Ken's Kache of Khracters (Aliotta Haynes and Jeremiah)

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Re: Ken's Kache of Khracters (Goldar, Superman, RCU Heroes & Villains)

Post by Spectrum » Wed Dec 21, 2016 1:12 pm

But.. but Waverunner has a boyfriend. A really cute boyfriend.
We rise from the ashes so that new legends can be born.

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Ken
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Re: Ken's Kache of Khracters (Goldar, Superman, RCU Heroes & Villains)

Post by Ken » Wed Dec 21, 2016 5:14 pm

Spectrum wrote:But.. but Waverunner has a boyfriend. A really cute boyfriend.
I didn't say "guarenteed". ;)
Zack Snyder in the 1940s: Hope vs Crosby, Road to Justice

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Starlord AKA Sean Remington FKA Stellar Lad

Post by Ken » Thu Dec 29, 2016 11:57 pm

ImageImage

Starlord - PL 12

Strength 13, Stamina 11, Agility 2, Dexterity 1, Fighting 4, Intellect 2, Awareness 3, Presence 4

Advantages
Accurate Attack, Attractive 2, Benefit, Cipher 2, Benefit, Wealth 3 (millionare), Benefit: Champions of Justice member, Close Attack 2, Connected, Contacts, Diehard, Equipment 11, Favored Environment: bright, directly lit areas, Improved Critical 4: Eye Beams, Improved Initiative, Interpose, Move-by Action, Power Attack, Skill Mastery: Close Combat, Skill Mastery: Expertise: Time Dial Operation, Teamwork, Untapped Potential

Skills
Acrobatics 2 (+4), Athletics 1 (+14), Close Combat: Unarmed 4 (+8), Deception 2 (+6), Expertise: Future Events 4 (+6), Expertise: History 5 (+7), Expertise: Time Dial Operation 10 (+12), Insight 4 (+7), Intimidation 2 (+6), Perception 3 (+6), Persuasion 2 (+6), Ranged Combat: Energy Manipulation 2 (+3), Stealth 2 (+4), Technology 6 (+8), Treatment 3 (+5)

Powers
Additional Strength: Enhanced Strength 2 (+2 STR)
. . Enhanced Strength 2 (Alternate; +2 STR, Advantages: Close Attack 2; Limited to Lifting)
Defying Gravity: Flight 2+7 ([Stacking ranks: +7], Speed: 1000 miles/hour, 2 miles/round)
Faster Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round; Stacks with: Defying Gravity: Flight 2+7; Concentration)
. . Fast Flight: Flight 3 (Alternate; Speed: 16 miles/hour, 250 feet/round; Stacks with: Defying Gravity: Flight 2+7)
Energy Manipulation
. . Energy Tricks: Variable 4 (Action 2: free)
. . Manual Blast: Line Area Damage 12 (DC 27; Line Area 2: 5 feet wide by 60 feet long, DC 22)
. . Narrow Eye Beams: Blast 13 (DC 28, Advantages: Improved Critical 4; Accurate 4: +8, Precise)
. . Wide Eye Beams: Cone Area Damage 12 (DC 27; Cone Area 2: 120 feet cone, DC 22)
Enhanced Vision: Senses 2 (Low-light Vision, Ultravision)
Gravity Manipulation: Enhanced Strength 2 (+2 STR; Limited to Lifting)
Invulnerability
. . Immunity 12 (Aging, Life Support, Sleep)
. . Protection 4 (+4 Toughness; Impervious [9 extra ranks])
Strong Eyes: Immunity 5 (Sensory Affliction Effects; Limited: Only vs visual effects)
Let's Do the Time Warp Again: Cylinder Area Movement 3 (Time Travel 3: any time, 50 lbs.; Cylinder Area: 30 feet cylinder, DC 13; Check Required: DC 10 - Time Dial Operation)
Space Warp: Cylinder Area Teleport 14 (Carry 50 lbs.; Cylinder Area: 30 feet cylinder, DC 24, Extended: 16000 miles in 2 move actions; Check Required: DC 10 - Time Dial Operation, Limited to Extended)
. . Fast Warp: Cylinder Area Teleport 13 (Alternate; 30 miles in a move action, carrying 50 lbs.; Cylinder Area: 30 feet cylinder, DC 23)

Power Settings
Advanced Physicality (Powers: Flight 4, Immunity 20, Protection 1, Rapid Healing: Regeneration 3, Advantages: Improved Initiative)
Cutting and Welding (Powers: Transform 10)
Flight Boost (Powers: Flight 10)
Rapid Punches (Powers: Enhanced Trait 7, Flight 1, Strength Effect)
Star Drill (Powers: Drilling: Burrowing 15)
Star Punch (Powers: Burst Area Strength Effect)

Equipment
CoJ Base contribution 1, CoJ Comm COJ-004 2, CoJ Vehicle contribution 2, Temporal Dial [Let's Do the Time Warp Again: Cylinder Area Movement 3, Time Travel 3: any time, 50 lbs.; Cylinder Area: 30 feet cylinder, DC 13; Check Required: DC 10 - Time Dial Operation; Space Warp: Cylinder Area Teleport 14, Carry 50 lbs.; Cylinder Area: 30 feet cylinder, DC 24, Extended: 16000 miles in 2 move actions; Check Required: DC 10 - Time Dial Operation, Limited to Extended]

Offense
Initiative +6
Grab, +6 (DC Spec 23)
Manual Blast: Line Area Damage 12 (DC 27)
Narrow Eye Beams: Blast 13, +11 (DC 28)
Throw, +1 (DC 28)
Transform 10, +6 (DC Dog 20)
Unarmed, +10 (DC 28)
Wide Eye Beams: Cone Area Damage 12 (DC 27)

Complications
Mysterious Origins: There are several different versions of Sean's origin and no one except his adopted mother knows the truth.
Nemeses: Starlord has many enemies: Project: Titan, Timefire, etc.
Relationships: Sean is very close to his girlfriend Aya Kanzai and adopted father, Burt Remington Jr. While he is fond of Morning Star, he doesn't want to be in the iconic hero's shadow.
Vulnerability: Powers with Darkness as a descriptor get +5 effect against Starlord.

