Blues Character Sheet Helper write-ups, we will add your characters to the Kalos Universe, as well!

Black Steel

The Hidden Blade

Black Steel
Quotation   "The fruits of your corruption have come to take their due."
First Appearance   Black Steel #1, 2014
Real Name   Tommy Lee
Identity   Secret ID
Player   NPC
Team Affiliation   Solo
Base Of Operations   San Francisco, CA, USA
Range Of Operations   Global
Origin   Gifted
Archetype   Shadow

Description

Age   26 Nationality   Korean-American
Height   6' 0" Hair   Black
Weight   187 lbs. Eyes   Green
Gender   Cis Male Sexuality   Heterosexual

Tommy is bi-racial: half Korean and half African-American, with striking facial features. His sculpted profile gives him model-like looks, but his features are rounded enough to make him inviting rather than intimidating, although his physicality and green eyes are arresting. He is always impeccably dressed when not dressed as his alter ego. When going out as Black Steel, he wears a black gi paired with a deep hood and a domino mask.

Attributes

Brawn 3
Agility 5
Reason 3
Perception 3
Will 3
Prowess 5
Accuracy 6


Endurance: 6
Plot Points: 1

Character Points Spent: 61
Unspent Experience: 0

Gifts

  • Connected
  • Exceptional Beauty
  • Linguist
  • Master Plan
  • Wealthy

Skills

  • Athletics
  • Combat
    • Kinetic Impartation +3
    • Throwing +3
  • Computing
  • Culture
    • Philosophy +3
  • Investigation
    • Analyzing Evidence +3
  • Manipulation
    • Conversation +3
  • Social
  • Stealth
    • Sneaking +3
  • Survival

Powers

Kinetic Control (Absorption) 5
Kinetic Energy, Delayed Depletion (+1)
Kinetic Impartation (Blast) 5
Uses knife or other object (+0)
Super Senses 2
Detect Assassin's Mark, Expertise w/Detect (+1) (Detect [Element], Hyperacuity)
Teleportation 4

Equipment

  • An assortment of knives
    • Strike 1
  • M18 Smoke Grenade
    • Blindness 2, Exploding (lasts 10 rounds)
  • M84 "Flash-Bang" Grenade
    • Blindness 4 + Blindness (vs. hearing) 4, Exploding

Movement

  Base Move     Double Move     All-out Move  
Run   50 feet 100 feet 300 feet (34 mph)
Swim   10 feet 20 feet 60 feet (7 mph)
Jump   9 feet 9 feet 9 feet
Teleport   1,600 feet 3,200 feet 2 miles (1,000 mph)

Personality

Tommy is a modern day sophist, and he loves rhetoric, philosophy, and debate. His nature is to be quite laid back and zen-like under most circumstances. However, when the weight of his family's misdeeds lay upon him, he is driven to make recompense, and all grace leaves his tongue. He becomes pragmatic and stoic, enabling him to make the hard choices that give his life meaning. If there is no place for him in the light, he will embrace the darkness to remove those that justice cannot reach.

Motivations

  • Serenity: The character seeks freedom from the mistakes or tragedies of their past.
  • Justice: The character seeks to ensure that misdeeds are met with appropriate punishment.

Complications

  • Outsider: Tommy is a loner, accepted neither by the law nor by the criminal underworld on which he preys.

History

Tommy's mother was a US Diplomat stationed in South Korea, and his father was... complicated. The assassin Shindo infiltrated the party only to get a lay of the land and information, not for a liason with a diplomat. But that interlude resulted in a son. His mother, ever pragmatic, did not tell Tommy who his father was. One of his enemies did, after killing her. It was then that Tommy's powers manifested, enabling him to escape. From then on, he lived life on the run, with one goal other than survival -- not to end up like his father.

But his powers were more fit to follow his sire than rebel against him -- tailor made for an assassin. Heroes didn't accept him, and villains... well, his father had made enemies on both sides of the law. So Tommy found another use for his abilities: to bring to justice those villains that the system couldn't touch, and do what the other heroes couldn't... or wouldn't.

Abilities

With his strength, speed, and skills, Tommy would be a deadly foe even without his powers. His ability to teleport, control kinetic energy, and "mark" targets makes him an implacable hunter, able to reach targets where they think they are safest. Tommy's "Assassin's Mark" is a quasi-psychic "tag" that he can place on a single person or object by touching them, and then find later (with a successful Perception roll). His Assassin's Mark does not last forever, of course: it fades over the course of a few days.

Tommy's usual tactics are to gather his own evidence to come to a judgment on the target, scout them out and discover their weaknesses, use his connections to get close enough to "mark" them, and then kill them when they least expect it.

Summary

Attributes 28 + Skills 6 + Gifts 5 + Powers 22 = 61 / 61

Blueshift

Speedster martial artist

Blueshift
Quotation   "Pay attention. A lot will happen in the next few seconds."
First Appearance   Dark Disciple #23, 1987
Real Name   Jeanette de Vries
Identity   Public ID
Player   NPC
Team Affiliation   Shadow Watch
Base Of Operations   Chicago, IL, USA
Range Of Operations   Local
Origin   Gifted
Archetype   Rocket

Description

Age   29 Nationality   American
Height   5' 8" Hair   Black
Weight   127 lbs. Eyes   Blue
Gender   Cis Female Sexuality   Heterosexual

Jeanette is a lean woman in her late 20s, with short but stylishly cut black hair. Her presence can be unnerving, because unless she is actively engaged in some activity, she stands very, very still: the small movements that normal people make in order to balance themselves are made so quickly and precisely that she appears to be unnaturally immobile. She typically dresses in snug, stretchy clothing and sturdy boots.

Attributes

Brawn 4
Agility 9
Reason 4
Perception 3
Will 3
Prowess 8
Accuracy 6


Endurance: 7
Plot Points: 1

Character Points Spent: 63
Unspent Experience: 0

Gifts

  • Master Plan
  • Team Player
  • Unsettling

Skills

  • Athletics
  • Combat
    • Dodging +3
    • Slamming +3
  • Investigation
  • Legerdemain
    • Sleight Of Hand +3
  • Stealth
  • Survival
    • Tactics +3

Powers

Communication 1
Tactical visor (Radio)
Extra Attacks 4
Immortality 1
Does not age
Regeneration 3
Super-running 3
Super Senses 3
Tactical visor, Detect Invulnerability (Infrared Vision, Night Vision, Other)
Super-speed 4

Equipment

  • Commlink
  • Smartphone

Movement

  Base Move     Double Move     All-out Move  
Run   400 feet 800 feet 2,400 feet (300 mph)
Swim   18 feet 36 feet 108 feet (12 mph)
Jump   12 feet 12 feet 12 feet

Personality

Jeanette is usually quiet and aloof. She does not enjoy or encourage what passes for polite conversation, and most people interpret her behavior as disdain. In fact, she finds the speed at which normal people interact almost unbearable, like sitting in freeway traffic, so she tries to limit her social interactions with others as much as possible. Of course, this only reinforces her feelings of isolation and her perception of herself as an outsider.

Motivations

  • Guilt: The character is driven by a desire for redemption from sins from their past.
  • Rebellion: The character doesn't fit into the larger society.

Complications

  • Enemy: Blueshift is still hunted by Project Genesis, and not everyone has forgiven her criminal past.
  • Outsider: Blueshift's unease around normal people is often taken as disdain.

History

Jeanette ran away from home when she was sixteen, after the death of her father. She spent the next year avoiding the authorities and Project Genesis, by which she was eventually captured. She was rescued from Genesis by a vigilante known as Dark Disciple. Having nowhere else to go, she stayed with Dark Disciple for a number of months, and it was he who taught her martial arts (primarily a mixture of American kenpo, muay thai, and shotokai karate). She left Dark Disciple when she was approached by Master Sin, a morally ambiguous mastermind who told her that she could use her abilities to help humanity by leading his strike team. She stayed with Master Sin for several years, learning leadership skills as well as learning to use her own powers effectively in a team. She eventually became disillusioned with Master Sin's mysterious goals and violent methods, and she left his employ. The parting was cordial, and he allowed her to keep the specialized equipment he designed for her; she still uses the tactical visor.

Seeking a way to salvage her life, Jeanette approached the FBI, offering to trade her knowledge of various criminal organizations in exchange for immunity from prosecution. After months of incarceration, the FBI accepted her offer, and Jeanette spent the next several weeks being debriefed. After she was released, she operated as an independent for a period of time before encountering Scanner, Stone, and Zero K. Finding that they had similar goals and compatible personalities, they formed Shadow Watch. Other than the members of her team, she has no friends, although she exchanges Christmas cards with Siege, who was also a member of Master Sin's strike team, and who now works for the FBI.

Abilities

Blueshift possesses the ability to think and move at superhuman speeds. Her strength and endurance are at least equal to peak human potential, and her hand-eye coordination and control over her body are well beyond human limits. Her biological processes are much more efficient than a normal human's, permitting her to extract nearly 100 percent of the caloric energy of what she eats and to exert herself for several hours before resting. She is capable of running over 300 miles per hour, and her brain is capable of processing information quickly enough to operate at this speed.

While in the employ of Master Sin, Blueshift obtained a visor which uses millimeter-wave signals to scan and evaluate the structural integrity of physical objects. While leading Master Sin's strike team, she used this to ensure that the force used against her opponents was commensurate with their durability.

Blueshift has experience leading teams of posthumans with aggressive personalities, and she is an expert tactician. She is proficient with a variety of close combat fighting styles, but she generally prefers the throws and joint-locks of aikido.

Summary

Attributes 37 + Skills 4 + Gifts 3 + Powers 19 = 63 / 63

Chthyra

The Crawling Chaos

Chthyra
Quotation   "I love you, Mommy."
First Appearance   Tales Of Mystery #317, 1963
Real Name   N/A
Identity   Secret ID
Player   NPC
Team Affiliation   Solo
Base Of Operations   Earth
Range Of Operations   Global
Origin   Alien
Archetype   Mirror

Description

Age   Ageless Nationality   N/A
Height   N/A Hair   Black/None
Weight   N/A Eyes   Red/Yellow
Gender   Nonhuman Sexuality   None

Chthyra is a psychic parasite from a reality in close proximity to our own which travels to our reality in its astral form. As such, it does not have a physical form in our reality. When Chthyra manifests in our reality, it usually takes the form of an oily black-skinned humanoid, a shapeless mass of hairlike tendrils of darkness, or something in between the two. Chthyra's astral form is only present until it manages to possess its host, after which its astral form inhabits the host's body.

Chthyra's host is always a child in their early teens. Within the dreams of its host, Chthyra may take any form at any time. These forms may be beautiful or terrifying or both, as Chthyra sees fit.

Attributes

Brawn 0
Agility 0
Reason 4
Perception 5
Will 12
Prowess 0
Accuracy 0

Chthyra has no physical body in our reality. It is a creature of pure, malevolent will.

