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Author Topic: Academy of Super-Heroes in 3.0
Tempest
Cosmic Superhero
Posts: 393
Post Re: Academy of Super-Heroes in 3.0
on: March 15, 2017, 12:36

As a Canadian, and a person who lived through the October Crisis in 1970 (though I had turned six just days before, I do recollect the headlines, tone of the broadcasts, general sense of underground-monsters-are-coming-to-get-us and the horror of finding Pierre Laporte's body in that car trunk), I've always felt that fictional representations of Liberte de Quebec are walking a bit of a fine line. Nonetheless, my congratulations to wistling on addressing the subject, and handling it in such good fashion. For those who think that Canada is some sort of socialist paradise where the horrors of ideological terrorism - and the cut-throat authoritarian responses to such - are a mere abstraction, I suggest you do a Wikipedia search on the October Crisis, War Measures Act and Liberte de Quebec. Again, to wistling, my congratulations on taking a real-life tragedy and turning it into something we can use, as some real source of entertainment, in a game we love.

wistling
High-Powered Superhero
Posts: 56
Post Re: Academy of Super-Heroes in 3.0
on: March 16, 2017, 06:28

Thanks Tempest. I'm Canadian too.

Here's Aigle, completing the current Sans Rouge roster. I forgot about languages in the previous profiles so will go back and tweak them.

AIGLE

True I.D.: Étienne Bernard
Birthplace: Québec, Canada
Species: Human
Culture: Modern
Age: 24
Sex: Straight Cis Male
Weight: 190 lbs
Mass: d4
Motivation: Greedy
Wealth: d6+d8
Luck: 10-
Side: Evil (Sans Rouge)
Legal Status: Wanted
Origin Type: Mutated or Evolved
Skills: Terrorist, Businessman

CPs: 165

ST 13 (d6), EN 11 (10-), AG 18 (12-), IN 17 (11-), CL 11 (10-)

Defenses: Physical 6, Mental 1

Kick, 10- to hit (14- to hit from air), d6+2 blunt Kinetic damage
Pistol, 12- to hit (16- to hit from air), d10+1 sharp Kinetic damage
Eagle Claw Gauntlets, 12- to hit (16- to hit from air), d6+6 Sharp Kinetic damage

(cost) ABILITIES
20 FLIGHT: PR=1/hour, 16” / 256”, 87 mph
13 HEIGHTENED EXPERTISE: +4 to hit with attacks from air or in flight (One Class)
10 HEIGHTENED DEFENSE: +4 Physical defensive bonus
3 HEIGHTENED SENSES: Telescopic vision, +2 bonus, x4 magnification
10 COMMUNICATORS: Gear, 10 miles range, 12x1 hour charges, Multitudes x4 (+5)
10 KNOWLEDGE: +3 Businessman (5), French (native), Fluent and Literate in English (4), Broken German (1)
15 WEALTH: Annual income $2,560,000, d6+d8
5 PISTOL: Range AGx2=36”, Gear, 12 charges, Hit +0, d10+1 sharp
5 EAGLE ARMOR: Gear (-5), total Armor=9, Kin/Ene/Bio/Ent=3/3/1/2, heavy partial coverage (-5) with called shots at -6, and ½ protection vs. area attacks
9 BASE: Contributed 9 points to the Sans Rouge base
SPECIAL WEAPON: Eagle Claw Gauntlets, Gear, +d6 sharp kinetic damage (5 IP)
-5 PHOBIA: Fear of drowning (-5)

Power: 59
Hits: 10
Healing: 1
Inventing Points: 4
Gear: Break 11, Take 12, Disarm 9, BC 17
Protection: Eagle Armor (Kinetic 3, Energy 3, Biochemical 1, Entropy 2)
Initiative: d8+1
Move: Ground 14”, Fly 16”/256”
Carrying Capacity: 120 lbs

ORIGIN & BACKGROUND
Étienne Beaubien is a member of the Sans Rouge super-villain team, whose goals are to establish Québec as a sovereign nation through any means. Coming from a rich family whose wealth comes from the aviation industry, Étienne had a knack for numbers and business. He was recruited into the organization to assist with financial matters. Recognizing that for the Sans Rouge to succeed, they would need to amass a great fortune and prove to the people of Québec that they are viable as an independent country. He has put into play a number of criminal schemes that would both benefit the Sans Rouge in the short term, and their future nation in the long term. He will often command missions that involve a financial reward, be it a smuggling, heist, kidnapping, white collar crime, or counterfeit. He also invested heavily into “L’Eyrie”, the Sans Rouge base he fondly calls home.

COMBAT TACTICS
Aigle has recently invented a set of Eagle Claw Gauntlets to augment his fighting abilities. It helps that he has secretly been practicing his powers of flight, and hunting in the style that eagles do. He has specialized in attacking from the air, and will do so whenever possible. He will emulate an eagle’s hunting style, such as snatching someone or something into the air (especially when paired with Lune), or holding them down while tearing at their jugular. However, he will use a pistol when he needs to keep a safe distance. He does not seek out danger willingly, knowing that his business acumen is worth far greater to his allies than his combat abilities.
He likes experimenting with inventions, so he may switch out old technology for new ones depending on the mission. His costume is wingless.