Languages
English

Defense
Dodge 8, Parry 8, Fortitude 11, Toughness 15, Will 10

Power Points
Abilities 76 + Powers 92 + Advantages 34 + Skills 26 (52 ranks) + Defenses 17 = 245

Image

Stellar Lad - PL 8 (the beginning of his career)

Strength 8, Stamina 8, Agility 1, Dexterity 1, Fighting 1, Intellect 0, Awareness 0, Presence 0

Advantages
Accurate Attack, Beginner's Luck, Benefit, Cipher 2, Benefit: Champions of Justice member, Close Attack 2, Diehard, Equipment 1, Favored Environment: bright, directly lit areas, Improved Initiative, Interpose, Move-by Action, Power Attack, Skill Mastery: Close Combat

Skills
Close Combat: Unarmed 5 (+6), Deception 2 (+2), Perception 3 (+3), Persuasion 2 (+2), Ranged Combat: Energy Manipulation 1 (+2), Stealth 1 (+2)

Powers
Additional Strength: Enhanced Strength 2 (+2 STR)
Child Size: Enhanced Trait 4 (Traits: Dodge +2 (+6), Parry +2 (+6); Innate, Notes: Will disappear with age)
Defying Gravity: Flight 2+9 ([Stacking ranks: +9], Speed: 4000 miles/hour, 8 miles/round)
Energy Manipulation
. . Flight Boost: Flight 9 (Speed: 1000 miles/hour, 2 miles/round; Stacks with: Defying Gravity: Flight 2+9)
. . Narrow Eye Beams: Blast 8 (DC 23; Accurate 3: +6)
. . Wide Eye Beams: Cone Area Damage 8 (DC 23; Cone Area: 60 feet cone, DC 18)
Enhanced Vision: Senses 2 (Low-light Vision, Ultravision)
Gravity Manipulation: Enhanced Strength 2 (+2 STR; Limited to Lifting)
Invulnerability
. . Immunity 11 (Life Support, Sleep)
. . Protection 2 (+2 Toughness; Impervious [7 extra ranks])
Strong Eyes: Immunity 5 (Sensory Affliction Effects; Limited: Only vs visual effects)

Equipment
CoJ Base contribution 1, CoJ Comm COJ-010 2, CoJ Vehicle contribution 2

Offense
Initiative +5
Grab, +3 (DC Spec 18)
Narrow Eye Beams: Blast 8, +8 (DC 23)
Throw, +1 (DC 23)
Unarmed, +8 (DC 23)
Wide Eye Beams: Cone Area Damage 8 (DC 23)

Complications
Mysterious Origins: There are several different versions of Sean's origin and no one except his adopted mother knows the truth.
Vulnerability: Powers with Darkness as a descriptor get +5 effect against Starlord.

Languages
English

Defense
Dodge 6/4, Parry 6/4, Fortitude 8, Toughness 10, Will 3

Power Points
Abilities 34 + Powers 63 + Advantages 15 + Skills 7 (14 ranks) + Defenses 9 = 128

Image

Timestar - PL 11 (misguided time-lost teen version)

Strength 11, Stamina 11, Agility 1, Dexterity 2, Fighting 2, Intellect 2, Awareness 3, Presence 4

Advantages
Accurate Attack, Attractive 2, Benefit, Cipher 2, Close Attack 2, Diehard, Equipment 2, Favored Environment: bright, directly lit areas, Improved Initiative, Interpose, Move-by Action, Power Attack, Skill Mastery: Close Combat, Teamwork

Skills
Acrobatics 2 (+3), Athletics 1 (+12), Close Combat: Unarmed 7 (+9), Deception 2 (+6), Expertise: Future Events 2 (+4), Expertise: History 2 (+4), Insight 4 (+7), Intimidation 2 (+6), Perception 3 (+6), Persuasion 2 (+6), Ranged Combat: Eye Beams 1 (+3), Stealth 2 (+3), Technology 4 (+6), Treatment 1 (+3)

Powers
Additional Strength: Enhanced Strength 2 (+2 STR)
Defying Gravity: Flight 2+15 ([Stacking ranks: +15], Speed: 250000 miles/hour, 500 miles/round)
Energy Manipulation
. . Flight Boost: Flight 15 (Speed: 64000 miles/hour, 120 miles/round; Stacks with: Defying Gravity: Flight 2+15)
. . Manual Blast: Line Area Damage 10 (DC 25; Line Area 2: 5 feet wide by 60 feet long, DC 20)
. . Narrow Eye Beams: Blast 13 (DC 28; Accurate 3: +6, Precise)
. . Wide Eye Beams: Cone Area Damage 10 (DC 25; Cone Area 2: 120 feet cone, DC 20)
Enhanced Vision: Senses 2 (Low-light Vision, Ultravision)
Gravity Manipulation: Enhanced Strength 2 (+2 STR; Limited to Lifting)
Invulnerability
. . Immunity 12 (Aging, Life Support, Sleep)
. . Protection 2 (+2 Toughness; Impervious [11 extra ranks])
Strong Eyes: Immunity 5 (Sensory Affliction Effects; Limited: Only vs visual effects)
Vortex Manipulator: Movement 3 (Time Travel 3: any time, 50 lbs.)

Equipment
CoJ Comm COJ-010 2, Vortex Manipulator [Vortex Manipulator: Movement 3, Time Travel 3: any time, 50 lbs.]

Offense
Initiative +5
Grab, +4 (DC Spec 21)
Manual Blast: Line Area Damage 10 (DC 25)
Narrow Eye Beams: Blast 13, +9 (DC 28)
Throw, +2 (DC 26)
Unarmed, +11 (DC 26)
Wide Eye Beams: Cone Area Damage 10 (DC 25)

Complications
Mysterious Origins: There are several different versions of Sean's origin and no one except his adopted mother knows the truth.
Vulnerability: Powers with Darkness as a descriptor get +5 effect against Timestar.