Endurance: 12
Plot Points: 1

Character Points Spent: 70
Unspent Experience: 0

Gifts

  • Unsettling

Skills

  • Culture
  • Deception
  • Manipulation
  • Social
  • Stealth
  • Survival

Powers

Amazing Movement 1
Negated if Possession is broken. (Astral Travel)
Communication 2
(Mind Link, Universal Translator)
Illusion 10
(Illusory Damage, +1; It's All In Your Mind, -1)
Immortality 2
Will re-form in six months if destroyed.
Mind Control 5
(Mass Hypnosis, +1; Extra Range, +1; Emotional or physical proximity, +1)
Mind Shield 3
Possession 6
(Blackout, +1; Inhabit, +1)
Will Drain 3
(Target must be asleep, -1; Ranged, +1)

Movement

  Base Move     Double Move     All-out Move  
Run  
Swim  
Jump  

Personality

If Chthyra has any goals beyond its desire to feed, those goals are unknown. However, it is sentient, and it understands humanity and human languages. It "speaks" to and through its victims, but only to expand its influence. As such, any communication from Chthyra is typically in the form of threats, promises, or other statements intended to instill trust, fear, or hopelessness.

Motivations

  • Exploration: The character lives to seek out new places and new ideas.
  • Passion: The character has a visceral, perhaps even savage, nature.

Complications

  • Gruesome: Chthyra's true form is incomprehensible to the human mind.
  • Vulnerability: Chthyra only has access to our reality through a host.

History

Chthyra is one of a number of entities which are older than humanity and which have preyed upon us throughout history. Chthyra is actually one of the least dangerous of these entities, as its means of entering our reality and the damage it may do are both quite limited.

Chthyra enters our reality by infecting the dreams of a troubled child, one whose nightmares are both frequent and particularly vivid. Once Chthyra successfully takes control of the dreams of its host, the child becomes a prisoner in their own body. From this haven, Chthyra reaches out to poison the dreams of those in emotional or physical proximity to the host, spreading outward and feeding from their nightmares. Once Chthyra's influence has spread from its host to a dozen or more victims, it can begin to control their waking minds as well as their dreams. If left unopposed, the waking nightmares will drive the victims mad, resulting in riots, mass suicides, multiple murders, and general chaos. The death toll may reach into the hundreds; small towns or settlements may be wiped out entirely.

If this process is allowed to reach its natural conclusion, Chthyra will be sated and will retreat from its host. The host will awake normally and ostensibly unharmed, remembering nothing of the experience.

Abilities

In its native reality, Chthyra can reshape matter according to its will and even create living beings from the fabric of its universe. In our universe, its powers are more limited. It cannot reshape matter on Earth, but it can alter the perceptions of other people, causing them to perceive completely convincing hallucinations.

Summary

Attributes 21 + Skills 0 + Gifts 1 + Powers 48 = 70 / 70

Crocolisk

The Lizard King

Crocolisk
Quotation   "You're gonna be a 60-day homicide."
First Appearance   Tales Of Mystery #554, 1983
Real Name   Anthony Fields
Identity   Public ID
Player   NPC
Team Affiliation   Solo
Base Of Operations   New Orleans, LA, USA
Range Of Operations   Local
Origin   Altered
Archetype   Tank

Description

Age   26 Nationality   American
Height   9' Hair   None
Weight   800 lbs. Eyes   Yellow
Gender   Nonhuman Sexuality   Asexual

Crocolisk is a massive grey-green humanoid with thick scaly skin and crocodilian features. Bony plates project from his forearms and shoulders, and extend down his back to his tail. His tail is used for balance, but it is not prehensile. Crocolisk does not wear clothing, but he is fond of jewelry, particularly thick gold chains and large medallions.

Attributes

Brawn 7
Agility 4
Reason 1
Perception 3
Will 6
Prowess 6
Accuracy 4


Endurance: 13
Plot Points: 1

Character Points Spent: 60
Unspent Experience: 0

Gifts

Skills

  • Athletics
  • Combat
  • Culture
  • Deception
  • Manipulation
  • Social
  • Stealth
  • Survival

Powers

Attribute Invulnerability 4
Danger Sense 2
Animal Cunning
Immunity 6
(Poisons, Pressure, Radiation, Suffocation, Starvation)
Invulnerability 9
Regeneration 6
Super-swimming 2


Equipment

  • Cell Phone

Movement

  Base Move     Double Move     All-out Move  
Run   40 feet 80 feet 240 feet (27 mph)
Swim   100 feet 200 feet 600 feet (70 mph)
Jump   21 feet 21 feet 21 feet

Personality

Crocolisk is foul tempered, brash, and fearless to the point of foolishness. He takes what he wants, and he has no expectation that there will ever be consequences for his actions. He has contempt for the weak and for anyone who would defend them. He is not clever by any means, but he has an animal cunning that gives him an almost preternatural sense for when he is in danger.

Motivations

  • Passion: The character has a visceral, perhaps even savage, nature.
  • Rebellion: The character doesn't fit into the larger society.

Complications

  • Gruesome: Crocolisk is a monster, inside and out.
  • Uncontrolled Power: Crocolisk's size and weight make it impossible for him to have a normal life.

History

Anthony Fields has always been a criminal. From his earliest childhood, Anthony took whatever he wanted and hurt anyone who tried to stop him. By the time we was a legal adult, Anthony already had an lengthy criminal record, including multiple burglaries, armed robberies, and assaults. Due to the corruption and inefficiency of the New Orleans police department, and the lack of cooperation from witnesses, Anthony never served more than sixty days for any of these crimes.

Anthony was on parole from a simple burglary charge when he brutally assaulted and robbed the proprietor of a corner store, leading to his arrest when that crime was recorded on the store video camera. After he was released on bail, pending his trial, Anthony was approached by a stranger who offered him a way to stay out of jail forever -- he would be strong enough to break out of any prison, and his skin would be bulletproof. Anthony rejected the offer at first, until the stranger offered him a sizable cash incentive. Anthony accepted, intending to reneg on the deal once he'd been paid.

The stranger drugged Anthony and took him to an isolated laboratory near the docks. Anthony was unconscious during the process, but when we awoke he was alone, and he was a monster. The stranger, true to his word, left a stack of cash on a table next to Anthony. Anthony was truly freed of the consequences of his actions, and Crocolisk was born. He has committed countless crimes, and been captured several times, but he has never been kept imprisoned for long.

Abilities

Crocolisk is a three meter tall reptilian humanoid. He is strong enough to lift 30 tonnes and his scales are virtually impregnable. In addition to his more obvious alterations, Crocolisk's reptilian physiology permits him to hold his breath for hours, go nearly a year without eating, and recover from nearly any injury.

Crocolisk is inhumanly fast and strong, but he has low stamina. He can't exert himself at his peak for very long.

Summary

Attributes 31 + Skills 0 + Gifts 0 + Powers 29 = 60 / 60

Ganyeka

Psychic gorilla supergenius

Ganyeka
Quotation   "Would the hoo-man like a ba-na-na?"
First Appearance   Tales Of Mystery #166, 1959
Real Name   Bongo
Identity   Public ID
Player   NPC
Team Affiliation   Solo
Base Of Operations   Earth
Range Of Operations   Global
Origin   Altered
Archetype   Calculator

Description

Age   24 Nationality   American
Height   5' 7" Hair   Dark grey
Weight   375 lbs. Eyes   Brown
Gender   Nonhuman Sexuality   Heterosexual

Ganyeka appears to be a typical western lowland gorilla, with dark brownish-grey hair, a wide skull with a pronounced crest, and pronounced brow ridges. Several large scars are visible on his scalp. Although he does not wear clothes, he usually wears a belt over one shoulder with several pouches attached to it. He has been known to wear a helmet and ballistic chest armor when expecting violence.

Attributes

Brawn 6
Agility 3
Reason 8
Perception 4
Will 9
Prowess 3
Accuracy 3


Endurance: 15
Plot Points: 1

Character Points Spent: 73
Unspent Experience: 0

Gifts

  • Master Plan

Skills

  • Athletics
  • Combat
  • Computing
  • Culture
  • Engineering
  • Investigation
  • Medicine
  • Science

Powers

Communication 1
(Mind Link)
Mental Powers [Ultra-power] 9
Telekinetic Force Field (Force Field) 8
Not effective against intangible attacks (-1)

Mental Powers

Illusion 9
Illusory Damage (+1); It's All In Your Mind (-1)
Mind Control 9
Mind Hold 9
Telepathy 9

Equipment

  • Heavy Tactical Vest
    • Invulnerability 3
  • Heavy Pistol
    • Blast 3
  • M84 "Flash-Bang" Grenade
    • Blindness 4 + Blindness (vs. hearing) 4, Exploding
  • Binoculars
  • Laptop
  • Nightvision Goggles
  • Smartphone

Movement

  Base Move     Double Move     All-out Move  
Run   30 feet 60 feet 180 feet (20 mph)
Swim   6 feet 12 feet 36 feet (4 mph)
Jump   18 feet 18 feet 18 feet

Personality

Ganyeka is suspicious of humans, and aloof, at best, to any humans he encounters. Although he bears a great deal of resentment against humanity for the way he and his people (gorillas, and western lowland gorillas in particular) have been treated, he also feels isolated from them, as he will forever be an outcast from human society, the society in which he was raised. Ganyeka is a proud and lonely creature.

Motivations

  • Anger: The character is driven to overcome challenges and exceed their limits.
  • Nobility: The character was born to rule and command the respect of their lessers.

Complications

  • Outsider: Despite his vast intelligence, Ganyeka will always be a gorilla.

History

Ganyeka was once a completely normal western lowland gorilla named Bongo. Born in captivity in a medical research facility in Louisiana, he was subjected to hundreds of medical experiments by the time he was four years old. Most of these were drug trials, and had no lasting effects on him. However, at the age of twelve he was subjected to a series of surgeries and gene therapies intended to induce and then treat Alzheimer's disease.

The treatments had an unexpected side effect: they gradually increased Bongo's intelligence until he was even smarter than the doctors treating him. Bongo learned quickly, and the more he learned, the more his resentment grew. One day, Bongo had had enough: he struck out at the doctors, his tormenters. At first his rebellion was purely physical, but his wardens were armed with cattle prods and tranquilizer darts, and he knew that he was doomed. Defiant, he roared at his attackers, and was astonished as they crumpled to the ground. Bongo escaped from the facility, swearing revenge on humanity for what was done to him.

Since then, Bongo's anger has cooled. He has taken a new name, Ganyeka, which means "excel" or "surpass" in the Zulu language. He no longer blames all of humanity for what was done to him, but he has no love for humans. He seeks to find a place for himself in the world of humans. And if they do not have a place for him, he will make one.

Ganyeka has a deep disdain for physical violence, deeming it a "human" trait, and his early experiences have instilled in him an aversion to causing physical pain to others. He can be gentle, and he has a soft spot for human children, who remind him of the family he will never have. At the same time, he has no reservations about using his psychic powers to manipulate, hurt, or even kill humans who deserve it -- and no one deserves it more than someone who interferes with his plans.

Ganyeka understands English (and numerous other human languages), but he can't speak verbally: his vocal apparatus remains that of an ape. He communicates telepathically. His mental "voice" is that of Bob Marley: a conscious decision on Ganyeka's part.

Abilities

Ganyeka has the strength and agility of a healthy mountain gorilla, and one of the most powerful minds on Earth. He is capable of mastering any science he devotes himself to, but in practice his primary interests pertain to biology, zoology, and medicine.

Ganyeka has profound psychic abilities. He can read others' thoughts and memories, and he can cause other people to see, hear, touch, smell, and/or taste things which do not actually exist. He often uses this ability to interact with humans without their realizing that he is a gorilla. With effort, he can even override a person's decision-making process, making them into his puppets.

