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Author Topic: Heroic Portland
Duroon
Cosmic Superhero
Posts: 299
Post Heroic Portland
on: June 24, 2010, 05:11

I recently started a new V&V group here in my home town. We are setting ourselves in modern day Portland Oregon, a city that has been without heroes for more than a decade. A group of new heroes appears on the scene, making a huge splash in the media by foiling a bank robbery. The heroes are Bronze Fist, Seraphim, The Midnight Wiz, and Spirit.

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From left to right: Bronze Fist, Seraphim, and Ion (Ion joined the group at a later date than the robbery)

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The Midnight Wiz

Duroon
Cosmic Superhero
Posts: 299
Post Re: Heroic Portland
on: June 24, 2010, 05:18

They quickly come to the attention of the media, foiling a robbery in progress while a news crew waits outside the bank will do that for you. They also draw the attention of Dr. Rodney Glisan.* Dr. Glisan has been the man (head?!?) in charge of Portland's Underworld for nearly two centuries, surviving as a severed head implanted into a robotic body.

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Dr. Glisan sets his robotic minions to spying on the heroes in order to learn their abilities and any possible weaknesses. However the heroes manage to spot one the devices and capture it. They follow clues to a mysterious business in Portland's southeast named The Dixie Mattress Company.**

*Dr. Rodney Glisan is an actual historical figure in Portland, one of the first members of the American Medical Association and a famous surgeon of his day

**The Dixie Mattress Company is a real business in SE Portland, however according to people who live in the neighborhood it is never open for business and no one is ever seen going in or out of the building.

Duroon
Cosmic Superhero
Posts: 299
Post Re: Heroic Portland
on: June 24, 2010, 15:09

The complete adventure log for this campaign is being kept up on Obsidian Portal. I will do some write ups of the various heroes and villains here though. The heroes will be pretty much straight copies of what the players have come up with. I will note that the player running Bronze Fist has been my best roleplayer so far.

Duroon
Cosmic Superhero
Posts: 299
Post Re: Heroic Portland
on: June 24, 2010, 15:12

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Bronze Fist
(bull with lightening powers meets china shop)

Real name: Phillip Foster
Age: 33
Race: Human
Height: 5’9”
Weight: 160
Eyes: Blue
Hair: Drk Brown

Strength: 39
Endurance: 36
Intelligence: 8
Agility: 13
Charisma: 7

Hit Points: 65
Power Potential: 96

Basic Hits: 4
Basic HtH: 2d8
Accuracy: +1
Damage Mod: +1
Healing Rate: 4.4

Movement Rate: 98
Carrying Capacity: 5,032
Detect Hidden: 6%
Inventing Points: 8
Success: 24%
Detect Danger: 11%

Powers
Heightened Endurance B
Heightened Strength B
Lightning Control
Willpower
Heightened Speed

Bio

The Beginning

Phillip Foster was at one point a simple construction worker. There was little about him that was above average. He worked for several years on the “Big Pipe” project in Portland, OR. It was during this project that a would-be fatal accident changed his life forever.

While test drilling for the “Big Pipe” project, Phillip’s crew hit what seemed like a gas pocket 30 feet below the surface. An explosion destroyed the digging equipment, and injured several of the workers. Phillip fell into the hole that had temporarily opened up. The following cave-in burried him deep under ground. Crews worked tirelesly for a week to dig him out, but he was burried too deep. He was pronounced dead exactly 7 days after the accident.

Phillip, however, had not died in the accident. He slid nearly 1/2 a mile into the earth, followed quickly by the debris and rubble that entoumbed him. He would have surely been crushed, had he not fallen through a crystaline chimney, landing hard in a small chamber below. He lay there for days, between life and death; his body badly broken. After a few days, he had managed to pull himself up, accidently triggering a long forgotten control panel.

The room filled with a soft blue light. Phillip was standing in a metal chamber -strange symbols adorned the walls. He was clinging to a display screen filled with a strange writing. Scattered about were the ancient remains of alien humanoids. Thinking of signaling the sruface, Phillip began trying to work the control panel. His body wracked with the jolt of electricity that surged through him. He had inadvertently triggered a genetic modification program. The aliens used the machine to alter their dna to suit the environment of any planet they wished to colonize or conquer.