Languages
English

Defense
Dodge 8, Parry 8, Fortitude 11, Toughness 13, Will 10

Power Points
Abilities 68 + Powers 75 + Advantages 17 + Skills 18 (35 ranks) + Defenses 20 = 198

Known Background Sean Remington (né Sean Andrews) first came to public notoriety more than a dozen years ago when, as Stellar Lad, he contacted Burt Remington Jr. in an attempt to locate Morning Star, the man he believed to be his father. Sean had had his powers for as long as he could remember, and his recently deceased mother had said that Morning Star was his father. It wasn't long before Sean met Morning Star, and Stellar Lad became a junior Champion of Justice. However, Morning Star pointed out a key problem with Sean's claim. Sean had actually had his powers before Morning Star had gained his. Other tests also verified the two were unrelated, although their similar powers could not be denied. Burt Remington Jr. adopted the orphaned teenager. A number of possible explanations for Sean's powers came to light over the next few years, but each one would prove false despite the initial likelihood.

Finally, a Champions of Justice case involving dimensional travel led to a time storm erupting and Sean vanished - along with all records of his existence. However a few hours later, Sean reappeared, along with his history. He had aged to adulthood. Shortly after this, he left the Champions and became reclusive.

Some years later an attack on the Champions of Justice would lead to Sean adopting a radical new look. He became romantically involved with the Japanese Champion Nova, and she joined him in seclusion. Recently, it has been revealed that he is known to the time travelers known as Svenaclio and Anatharasila. Sean has taken to using the sobriquet Starlord on those few occasions he adventures, and his personal style has changed again.

Personality Starlord is a reluctant hero. He is more interested in maintaining his relationships with Aya (Nova) Kanzai and his father, Burt Remington Jr. He wants as normal a life as possible, despite seeming to be fated otherwise. Being famous and the heir to billions, he is also extremely distrustful and wary of people who try to get close to him. He is also very tight-lipped about his knowledge of time travel and the past and future.

Powers/Tactics Starlord’s body is extremely strong and durable. The solar energy that courses through his body requires it. He can also use that energy to create energy and plasma beams and to manipulate gravity. This gravity manipulation allows him to fly at incredible speed, and to allow him to become one of the strongest beings on the planet. Both while with the Champions and while lost in time, he has trained and had experience with combat. Despite the similarity in their powers, though, he is less powerful than Morning Star.

Appearance Sean Remington is 5'10" and looks to weigh around 190 lbs., although his weight is actually a little over 300 lbs. He is muscular, but lacks the bulk of some of his peers. Sean looks young, as if still in his early twenties. His body ages very, very slowly. Considered very attractive by most, he still wears his hear long, but not as long as he did when he went through his "leather and red cape phase". When adventuring, today, he favours a red and blue muscle shirt with black pants. When his powers are active, his eyes glow.

Real World Stuff After the roughness of my first year gamemastering, I had to step back and rethink my campaign some. One of the things I did was create a mystery NPC. An under-powered, heroic character for the player characters to help. Enter Sean Andrews, Stellar Lad. He was a pre-teen with scaled down versions of Morning Star's powers, and he believed Morning Star was his father. The problem, Morning Star hadn't had his powers long enough to have sired an 11-year old boy with his powers.

On the one hand, it worked. Doug had his Burt Remington Jr. character, take the boy in immediately. Sean Andrews soon became Sean Remington. On the other hand, for the longest time, I didn't have an answer. Then, I had too many answers, none of which I liked, which is why I kept changing them.

Then, Doug was kind enough to run a story where a time storm erupted. And Stellar Lad vanished. Five hours later, Stellar lad returned in another temporal storm. But he had aged about five years!!!

To this day, I don't know what Doug was thinking with that. Because, an adult (or later teen) Stellar Lad was no longer underpowered. But then Doug took his long break. And I had Sean kind of faded into the background.

He kind of came back, when Jenn created Nova (coming soon). It helped that I had asked Jenn to do the design for the angsty, "evil", old teenaged version. You see, we'd already established that there is a once-but-no-longer-possible-future version of Fireforce (called Timefire) bouncing adound the RCU's timestream. And while working on a big Timefire story it dawned on me, why wouldn't Timefire recruit the version of Sean during the five years (or five hours) the boy was lost. Hence, Timestar. And Jenn got to design a bishonin super hero.

I still drag Sean out, every now and again. Usually it means there's something weird going on in time.
Last edited by Ken on Wed Nov 01, 2017 8:10 pm, edited 2 times in total.
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We call Whirlwind 'Moriah'

Post by Ken » Thu Dec 29, 2016 11:59 pm

Image

Whirlwind - PL 11

Strength 5, Stamina 5, Agility 10, Dexterity 4, Fighting 10, Intellect 3, Awareness 4, Presence 4

Advantages
Accurate Attack, Agile Feint, All-out Attack, Assessment, Attractive, Beginner's Luck, Benefit, Alternate Identity: Sarah Quinn, Benefit, Cipher, Benefit, Wealth 2 (indepently wealthy), Benefit: CoJ, Close Attack 3, Connected, Defensive Attack, Defensive Roll 2, Equipment 1, Evasion 2, Fascinate (Expertise: Perform Music), Improved Critical 2: Unarmed, Improved Critical 2: Unarmed, Improved Initiative 5, Improved Smash, Instant Up, Jack-of-all-trades, Languages 2, Move-by Action, Power Attack, Precise Attack (Close, Cover), Prone Fighting, Seize Initiative, Skill Mastery: Close Combat, Takedown

Skills
Close Combat: Unarmed 2 (+12), Close Combat: Wrestling 1 (+11), Deception 6 (+10), Expertise: "The Troubles" 1 (+4), Expertise: High Society 1 (+4), Expertise: Perform Music 7 (+10), Expertise: Streetwise 1 (+4), Intimidation 4 (+8), Persuasion 6 (+10), Ranged Combat: Small Arms 4 (+8), Sleight of Hand 2 (+12/+6), Technology 2 (+5), Vehicles 1 (+5)