Summary

Attributes 36 + Skills 0 + Gifts 1 + Powers 36 = 73 / 73

Grimknight

Ominous protector of Manhattan

Grimknight
Quotation   "This is MY city."
First Appearance   Moonwolf #32, 1975
Real Name   Diggory "Diggs" Tyler
Identity   Secret ID
Player   NPC
Team Affiliation   Spookshow
Base Of Operations   New York, NY, USA
Range Of Operations   Local/Interplanetary with team
Origin   Gifted
Archetype   Shadow

Description

Age   31 Nationality   American
Height   5' 8" Hair   Bald (Brown)
Weight   192 lbs. Eyes   Brown
Gender   Cis Male Sexuality   Heterosexual

Diggs Tyler is a handsome, bald, black man in his early thirties. He typically dresses in tailored suits or expensive casual wear in the latest style. When he adopts the persona of Grimknight, he wears a non-reflective black body suit, black full head mask, and sturdy black boots and gloves. Over this attire he wears a hooded cloak, the Mantle Of Arawn. In daylight the cloak appears to be pale grey, while at night the cloak is an opalescent white.

Attributes

Brawn 6
Agility 6
Reason 3
Perception 6
Will 5
Prowess 5
Accuracy 4

Brawn and Agility 4 during the day; Brawn and Agility 6 at night.

Endurance: 11
Plot Points: 1

Character Points Spent: 60
Unspent Experience: 0

Gifts

  • Connected

Skills

  • Combat
    • Surprise Attacks +3
    • Sweep Attacks +3
  • Computing
  • Culture
  • Deception
  • Investigation
  • Legerdemain
  • Manipulation
    • Conversation +3
    • Interrogation +3
  • Social
  • Stealth
    • Shadowing +3

Powers

Attribute Invulnerability 2
Invulnerability 6
Invulnerability 4 during the day; Invulnerability 6 at night.
Power Invulnerability 2
Super Senses 1
(Night Vision)
Teleportation 5
Mantle Of Arawn – Radius Effect (+1)

Equipment

  • Binoculars
  • Covert Surveillance Device
  • Covert Tracking Device
  • Digital Camera
  • Digital Recorder
  • Mini-flashlight
  • Radio
  • Smartphone
  • Zip Ties
    • Invulnerability 1, Endurance 1

Movement

  Base Move     Double Move     All-out Move  
Run   60 feet 120 feet 360 feet (41 mph)
Swim   12 feet 24 feet 72 feet (8 mph)
Jump   18 feet 18 feet 18 feet
Teleport   1 mile 2 miles 6 miles (4,000 mph)

Personality

Diggs Tyler is friendly, engaging, and fun-loving. While he may come across as a bit of a Casanova when dealing with the opposite sex, he is never overbearing or disrespectful. He is the flame, not the moth. His years of working as a private investigator have made him skilled at forming a bond with people he's just met and getting them to open up to him. This has served him well in the District Attorney's Office. As Grimknight, Diggs is far less friendly, using his powerful presence and his skill at reading people to intimidate and interrogate suspected wrongdoers.

Motivations

  • Justice: The character seeks to ensure that misdeeds are met with appropriate punishment.
  • Honor: The character believes that their worth is tied to their adherence to a code of conduct.

Complications

History

Diggs Tyler was a private investigator for several years while he worked his way through law school. (Most private investigators work either for insurance companies or lawyers, so this was a natural match.) After graduation, he became a prosecutor in the New York County District Attorney's Office, where he has served the borough of Manhattan with distinction.

Tyler is a descendant of Gwynn Ap Nudd, King of the Faeries and the Otherworld (also called Annwn). He was not aware of his heritage until he was selected to be the next Knight of the Summerland due to the mysterious death of the previous Knight of the Summerland. However faint the blood connection may be, Tyler is a faerie by birthright, which permits him to wear and use the Mantle of Arawn, a powerful faerie artifact.

Abilities

During the day, Grimknight's strength and speed are at the peak of human potential, and his skin is tough enough to withstand small arms fire. At night he is even stronger and tougher, able to lift 7 tonnes overhead and withstand high explosives.

In addition to his supernatural strength, speed, and toughness, Grimknight wears the Mantle of Arawn. The Mantle of Arawn is a faerie artifact which permits the wearer to bend space and teleport thousands of miles in an instant.

Grimknight also carries a number of useful but ordinary pieces of equipment, such as binoculars, radio tracking devices, bugs, and digital recorders.

Summary

Attributes 33 + Skills 5 + Gifts 1 + Powers 21 = 60 / 60

Karen 7

One little war machine trying to find her place in the world

Karen 7
Quotation   "Waffles are an excellent source of energy and raw materials."
First Appearance   Legacies #1, 2011
Real Name   Karen Elizabeth West
Identity   Secret ID
Player   NPC
Team Affiliation   New Justifiers
Base Of Operations   United States
Range Of Operations   National/Interplanetary with team
Origin   Artificial
Archetype   Calculator

Description

Age   16 Nationality   American
Height   5' 1" Hair   Blonde
Weight   275 lbs. Eyes   Blue
Gender   Inorganic Sexuality   Asexual

Karen 7 appears to be a female human of approximately 16, but she is actually a sentient machine.

Attributes

Brawn 8
Agility 7
Reason 7
Perception 3
Will 2
Prowess 7
Accuracy 6


Endurance: 10
Plot Points: 1

Character Points Spent: 66
Unspent Experience: 0

Gifts

  • Linguist
  • Mental Calculator
  • Perfect Recall

Skills

  • Combat
    • Zero-G Combat +3
  • Computing
    • Forensics +3
    • Programming +3
  • Science
    • Physics +3

Powers

Communication 2
(Computers, Radio)
Immunity 8
(Exposure (Cold), Exposure (Heat), Poisons, Pressure, Radiation, Suffocation, Vacuum)
Invulnerability 5
Super Senses 4
(Hyperacuity, Infrared Vision, Night Vision, Ultraviolet Vision)

Movement

  Base Move     Double Move     All-out Move  
Run   70 feet 140 feet 420 feet (48 mph)
Swim   14 feet 28 feet 84 feet (10 mph)
Jump   24 feet 24 feet 24 feet

Personality

Karen 7 lacks the skills to handle everyday emotions. When faced with a complex emotional issue, she seems cold and uncaring to those around her. Most people can pick up on this easily. However, Karen will protect and defend anyone she deems a friend or with whom has what she thinks is an emotional tie. She doesn't really have a way of showing emotional attachment and thinks this is the best way. In combat Karen is extremely focused on the target at hand, normally picking out the greatest apparent threat.

She also makes what she sees as the most logical decision based on various victory conditions. This is often misunderstood as being cold or amoral. She is willing to sacrifice a few to save many.

Motivations

  • Exploration: The character lives to seek out new places and new ideas.
  • Serenity: The character seeks freedom from the mistakes or tragedies of their past.

Complications

  • Enemy: Karen 7 is pursued by Karen X, her predecessor.

History

Karen 7 (along with Karens 1 through 6) was created by Doctor Herbert West, a brilliant if somewhat unbalanced inventor and engineer, who was well known as a weapon designer for both the government and a number of paranormals during the 1960s through the 1990s. The Karen units were based on a military prototype West had been developing in the mid-1990s. The unfortunate death of West's daughter in 1996 in an automobile accident marked the end of West's professional career. He withdrew from the world and devoted the remainder of his life to the Karen Project: an attempt to create a perfect, immortal receptacle for Karen West's stored memories and personality.

Unfortunately, Dr. West died before accomplishing that goal. When Karen 7 woke up, she was alone in a burned-out laboratory that had been abandoned for months, with no knowledge of where or who she was. Since then, Karen 7 has roamed the world, learning about humanity and trying to find a place where she belongs.

Abilities

Like her predecessors, Karen 7 was created using an experimental skeletal combat chassis, composed primarily of Grade 5 and Grade 38 titanium alloys with some carbon fiber structural members. The combat chassis has increased lifting capabilities, reinforced sub-dermal body armor, and a highly responsive fiber-optic control system: combined, these systems give Karen 7 strength and speed well beyond anything attainable by human beings. In addition, she possesses an array of enhanced senses, enabling her to perceive wavelengths of light above and below those visible to humans.

As a synthetic being, Karen 7 is immune to most environmental hazards which would endanger a human being. She is unaffected by heat, cold, poisons, radiation, and vacuum.

Summary

Attributes 40 + Skills 4 + Gifts 3 + Powers 19 = 66 / 66

Karen X

One little war machine determined to survive

Karen X
Quotation   "I will not be replaced by an inferior unit."
First Appearance   Legacies #6, 2011
Real Name   Karen X
Identity   Public ID
Player   NPC
Team Affiliation   Solo
Base Of Operations   United States
Range Of Operations   Global
Origin   Artificial
Archetype   Cannon

Description

Age   16 Nationality   American
Height   5' 1" Hair   Blonde
Weight   375 lbs. Eyes   Red
Gender   Inorganic Sexuality   Asexual

Karen X appears to be a female human of approximately 16, but she is actually a sentient machine.

Attributes

Brawn 8
Agility 8
Reason 7
Perception 4
Will 4
Prowess 5
Accuracy 7

Endurance: 12
Plot Points: 1

Character Points Spent: 96
Unspent Experience: 0

Gifts

  • Linguist
  • Mental Calculator
  • Perfect Recall

Skills

  • Athletics
  • Combat
  • Computing
  • Engineering
  • Science
  • Survival

Powers

Communication 2
(Computers, Radio)
Flight 3
Jet Pack
Immunity 8
(Exposure (Cold), Exposure (Heat), Poisons, Pressure, Radiation, Suffocation, Vacuum)
Invulnerability 6
Super Senses 4
(Hyperacuity, Infrared Vision, Night Vision, Ultraviolet Vision)
Weapon Systems [Ultra-power] 8

Weapon Systems

Blast 8
Particle Beam
Blast (Explosive) 7
High Explosive Missiles
Blast (Seeking) 7
Seeking Missiles
Blindness (Explosive) 7
Ultraviolet Ray Burst
Hold 8
Neural Paralyzer Eye Beams
Power Suppression (vs. Electronics) 8
Ion Blaster

Movement

  Base Move     Double Move     All-out Move  
Run   80 feet 160 feet 480 feet (55 mph)
Swim   16 feet 32 feet 96 feet (11 mph)
Jump   24 feet 24 feet 24 feet
Fly   400 feet 800 feet 2,400 feet (300 mph)

Personality

Karen X lacks the skills to handle everyday emotions. When faced with a complex emotional issue, she seems cold and uncaring to those around her. Most people can pick up on this easily.

Motivations

  • Anger: The character is driven to overcome challenges and exceed their limits.
  • Insecurity: The character feels as though they don't measure up to their peers.

Complications

  • Enemy: Karen X is the avowed enemy of Karen 7, the unit which was to have replaced her.
  • Vulnerability: The Karen X unit is considerably heavier than most people and has to be constantly aware of this.

History

Karen X was the sixth Karen android created by Doctor Herbert West, a brilliant if somewhat unbalanced inventor and engineer, who was well known as a weapon designer for both the government and a number of posthumans during the 1960s through the 1990s. The Karen units were based on a military prototype West had been developing in the mid-1990s. The unfortunate death of West's daughter in 1996 in an automobile accident marked the end of West's professional career. He withdrew from the world and devoted the remainder of his life to the Karen Project: an attempt to create a perfect, immortal receptacle for Karen West's stored memories and personality.