Phillip awoke on the surface nearly two months after the accident. His memory was cloudy of what had happened to him. He knew, however, that he could manipulate electricity in a way that allowed him to energize his muscles; giving him great strength, endurance, and speed. He did, however, have still have great difficulty in controlling the sudden bursts of electricity that sprung from his body. He quickly hid in the wilderness of eastern Oregon while he honed his skills. Hidden away, Phillip discovered an old miner that helped him forge a suit of armor, made of leather and bronze, that helped channel back the dangerous bursts of electrical energy. The old miner began calling him by the nickname Bronze Fist .

Exactly one year after the night of the accident, Bronze Fist returned to Portland. Phillip was gone from him now. He could never return to his old life. He knew he must follow a new path -to protect the weak. He knew he must bring justice to the city. He is a tireless sentinel that willing places himself in the path of the evil and unjust.

GM's notes, Bronze Fist is aptly named as he leads with his fists in most encounters. He has ripped a bank vault door off it's hinges and thrown it at a bad guy in the first adventure. While following up a lead he ripped a metal security door off a building and used it to bash a hole in the floor instead of looking for stairs leading down (which the other characters found and beat him downstairs). I do believe he is having some anger management issues due to his inability to touch or be touched while his lightening control is not under his control. The armor he wears is mystically imbued to help keep his lightening from running wild all the time.

Duroon
Cosmic Superhero
Posts: 299
Post Re: Heroic Portland
on: June 24, 2010, 15:22

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Seraphim

Identity: Dan Urness
Level: 1 Age: 40
Gender: Male Height: 6’2”
Weight: 195lbs (737lbs) Eyes: Glowing Iridescent
Hair: Long flowing iridescent
Strength: 12 (12)
Endurance: 13 (13)
Intelligence: 14 (14)
Agility: 21 (17)
Charisma: 10 (10)
Basic Hits: 15 Basic HtH: 1d10
Accuracy: +2 Damage Mod: +1
Healing Rate: 4.5
Move Rates: Ground 42”, Jump 12”, Fly 357”(81mph)
Carrying Capacity: 1116
Detect Hidden 10% Detect Danger: 14%
Inventing Points: 1.4 Inventing Success: 42%
Hit Points: 45 Power Potential: 56

Powers:
Armor: 126 points, 3.78x weight gain
Wings: Flying, +3 Agility, 1 pr/hour, speed=(movement x Agi)/2 (357”)
Weakness Detection: spend 1 action to find weakness(never forgotten) Range=1”, +5 to hit
Emotion Control(Awe)- Radius up to 2” Pr=8, an overwhelming feeling of reverence, admiration, or fear
Force Field Control: FF attack: Damage=HtH, Range=End x 2=2.6” PR=1 per attack Force Screen: Area= 1” per side per point of current power, 1 action to set up, 1 action per turn to maintain. Max Range= End x 2 = 2.6”, PR= 1/2 amount of damage from (Force Fields, HtH, Ice powers, Power Blast, Sonic Abilities, or Vibratory Powers)

GM's note: Seraphim's player has not come up with a bio as of yet

Duroon
Cosmic Superhero
Posts: 299
Post Re: Heroic Portland
on: June 24, 2010, 15:25

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The Midnight Wiz

* Weight 196
* Basic Hits 4
* Strength 11
* Endurance 15
* Agility 13
* Intelligence 30 = (15+15)
* Charisma 9
* Hit Points 16
* Damage Modifier +4 = (+1+3)
* Healing Rate 1.6
* Accuracy 7 = (+1+2+4) Staff, 5 = (+1+4) all others
* Power 54
* Carrying Capacity 177
* Basic HTH Damage 1D4 +4, 2D4 +4 w/Staff
* Movement 39”
* Detect Hidden 22%
* Detect Danger 26%

