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Author Topic: Academy of Super-Heroes in 3.0
wistling
High-Powered Superhero
Posts: 56
Post Academy of Super-Heroes in 3.0
on: March 11, 2017, 08:40

I've been eagerly going through the pre-release rules and statting up characters in a shared comic-book universe that I write for (The Academy of Super-Heroes Universe). What better place to start than my first V&V character ever (from 1983), whom I had made into a super-villain for the ASH setting? So here he is, hopefully correctly built with the new rules. I will stat up a few more and put the combat system to the test.

POLAIRE

True I.D.: Gaston Lapointe
Birthplace: Québec, Canada
Species: Human
Culture: Modern
Age: 23
Sex: Straight Cis Male
Weight: 230 lbs / 736 lbs as bear
Mass: d4+4 / d6+4 as bear
Motivation: Twisted Honor
Wealth: d4
Luck: 10-
Side: Evil (Sans Rouge)
Legal Status: Wanted
Origin Type: Mutated or Evolved
Skills: Terrorist, Survivalist

CPs: 165

ST 18 (d8+1), EN16 (11-), AG 10 (10-), IN 12 (11-), CL 14 (11-)

Defenses: Physical 0, Mental 1

Swipe: 17- to hit, d8+5 blunt Kinetic damage
Heat Absorption: 13- to hit, 2d8+d10 Entropy damage to Power
Primal Fear Aura: 14- to hit, CL save @ +3 vs. Emotion Control (Fear)

(cost) ABILITIES
10 SHAPE-SHIFTING: PR=0/hour, Polar bear shape, x1.5 profile (Big and Tall), Enhanced Realism (+5)
45 MAMMAL ABILITIES: Heightened Senses (Odors, Full Scent), Natural Weaponry +4 to hit, +4 damage (blunt swipe), Speed (Acceleration 32/Top Speed 128, 44 mph), Physical Ability (Inertia, +4 to mass roll for resisting Knockback, PR=0/hour)
5 ADAPTATION: Immune to Low Temperatures (Entropy), PR=0/hour. ½ damage (round down) from cold/ice attacks, or +5 to save and 100% immunity to ‘Other’ damage types.
20 DEVITALIZATION RAY: Heat absorption aura, PR=3/use, 2d8+d10 damage to Power, Reduced Range 1” (-10), Area Effect 15” (+20)
12 DURABILITY: +12 Hits
10 EMOTION CONTROL: Range CL=14”, Mental Psychic CL save at +3 to hit, PR=3/attack, Emotion Control Save Modifier = -4, Fear only (-5)
3 KNOWLEDGE: French (native), Accented and Literate in English (3)

Power: 56
Hits: 27
Healing: 2.2
Inventing Points: 6
Gear: Break 11, Take 12, Disarm 9, BC 17
Protection: takes 1/2 damage from cold
Initiative: d6
Move: 32, Swim 8
Carrying Capacity: 480 lbs

ORIGIN & BACKGROUND
Gaston Lapointe is a member of the Québécois super-terrorist group, the Sans Rouge, which fights for the independence of Québec as a sovereign nation by any means necessary. Raised by a father in the northern woods of Québec and trained in survival techniques, Gaston became an accomplished fighter and took to the cause with fervor. When his powers manifested at age 17, he was recruited into the super-powered arm of Sans Rouge and rose quickly through the ranks to gain a prominent position of authority in the organization.
Polaire, which means “Polar” in French, is able to turn into a polar bear, drawing in heat as he transforms. Some in the Anglophone press have taken to calling him “Polar Paw” in translation, a nickname that he hates.

COMBAT TACTICS
Even in human shape, Polaire retains his feral abilities, but prefers fighting in bear form. A flaw to his transformation is that his strength is human-level, so he uses his bear shape primarily for intimidation. This is his emotion control power to instill a primal fear in others. He erroneously believes this intimidation effect is tied to his bear shape, so does not use the power unless he is transformed. However, in times of stress he might use this power subconsciously even in human form.
He is able to draw in heat from the surrounding area to fuel the increase in his size, power, and mass, causing a cold effect.
In combat, he will lead his squad, charging in and transforming. He will freeze a group of combatants first, then intimidate the weak. He will save physical engagement for times when he is unable to scare away his opposition.