While Karen 6 was more lifelike than her five predecessors, Dr. West was disturbed by Karen 6's lack of empathy. He was working on Karen 7 when a misaligned induction array exploded, killing Dr. West and destroying his laboratory. As Karen 6 watched the laboratory burn, she chose a new name for herself: Karen X. Since then, Karen X has roamed the world learning, improving herself, and destroying anyone who stood in her way.

Abilities

Like her predecessors, Karen X was created using an experimental skeletal combat chassis, composed primarily of Grade 5 and Grade 38 titanium alloys with some carbon fiber structural members. The combat chassis has increased lifting capabilities, reinforced sub-dermal body armor, and a highly responsive fiber-optic control system: combined, these systems give Karen X strength and speed well beyond anything attainable by human beings. Karen X was originally equipped with a number of weapon systems, and she has continued to refine and enhance her offensive capabilities. In addition, she possesses an array of enhanced senses, enabling her to perceive wavelengths of light above and below those visible to humans.

As a synthetic being, Karen X is immune to most environmental hazards which would endanger a human being. She is unaffected by heat, cold, poisons, radiation, and vacuum.

Summary

Attributes 43 + Skills 0 + Gifts 3 + Powers 50 = 96 / 96

Manticore

Celebrity super-scientist

Manticore
Quotation   "We'll give it all we've got!"
First Appearance   Citadel #1, 2011
Real Name   Chloe Zhang (Zhang Qianwei)
Identity   Public ID
Player   NPC
Team Affiliation   Citadel
Base Of Operations   New York, NY, USA
Range Of Operations   Local/Global with team
Origin   Equipped
Archetype   Gadget

Description

Age   28 Nationality   Chinese-American
Height   5' 5" Hair   Black
Weight   106 lbs. Eyes   Brown
Gender   Cis Female Sexuality   Heterosexual

Chloe is a photogenic, athletic Chinese-American woman. She dresses in the most fashionable clothes, yet makes them look effortlessly natural.

Attributes

Brawn 3
Agility 5
Reason 7
Perception 4
Will 5
Prowess 3
Accuracy 5

Chloe's Brawn, Agility, and Accuracy are one less without her armor.

Endurance: 8
Plot Points: 1

Character Points Spent: 77
Unspent Experience: 0

Gifts

  • Connected
  • Exceptional Beauty
  • Famous
  • Headquarters
  • Linguist
  • Professor
  • Savant
  • Team Player
  • Wealthy

Skills

  • Athletics
  • Combat
  • Computing +1
    • Programming +3
  • Culture
  • Engineering +1
    • Electrical +3
  • Investigation
  • Manipulation
  • Science +1
    • Nanotechnology +3
  • Social

Powers

Flight 6
Jet Wing
Gadgets and Weaponry [Ultra-power] 6
Immunity 4
Sealed systems – Must be activated (-1) (Poisons, Suffocation, Radiation)

Gadgets and Weaponry

Blast 6
Jet wing miniguns
Hold 6
Jet wing mini-rocket: restraining foam – Exposed (-1)
Invulnerability 6
Machine Control 6
Machines with onboard computers only
Power Suppression 6
Jet wing mini-rocket: fire suppression foam
Super Senses 6
Detect EM Radiation (360° Vision, Detect [Element], Hyperacuity, Infrared Vision, Ultraviolet Vision, X-ray Vision)
Telekinesis 6
Jet wing grappling cable – Exposed (-1)

Equipment

  • Smartphone

Movement

  Base Move     Double Move     All-out Move  
Run   50 feet 100 feet 300 feet (34 mph)
Swim   10 feet 20 feet 60 feet (7 mph)
Jump   9 feet 9 feet 9 feet
Fly   5 miles 10 miles 30 miles (20,000 mph)

Personality

If one word could be used to describe Chloe Zhang, it would be "active". Nearly every moment of every day is occupied with something, whether it is research into new semiconducting polymers, competing in a snowboarding competition, acting in a film on location in Mongolia, promoting the Special Olympics, or dancing at the newest and most exciting club.

Despite the frenetic pace of her lifestyle, she always seems as ease with the people around her, and she is never too busy to be gracious. She is a genuinely nice person.

Motivations

  • Adventure: The character has an adventurous spirit and rarely turns down a quest.
  • Protection: The character wants to protect others, particularly the innocent and the helpless.

Complications

  • Vulnerability: All of Manticore's powers are dependent on her armor and equipment.
  • Enemy: Chloe Zhang is internationally famous, which makes her a very easy target for her enemies.

History

Zhang Qianwei is the daughter of Zhang Ka-shing, one of the twenty richest people in the world, who emigrated to the United States from Hong Kong in 1998, and obtained American citizenship for himself and his two children. Over the course of the next few years, he moved the corporate headquarters of his company, Zhangsun Telecom (market value $170 billion, according to Forbes), to Manhattan from Hong Kong. However, the company still has extensive holdings in China, primarily in land development and telecommunications. In the rest of the world, the majority of their holdings are in telecommunications, hotels, and resorts.

Qianwei was educated in the United States, where she is known as Chloe Zhang, but until recently she spent most of her school vacations in Hong Kong, where she is a bona-fide celebrity: she has been on the cover of numerous magazines (the Hong Kong edition of Cosmopolitan over a dozen times in the last ten years), appeared in several films (she is friends with John Woo and Jackie Chan, in addition to a lot of Chinese show-business types that no one in the USA has ever heard of), and has released a few pop albums which have been quite popular in Asia.

She is also an avid skydiver, skier, snowboarder, and surfer. She often has lucrative endorsement deals despite her amateur status, and she spent six months on Wheaties boxes a couple of years ago, which is the first place most people in the USA saw her. Chloe donates all of the proceeds from her endorsements to charities, such as the Special Olympics.

In addition to her artistic and athletic pursuits, Chloe is absolutely brilliant. She has doctorates from Stanford and Georgia Institute of Technology, and she has developed a number of breakthroughs in telecommunications. For example, she invented a nanotechnological process which permits multiple signals to transmit simultaneously on the same antenna without interference (aka MIMO, a technological underpinning of the WiMax standard).

Recently, Chloe's 80-year-old father decided to retire back to Hong Kong, where her older brother runs the Asian divisions of the company, leaving her in New York to run the North American and European divisions (although she is technically Vice President In Charge Of Research And Development).

Tabloids have connected Chloe to numerous handsome and/or famous men, and some of these rumours have been true, but she has no interest in marriage at this time. She has stated in interviews that she wants to be a wife and a mother -- but not yet. "I have too much still to do," she explains. "It would not be fair to a husband or a child."

Fun fact: In China, Chloe's superhero persona is known as "Dragon's Lovely Daughter", while in Japan, she is known as "Super Demon Rider Girl".

Abilities

Chloe Zhang possesses superhuman cognitive ability, but her most significant posthuman ability is her extraordinary focus. She is capable of concentrating on several problems simultaneously, and even carry on a conversation while doing so. When combined with her reduced need for sleep (she rarely sleeps more than two hours per night), she is more productive in one day than an ordinary person would be in a month.

Her most flamboyant abilities are granted by the Manticore armor and jet wing, both of which are her original designs. The armor enhances her speed and reflexes, it provides defense against all but the most powerful conventional weaponry, and it houses a wide array of sensory equipment. In addition to its use as transportation, Manticore's jet wing is a flying weapon platform. The jet wing has machine guns and a selection of special purpose mini-rockets, as well as a net cannon and a grappling line.

Summary

Attributes 32 + Skills 3 + Gifts 9 + Powers 33 = 77 / 77

Master Sin

The Alchemist of Crime

Master Sin
Quotation   "I take the long view."
First Appearance   Mongoose #232, 1971
Real Name   Sin Bayan
Identity   Secret ID
Player   NPC
Team Affiliation   Solo
Base Of Operations   Korea
Range Of Operations   Global
Origin   Zenith
Archetype   Calculator

Description

Age   Unknown Nationality   Korean
Height   5' 5" Hair   Black
Weight   125 lbs. Eyes   Brown
Gender   Cis Male Sexuality   Asexual

Master Sin is a master of disguise. His most frequent guises are those of a frail old Korean man in a wheelchair, a handsome young Korean man with long hair, and a middle-aged Korean man with a queue wearing a hanbok.

Attributes

Brawn 3
Agility 4
Reason 9
Perception 8
Will 6
Prowess 5
Accuracy 4


Endurance: 9
Plot Points: 1

Character Points Spent: 70
Unspent Experience: 0

Gifts

  • Connected
  • Headquarters
  • Linguist
  • Master Plan
  • Minions
  • Wealthy

Skills

  • Athletics
  • Combat
  • Computing
  • Culture
  • Deception
  • Engineering
  • Investigation
  • Manipulation
  • Medicine
  • Science
  • Social
  • Survival

Powers

Attribute Invulnerability 7
Immortality 5
Immunity 4
(Poisons, Sleep Deprivation, Starvation)
Mind Shield 7
Regeneration 2

Equipment

  • Light Tactical Vest
    • Invulnerability 1
  • Cell Phone
  • Mini-flashlight
  • Multi-tool

Movement

  Base Move     Double Move     All-out Move  
Run   40 feet 80 feet 240 feet (27 mph)
Swim   8 feet 16 feet 48 feet (5 mph)
Jump   9 feet 9 feet 9 feet

Personality

Master Sin is a calm, reserved man. He is often lost in thought, and rarely says anything that isn't important. He also has a wry sense of humour, but few people get to know him well enough to see that side of his personality.

Motivations

  • Control: The character detests the chaos of human society, and seeks to impose order.
  • Responsibility: The character is burdened by the responsibility of their powers.

Complications

History

According to legend, Master Sin was an alchemist and astronomer in the court of Queen Seondeok of Silla during the Three Kingdoms period of Korea. It was during his tenure in the court of Queen Seondeok that Master Sin first discovered the alchemical secret for arresting the aging process, a formula he has continued to refine and perfect. After the end of Queen Seondeok's reign, Master Sin formed the Jade Moon Society, a secret society dedicated to the pursuit of knowledge and the bringing into harmony of humanity and nature.

As the centuries passed, Master Sin's disappointment in humanity increased in proportion to his control of it. By the 12th century, his influence had spread to India and Persia, and by the end of the European colonial era his servants had infiltrated secret societies around the world, all secretly controlled by the Jade Moon Society. Master Sin's ultimate goal is a world in perfect ecological balance, but this fact is withheld from the Jade Moon's subordinate secret societies and their numerous front organizations. Only the fanatically loyal members of the Jade Moon Society itself are aware of this hidden agenda.

Abilities

Master Sin was born human, but his alchemical formulas and centuries of experience have given him intelligence and wisdom far beyond those he was born with. He has mastered most sciences, and his thirst for knowledge ensures that no realm of human study is long neglected. His experience and keen intellect make him a formidable opponent. Given sufficient information, Master Sin is capable of predicting and preparing for nearly any eventuality. Many members of the Jade Moon Society believe that he can predict the future.

Physically, Master Sin is near the peak of human potential, and his rejuvenating elixir prevents him from aging and allows him to recover from nearly any injury. Despite his lack of more flamboyant abilities, Master Sin is one of the most dangerous people on Earth. His resources and his influence are both virtually unlimited.