* POWERS

* Magical Staff Most of the Midnight Wiz’s Spells are channeled through his QuarterStaff .....Force Field (screen): Required ½ power per power point repelled .....Revivication Power: required 25 .....+2 to accuracy in combat, Damage 1D4 in HTH
* Regeneration….. * Heals 1.6 Hit Points per turn rather than per night, unless unconscious, except in full darkness which he heals at normal rate of 1.6 per night
* Transmutation….. * Transmutes items/characters to air for 30 minutes. Does not work on living tissue. (Intelligent beings, animal, plants, will however work on dead tissues, dead/cut Wood, cadavers, etc.) Power cost 8 per attempt, range: (Intx2) 60”.
* Flight….. * 165 mph, 726” per turn. 1 power per hour.
* Heightened Expertise.*Quarterstaff, (+4 to Hit in HTH and Powers using Staff)
* Heightened Intelligence B….. * 15

Bio

When a young boy, the Wiz loved to explore mysteries and hidden places. His neighbor, a very old man caught him one day trying to sneak into the basement of his neighbors house. He asked the Wiz what he was doing and then laughed when the Wiz answered. He asked the young boy if he wanted to see some real mysteries. The Wiz ever curious said sure and the old man proceeded to show him magic tricks and pictures from a time period called Vaudville in which the old man said he was a spiritualist and magician. He even bragged about a man called Houdini trying to debunk him but Houdini could not prove it. However, he could not prove it was Houdini because the man refused to identify himself. The two rapidly became friends and student and teacher. The old Magician began teaching the Wiz various aspects of his trade, Ley lines, how to communicate with spirits (A skill that the Wiz is still learning, but has not proved useful in his current endeavour) levitation(flying), Focii (the creation of magical focus artifacts such as his staff and Bronze Fists Armor, the only successful artifacts he has created so far) and other mysterious and strange knowledge. For 7 years the Wiz learned from the old Magician, sometimes taking trips with him to strange and exotic locations, some not even in this world.(or so he thinks) It was from one of these trips that he learned how to transmute non-living things to air. The old man said that if the Wiz got really good at it he could even transmute water to air and live under water. However, the old magician said that this power was not magic, but from some other source that he was unfamiliar with, but certainly not magic. At the end of this time the Old Magician told the Wiz he was leaving, but someday he would be back and would teach him more if he could. That was several years ago and he has not seen the old magician since. Several months after the old magician dissappeared the Wiz realized that he did not know what Vaudville was. When looking it up on wiki he came to the realization that the old Magician would have to have been more than a hundred years old at the time he met him. All of his clothes have woven into them, very fine intricatly designed copper wires almost invisible to the eye. The staff is also wrapped in a very fine copper wire, in unusual patterns and motifs.

Duroon
Cosmic Superhero
Posts: 299
Post Re: Heroic Portland
on: June 24, 2010, 15:28

Spirit

Strength: 12
Endurance: 12
Intelligence: 48
Agility: 18
Charisma: 13
Basic Hits: 7
Hit Points: 52
Power Points: 90
Basic HtH: 1d6
Accuracy: +3
Damage: +8
Movement Rates: 42” sprint, 633” flight (144mph)
Carrying Capacity: 459 pounds
Detect Hidden: 68%
Detect Danger: 76%
Powers:
Avian Powers: Heightened Int (+9), Eagle Eye (Heightened Senses:sight), Sixth Sense (Heightened Senses: detect dangerx2, detect hidden x2)
Heightened Intelligence B (+23)
Flight 144mph
Magic Spells:

* Spiritual Healing – 1d6 per power point spent.
* Birds of Paradise – Opens a doorway to a private extra-dimensional space with a large paradise like garden, with small, friendly, spirit birds. PR 8 to open, doorway is a 10’ by 10’ square. It can be held open at the cost of concentration +1 action.
* Spiritual Vanishing – Invisibility (self only) cost of 2 power per hour.

Duroon
Cosmic Superhero
Posts: 299
Post Re: Heroic Portland
on: June 24, 2010, 17:47

This is the first Villain our heroes were introduced to, he was in the process of robbing a bank and had taken several hostages. Unbeknown to our heroes he was under the direction of Dr. Glisan. Purcell's gang had begun to horn in on Glisan's territory a bit and he gave Purcell an ultimatum, join him or die. While powerful beyond the norm, Purcell knew he had no real choice so gave in to Dr. Glisan. His first job as a new recruit was to get captured by the police and somehow get sentenced to Oregon's Maximum Security Facility at Castle Rock.