[Edited to correct point counts and other errors, like Languages]

Jeff
Administrator
Posts: 1176
Post Re: Academy of Super-Heroes in 3.0
on: March 11, 2017, 10:31

Hey, that looks great! And I believe that makes you the first fan to post their own Mighty Protectors character here. Congrats!

-Jeff

bkadams
Cosmic Superhero
Posts: 473
Post Re: Academy of Super-Heroes in 3.0
on: March 11, 2017, 11:23

Cool character! No pun intended. I hope you don't mind if I point out a few mistakes...

His mass roll should be d4+4 in human form and d6+4 in polar bear form.
He has 45 CPs in Mammal Abilities, not 20.
His chance to hit with Devitalization Ray should be 13- (AG save +3 to hit).

wistling
High-Powered Superhero
Posts: 56
Post Re: Academy of Super-Heroes in 3.0
on: March 11, 2017, 11:44

Thanks Jeff and BK. I will make the edits.

Majestic
Cosmic Superhero
Posts: 3194
Post Re: Academy of Super-Heroes in 3.0
on: March 13, 2017, 13:38

Very cool, wistling!

So is your 'The Academy of Super-Heroes Universe' the one on the Coherent Comics Unincorporated webpage?

[Later edit: I see from another thread that it must be the one]

V&V GM and player since 1982 (my current campaign is 22 years old); also run West End Games d6 Star Wars monthly, as well as the occasional The One Ring and Marvel Heroic Roleplaying game

wistling
High-Powered Superhero
Posts: 56
Post Re: Academy of Super-Heroes in 3.0
on: March 13, 2017, 18:49

Yes, Majestic, that's the one. Working my way slowly from the lesser characters to the big guns, since they will be more complicated and I want to be more familiar with the 3.0 system before I tackle them.

Here's Cirque, another Sans Rouge member.

CIRQUE

True I.D.: Nadine Beaubien
Birthplace: Québec, Canada
Species: Human
Culture: Modern
Age: 24
Sex: Straight Cis Female
Weight: 115 lbs
Mass: d3
Motivation: Twisted Honor
Wealth: d4
Luck: 10-
Side: Evil (Sans Rouge)
Legal Status: Wanted
Origin Type: Mutated or Evolved
Skills: Terrorist, Circus Acrobat

CPs: 150

ST 14 (d6), EN 15 (11-), AG 19 (12-), IN 9 (10-), CL 18 (12-)

Defenses: Physical 2, Mental 0

Punch, 14- to hit, d6 blunt Kinetic damage
Force Bolt (Ring), 14- to hit, d6+6 blunt Kinetic damage
Telekinesis (Force Ring), 14- to hit, 2d6 blunt Kinetic damage

(cost) ABILITIES
FORCE FIELD:
20 A) Force Bolt (force ring): PR=1/attack, range EN=13”, Base HTH damage+6=d6+6
10 B) Personal Force Field (spinning force rings): Kin/Ene/Bio/Ent=6/6/6/6, Action and PR=16 to activate, light partial coverage (-10), ¼ against area attacks and called shots at -3 penalty
20 TELEKINESIS: Kinetic Manipulation (force rings), 1920 lbs, 2d6 damage, range AG=19”, move objects at Move, PR=1/attack, squeeze, or resist target’s escape, can Counterblast, Multi-Kinesis on 8 total targets (+5)
5 SHAPING: kinetic energy rings, range AG=19” in line of sight, takes Action, PR=1 per 8 pounds of solid energy, PR=0/hour to maintain each shape, Structural Rating=11 (steel), typical ring has Hits=1
WILLPOWER:
15 A) Fortitude: ‘Roll with’ double amount of damage
5 B) Self-Control: Push at +3 at PR=3 cost