Powers
Accustumed to Speed: Immunity 10 (Common Descriptor: Superspeed Effects; Limited - Half Effect)
Superspeed Array
. . Running: Speed 13 (Speed: 16000 miles/hour, 30 miles/round)
. . Casual Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Aquatic)
. . Speedy Flight: Flight 12 (Speed: 8000 miles/hour, 16 miles/round; Aquatic; Concentration)
Superspeed Effects: Enhanced Trait 26 (Traits: Dodge +3 (+15), Parry +3 (+15), Sleight of Hand +6 (+12), Advantages: Agile Feint, Close Attack 3, Evasion 2, Improved Critical 2, Improved Initiative 5, Instant Up, Move-by Action, Seize Initiative, Takedown)
Superspeed Punches: Strength-based Damage 2 (DC 22; Multiattack [5 extra ranks], Penetrating 7)
. . Other Superspeed: Quickness 8 (Alternate; Perform routine tasks in -8 time ranks)
. . Superspeed in a Crowd: Strength-based Shapeable Area Damage 2 (Alternate; DC 22; Shapeable Area: 30 cft., DC 12 [5 extra ranks], Selective [5 extra ranks])

Equipment
CoJ Communicator COJ-007 2, Contribution to CoJ Bases 1, Contribution to CoJ Vehicles 2

Offense
Initiative +30
Grab, +14 (DC Spec 15)
Superspeed in a Crowd: Strength-based Shapeable Area Damage 2 (DC 22)
Superspeed Punches: Strength-based Damage 2, +15 (DC 22)
Throw, +4 (DC 20)
Unarmed, +15 (DC 20)

Complications
Distinctive Features: Moriah is a combination of Irish and Asian decent. She is also known for wearing wild clothes and sporting dyed hair.
Rivalries: Whirlwind likes to test herself physically against really tough opponents. She will often seek out other martial artists for combat and finds enjoyment in it.
Secret Identity: Moriah goes to great lengths to keep her previous identity as Sarah Quinn a secret.

Languages
English, Gaelic, Japanese

Defense
Dodge 15/12, Parry 15/12, Fortitude 8, Toughness 7/5, Will 10

Power Points
Abilities 90 + Powers 64 + Advantages 26 + Skills 19 (38 ranks) + Defenses 13 = 212

Real World Stuff Someday, I need to write down Moriah's background. Basically, her father (or maybe, now, her grandfather) was just far enough outside of the Hiroshima blast zone that he was irradiated withouit being killed. Her father's family is Japanese. Her mother's family is Irish. And when Lynda created the character in the 1980s, her backstory was that she moved to the U.S. because, having been raised by her mother in Belfast, she had gotten involved with "the Troubles", but now the heat was on, there.

Yeah, really heroic origin, I know. Lynda wasn't really 'down' with the whole super "hero" thing, and in those long ago days, I hadn't learned to really push that idea. For a while it seemed her main raison d'etre was to fight really tough opponents.

However, by having Sarah Quinn be friends with Ailean Ghasglananan (Banshee), the narrative was a little easier to maintain. It was harder in her first appearance when she was in the proto-campaign that became the Gateway Guardians (Micron, Tritan [sort of]).

She has been, however, one of the most popular loaned charcters, being borrowed by many friends who wanted to try gaming.

And I've always loved the alias that Sarah Quinn uses most of the time. Using her father's name "Musashi" was simple enough. "Moriah" though (coined a few years before Mariah Carey hit the scene), basically came from one of the more famous songs from the show Paint Your Wagon. Either that, or it was supposed to be the Irish name "Moira" and someone was dyslexic.
Last edited by Ken on Thu Aug 10, 2017 9:11 pm, edited 2 times in total.
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War Eagle

Post by Ken » Fri Dec 30, 2016 12:01 am

Image

War Eagle - PL 9

Strength 8, Stamina 8, Agility 4, Dexterity 1, Fighting 7, Intellect 2, Awareness 4, Presence 1

Advantages
Accurate Attack, All-out Attack, Animal Empathy, Assessment, Beginner's Luck, Close Attack, Connected, Defensive Attack, Defensive Roll, Equipment 2, Evasion, Great Endurance, Hide in Plain Sight, Improved Critical 3: Karate Chop, Improved Initiative 2, Improved Smash, Instant Up, Languages 2, Move-by Action, Power Attack, Ranged Attack 3, Takedown

Skills
Acrobatics 4 (+8), Athletics 2 (+10), Close Combat: Karate 2 (+9), Deception 3 (+4), Expertise: First Nation cultures 6 (+8), Expertise: Japanese culture 6 (+8), Intimidation 9 (+10), Investigation 2 (+4), Perception 8 (+12), Persuasion 3 (+4), Ranged Combat: Throw 6 (+7), Stealth 6 (+10), Technology 2 (+4), Treatment 2 (+4), Vehicles 3 (+4)

Powers
Fighting Trim: Enhanced Trait 13 (Traits: Strength +1 (+9), Stamina +1 (+9), Close Attack +3 (+4), Defensive Roll +2 (+3), Ranged Attack 3 +2 (+5), Parry +1 (+10), Dodge +1 (+10))
. . Lift with the Knees: Enhanced Strength 1 (Alternate; +1 STR; Limited to Lifting)
Karate Chop: Strength-based Damage 2 (DC 25; Inaccurate: -2)
Super-Healing: Regeneration 5 (Every 2 rounds)
Super-Olfactory Sense: Senses 6 (Accurate: Smell, Acute: Smell, Danger Sense: Smell, Direction Sense, Tracking: Smell 1: -1 speed rank)
Super-Other Senses: Senses 6 (Extended: Sight 2: x100, Extended: Hearing 1: x10, Low-light Vision, Tracking: Sight 1: -1 speed rank, Ultra-hearing)
Super-Strength Effects Array
. . Karate (Multiattack [1 extra rank])
. . Super-Strong Legs
. . . . Jumping: Leaping 4 (Leap 120 feet at 30 miles/hour)
. . . . Running: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
Thick Skin: Impervious Toughness 3

