Ken's Kache of Khracters (Samson, Girrigan, Chevalier d'Acier, Qaranites)

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Ken
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Star Knight Teso Tusgug

Post by Ken » Fri Dec 15, 2017 7:38 am

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Star Knight Teso Tusgug - PL 12

Strength 5, Stamina 6, Agility 6/1, Dexterity 3, Fighting 11/6, Intellect 2, Awareness 6, Presence 3

Advantages
Accurate Attack, All-out Attack, Animal Empathy, Assessment, Benefit, Cipher, Benefit: Star Knight, Defensive Attack, Defensive Roll 2, Equipment 3, Evasion, Great Endurance, Improved Critical 4: Blade on Offense: Strength-based Damage 7, Improved Initiative, Languages 2, Move-by Action, Quick Draw, Seize Initiative, Teamwork, Trance, Uncanny Dodge

Skills
Acrobatics 2 (+8), Athletics 5 (+10), Close Combat: Swords 1 (+12), Expertise: Space Community 2 (+4), Intimidation 4 (+7), Investigation 2 (+4), Perception 2 (+8), Persuasion 2 (+5), Sleight of Hand 1 (+4), Stealth 2 (+8), Technology 2 (+4), Treatment 2 (+4), Vehicles 1 (+4)

Powers
Trinim are Aquatic
. . Immunity 3 (Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Movement 1 (Environmental Adaptation: Aquatic)
Trinim Body: Density Growth 1 (+1 STR, +1 STA, +1 mass rank; Density; Permanent)
Trinim Claws: Strength-based Damage 1 (DC 21)
Trinim Hide: Impervious Toughness 3
Trinim Senses: Senses 2 (Low-light Vision, Ultra-hearing)
Trinim Sonic Organ: Cumulative Line Area Affliction 5 (1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, Resisted by: Fortitude, DC 15; Line Area: 5 feet wide by 30 feet long, DC 15, Cumulative, Extra Condition; Limited: Only works in liquid, Limited Degree)
Energy Sword (Easily Removable)
. . Plasma Blade
. . . . Blade on Defense: Immunity 20 (Very Common Descriptor: Ranged Attacks)
. . . . Blade on Offense: Strength-based Damage 7 (DC 27, Advantages: Improved Critical 4; Penetrating 9)
. . . . Blade on: Damage 5 (DC 20; Penetrating 5, Reaction 3: reaction; Limited: must touch blade)
. . Swinging About: Enhanced Trait 8 (Traits: Dodge +4 (+16), Parry +4 (+16))
Know the Way
. . Follow the Way: Enhanced Trait 21 ([21 active, 21/21 PP, 1/r], Agility +5 (+6), Fighting +5 (+11), Defensive Roll 2 +1 (+2))
. . Powerful Influence: Mind Control 10 ([0 active, 21/21 PP, 2/r], DC 20; Distracting, Sense-dependent: must be able to be heard)
. . Size Matters Not: Move Object 10 ([0 active, 21/21 PP, 2/r+1], 25 tons; Increased Range: perception, Subtle: subtle; Distracting)
. . That's The Wrong Way: Deflect 10 ([0 active, 21/21 PP, 2/r]; Reflect)
. . Things Know the Way: Move Object 6 ([0 active, 21/21 PP, 3/r+2], 3200 lbs.; Increased Range: perception, Precise, Subtle: subtle)
Search Your Feelings: Senses 11 (Accurate: special, Acute: special, Awareness: special, Danger Sense: special, Penetrates Concealment: special, Radius: special, Ranged: special)
Star Knight Muscle-Control
. . Boosted Lifting: Enhanced Strength 4 (+4 STR; Limited to Lifting)
. . Jumping
. . . . Leaping 2 (Leap 30 feet at 8 miles/hour)
. . . . Movement 1 (Safe Fall)
. . Running: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
. . Swimming 4 (Speed: 8 miles/hour, 120 feet/round)
. . While I Stood On My Head: Enhanced Trait 4 (Traits: Acrobatics +8 (+16))

Equipment
Commlink, Contribution to Koezar Galactic Embassy (empty) 5, Contribution to Star Knight Vehicle 5, Contribution to Stellar Brotherhood bases 4

Offense
Initiative +10
Trinim Claws: Strength-based Damage 1, +11 (DC 21)
Trinim Sonic Organ: Cumulative Line Area Affliction 5 (DC Fort 15)
Blade on Offense: Strength-based Damage 7, +12 (DC 27)
Blade on: Damage 5, +11 (DC 20)
Grab, +11 (DC Spec 15)
Powerful Influence: Mind Control 10 (DC Will 20)
Size Matters Not: Move Object 10 (DC 20)
Things Know the Way: Move Object 6 (DC 16)
Throw, +3 (DC 20)
Unarmed, +11 (DC 20)

Complications
Responsibility: As a member of the Stellar Brotherhood, Tusgug is sworn to uphold, across the galaxy, what is right through strict adherent of the Way.
Water Dependance: Due to being a Trinim, Teso needs to be submerged in water on a regular basis. If he goes more than 16 hours without drenching, his body will start weaken. Prolonged withdrawl will eventually lead to death.

Languages
English, Sternzunge, Trinim

Defense
Dodge 16/12, Parry 16/12, Fortitude 9, Toughness 8/6, Will 13

Power Points
Abilities 60 + Powers 90 + Advantages 22 + Skills 14 (28 ranks) + Defenses 17 = 203

Background Teso Tusgug was the second Star Knight to ever come to Earth. He was in pursuit of an evil member of his own race, the Trinim. The Trinim are an extraterrstrial race of blue or grey-skinned, bipedal sauroids with an apparent third "eye" (actually a somic organ), spinal ridge and no tail, who are aquatic by nature but can function amphibiously.