Power: 57
Hits: 17
Healing: 2.2
Inventing Points: 5
Gear: Break 11, Take 12, Disarm 9, BC 16
Protection: Kinetic 6, Energy 6, Biochemical 6, Entropy 6
Initiative: d8+1
Move: 16
Carrying Capacity: 120 lbs

ORIGIN & BACKGROUND
Nadine Beaubien trained at the circus school in Montreal to become an acrobat specializing in aerial ring and hula hoops. During an aerial training exercise, her hoop broke and she fell. That was when her powers manifested, creating a force-field ring that she grabbed onto, halting the fall to her death.
One of her instructors was a recruiter for the Québec super-terrorist group, the Sans Rouge, and saw Nadine use her powers. He sold her a dream of an independent Québec nation led by super-powered brethren just like her. She eagerly joined, and the cause gave her an excuse to act on her darker impulses. She took the name “Cirque”, which means circus. She speaks only French.

COMBAT TACTICS
Cirque can generate force rings, which either follow her hands or remain where she lets go of them. Her extensive acrobatic training lets her use the rings for offense, defense and transportation. Her most feared trick is forming a ring around someone and then shrinking it shut. She tries to give the impression that her rings are unbreakable, but enough force will break one.
She will create force rings in mid-air and use her acrobatic skills to move around. She can form spinning force rings around herself as a defense, but will not do so unless she sees an opponent as a genuine threat.
Cirque has trained with Lune often, to ensure that she is used to low gravity situations that her teammate may create. Her training as an acrobat has made her able to push herself harder and to roll with the punch.

(edited to clarify she only speaks French)

Jeff
Administrator
Posts: 1176
Post Re: Academy of Super-Heroes in 3.0
on: March 13, 2017, 23:02

Looking good, wistling!

-Jeff

wistling
High-Powered Superhero
Posts: 56
Post Re: Academy of Super-Heroes in 3.0
on: March 14, 2017, 11:14

LUNE

True I.D.: Adele Bujold
Birthplace: Québec, Canada
Species: Human
Culture: Modern
Age: 23
Sex: Straight Cis Female
Weight: 110 lbs
Mass: d3
Motivation: Anarchist
Wealth: d4
Luck: 10-
Side: Evil (Sans Rouge)
Legal Status: Wanted
Origin Type: Mutated or Evolved
Skills: Terrorist, Astronomer

CPs: 150

ST 12 (d6), EN 10 (10-), AG 15 (11-), IN 14 (11-), CL 19 (12-)

Defenses: Physical 1 (5 if Personal Gravity Well active), Mental 1

Punch, 14- to hit, d6 blunt Kinetic damage
Gravity Decrease, 14- to hit, 2d8 vs. Mass, Special
Repulsion Blast, 14- to hit, d8+2d10 Knockback only

(cost) ABILITIES

GRAVITY CONTROL:
30 A) Gravity Decrease: 2d8, PR=2/use, range EN=10”, Weight Reduction only (-10), Area Effect 9” diameter (+15)
10 B) Personal Gravity Well: 1” diameter area effect, Action and PR=1 to activate, PR=1/round to maintain, grants Physical Defense bonus +4
3 DENSITY CHANGE: Density Decrease, reduce weight only, movement to activate, PR=0/hour
5 ADAPTATION: PR=0, immune to Gravity (Other), ½ damage (rounded down) or +5 vs. attacks with saves
18 REPULSION BLAST: gravitational wave, PR=1/use, Kinetic knockback d8+2d10, range ST/2”=6” (-5)
15 FLIGHT: Flight Acceleration 8”, Top Speed 128” (44 mph), PR=1/hour, Gliding
3 KNOWLEDGE: French (native), Accented and Literate in English (3)
-5 LOW SELF-CONTROL: Fumble-Prone on 19-20 (-5)

Power: 51
Hits: 10
Healing: 1
Inventing Points: 6
Gear: Break 11, Take 12, Disarm 9, BC 16
Protection: Adaptation (half damage from gravity)
Initiative: d6+1
Move: Ground 12”, Fly 8”/128”
Carrying Capacity: 120 lbs