Equipment
CoJ Honorary Communicator COJ-105 2, Wind Chill Factor Van

Offense
Initiative +12
Grab, +8 (DC Spec 18)
Karate Chop: Strength-based Damage 2, +8 (DC 25)
Throw, +10 (DC 23)
Unarmed, +10 (DC 23)

Complications
Racial Profiling: As an Amerind parahuman, there are some who assume that Jon has ties to CERNA and/or the Sacred Circle.
Relationship: Jon Longarrow is in love with Moriah Musashi, though it's unrequited. He's been "friend-zoned".
Responsibility... Or Lack Thereof: Jon doesn't much like being a "superhero." As such, the Lift With the Knees effect is always active. It would take time, practice, and working out to get the Fighting Trim effects back.
Weakness: Radiation has a powerful effect on Jon's mutant metabolism. Hard radiation attacks get +5 effect on War Eagle.

Languages
English, Japanese, Navaho

Defense
Dodge 9, Parry 9, Fortitude 10, Toughness 9/8, Will 8

Power Points
Abilities 70 + Powers 45 + Advantages 29 + Skills 32 (64 ranks) + Defenses 13 = 189

Real World Stuff War Eagle was created by Terry (the same guy who created Guardian) before he ever got to Rockford College. He'd played him in another campaign at the school he was at previously. He started as a riff on Marvel's Thunderbird (or maybe American Eagle), but over time the character became more known as a Nipponophile. And, I think Terry brought him to the CoJ because his fiancée (at the time, these days they've been married for 28 years!!) was playing the Japanese character Whirlwind.

I didn't want to be beholden explicitly to Terry's prior campaign, though, so, in RCU history, before he began hanging with the Champions of Justice (he's an honorary member as he never formally joined), he was part of the Justice Squadron (the team Megaman had been in prior to the Crusaders.)

Actually, the Justice Squadron has been a handy invention. I've had enough players basically wanted their characters to have belonged to some prior team. The Justice Squadron exists, historiacally, to be that team.

Anyway, Terry only played War Eagle a couple of times before he and Lynda left our gaming group. So, I keep him in the background. I've gone so far as to say that he's actually out of shape. He'd be a PL 11 character, except, being out of shape and practice, he's down to a PL 9.

Curiously, for years, I thought his surname was 'Longbow', which caused me some concern when Jim introduced Longbow. I was very relieved when I found a cache of Terry's old gaming materials he'd bequeathed to me. It was originally Longarrow, and I messed it up. So, I unmessed it.
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Minute-Man (first look)

Post by Ken » Sat Dec 31, 2016 9:39 pm

Minute-Man - PL 8

Strength 2, Stamina 3, Agility 2, Dexterity 1, Fighting 6, Intellect 2, Awareness 2, Presence 2

Advantages
All-out Attack, Beginner's Luck, Close Attack 6, Improved Defense, Improved Trip, Move-by Action, Power Attack, Ranged Attack 6, Taunt

Skills
Acrobatics 2 (+4), Athletics 2 (+4), Close Combat: Unarmed 2 (+8), Expertise: Science 2 (+4), Insight 2 (+4), Perception 2 (+4), Ranged Combat: Rifles 7 (+8), Stealth 2 (+16), Vehicles 3 (+4)

Powers
Minute Man: Shrinking 12 (+12 Stealth, +6 active defenses, -3 size ranks; Increased Duration: continuous, Normal Strength)
Hitting Propotionately Larger Targets: Leaping 1 (Leap 15 feet at 4 miles/hour, Advantages: Close Attack 6, Ranged Attack 6; Quirk: Only while Shrunk)
Mini-Flintlock: Damage 2 (Removable, DC 17; Reach (ranged) 2: 10 ft.; Unreliable (5 uses))

Offense
Initiative +2
Grab, +12 (DC Spec 12)
Mini-Flintlock: Damage 2, +14 (DC 17)
Throw, +7 (DC 17)
Unarmed, +14 (DC 17)

Complications
Enemy: The Axis Powers; later, the Communists
Motivation: Patriotism: Tom Revere believes in democracy, and that it must be fought for and protected.

Languages
English

Defense
Dodge 13, Parry 13, Fortitude 3, Toughness 3, Will 3

Power Points
Abilities 40 + Powers 62 + Advantages 7 + Skills 12 (24 ranks) + Defenses 7 = 128

Background Tom Revere grew up in Lexington, Massachusetts, very aware of the region's history. A few months prior to America's entry into the second World War, Tom was making money after school as a lab assistant to a scientist. This scientist was experimenting with strengthening matter by condensing its electron shells. During an experiment, he managed to reduce Tom to a less than a foot high. After the process was reversed, it was discovered that Tom could now repeat the process at will.

Tom, who had been planning on volunteering for the Marines when he turned 18, decided he needed to use this new power to bust spies, sabatoeurs, and fifth columnists. While trying to decide on a codename, he was flipping through a thesaurus for words that referred to smallness. There, he saw "minute", which he initially read as /min-nut/ rather than /my-newt/. Thinking about his error, and the Minute Men of the Revolutionary War, he decided to adopt a patriotic costume, including a tri-corner hat, envoking the image.

He became Minute-Man.

Real World Stuff I'd been reading up on golden age heroes, when I envisioned a character with aspects of both Doll Man and Fighting Yank. I decided I would add him to the RCU's "Golden Age". However, all of this happened within the past few hours, so this is a rough draft and a First Look
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Re: Ken's Kache of Khracters (Goldar, Superman, RCU Heroes & Villains)

Post by Jabroniville » Sun Jan 01, 2017 8:02 am

It's kinda funny how I slowly see Japanese influences creep into some of these guys- Jenn drawing everyone in anime style is a big clue, but some of these guys have Japanese wives & details even before what I'd consider the big "Anime Push" following Sailor Moon and some popular video games. Were some of your friends Robotech-era Japanophiles, or did they have a different entry point into that sort of thing?