(Edited for rounding and point rebalance)

Jeff
Administrator
Posts: 1176
Post Re: Academy of Super-Heroes in 3.0
on: March 16, 2017, 11:52

Safety tip: round up those .5's. That Heightened Expertise should run you (13) CPs, and (3) for the Heightened Senses. Also, you should probably include the point total somewhere on the sheet.

Good stuff!

-Jeff

wistling
High-Powered Superhero
Posts: 56
Post Re: Academy of Super-Heroes in 3.0
on: March 16, 2017, 21:06

Thanks Jeff, I've rounded up and rebalanced the point total.

E.U.R.O.P.A. (Eurasian Union Ruling Order Paranormal Authority) is next, with the multi-national superhero team of Arc, Ymir, Hotspur, Oni, and Rasputin.

The Vehicle and Base rules look a bit daunting but the best way for me to learn is to do a few examples.

Jeff
Administrator
Posts: 1176
Post Re: Academy of Super-Heroes in 3.0
on: March 16, 2017, 23:52

I'd recommend doing a few *simple* vehicles to get a feel for it first, before building anything elaborate.

-Jeff

wistling
High-Powered Superhero
Posts: 56
Post Re: Academy of Super-Heroes in 3.0
on: March 17, 2017, 20:45

Image

From left to right: Rasputin, Ymir, Arc, Oni, Hotspur

E.U.R.O.P.A.

The charismatic Lenard Duvallier established the Eurasian Union as a multi-national economic entity in 2005, with growing political influence. The Eurasian Union currently includes Russia, India, Japan, and most countries in Europe, and runs the Advanced Sciences Institute of Eurasia (A.S.I.E.) to train its superpowered citizens in ethics and proper use of their abilities. Upon graduation from A.S.I.E., the best among them are recruited into E.U.R.O.P.A. (Eurasian Union Ruling Order Paranormal Authority) and given military rank.

The main E.U.R.O.P.A. team was originally five members: Rasputin, Ymir, Arc, Castor, and Pollux. However, their recent clash with the Conclave of Super-Villains in the “Deep Armageddon” incident resulted in the death of Pollux and spinal injuries that have sidelined Rasputin. As spokespersons and exemplars in the Eurasian Union, their identities are known to the public.

Currently, the active team is Ymir (acting leader), Arc, Hotspur, and Oni. Though paralyzed from the waist down, Rasputin has not stayed idle, opting for a job overseeing covert operations at E.U.R.O.P.A. HQ in Rome, which he believes he can do from a wheelchair. Cloak-and-dagger seems to suit him well.
E.U.R.O.P.A. has a ship, the François Mitterand, equipped and ready for missions. A.S.I.E. is located on the island of Sottunga in Finland.

USING E.U.R.O.P.A. IN YOUR CAMPAIGN

The degree of economic, political and military power that the Eurasian Union has is flexible, and can be adapted to the geopolitical climate of your world. In the Academy of Super-Heroes 2024 setting, for example, the Eurasian Union has replaced the European Union and thus has vast political ramifications. However, on an Earth where political cooperation between those nations is unlikely, it acts more as a Utopian economic agreement, with A.S.I.E. and E.U.R.O.P.A. serving only as transnational superhero training and licensing organizations.

Players may have trained at A.S.I.E. If so, they can join E.U.R.O.P.A.’s main team, form a second public team, or work for covert operations. The official language of the Eurasian Union is French, so all who work for E.U.R.O.P.A. are expected to know an adequate level of French. If they are on a public team, their public identity is known, and they must act in the best interest of the Eurasian Union.

(write-ups soon)

wistling
High-Powered Superhero
Posts: 56
Post Re: Academy of Super-Heroes in 3.0
on: March 19, 2017, 17:33

Here's E.U.R.O.P.A.

E.U.R.O.P.A.
Image

Arc
Image

Hotspur
Image

Oni
Image

Rasputin
Image

Ymir
Image

wistling
High-Powered Superhero
Posts: 56
Post Re: Academy of Super-Heroes in 3.0
on: March 22, 2017, 11:00

The Sans Rouge in one-page format:

Sans Rouge
Image

Aigle
Image

Asphalte
Image

Cirque
Image

Lune
Image

Polaire
Image

wistling
High-Powered Superhero
Posts: 56
Post Re: Academy of Super-Heroes in 3.0
on: March 24, 2017, 06:33

Anchors, the Anchorite bounty hunter union, 'Fetters' and the Eye of Horus:

Anchors
Image

The Eye of Horus
Image

wistling
High-Powered Superhero
Posts: 56
Post Re: Academy of Super-Heroes in 3.0
on: April 5, 2017, 06:45

Slowly statting up the Conclave of Super-Villains now. A few have more complicated arsenals and powers (especially Mister Strings, who only exists as a viral telepathic entity at this point in the stories), so it's taking a bit more time to get them right. Likely I will update all the characters once the final set of rules are received.

Artwork for most of the CSV comes from Joe Singleton (http://joe-singleton.deviantart.com)'s take on the characters.

Here's Peryton and Conflicto. Conflicto's an example of a character who will use Inventing Points to make new and unusual applications of his friction and viscosity powers.

Peryton

Image

Conflicto

Image

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