Summary

Attributes 39 + Skills 0 + Gifts 6 + Powers 25 = 70 / 70

Miasma

Highly trained agent specializing in smoke grenades

Miasma
Quotation   "Better to fight for something than live for nothing."
First Appearance   Miss America #181, 1969
Real Name   Hilary Watson
Identity   Secret ID
Player   NPC
Team Affiliation   Fume Troopers
Base Of Operations   Earth
Range Of Operations   Global
Origin   Equipped
Archetype   Sword

Description

Age   27 Nationality   Canadian
Height   5' 6" Hair   Brown
Weight   115 lbs. Eyes   Brown
Gender   Cis Female Sexuality   Homosexual

When in civilian attire, Miasma is a fit, attractive woman with brown skin and close-cropped brown hair. However, few people outside of her Fume Troopers have seen her in civilian attire. When on a mission, Miasma wears a PVC trenchcoat over a close-fitting black jumpsuit, combat boots, gloves, full-face gas mask, and a wig of long, curly red hair, thus completely concealing her Black Canadian heritage.

Attributes

Brawn 3
Agility 3
Reason 4
Perception 3
Will 3
Prowess 4
Accuracy 4


Endurance: 6
Plot Points: 1

Character Points Spent: 43
Unspent Experience: 0

Gifts

  • Common Sense
  • Connected
  • Headquarters
  • Master Plan
  • Minions
  • Team Player
  • Vehicles

Skills

  • Athletics
  • Combat
    • Grenades +3
  • Deception
  • Manipulation
    • Leadership +3
  • Stealth
  • Survival
    • Tactics +3

Powers

Invulnerability 6
Trenchcoat – Chemicals and corrosives only (-1)
Immunity 3
Gas mask and trenchcoat (Poisons, Suffocation)
Super Senses 1
Special goggles permit seeing through smoke and fog (Other)

Equipment

  • Heavy Tactical Vest
    • Invulnerability 3
  • Assault Rifle w/ Grenade Launcher
    • Blast 3, +1 Accuracy (fires multiple rounds at target)
  • M67 Fragmentation Grenade
    • Blast 5, Exploding
  • M7A2 CS Gas Grenade
    • Blast 5 + Blindness 5, Exploding (poison)
  • Mk 141 Stun Grenade
    • Blast 5, Exploding, Stunning
  • Knockout Gas Grenade
    • Blast 8, Exploding, Stunning (poison)
  • M18 Smoke Grenade
    • Blindness 2, Exploding (lasts 10 rounds)
  • M84 "Flash-Bang" Grenade
    • Blindness 4 + Blindness (vs. hearing) 4, Exploding
  • Radio

Movement

  Base Move     Double Move     All-out Move  
Run   30 feet 60 feet 180 feet (20 mph)
Swim   6 feet 12 feet 36 feet (4 mph)
Jump   9 feet 9 feet 9 feet

Personality

Miasma is cool, tough, and professional, but she sometimes can't help taunting posthumans whom she has outfought or outsmarted.

Motivations

  • Honor: The character believes that their worth is tied to their adherence to a code of conduct.
  • Vengeance: The character seeks revenge for some past wrong done to them or their loved ones.

Complications

  • Enemy: Miasma is considered an international terrorist by the USA (but not by Canada or most European countries).

History

The woman now known as Miasma was once a respected member of Joint Task Force 2, the elite special operations force of the Canadian Armed Forces. After being made the scapegoat for a successful mission that became a public relations embarrassment for the Canadian government, she was found guilty at her court-martial, stripped of her rank, and discharged from the military. Shortly afterward, a mercenary calling herself Miasma began offering her services to anyone who could meet her price. Favoring non-lethal munitions and gas grenades, Miasma and her Fume Troopers have established themselves as professionals who can get the job done quickly and efficiently, even in the face of posthuman opposition.

Abilities

Miasma is merely human, but she is a skilled combatant with the best military training, and she is an expert strategist. Miasma is a human being who takes on posthumans and wins. Miasma also has access to cutting-edge personal armor and weaponry. The ballistic armor in her jumpsuit provides protection against most small arms, while her trenchcoat is resistant to most corrosives. Her gas mask allows her to breathe in any atmosphere which contains sufficient oxygen, and protects her from a wide spectrum of toxins and contaminants.

While she and her Fume Troopers carry firearms, they generally use grenades against posthumans. Among their preferred weapons are incendiary grenades, fragmentation grenades, CS gas grenades, knockout gas grenades, and "flash-bang" grenades.

Summary

Attributes 24 + Skills 3 + Gifts 7 + Powers 9 = 43 / 43

Miasma's Fume Troopers

Origin   Equipped
Archetype   Pawn

Description

A Fume Trooper wears a PVC trenchcoat over a close-fitting black jumpsuit, combat boots, gloves, and a full-face gas mask.

Attributes

Brawn 2
Agility 2
Reason 2
Perception 2
Will 2
Prowess 3
Accuracy 3


Endurance: 4
Plot Points: 0

Character Points Spent: 25
Unspent Experience: 0

Skills

  • Athletics
  • Combat
  • Stealth
  • Survival

Powers

Invulnerability 6
Trenchcoat – Chemicals and corrosives only (-1)
Immunity 3
Gas mask and trenchcoat (Poisons, Suffocation)
Super Senses 1
Special goggles permit seeing through smoke and fog (Other)

Equipment

  • Heavy Tactical Vest
    • Invulnerability 3
  • Assault Rifle w/ Grenade Launcher
    • Blast 3, +1 Accuracy (fires multiple rounds at target)
  • M67 Fragmentation Grenade
    • Blast 5, Exploding
  • M7A2 CS Gas Grenade
    • Blast 5 + Blindness 5, Exploding (poison)
  • Mk 141 Stun Grenade
    • Blast 5, Exploding, Stunning
  • Knockout Gas Grenade
    • Blast 8, Exploding, Stunning (poison)
  • M18 Smoke Grenade
    • Blindness 2, Exploding (lasts 10 rounds)
  • M84 "Flash-Bang" Grenade
    • Blindness 4 + Blindness (vs. hearing) 4, Exploding
  • Radio

Movement

  Base Move     Double Move     All-out Move  
Run   20 feet 40 feet 120 feet (14 mph)
Swim   4 feet 8 feet 24 feet (3 mph)
Jump   6 feet 6 feet 6 feet

Summary

Attributes 16 + Skills 0 + Gifts 0 + Powers 9 = 25 / 25

Monolith

The Man Mountain

Monolith
Quotation   "I think you should give up now."
First Appearance   Renegades #1, 1986
Real Name   Wayne Hill
Identity   Public ID
Player   NPC
Team Affiliation   Renegades
Base Of Operations   Los Angeles, CA, USA
Range Of Operations   Local/National with team
Origin   Altered
Archetype   Tank

Description

Age   32 Nationality   American
Height   8' 6" Hair   Blonde
Weight   625 lbs. Eyes   Green
Gender   Cis Male Sexuality   Heterosexual

Monolith lives up to his name. At eight and a half feet tall, and extraordinarily muscled, he is an impressively massive individual. In contrast to his fearsome build, Monolith has a kind, boyish face. He doesn't have a set uniform other than having a stylized "M" on his shirts. In all kinds of weather he typically wears a white tank top or t-shirt, weight lifting gloves, jeans, and specially-made high-top sneakers or combat boots.

Attributes

Brawn 8
Agility 3
Reason 2
Perception 6
Will 5
Prowess 5
Accuracy 2


Endurance: 13
Plot Points: 1

Character Points Spent: 64
Unspent Experience: 0

Gifts

  • Common Sense
  • Connected
  • Headquarters
  • Team Player

Skills

  • Athletics
    • Throwing +3
  • Combat
    • Grappling +3
  • Culture
    • Popular Media +3
  • Manipulation

Powers

Attribute Invulnerability 6
Communication 1
Renegades headset (Radio)
Immunity 7
(Exposure (Cold), Exposure (Heat), Poisons, Pressure, Suffocation, Vacuum)
Invulnerability 8
Super-jumping 4

Movement

  Base Move     Double Move     All-out Move  
Run   30 feet 60 feet 180 feet (20 mph)
Swim   6 feet 12 feet 36 feet (4 mph)
Jump   1,600 feet 3,200 feet 2 miles (1,000 mph)

Personality

Monolith is good-natured and easy going, but he takes his responsibilities as a role model seriously. He volunteers for many children's charities and lends his name and likeness to fund raising campaigns. People who spend time with Monolith are surprised that he is, in spite of his fame and his enormous size, just a regular guy who likes sports, movies, and popular music. He is also a talented public speaker who connects with audiences through stories about his superhero exploits, anecdotes about the difficulties he has due to his size and weight, and self-deprecating humor.

Motivations

  • Justice: The character seeks to ensure that misdeeds are met with appropriate punishment.
  • Protection: The character wants to protect others, particularly the innocent and the helpless.

Complications

  • Enemy: Monolith has made many enemies, but Cesspool is the most vile and persistent.
  • Uncontrolled Power: Monolith's size and weight make it impossible for him to have a normal life.

History

Wayne Hill was born in an abandoned worksite trailer deep in the backwoods of Oklahoma. His parents had committed a series of armed robberies crossing three states and were hiding from the FBI and state authorities. The trailer was left behind after an industrial company dumped experimental toxic chemicals at the site. The chemicals dramatically altered Wayne's physiology while he was in the womb. Due to Wayne's size and the absence of medical care, his mother died in childbirth. Wayne's father never forgave him, and the boy's early years were marked by abuse and neglect. When he was 10 years old, his father was killed in a shoot-out with authorities, so Wayne became a ward of the court and was placed in a federal orphanage for "special" children.

As Wayne grew to maturity, he vowed to use his special abilities to help the less fortunate and downtrodden. When he turned 18, Wayne took the superhero name Monolith, moved to Los Angeles, joined the Renegades (a state-sponsored team of posthumans), and became sanctioned by the state of California as a state police officer. When not fighting evil, he makes frequent charity campaign appearances, especially for organizations that help children.

Abilities

Monolith is strong enough to lift locomotives and punch through all but the most resilient synthetic materials, and he is tough enough to withstand an attack from any conventional weapon. He can survive in nearly any environment, and his posthuman biology is immune to virtually all toxins and diseases. Monolith's speed and agility are greater than his size might lead one to assume, but still well within human norms. However, his massive leg muscles allow him to jump extraordinary distances: his longest measured leap is well over two miles.

Summary

Attributes 31 + Skills 3 + Gifts 4 + Powers 26 = 64 / 64

Noble Glaucus

Warlord of Lemuria

Noble Glaucus
Quotation   "The race of man is as the race of leaves."
First Appearance   Phalanx #33, 1964
Real Name  
Identity   Public ID
Player   NPC
Team Affiliation   Lemuria
Base Of Operations   Lemuria
Range Of Operations   Global
Origin   Alien
Archetype   Sword

Description

Age   312 Nationality   Lemurian
Height   6' 8" Hair   None
Weight   410 lbs. Eyes   Yellow
Gender   Cis Male Sexuality   Heterosexual

Noble Laucus is a Lemurian. He is a tall, muscular humanoid with blue skin and spiny fins growing from his head. He typically wears gold bands on his arms and around his neck, and metallic blue briefs.