PS "Minute Man". Hee hee- that's pretty clever.

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Re: Ken's Kache of Khracters (Goldar, Superman, RCU Heroes & Villains)

Post by Ken » Sun Jan 01, 2017 5:00 pm

Terry and Lynda were and are big in the Society for Creative Anachronism. At the time, Terry's SCA persona was Japanese. However, he had War Eagle be interested in Japanese culture before I knew him, so I don't know where Terry's interest in Japanese culture & history actually started, just that it was a major force in his life at the time. And I didn't really know Lynda until she started dating Terry, so I don't know if her interest in Japanese culture was an extension of her interest in him, or something in play before hand. This was '87-'89.

Neil was an anime fan starting with Starblazers and Robotech which led to Space Battleship Yamato and Super Dimension Fortress Macross (not so much Super Dimension Cavalry Southern Cross or Genesis Climber Mospeada, but that may have been availability.) And eventually anime and manga in general. And him bringing the stuff home undoubtedly led to his sister seeing it which fueled her interest, which got amped up by the Big Anime Push you mentioned.

Those four were probably the biggest Nipponophiles I ever had in my game. Some of the rest of us dabbled in anime, but not like the above.

The semester before I dived into super-hero role-playing games, I had a Japanese roommate. As near as I could figure, he came from a wealthy-ish family, but wasa lousy enough student that he couln't get into the "right" school for his socioeconomic class, so his family sent him to an American college, trying to buck the system. But, he couldn't really cut it in the U.S. school either. Not that I knew most of this at the time; I could recognise he had money and that he was a poor student easily enough, but I didn't know how the Japanese school system worked, and the role of socioeconomic class played in it. That I figured out later.
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Capitain Québec (FKA Captain Canada I)

Post by Ken » Mon Jan 02, 2017 12:33 am

Image

Capitaine Québec - PL 10

Strength 4, Stamina 4, Agility 9, Dexterity 2, Fighting 9, Intellect 2, Awareness 2, Presence 3

Advantages
Accurate Attack, Agile Feint, All-out Attack, Benefit, Security Clearance 2: Quebecois Government, Benefit, Status: Special Agent of the government, Chokehold, Close Attack 4, Connected, Contacts, Daze (Intimidation), Defensive Attack, Defensive Roll 3, Equipment 3, Fascinate (Acrobatics), Great Endurance, Improved Defense, Improved Disarm, Improved Smash, Inspire, Instant Up, Languages 1, Lionheart, Power Attack, Prone Fighting, Quick Draw, Startle, Taunt, Weapon Break, Well-informed

Skills
Acrobatics 6 (+15), Athletics 4 (+8), Deception 2 (+5), Expertise: Canadian government 3 (+5), Expertise: Quebecois government 3 (+5), Insight 3 (+5), Intimidation 7 (+10), Investigation 2 (+4), Perception 3 (+5), Persuasion 5 (+8), Ranged Combat: ???? 4 (+6), Sleight of Hand 3 (+5), Stealth 1 (+10), Technology 3 (+5), Treatment 3 (+5), Vehicles 8 (+10)

Powers
Capitaine's Bouclier (Easily Removable (indestructible))
. . Basic Traits: Enhanced Trait 6 (Traits: Dodge +3 (+13), Parry +3 (+13))
. . Crytanium Shield
. . . . Base Shield: Immunity 80 (Toughness Effects; Limited: Only vs Ranged Attacks, Limited - Half Effect)
. . . . Bouclier Bash: Strength-based Damage 3 (DC 22)
. . . . Reflective Bouclier: Immunity 30 (Common Descriptor: Bullets, Very Common Descriptor: Energy Attacks; Reflect; Limited: Only vs Ranged Attacks)
. . . . Shield Throw
. . . . . . May only be used by Lytton: Feature 1
. . . . . . Thrown Shield: Strength-based Cone Area Damage 6 (DC 25; Cone Area: 60 feet cone, DC 16 [4 extra ranks], Selective [4 extra ranks])

Equipment
Commlink, Motorcycle

Offense
Initiative +9
Bouclier Bash: Strength-based Damage 3, +13 (DC 22)
Grab, +13 (DC Spec 14)
Throw, +2 (DC 19)
Thrown Shield: Strength-based Cone Area Damage 6 (DC 25)
Unarmed, +13 (DC 19)

Complications
Obnoxious: Jean-Pierre's personality is odiously objectionable. The man can't seem to make friends and almost always offends people.
Patriot: My country, right or wrong.

Languages
English, French

Defense
Dodge 13/10, Parry 13/10, Fortitude 4, Toughness 7/4, Will 3

Power Points
Abilities 70 + Powers 24 + Advantages 37 + Skills 30 (60 ranks) + Defenses 3 = 164


Image

Captain Canada I - PL 12

Strength 14/3, Stamina 11/3, Agility 9, Dexterity 2, Fighting 9, Intellect 2, Awareness 2, Presence 3

Advantages
Accurate Attack, Agile Feint, All-out Attack, Benefit, Security Clearance 2: Canadian Government, Benefit, Status: Special Agent of the government, Chokehold, Close Attack, Connected, Contacts, Daze (Intimidation), Defensive Attack, Defensive Roll, Fascinate (Acrobatics), Great Endurance, Improved Defense, Improved Disarm, Improved Smash, Inspire, Instant Up, Languages 1, Lionheart, Power Attack, Prone Fighting, Quick Draw, Startle, Taunt, Weapon Break, Well-informed

Skills
Acrobatics 6 (+15), Athletics 4 (+18), Deception 2 (+5), Expertise: Canadian Government 3 (+5), Insight 3 (+5), Intimidation 7 (+10), Investigation 2 (+4), Perception 3 (+5), Persuasion 5 (+8), Ranged Combat: Energy Projections 7 (+9), Sleight of Hand 3 (+5), Stealth 1 (+10), Technology 3 (+5), Treatment 3 (+5), Vehicles 6 (+8)