James “Wolfman” Purcell is a thug. Strictly small time criminal into running drugs and petty theft. The police have never been able to pin anything on Wolfman. His gang is never so lucky however. Most of the members of his biker gang have done several years in jail for various crimes.

Caucasian male, age 40. Originally from Boston, Mass. He is big, strong, and fast.

Strength: 25
Endurance: 27
Agility: 12
Intelligence: 10
Charisma: 16
Weight: 220
Basic Hits: 5
Hit Points: 45
Healing Rate: 4
Power Points: 74
Detect Hidden: 8%
Detect Danger: 12%
Movement: 64” land, 17” jumping
Invention Points: 1
Carrying Capacity: 1718 pounds
Basic HTH damage: 1d10
Damage Mod: +1 (+5 if unarmed melee)
Accuracy: +1 (+3 if unarmed melee)

Powers:

Animal Powers: Mammal - Heightened Endurance A, Heightened Strength A

Natural Weaponry - +2 to hit and +4 damage when using unarmed HTH

Weakness:

Low Self Control - Wolfman is very quick to anger when he feels he is out of control of a situation or being betrayed. -4 to hit when angered.

Now that he is in the Castle Rock facility he is undergoing a little "prison surgery", this surgery is going to enhance his strength further and give him Lightening Control (he was beaten pretty badly at the hands of Bronze Fist and wants payback in a bad way). The two posts on his back are large electrodes and there is wiring running up and down his spine (I need to get a good picture of that).

When he returns to the campaign this will be the new mini used for him and he will be going by the name of Shocker

ImageImage

DSumner
Cosmic Superhero
Posts: 1532
Post Re: Heroic Portland
on: June 24, 2010, 18:04

I know I've said it before, but I really love the look of your minis. I think they add a little something extra.

Duroon
Cosmic Superhero
Posts: 299
Post Re: Heroic Portland
on: June 30, 2010, 17:25

I may have to change Purcell's new villain name to something else since Shocker is a LL/V&V villain already established, I will give it some thought.

In the mean time my players will be in hot pursuit of Vermina this evening!
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Vermina is a young female (24) who has been living in Portland's Shanghai tunnels and using her control over rats to steal gems and jewelry from some of the richer neighborhoods. Though quite attractive she was teased unmercifully during her teenage years for her love of rats. She even told some of her "friends" that she could talk to them, this lead to more ridicule by her peers. When she was 16 she ran away from home, living off of what her rodent friends would steal for her. For a while she found a home with a traveling side show act. Unfortunately that was to be short lived when it turned out the Ringmaster was actually a criminal. The Ringmaster never harmed Vermina, in fact he treated her better than her own parents had, but he was caught in the act of trying to steal valuable equipment from Intel/Mattel's Smart Toy Lab in downtown Portland. When a series of other high tech crimes was linked to the Ringmaster he wound up at the maximum security facility at Castle Rock with a sentence of 25 years. This was 3 years ago and Vermina has taken up residence in Portland's underground as she looks for a way to free her surrogate father.

Level: 6
Strength: 15
Endurance: 30
Agility: 16
Intelligence: 10
Charisma: 10
Height: 5'4"
Weight: 115 lbs.
Base Hits: 3
Carrying Capacity: 366 lbs.
Base HtH: 1d6
Healing Rate: 2.7
Detect Hidden: 16% Detect Danger: 24%
Hit Points: 31
Power: 73
Movement Rate: 93"
Accuracy: +2
Damage: +3

Powers:

  • Animal Control - rats (Currently Vermina can control up to 31 rats at a time)
  • Animal Powers - mammal, Natural Weaponry - +2 to hit and +4 to damage unarmed HtH, Heightened Endurance A - 17, Speed Bonus - 30", Heightened Senses - Night Vision and Enhanced Hearing (combined double her chances at detecting hidden and danger)
  • Heightened Expertise - unarmed HtH +4 to hit

With her powers this gives her a total of +8 to hit and +7 to damage while attacking unarmed HtH
(edit) Forgot to add a weakness, silly me. I rolled reduced Charisma (9), as Vermina is 6th level that dropped her to 7 but she has managed to gain 3 back. Of course her maximum charisma is now 10 permanently

There are stats for a single rat in the rulebook, but how would you handle a rat swarm attacking a hero?

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