Attributes

Brawn 7
Agility 6
Reason 4
Perception 5
Will 7
Prowess 7
Accuracy 6


Endurance: 14
Plot Points: 1

Character Points Spent: 74
Unspent Experience: 0

Gifts

  • Animal Empathy
  • Minions

Skills

  • Athletics
  • Combat
  • Science
  • Survival

Powers

Immunity 2
Breathes water rather than air (Exposure (Cold), Pressure)
Invulnerability 8
Super-swimming 4
Sea Creatures Control (Animal Control) 4
Trident of Critias
Water Mastery ([Element] Mastery) 4
Trident of Critias

Movement

  Base Move     Double Move     All-out Move  
Run   60 feet 120 feet 360 feet (41 mph)
Swim   1,600 feet 3,200 feet 2 miles (1,000 mph)
Jump   21 feet 21 feet 21 feet

Personality

Noble Glaucus is arrogant and angry, but he is not malicious. He fervently believes that his people, the Lemurians, have suffered at the hands of the Atlanteans and the surface dwellers, and that the future of Lemuria depends on conquering or eliminating these threats to Lemurian sovereignty.

Motivations

  • Nobility: The character was born to rule and command the respect of their lessers.
  • Vengeance: The character seeks revenge for some past wrong done to them or their loved ones.

Complications

  • Vulnerability: Noble Glaucus is not amphibious. He will suffocate in open air.

History

Noble Glaucus was born to a noble Lemurian family in the early 1700s. From an early age, he has fought against the predations of the surface world and the Atlanteans.

Abilities

Like all Lemurians, Noble Glaucus is stronger and much tougher than surface dwellers, and he can survive at the deepest depths of the ocean. Unlike typical Lemurians, Noble Glaucus also carries the Trident of Critias, which grants him control over sea creatures and command over the seas themselves.

Summary

Attributes 42 + Skills 0 + Gifts 2 + Powers 30 = 74 / 74

Scanner

Tortured psychic on the run

Scanner
Quotation   "Stop thinking at me!"
First Appearance   Forgotten Tales #19, 2001
Real Name   Ryan Joseph Beisley
Identity   Secret ID
Player   NPC
Team Affiliation   Solo
Base Of Operations   Portland, OR, USA
Range Of Operations   National
Origin   Gifted
Archetype   Mirror

Description

Age   36 Nationality   American
Height   6' 3" Hair   Blonde
Weight   185 lbs. Eyes   Grey
Gender   Cis Male Sexuality   Homosexual

Scanner usually wears a black suit and tie. He seems uncomfortable at the best of times, and nervous or irritable the rest of the time.

Attributes

Brawn 1
Agility 2
Reason 5
Perception 6
Will 9
Prowess 2
Accuracy 2


Endurance: 10
Plot Points: 1

Character Points Spent: 61
Unspent Experience: 0

Gifts

  • Unsettling

Skills

  • Combat
    • Danger Sense +3
    • Distracting +3
    • Mind Blast +3
    • Telepathy +3
  • Culture
  • Deception
    • Lying +3
  • Investigation
  • Medicine
  • Social
    • Streetwise +3

Powers

Psychic Scanner [Ultra-power] 9

Psychic Scanner

Communication 1
Explosive (+1) (Mind Link)
Danger Sense 9
Mind Blast 9
Mind Hold 4
Mind Shield 4
Telekinesis 1
Telepathy 8
Explosive (+1)

Equipment

  • "Burner" Cell Phone
  • Multi-tool

Movement

  Base Move     Double Move     All-out Move  
Run   20 feet 40 feet 120 feet (14 mph)
Swim   4 feet 8 feet 24 feet (3 mph)
Jump   3 feet 3 feet 3 feet

Personality

Scanner is uncomfortable around other people, and prefers to be alone. He isn't deliberately unpleasant, but he finds the dichotomy between what other people think and what they say almost physically painful. He is more likely to reply to what people are thinking at him rather than to what they have said. Most of the time, this makes his behaviour socially unacceptable.

Motivations

  • Rebellion: The character doesn't fit into the larger society.
  • Individualism: The character believes that the rights of the individual hold the highest moral value.

Complications

  • Uncontrolled Power: Scanner is unable to completely block out the thoughts of those around him.

History

Ryan never fit in with the other children. He always seemed strange and aloof, and he seemed to like it that way. It was not until he was in his early teens that his telepathic abilities began to surface. Disturbed by the "voices" Ryan said he heard, his parents had him committed to a mental institution for treatment. He was freed from this institution a decade later when two posthumans broke into the facility to rescue another patient. Since then, Scanner has been on the run and on his own.

Abilities

Scanner is one of the most powerful telepaths on earth. He also has a variety of other mental abilities, but these are not as potent as his telepathic abilities. Unfortunately, he does not have complete control over his telepathy. He is unable to completely screen out others' thoughts, making it uncomfortable for him to be near crowds.

Summary

Attributes 27 + Skills 6 + Gifts 1 + Powers 27 = 61 / 61

Tempest

Aspect of the Storm

Tempest
Quotation   "Awful lot of weather we've been having here lately."
First Appearance   Legacies #4, 2011
Real Name   Alvin Craney
Identity   Secret ID
Player   NPC
Team Affiliation   Justifiers
Base Of Operations   Phoenix, AZ, USA
Range Of Operations   National/Interplanetary with team
Origin   Aspect
Archetype   Elemental

Description

Age   27 Nationality   American
Height   5' 4" Hair   Brown
Weight   110 lbs. Eyes   Brown
Gender   Cis Male Sexuality   Heterosexual

Alvin's grandparents immigrated to the USA from Bogatá, Columbia. Even though he is second-generation American, Alvin is fluent in Spanish and has a slight Spanish accent. He's a small, lean man, at times either feisty or self-deprecating, as the mood strikes him. He's shy around women, who typically describe him as "cute and funny".

Attributes

Brawn 3
Agility 6
Reason 3
Perception 4
Will 4
Prowess 3
Accuracy 6


Endurance: 7
Plot Points: 1

Character Points Spent: 70
Unspent Experience: 0

Gifts

Skills

  • Combat
    • Aerial Combat +3
  • Computing
  • Culture
    • Popular Media +3
  • Science
    • Meteorology +3

Powers

Damaging Aura 1
Static electricity
Flight 5
Wind; Radius Effect (+1)
Immunity 2
(Exposure (Cold), Exposure (Heat))
Weather Control ([Element] Mastery) 8

Equipment

  • Cell Phone

Movement

  Base Move     Double Move     All-out Move  
Run   60 feet 120 feet 360 feet (41 mph)
Swim   12 feet 24 feet 72 feet (8 mph)
Jump   9 feet 9 feet 9 feet
Fly   1 mile 2 miles 6 miles (4,000 mph)

Personality

Alvin is socially awkward, a bit naïve, and speaks with a lisp. He's filled with self-doubt about his role as Aspect of the Storm, partly because he's never been good at anything in his whole life, and partly because he doesn't really understand his own powers. He can be temperamental and unwilling to cooperate with people if he thinks they are ignoring him or are condescending.

Motivations

  • Protection: The character wants to protect others, particularly the innocent and the helpless.
  • Responsibility: The character is burdened by the responsibility of their powers.

Complications

History

Alvin Craney was a clerk at the Phoenix Airport weather monitoring station when Paragon killed Thunderbird. When Thunderbird died, an enormous storm-eagle appeared in the sky and Thunderbird's powers were passed to Alvin.

Alvin was raised in Phoenix by Carmen, his grandmother. He lives alone in a small apartment with his cat, Mr. Salad. Carmen watches Mr. Salad when Alvin is away.

Abilities

As Aspect of the Storm, Alvin has direct control over the atmosphere over an enormous area. He can control the winds, make it rain or snow, summon lightning, and make the air hot or cold.

Summary

Attributes 29 + Skills 3 + Gifts 0 + Powers 38 = 70 / 70

Thornmallow

The Iron Lich

Thornmallow
Quotation   "You interfere with my plans at your peril."
First Appearance   Phalanx #5, 1962
Real Name   Grand Duke Albert Thornmallow
Identity   Public ID
Player   NPC
Team Affiliation   Solo
Base Of Operations   Grand Duchy of Ventimiglia
Range Of Operations   Local
Origin   Engineered
Archetype   Calculator

Description

Age   248 Nationality   Scottish
Height   11' 6" Hair   None
Weight   3500 lbs. Eyes   None
Gender   Neuter Sexuality   Asexual

Thornmallow long ago cast aside most of his flesh and the weaknesses to which it is heir, replacing it with a metal body of his own design. He has had several such bodies, improving the design each time. His current body is a metal colossus almost twelve feet tall, weighing roughly 1,600 kg. Thornmallow's metal shell is fueled by necromancy and diesel fuel; an exhaust pipe rises from each shoulder, and black, foul-smelling smoke billows from these pipes whenever Thornmallow physically exerts himself. In lieu of a head, the metal body has a thick round window in its chest, behind which is a noxious fog or liquid which glows with a sickly yellow light. Floating in this yellow miasma is the skull and a few withered organs of Albert Thornmallow: all that remains of his original human body.

Attributes

Brawn 7
Agility 2
Reason 5
Perception 3
Will 6
Prowess 3
Accuracy 8


Endurance: 13
Plot Points: 1

Character Points Spent: 118
Unspent Experience: 0

Gifts

  • Connected
  • Headquarters
  • Linguist
  • Master Plan
  • Minions
  • Unsettling
  • Wealthy

Skills

  • Combat
    • Arcane Combat +3
  • Culture
    • Occult History +3
  • Deception
  • Engineering
  • Manipulation
  • Medicine
  • Science
    • Biology +3
    • Chemistry +3
    • Metallurgy +3
    • Parapsychology +3
    • Physics +3
    • Robotics +3
  • Social

Powers

Great Key ([Element] Mastery) 9
Dimensional Mastery (Dimensional Travel, Teleportation, Transformation Rays)
Immortality 2
Immunity 10
(Full -- all effects)
Invulnerability 7
Occult Science [Ultra-power] 4
Soulfire (Blast) 8
Hard radiation and necromancy
Super Senses 3
Detect Life (360° Vision, Detect [Element], X-ray Vision)

Occult Science

Attack Reflection 4
Barrier 4
Damaging Aura 4
Illusion 4
Object Animation 4
Power Suppression 4
Telekinesis 4

Movement

  Base Move     Double Move     All-out Move  
Run   20 feet 40 feet 120 feet (14 mph)
Swim   -- -- --
Jump   -- -- --

Personality

Thornmallow is as patient as death and as vindictive as an ex-lover. He never forgets, and he never forgives, no matter how small the insult. However, he rarely indulges himself in feuds or rivalries, deeming them to be a distraction from his research. Thornmallow is content to bank the fires of his hatred and take his revenge when it is most efficient. However, he is not without virtues. Thornmallow respects those whose passion for knowledge mirrors his own, and he even displays a grim sense of humor on occasion. He does not allow these traits to interfere with his goals, of course.

Motivations

  • Exploration: The character lives to seek out new places and new ideas.
  • Nobility: The character was born to rule and command the respect of their lessers.

Complications

  • Gruesome: Thornmallow is an arcano-mechanical horror.
  • Vulnerability: Thornmallow's massive body is incapable of swimming or jumping.