Powers
Energy Absorbtion Field
. . Enhanced Trait 16 (Traits: Stamina +8 (+11))
. . Immunity 20 (Removable, Very Common Descriptor: Energy Attacks; Limited - Half Effect)
. . Impervious Toughness 7 (Removable)
Energy Projectors in Suit (Removable)
. . Energy Projections
. . . . Energy Blast: Damage 11 ([0 active, 20/24 PP, 2/r+2], DC 26; Accurate 2: +4, Increased Range: ranged)
. . . . Energy Burst: Line Area Damage 11 ([0 active, 20/24 PP, 2/r], DC 26; Line Area: 5 feet wide by 30 feet long, DC 21)
. . . . Energy Charged Strength: Enhanced Trait 22 ([20 active, 20/24 PP, 1/r], Strength +11 (+14))
. . . . Energy: Flight 11 ([0 active, 20/24 PP, 2/r], Speed: 4000 miles/hour, 8 miles/round)
Physical Enhancers: Enhanced Trait 6 (Removable, Dodge +3 (+12), Parry +3 (+12))
Radio Receiver: Radio Communication 4 (Removable)

Offense
Initiative +9
Energy Blast: Damage 11, +13 (DC 26)
Energy Burst: Line Area Damage 11 (DC 26)
Grab, +10 (DC Spec 24)
Throw, +2 (DC 29)
Unarmed, +10 (DC 29)

Complications
Obnoxious: Jean-Pierre's personality is odiously objectionable. The man can't seem to make friends and almost always offends people.
Patriot: My country, right or wrong.

Languages
English, French

Defense
Dodge 12/9, Parry 12/9, Fortitude 11, Toughness 12/11, Will 3

Power Points
Abilities 66 + Powers 73 + Advantages 29 + Skills 29 (58 ranks) + Defenses 1 = 198


[Background] Jean-Pierre Lytton is an Olympic gymnast, originally from Québec City, who became an agent of the Canadian government. His formidable athleticism combined with Dr. Calahan's energy absorption/redistribution suit to create a powerful figure: Captain Canada.

As Captain Canada, Lytton was effective, he even worked alongside the mostly American Champions of Justice on a number of occaissions. However, Lytton himself was, strangely, a Canadian jingoist. During one battle between the Champions of Justice, the agents of Lady Fortanchu in Juneau, Alaska, he had inserted himself (as Juneau isn't that far from Alaska's border with British Columbia), and generally made a bad situation worse. The CoJ divested Lytton from the Captain Canada suit. The suit, they returned to Ottawa, complete with a report of the incident and a request that Lytton not be allowed to continue as Captain Canada.

The Champions did not hear from Lytton for several years. Shortly after the secession of Québec from the Canadian dominion, Longbow and Osprey did learn that another man was using the Captain Canada suit and name.

Lytton, though, had been recruited by the Québecois government, and was set up, with new gear, as Captain Québec. Lytton had actually improved his physical regimen while training to use this new equipment. (In fact, he had started his training with this equipment shortly after Turbo had left him in his boxers somewhere in Manitoba.) As Captain Québec, Lytton leads la Société Ultrahumaine du Québec.

Real World Stuff
Bill Lutton was never a comic book fan. But his friends at Rockford College (Doug, Eric, Sandy, Ted, Jeff, me) were playing super hero role-playing games, so he thought he'd try it. And he came across a drawing of a super Canadian in my folder. Now, I had designed the costume in high school, around the same time I was working on the pre-Neil la Chatte Noire. And, as a hardcore DC guy (with a particular distaste for the X-Men, I might add), I never saw Alpha Flight in the X-Men or their own book. So, I wasn't conciously aware of Mac Hudson. I may have seen it on a cover, but that was the extent of things. However, I did become aware of the similarity of my Captain Canada design and the Mac Hudson Guardian later on. However, I liked the design. As Batgirl said
Batgirl III wrote:the Canadian flag is kinda hard to make into something "bad ass." It's two red bars and a leaf on a white field... Yet, somehow, Byrne made it work.
. Which is why I'd redrawn the costume on an otherwise empty character sheet. But I was expressly not trying to use the "Captain Canada" I'd developed in high school. Which is why what happened next weirded me out.

Bill decided on the Captain Canada name (coincidently the same name I'd used in high school). Bill decided it was a skintight supersuit that bestowed strength, energy blast, flight, and protective capabilities (also coincidently the same idea I'd used in high school). And Bill decided that he was an agent assigned to use the suit, not the developer of it (whew! Bill alterted the pattern.) And then Bill, being Bill, made Jean-Pierre Lytton (apparently someone an English Canadian father and a French Canadian mother) an ass. Actually, considering Bill's other RCU character, it could just be that Bill was an ass, and when playing RPGs he let that side out more.

His most memorable moment in play, though, was actually more mine then his. Doug was running a CoJ story, as he often did back then, and I was playing Morning Star. And the CoJ, and their allies were on their way to investigate something at an American military base. Now Bill already had the Captain working with the CoJ in the adventure, but when we arrived at the base, he was dillydallying. So, I had Morning Star turn to the base guards and say "be on the lookout for the Canadian spy". And, so, Doug had the guards give Lytton grief when he finally was trying to catch up.

Well, Bill left school when the Iraq War started (he was ex-military, and apparently was called back), and he largely disappeared from our lives until the coming of Facebook years later. And, so Captain Canada mostly disappeared. He appeared briefly in one of Neil's two Knights of Justice stories, as an NPC (a logical thing since the KOJ were set in eastern Canada). And, I used him in one story set in Juneau. And, quite to my surprise, at the end, Jim had Turbo strip Lytton of the suit, and, well, I described it above. Basically, the Captain was done.