ORIGIN & BACKGROUND
Adele “Lune” Bujold is a member of the Québec super-terrorist group, the Sans Rouge. Everyone calls her Loony Bujold, with no one quite sure if her sanity is really as tenuous as it seems, or if it’s all an act. Unlike the others, she didn’t join to support the Sans Rouge’s quest for Québec Independence (which she thinks is a hopeless cause), but joined the group to satisfy her insatiable need to cause trouble. She never talks about where she comes from, and her allies don’t dare to ask.
A gravity controller, she is currently limited to creating lunar-equivalent gravity (about 1/6th the strength of Earth’s). She’s short and slender, so many foes are surprised when she lifts an object heavier than her and heaves it towards them.
Lune often teams up with Cirque, who has trained often enough in low gravity so that she isn’t hindered by Lune’s powers.

COMBAT TACTICS
Lune has the ability to lessen gravity. She will create an area of low gravity, then create a gravitational wave to use a repulsion blast to throw her enemies against obstacles. She may jump a fair height and distance, taking advantage of her low gravity field and her ability to vary her weight. Her personal lunar gravity well is often able to repel physical attacks.
She is fond of doing the unpredictable, and is not above rigging dangerous situations with the use of her powers to distract heroes. Her main job during a battle is to surprise and unbalance her foes so that her teammates will gain the upper hand.
Due to the unpredictable nature of low gravity, Lune is sometimes prone to fumble.

(Revised to account for Languages)

wistling
High-Powered Superhero
Posts: 56
Post Re: Academy of Super-Heroes in 3.0
on: March 15, 2017, 06:54

I'll have two more members to post. In the interim, here's some general information about the group.

Image

From left to right: Cirque, Polaire, Lune, Asphalte, Aigle

Sans Rouge was first established in the mid-Sixties by a group of Francophone super-villains who sought the independence of Québec as a nation by any means necessary. The name of the group means "without red", a reference to the fact that the Canada flag is white and red, whereas the Québec provincial flag is blue and white. The schemes and crimes changed over the years as their membership declined, until it seemed only a handful of fanatics remained. This changed when the twins Claudette and Yvan Viau seized leadership of the movement. Claudette saw the Sans Rouge as a means of revenge on the society that killed their parents, drawing Yvan into her war. Both are mages with great potential, with Claudette specializing in alchemical magic and Yvan in spacetime magic. Yvan suspects Claudette’s supernatural charisma is responsible for the resurgence of believers in the Sans Rouge cause. Whereas Claudette embraces violence, Yvan is a kinder soul. Together, the Viaus assembled and trained a team of young super-villains, whose members are Polaire, Aigle, Cirque, Lune, and Asphalte. They have a secret mountain base somewhere in the wilds of Québec called L’Eyrie.

Recent intrigue saw Yvan Viau debut as Labyrinthe and Claudette as Caryatid of the new Conclave of Super-Villains, which has had repercussions for the Sans Rouge. With Caryatid reportedly imprisoned and Labyrinthe forced to work for the CSV, Polaire stepped up to fill the leadership void and to continue the great work in their absence.

The current aims of the Sans Rouge are:

PROTECT QUÉBEC - A threat to Québec’s people or infrastructure would hurt their future nation. The Sans Rouge would also benefit from good press from heroics. Under this mandate, they will also confront super-criminals who seek to cause mayhem in Québec. The Sans Rouge will offer the intruders a chance to join their cause, and if they do not, the Sans Rouge will oust them from Québec in the most vicious ways they can conceive.

CRIMINAL ENTERPRISE - The Sans Rouge are most likely to engage in high-stakes ventures but stick to the shadows when possible. They have had success with arms trafficking, smuggling, hijacking cargo, kidnapping, blackmail, money-laundering, counterfeiting, selling state secrets, and heist. Gold, diamonds, and jewelry are their most likely targets, but they will also go after resources such as ore and oil. As it makes more sense to them to plunder other nations instead of their own, they will often go abroad to make their money.