History

Albert Thornmallow was born in Scotland in the year 1765. A brilliant child, he excelled in his studies but was never well liked by his tutors or his classmates. As he grew older, Albert made few friends, and he preferred it that way: Albert was much happier in the company of such luminaries as Paracelsus and Albert's namesake, Albertus Magnus, whose works he pored over until the early dawn, cursing the weakness of his body that it required sleep. Albert continued to be fascinated by both the natural sciences and the supernatural, reading voraciously and studying the work of every great thinker he could discover. And yet, for all his genius, Thornmallow was unable to reconcile the arcane secrets of the ancients with the natural philosophy of his time. He felt, nay, he KNEW, that the ultimate secrets of life and death were almost within his grasp, but they continued to elude him. Had it not been for two exceptional events, Albert Thornmallow may have lived and died as a brilliant but unloved man.

The first exceptional event was the work of Antoine Laurent Lavoisier, who overthrew the phlogiston theory and replaced it with an atomic theory of matter based on identifiable elements that make up the air, water, organic material (earth), and fire. Lavoisier's work in chemistry in the late 18th century shook the foundations of all the physical sciences, including biology. They shook Thornmallow, as well. With the revelations of Lavoisier at his disposal, Thornmallow could combine his arcane research with modern science. The building blocks of life, of matter, of the universe itself were finally subject to his control. He could rework the fabric of reality, the weak and fragile fabric of life, according to a better design -- his design -- if only he had the funding. Unfortunately for Thornmallow, what small fortune his parents possessed had funded his early education. By the time Albert had graduated from the University of Ingolstadt, where he had made much use of the best anatomy theater in Europe, his parents were both dead, and Albert's funds were exhausted.

A second exceptional event was to rescue Albert from obscurity. During a festive May Day celebration in the spring of 1792, the entire royal family of the small Eastern European country of Ventimiglia were all killed in a bizarre photography accident. The last living relative in the line of succession was none other than Albert Thornmallow. Albert ascended to the throne of Ventimiglia in the winter of 1792, and has held it ever since. Finally, Albert had the resources at his command to fulfill his ambitions. Over the next hundred years, he delved into the secrets of life, and of death, mastering numerous sciences arcane and mundane along the way, but always returning to his passions: biology and necromancy.

The Grand Duchy of Ventimiglia is a small, mountainous country bordered by Germany and the Czech Republic, with a population of just over 70,000 people, and a land area occupying roughly 470 square kilometers. Thornmallow is a gifted warlock and a brilliant scientist, but a mediocre ruler; Ventimiglia's fortunes have been mixed under his rule. While he successfully kept Ventimiglia out of the entanglements of the World Wars, it was at the cost of a Soviet occupation lasting nearly 70 years. Thornmallow did not care: he allowed the Soviets to handle the drudgery of administrating his country while he occupied himself with his studies. The years since the Soviet withdrawal have been difficult for Ventimiglia, requiring Thornmallow to take a more active role in its governance. He has overseen the creation of an elected Parliament, and has drafted a Constitution granting the Ventimiglian Parliament specific and carefully circumscribed authority (reserving all other powers to himself).

Thornmallow rarely engages posthumans directly, doing his best to avoid them unless their destruction is actually his goal. Thornmallow is viciously vindictive, and will hold grudges for generations. However, Thornmallow considers it a waste of his time to make a special trip simply to settle an old grudge. Any appearance he makes will certainly have some other purpose.

Thornmallow's primary motivation is the accumulation of knowledge. To this end, he conducts bizarre experiments and collects rare artifacts and tomes. He does not usually allow the matter of an artifact's current ownership to interfere in this acquisition. A secondary motivation for Thornmallow is his own longevity. He has every intention of living forever, in one form or another, and would certainly investigate any scientific or arcane discovery which might extend his already considerably-extended lifespan.

Abilities

The enchanted metal colossus which serves as Thornmallow's body is strong enough to lift around 30 tonnes, and is virtually indestructible. In addition to his merely physical strength, Thornmallow is one of the most skilled occult scientists on earth. Although he is capable of potent and varied effects, most of these require significant preparation and equipment. In the press of combat, his options are as varied but somewhat limited in power. In his subterranean laboratory, however, there is very little which is beyond his power to accomplish.

Thornmallow also carries a massive staff which resembles a double-bladed spear, called the Great Key, which allows him to control the arcanowave vibrations of reality itself. Thornmallow has created several Great Keys, each more powerful and more massive than the last. His current Great Key weighs approximately 800 kilograms, and is capable of opening dimensional portals, creating powerful barriers, and absorbing a variety of natural and magical energies, in addition to other effects. Most of the effects of the Great Key are activated by Thornmallow slamming its base against the ground. At need, Thornmallow can also wield the Great Key as a blunt instrument in combat, but he rarely engages in combat directly, preferring to observe a battle and aid his allies indirectly or through the medium of summoned creatures or arcano-mechanical horrors like himself. Even when on an otherwise peaceful errand, Thornmallow is always attended by two or three of his hellhounds: massive armor-plated wolves with steam-driven steel jaws. If pressed into physical combat himself, Thornmallow is likely to use the Great Key to escape at the first opportunity.

Summary

Attributes 34 + Skills 8 + Gifts 7 + Powers 69 = 118 / 118

Ticktockman

The Master Of Time

Ticktockman
Quotation   "Repent, harlequins!"
First Appearance   Astonishing Outsiders #281, 1991
Real Name   Gerald Gearman
Identity   Public ID
Player   NPC
Team Affiliation   Solo
Base Of Operations   New Orleans, LA, USA
Range Of Operations   National
Origin   Equipped
Archetype   Elemental

Description

Age   47 Nationality   American
Height   5' 10" Hair   Brown
Weight   180 lbs. Eyes   Brown
Gender   Cis Male Sexuality   Heterosexual

Ticktockman wears a dark jumpsuit with a large mechanical clock face on the chest, and heavy boots and gloves. When his time belt is active, the clock hands spin furiously, and his outline and features appear blurry and indistinct. When stealing, Ticktockman prefers to get in and get out in the most efficient manner possible. When acting to punish wastrels and the inefficient, he takes more time in order to ensure that his message has been received and understood.

Attributes

Brawn 2
Agility 4
Reason 3
Perception 3
Will 2
Prowess 8
Accuracy 4

Ticktockman's Agility, Prowess, and Accuracy are 2 when his time belt is inactive.

Endurance: 4
Plot Points: 1

Character Points Spent: 60
Unspent Experience: 0

Gifts

  • Master Plan
  • Minions
  • Mental Calculator

Skills

  • Combat
  • Computing
  • Engineering
    • Temporal +3
  • Investigation
  • Legerdemain
    • Sleight Of Hand +3
  • Science
    • Physics +3
  • Social
    • Efficiency +3

Powers

Communication 1
(Radio)
Danger Sense 3
Probability prediction
Force Field 5
Force field generator
Time Mastery [Ultra-power] 6
Time control belt

Time Mastery

Extra Attacks 6
Intangibility 6
"Out of phase" with the timestream
Regeneration 6
Strike 6
Super-running 6
Super-speed 6
Time Control 6

Equipment

  • Cell Phone
  • Tablet

Movement

  Base Move     Double Move     All-out Move  
Run   5 miles 10 miles 30 miles (20,000 mph)
Swim   8 feet 16 feet 48 feet (5 mph)
Jump   6 feet 6 feet 6 feet

Personality

Ticktockman rarely commits crimes simply for the money. He usually is either making a point by disrupting the activities of people who are wasting time frivolously, or he is stealing some piece of technology required for his research. When he is acting to punish those who waste time and impede efficiency, he often stops to make a speech, condemning wasteful activities. He begins such speeches with the command, "Repent, harlequins!"

Motivations

  • Control: The character detests the chaos of human society, and seeks to impose order.
  • Glory: The character wants fame and acknowledgment of their greatness.

Complications

History

Gerald Gearman was a time and motion studies expert, working to increase the efficiency of business processes for his clients. Gearman was also a science fiction fan and closet inventor, who had spent the last several decades working on a device to enhance human efficiency by altering the flow of time around the body in the same way that the warp engine of the Enterprise permits the ship to exceed the speed of light on Star Trek. Surprisingly, Gearman succeeded, and his invention worked. However, when he tried to get business leaders to look at his invention and evaluate it for inclusion in their processes, people laughed at him and assumed he was a crackpot.

Determined to prove that his time belt could increase the efficiency of business processes, Gearman began appearing in public places and demonstrating his ability to stack boxes, sort forms, and perform other business related tasks. To his surprise, he was accused of being a vandal and of being disruptive, the exact opposite of what he wanted to achieve. Bitter and angry, Gearman adopted the identity of Ticktockman, and began attacking organizations that he deems inefficient and short-sighted. A frequent target of his attacks has been Zanni's casino: with its Mardi Gras theme and focus on leisure, Gearman believes that Zanni's embodies everything that he opposes.

Abilities

Ticktockman can generate and control time-manipulation fields. This allows him to move more quickly than his surroundings, punch with staggering speed, or even appear to become insubstantial. He also has a team of professional mercenaries who are equipped with gear similar to (but not as advanced as) his own, which he calls his "Minutemen".

Summary

Attributes 26 + Skills 4 + Gifts 3 + Powers 27 = 60 / 60

Ticktockman's Minutemen

Origin   Equipped
Archetype   Pawn

Description

A Minuteman wears a dark jumpsuit with a large mechanical clock face on the chest, and heavy boots and gloves. When his time belt is active, the clock hands spin furiously, and his outline and features appear blurry and indistinct.

Attributes

Brawn 2
Agility 2
Reason 2
Perception 2
Will 2
Prowess 3
Accuracy 3


Endurance: 4
Plot Points: 1

Character Points Spent: 28
Unspent Experience: 0

Skills

  • Athletics
  • Combat
  • Stealth
  • Survival

Powers

Force Field 3
Strike 3
Super-running 3
Super-speed 3

Equipment

  • Cell Phone
  • Radio

Movement

  Base Move     Double Move     All-out Move  
Run   400 feet 800 feet 2,400 feet (300 mph)
Swim   4 feet 8 feet 24 feet (3 mph)
Jump   6 feet 6 feet 6 feet

Summary

Attributes 16 + Skills 0 + Gifts 0 + Powers 12 = 28 / 28

Vulcan

Stone-fleshed scientist whose heart burns for revenge

Vulcan
Quotation   "You should not have interfered."
First Appearance   Mongoose #121, 1959
Real Name   Bernard Vulcan
Identity   Public ID
Player   NPC
Team Affiliation   Solo
Base Of Operations   Chicago, IL, USA
Range Of Operations   National
Origin   Altered
Archetype   Elemental

Description

Age   52 Nationality   American
Height   6' 7" Hair   Grey
Weight   480 lbs. Eyes   Grey
Gender   Cis Male Sexuality   Heterosexual

The only part of Vulcan's body not covered by his armor his is head. He is gaunt, with a square jaw, broad forehead, and close-cropped hair. His skin, eyes, and hair are normally all grey and rough, with an appearance not unlike granite, but the lasers in his suit's collar bathe his head in intense heat, making it glow like molten magma, and making the air around his head shimmer. His armor is rigid and bulky, having the appearance of a space suit or diving suit, with smooth areas around his limbs and torso, and pleated sections at the elbows, hips, and knees. Most of the armor is a deep red, almost black.

Attributes

Brawn 6
Agility 3
Reason 6
Perception 3
Will 5
Prowess 3
Accuracy 6

At room temperature, without his armor, Vulcan is nearly immobile.