Years past. Neil did his walkabout. And I decided to start my story about IOGWP secretly convincing the citizens of Québec to secede from the rest of Canada. This meant revisiting some Canadian characters. Both Captain Canada AND Lytton were on that list. Since Bill had given Lytton a French given name, it was easy to say that he'd ended up in Québec, and with a new name and gear. Now, I was, and occaissionally still am, big into the video game "Freedom Force". And, there used to be someone else big in the FF community who used the handle Firestorm. He designed a Capitaine Quebec skin. It can be seen here. (In fact, the owner of that site, Alex, gave Ares some help setting this place up. And if you dig around you may find stuff by a "Kenn X", who is me.) I liked the design, so I appropriated it for Lytton's new idenity. And thus, we have Capitain Québec.
Last edited by Ken on Sat Feb 25, 2017 1:26 pm, edited 1 time in total.
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Captain Canada II

Post by Ken » Mon Jan 02, 2017 12:33 am

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Captain Canada II - PL 11

Strength 13/2, Stamina 11/3, Agility 2, Dexterity 1, Fighting 5, Intellect 3, Awareness 3, Presence 3

Advantages
Accurate Attack, Assessment, Benefit, Security Clearance 2: Canadian Government, Benefit, Status: Special Agent of the government, Chokehold, Close Attack 3, Connected, Contacts, Defensive Roll 2, Extraordinary Effort, Improved Aim, Improved Initiative, Inspire, Interpose, Languages 1, Move-by Action, Power Attack, Ranged Attack 5, Teamwork

Skills
Acrobatics 2 (+4), Athletics 3 (+16), Close Combat: Unarmed 1 (+6), Deception 2 (+5), Expertise: Policework 2 (+5), Insight 2 (+5), Intimidation 1 (+4), Investigation 2 (+5), Perception 2 (+5), Persuasion 2 (+5), Ranged Combat: Energy: Blast 11 1 (+2), Sleight of Hand 1 (+2), Stealth 3 (+5), Technology 2 (+5), Treatment 2 (+5), Vehicles 4 (+5)

Powers
Energy Absorbtion Field
. . Enhanced Trait 16 (Traits: Stamina +8 (+11))
. . Immunity 20 (Removable, Very Common Descriptor: Energy Attacks; Limited - Half Effect)
. . Impervious Toughness 7 (Removable)
Energy Projectors in Suit (Removable)
. . Energy Projections
. . . . Energy Burst: Line Area Damage 11 ([0 active, 20/24 PP, 2/r], DC 26; Line Area: 5 feet wide by 30 feet long, DC 21)
. . . . Energy Charged Strength: Enhanced Trait 22 ([20 active, 20/24 PP, 1/r], Strength +11 (+13))
. . . . Energy: Blast 11 ([0 active, 20/24 PP, 2/r+2], DC 26; Accurate 2: +4)
. . . . Energy: Flight 11 ([0 active, 20/24 PP, 2/r], Speed: 4000 miles/hour, 8 miles/round)
Physical Enhancers: Enhanced Trait 6 (Removable, Dodge +3 (+9), Parry +3 (+9))
Radio Receiver: Radio Communication 4 (Removable)

Offense
Initiative +6
Energy Burst: Line Area Damage 11 (DC 26)
Energy: Blast 11, +11 (DC 26)
Grab, +8 (DC Spec 23)
Throw, +6 (DC 28)
Unarmed, +9 (DC 28)

Complications
Patriot: My country, right or wrong.
Responsibility: Rupert is devoted to serving his country and redeaming the reputation of Captain Canada and his father's invention.

Languages
English, French

Defense
Dodge 9/6, Parry 9/6, Fortitude 11, Toughness 13/11, Will 8

Power Points
Abilities 44 + Powers 73 + Advantages 27 + Skills 16 (32 ranks) + Defenses 10 = 170

Background Rupert Calahan is the son of Rudolph Calahan, the man who developped the Captain Canada power suit for the Canadian government. Rupert, though, had gone into law enforcement, joining the Royal Canadian Mountain Police. He was chosen, by the Canadian government, to become the second Captain Canada. He is the nominal leader of Canada's national super-team, the Parahuman Society of Canada.

Background Stuff
As I described under the first Captain Canada (Capitain Québec), it only made sense for the Canadaian government to find someone else to be Captain Canada after Jean-Pierre left the role. As a slight nod to the Captain Canada from my high school days, I decided to make it the son of the suit's developer; in high school it had been the suit's developer. Beyond that, he's a minor NPC hero. Something of a "boring leader type", which means he's potentially fascinating to me, as I find "boring leader" types not boring. Go figure.
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Re: Ken's Kache of Khracters (Goldar, Superman, RCU Heroes & Villains)

Post by Jabroniville » Mon Jan 02, 2017 8:54 am

The whole "Canadian Separatism" thing is so quirky for the RCU- I like it. Though it came pretty close to the wire in the mid '90s- not that anyone in Canada would particularly miss the Quebecois, but it's usually a bad sign when part of a nation voluntarily splits off from the rest of it. Of course, Canada had a vote for it. You guys had some kind of civil conflict over such a thing. So impractical.

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Re: Ken's Kache of Khracters (Goldar, Superman, RCU Heroes & Villains)

Post by Goldar » Wed Jan 04, 2017 5:51 pm

I have a lot of your builds to review, as I have been locked out of Echoes since 12/24/16 until last night for some reason.

I missed wishing you a Merry Christmas, but I do want to wish you Happy New Year 2017 buddy!

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Ken
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Re: Ken's Kache of Khracters (Goldar, Superman, RCU Heroes & Villains)

Post by Ken » Thu Jan 05, 2017 1:11 am

Happy new year, to you too. And, have a happy Epiphany/Three Kings' Day tonorrow.
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Re: Ken's Kache of Khracters (Goldar, Superman, RCU Heroes & Villains)

Post by Goldar » Thu Jan 05, 2017 2:30 pm

Yes, thank you, I do celebrate the Epiphany of the Three Kings!

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Re: Ken's Kache of Khracters (Goldar, Superman, RCU Heroes & Villains)

Post by jcjec » Wed Jan 18, 2017 9:28 pm

Just an FYI, Ken has lost internet connection until Saturday.
Jim C.

I know that into every life a little rain must fall,
but why do we have to live in the flood plains?

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