POLITICAL MANIPULATION - The group has in the past resorted to blackmail, smear campaigns, and secret assassinations when attempting to influence politicians or public opinion.

FIREPOWER - The Sans Rouge will seek allies and steal artifacts and technology that will strengthen their organization.

wistling
High-Powered Superhero
Posts: 56
Post Re: Academy of Super-Heroes in 3.0
on: March 15, 2017, 11:01

ASPHALTE

True I.D.: Frédéric Grande
Birthplace: Québec, Canada
Species: Human
Culture: Modern
Age: 23
Sex: Straight Cis Male
Weight: 210 lbs
Mass: d4
Motivation: Twisted Honor
Wealth: d4
Luck: 10-
Side: Evil (Sans Rouge)
Legal Status: Wanted
Origin Type: Mutated or Evolved
Skills: Terrorist, Engineering Student

CPs: 150

ST 12 (d6), EN 18 (12-), AG 15 (11-), IN 16 (11-), CL 9 (10-)

Defenses: Physical 1, Mental 1

Punch, 14- to hit, d6 blunt Kinetic damage
Grapnel 14- to hit, Special

(cost) ABILITIES

30 SHAPING: 1,000 lbs., range AG=15” within line of sight, Action to use, PR=30, PR=0/hour, Requires Source: concrete, asphalt, steel or glass (-5), SR=concrete 6 / asphalt 3 / steel 11 / glass 4. Animation with cost of 1” movement (+5), Shape Abilities: Speed 8”/32”, 11 mph and can carry creator (-5) & Wall-Crawling cling=Mass roll (+5)

    Typical Animated Shape: 1,000 lbs., d10+1 damage, Hits=20, wall-crawling cling d8+1, Concrete=2.86 cubic feet / Asphalt=5 cubic feet / Steel=1.67 cubic feet / Glass=4 cubic feet

15 GRAPNEL: concrete, asphalt, steel or glass material: range ST+AG=27”, PR=1/use, lasts 1 hour, Break Point 8, Max 16, No Swinging (-5)
10 INVULNERABILITY: vs. heat subtype, PR=0/hour
22 ENERGY: +44 Power points
3 KNOWLEDGE: French (native), Accented/Literate English (3)

Simulating Extra Effort with Glass and Steel: Asphalte finds it harder to work with steel and glass. Treat as though Asphalte is using his off-hand (-3) when a Task or Attack involves glass or steel.

Power: 105
Hits: 15
Healing: 2.8
Inventing Points: 8
Gear: Break 11, Take 12, Disarm 9, BC 16
Protection: Invulnerability (one-quarter damage from heat)
Initiative: d6+1
Move: Ground 15”
Carrying Capacity: 120 lbs

ORIGIN & BACKGROUND
Engineering student Frédéric Grande somehow survived a workplace accident on a construction site a year ago, buried under hot asphalt. Frightened and confused by what had just happened, he fled the scene before the police arrived. Aigle had spotted him hiding on the rooftops, and offered him aid. Aigle explained to him that he had been given a great gift, and told him of the great plan that the Sans Rouge had for Québec. He brought Frédéric in and the team helped the young man understand his new powers. Eager to please his new allies, Frédéric used his powers to help them with their heists, robberies, and other missions. Still, a part of him still has great respect for buildings and roads, and he will avoid major damage where possible, always promising to himself to put things back the way they were. He took the codename “Asphalte”.

COMBAT TACTICS
In addition to his near immunity to heat, Asphalte can animate asphalt and concrete. He seems to be limited to aggregates that have been processed by human hands, as natural stone is beyond him. With effort, he can affect glass and steel as well. Asphalte prefers to trap foes inside concrete or asphalt cocoons. If needed, he will animate any concrete or asphalt he can find as a combatant in his place. He will also ride the animated object, especially to get to places he can’t reach. He is also helpful to his teammates in situations where they need to get through a man-made barrier.

(revised to account for Languages)

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