Endurance: 11
Plot Points: 1

Character Points Spent: 80
Unspent Experience: 0

Gifts

  • Master Plan
  • Minions

Skills

  • Combat
    • Heat Ray Gun +3
  • Computing
  • Engineering
  • Investigation
  • Medicine
  • Science

Powers

Invulnerability 10
Environment suit
Heat Ray Gun [Ultra-power] 8
Immortality 1
Immunity 10
(Full -- all effects)

Heat Ray Gun

Barrier 8
(Melted metal, stone, and concrete)
Blast 8
Blast 7
Explosive (+1)
Blindness 8
Blindness 7
Mass Blindness (+1)

Movement

  Base Move     Double Move     All-out Move  
Run   30 feet 60 feet 180 feet (20 mph)
Swim   6 feet 12 feet 36 feet (4 mph)
Jump   18 feet 18 feet 18 feet

Personality

Vulcan believes that he has lost everything that he loved and that once made him human. He no longer values, or believes that he feels, such human emotions as pity, or regret, or compassion. In fact, he feels all of these things, but he suppresses these feelings as part of his mechanism for coping with the pain at the loss of his daughter. He will make a point of being merciless and ruthlessly logical as part of his emotional defenses against his pain.

Vulcan plans obsessively, analyzing each possible obstacle and formulating a counter to it. When faced with what he expected, he is efficient and precise in his response. When faced with the unexpected, he reacts by using the most direct means at his disposal: typically, his heat ray gun. He does not respond gracefully to the unexpected.

Motivations

  • Vengeance: The character seeks revenge for some past wrong done to them or their loved ones.
  • Anger: The character is driven to overcome challenges and exceed their limits.

Complications

  • Gruesome: Vulcan is incapable of passing for a normal person.
  • Vulnerability: At room temperature, without his armor, Vulcan is nearly immobile.

History

Bernard Vulcan was a biomedical engineer at Panco Medical Technologies, where his specialty was lasers. He was successful and reasonably happy with his daughter Elizabeth, whom he raised by himself after his wife died from complications during Elizabeth's birth. When Elizabeth was 14, she was diagnosed with an inoperable cancer of the brain stem. After consulting with every expert money could buy, Bernard was told that the available technology made surgery impossible, and Elizabeth's recovery unlikely. She would be dead within months. After that, Bernard focused every hour on research, trying to invent a new type of surgical tool which would enable doctors to operate on Elizabeth and save her life.

He created a laser so precise that it could vaporize individual cells, and a process which would crystallize human tissue so that the cells would be safely immobilized during the surgery. Unfortunately, while testing the crystallization process, he was interrupted by William Dees, CEO of Panco, who had terminated Vulcan's research funding several weeks before. A struggle ensued, and Dees shoved Vulcan backward into a rack of equipment and volatile chemicals. The research facility was destroyed, and Vulcan's flesh was turned to stone. Later, he created an armored suit which bathed his stony flesh with enough heat to grant him near-normal mobility. Thus enabled, he began plotting his revenge.

Abilities

Vulcan's crystallized body is immune to virtually all environmental hazards, and he may in fact be immortal. In addition to heating up his tissues enough to be flexible, Vulcan's suit provides him with nearly impenetrable armor. He carries a heat ray gun of his own design, which is capable of melting through metal and stone as if they were butter.

Summary

Attributes 32 + Skills 1 + Gifts 2 + Powers 45 = 80 / 80

Widow

Super-strong web-spinning acrobat

Widow
Quotation   "Consider yourself lucky. I could have done much worse than web you to a streetlight."
First Appearance   Shadow Watch #3, 1986
Real Name   Charlotte McCoy
Identity   Secret ID
Player   NPC
Team Affiliation   Shadow Watch
Base Of Operations   Chicago, IL, USA
Range Of Operations   Local/National with team
Origin   Alien
Archetype   Sword

Description

Age   24 Nationality   American
Height   5' 8" Hair   White (Brown)
Weight   148 lbs. Eyes   White (Blue)
Gender   Cis Female Sexuality   Heterosexual

Widow is an athletic young woman with long brown hair. In her guise as Widow, her entire body is covered by a thin layer of extraterrestrial nanotechnological goo. The goo can take on any color or texture, but because of the neuroses of the previous wearer of the goo, it now tends to display itself in ways that represent spiders. Because of the symbiotic nature of the entity, Charlotte is always wearing it, even when in street clothes. At these times, it takes on the color and texture of underclothes.

Attributes

Brawn 6
Agility 7
Reason 4
Perception 4
Will 4
Prowess 6
Accuracy 6


Endurance: 10
Plot Points: 1

Character Points Spent: 60
Unspent Experience: 0

Gifts

  • Quick Change

Skills

  • Athletics
    • Gymnastics +3
  • Combat
    • Dodging +3
    • Hold +3
  • Computing
  • Culture
  • Investigation
    • Analyzing Evidence +3
  • Science

Powers

Clinging 2
Communication 1
No range – must touch (-1) (Computers)
Communication 1
(Radio)
Flight 2
Swinging (-1)
Hold 6
Exposed (-1)
Immunity 3
Able to survive in space (Exposure (Cold), Suffocation, Vacuum)
Invulnerability 3

Equipment

  • Commlink
  • Covert Tracking Device

Movement

  Base Move     Double Move     All-out Move  
Run   70 feet 140 feet 420 feet (48 mph)
Swim   14 feet 28 feet 84 feet (10 mph)
Jump   18 feet 18 feet 18 feet
Fly   100 feet 200 feet 600 feet (70 mph)

Personality

Charlotte is smart and outgoing, and she loves helping people. Charlotte enjoys being Widow because it gives her opportunities to be adventurous while making the world a better place.

Motivations

  • Enthusiasm: The character is reckless and enthusiastic, and may be young and naive.
  • Justice: The character seeks to ensure that misdeeds are met with appropriate punishment.

Complications

  • Enemy: Charlotte may be mistaken for the infamous Scarlet Spider.

History

Charlotte McCoy is the daughter of Jonathan McCoy and Wendy McCoy, of Oak Brook, Illinois (a suburb of Chicago, Illinois). Charlotte has an older brother, Jacob, whom she has always idolized.

When Jacob focused on the natural sciences and physics at university, Charlotte focused on chemistry and forensic science. When he had a life-changing experience and began to participate in "extreme sports", so did she. Charlotte wasn't in competition with him: he was her role model.

With "extreme sports" come extreme risks, and after a particularly bad fall during a freestyle motocross competition, Charlotte found herself in the hospital with a mild concussion and several broken bones. As luck would have it, she was being wheeled into the emergency room at the same time as a local photographer, Carson Cross (ex-husband of the famous model and actress, Mary-Elizabeth Bell), who'd suffered a gunshot injury. What no one knew was that Carson Cross was in fact the infamous Scarlet Spider.

As Cross died, the extraterrestrial nanotechnological goo that granted Cross his Scarlet Spider powers sought a new host. Charlotte was the nearest candidate. Frightened and confused, both Charlotte and the entity fled the hospital. Later, authorities theorized that the Scarlet Spider had attacked and kidnapped Charlotte for reasons unknown. The Scarlet Spider had a history of irrational behaviour, so this was a reasonable deduction, given the facts available.

Eventually, Charlotte and the entity came to an understanding. She learned that the entity was designed by an alien race as a protective covering for space exploration, and that its original host had perished many years ago. She sensed a great relief that it had finally found a human host not plagued by insecurity and depression. For her part, Charlotte was excited when she realized that she would have the powers of the Scarlet Spider: strength, speed, and resistance to harm.

Abilities

The entity that gives Widow her powers provides her superhuman strength and speed. It allows her to cling to surfaces at will, and it provides her with protection equivalent to a bullet-resistant vest. The entity is able to excrete thin adhesive strands (originally intended as safety lines during space travel), which Widow can use to swing through the city like Tarzan, or to engulf and restrain her opponents. The entity can listen and respond on radio frequencies, and Widow uses this ability in conjunction with micro-transmitters to track and follow persons of interest. The entity can also act as a computer interface, allowing Widow to mentally access computers by touching them.

Summary

Attributes 37 + Skills 4 + Gifts 1 + Powers 18 = 60 / 60

Zero K

Living heat sink

Zero K
Quotation   "Oh, you're in trouble now."
First Appearance   Justifiers CSI #12, 1988
Real Name   Kestrel Thomas
Identity   Secret ID
Player   NPC
Team Affiliation   Solo
Base Of Operations   New Orleans, LA, USA
Range Of Operations   Local
Origin   Gifted
Archetype   Elemental

Description

Age   17 Nationality   American
Height   5' 3" Hair   Black
Weight   117 lbs. Eyes   Brown
Gender   Cis Female Sexuality   Heterosexual

Kestrel is an athletic young African-American woman. She changes her "Zero K" disguise periodically; the most recent version is a white and blue body stocking with a white utility belt and goggles.

Attributes

Brawn 3
Agility 4
Reason 2
Perception 2
Will 3
Prowess 3
Accuracy 3


Endurance: 6
Plot Points: 1

Character Points Spent: 60
Unspent Experience: 0

Gifts

Skills

  • Athletics
    • Gymnastics +3
  • Combat
  • Culture
  • Social
  • Stealth

Powers

Fire Absorption (Absorption) 7
Cold Control ([Element] Mastery) 8
Heat Resistance ([Element] Resistance) 6
Immunity 1
(Exposure (Heat))
Super Senses 1
(Infrared Vision)

Equipment

  • Club
    • Strike 1
  • Knife
    • Strike 1
  • Pepper Spray
    • Blast 1 + Blindness 2 (poison)
  • Binoculars
  • Mini-flashlight
  • Smartphone

Movement

  Base Move     Double Move     All-out Move  
Run   40 feet 80 feet 240 feet (27 mph)
Swim   8 feet 16 feet 48 feet (5 mph)
Jump   9 feet 9 feet 9 feet

Personality

Kestrel is defiant and independent, and can come across as abrasive. She demands respect, and she has little patience with people who fail to give it to her. The mistakes she made when she was younger motivate her to go overboard and prove that she is a good person who can be trusted, but secretly she fears that is not worthy of that trust.

She does not make "ice" puns.

Motivations

  • Guilt: The character is driven by a desire for redemption from sins from their past.
  • Responsibility: The character is burdened by the responsibility of their powers.

Complications

  • Vulnerability: Zero K's powers do not work in extreme cold.

History

Kestrel was a gifted gymnast who was invited to take part in the USA Gymnastics Women's National Team Training Camp. Unfortunately, when she and another girl were trying to break into a snack machine, Kestrel's heat-absorption powers manifested, injuring the other girl. Kestrel was sent home to New Orleans in disgrace. Back home, she soon fell in with a bad crowd. It was during a robbery that went horribly wrong that Kestrel's heat-absorption powers manifested again. Kestrel instinctively used her powers against her best friend in order to save a shopkeeper's life. Kestrel and the rest of her gang fled; Kestrel assumed that she had somehow killed her friend. She swore from that day that she would use her powers responsibly, and make up for the harm she had caused.

Abilities

Zero K is capable of draining the heat from the world around her, at a maximum range of several miles. She can selectively drain the heat from the atmosphere or her opponents, resulting in a variety of cold-based effects: a rain of razor-sharp icicles, an obscuring snowstorm, a wall of ice, and so on. She is virtually immune to any heat-based attacks, but her powers are dependent on there being existing heat for her to absorb: the colder the ambient temperature is (not including effects that she herself creates), the less potent her powers are.

Summary

Attributes 20 + Skills 1 + Gifts 0 + Powers 39 = 60 / 60