Being aquatic, Tusgug brought his ship down into the Pacific Ocean. He quickly was met by Riptide. Murray actually was familiar with the Trinim criminal, and recognised Tusgug as a member of the same race. And as a Star Knight. With his quarry already sought by the local authorities, and his presence on Earth technically unsanctioned by his own Brotherhood, Tusgug soon left. He has returned on occaision, being in the rotation at the Brotherhood's Earth base in recent years.

Real Life Stuff Teso Tusgug wasn't created as a Star Knight. He was just a Trinim lawman. And he was a mess of a player character. His alien race was (and is) underdeveloped. And he was on Earth with a specific short-term mission. He lacked reason to actually help these alien mammals EXCEPT when in pursuit of his quarry. And if one's character's goal is reasonably achievable, what does one do after it's done. About the ONLY entertaining thing about the character is it gave Neil an excuse to used his Merman (the Masters of the Universe villain) voice.

Looking back 29 years, I think Neil was hoping that (since I had Riptide) if there were enough aquatic heroes around, I'd be willing to run an aquatic super-heroes campaign. Neil likes weird shit. And more to the point prefers, game settings that people can't relate to. I suspect it's because Neil doesn't relate to the real world that well.

Anyway, several months after Tusgug went nowhere story-wise and was sent home, I created N'tx'n for the reasons I described above. And being "more of a Star Wars guy than a Star Trek guy" Neil asked if we could retcon Tusgug into being a Star Knight, and I agreed. It actually tied some things together better.
Thomas Jefferson, et al. wrote:We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable rights, that among these are life, liberty, and the pursuit of Happiness.

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Star Knight Krai-Ron

Post by Ken » Fri Dec 15, 2017 7:40 am

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Star Knight Krai-Ron - PL 11

Strength 4, Stamina 4, Agility 6/1, Dexterity 6, Fighting 9/4, Intellect 3, Awareness 6, Presence 2

Advantages
Accurate Attack, All-out Attack, Benefit, Cipher, Benefit, Status: Star Knight, Defensive Attack, Defensive Roll 3, Equipment 5, Evasion, Improved Critical 4: Blade on Offense: Strength-based Damage 7, Improved Defense, Improved Initiative, Jack-of-all-trades, Languages 3, Quick Draw, Takedown, Teamwork, Uncanny Dodge, Weapon Bind

Skills
Acrobatics 2 (+8), Athletics 4 (+8), Close Combat: Swords 2 (+11), Deception 1 (+3), Expertise: Space Community 3 (+6), Persuasion 2 (+4), Ranged Combat: Energy Pistol 2 (+8), Stealth 2 (+8)

Powers
Energy Sword (Easily Removable)
. . Plasma Blade
. . . . Blade on Defense: Immunity 20 (Very Common Descriptor: Ranged Attacks)
. . . . Blade on Offense: Strength-based Damage 7 (DC 26, Advantages: Improved Critical 4; Penetrating 9)
. . . . Blade on: Damage 5 (DC 20; Penetrating 5, Reaction 3: reaction; Limited: must touch blade)
. . Swinging About: Enhanced Trait 8 (Traits: Dodge +4 (+15), Parry +4 (+15))
Know the Way
. . Follow the Way: Enhanced Trait 21 ([21 active, 21/21 PP, 1/r], Agility +5 (+6), Fighting +5 (+9), Defensive Roll 3 +1 (+3))
. . Powerful Influence: Mind Control 10 ([0 active, 21/21 PP, 2/r], DC 20; Distracting, Sense-dependent: must be able to be heard)
. . Size Matters Not: Move Object 10 ([0 active, 21/21 PP, 2/r+1], 25 tons; Increased Range: perception, Subtle: subtle; Distracting)
. . That's The Wrong Way: Deflect 10 ([0 active, 21/21 PP, 2/r]; Reflect)
. . Things Know the Way: Move Object 6 ([0 active, 21/21 PP, 3/r+2], 3200 lbs.; Increased Range: perception, Precise, Subtle: subtle)
Search Your Feelings: Senses 11 (Accurate: special, Acute: special, Awareness: special, Danger Sense: special, Penetrates Concealment: special, Radius: special, Ranged: special)
Star Knight Muscle-Control
. . Boosted Lifting: Enhanced Strength 4 (+4 STR; Limited to Lifting)
. . Jumping
. . . . Leaping 2 (Leap 30 feet at 8 miles/hour)
. . . . Movement 1 (Safe Fall)
. . Running: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
. . While I Stood On My Head: Enhanced Trait 2 (Traits: Acrobatics +4 (+12))

Equipment
Blaster Pistol, Commlink, Contribution to Koezar Galactic Embassy (empty) 5, Contribution to Star Knight Vehicle 5, Contribution to Stellar Brotherhood bases 4

Offense
Initiative +10
Blade on Offense: Strength-based Damage 7, +11 (DC 26)
Blade on: Damage 5, +9 (DC 20)
Blaster Pistol, +8 (DC 20)
Grab, +9 (DC Spec 14)
Powerful Influence: Mind Control 10 (DC Will 20)
Size Matters Not: Move Object 10 (DC 20)
Things Know the Way: Move Object 6 (DC 16)
Throw, +6 (DC 19)
Unarmed, +9 (DC 19)

Complications
- Custom Complication -
Responsibility: As a member of the Stellar Brotherhood, Krai-Ron is sworn to uphold, across the galaxy, what is right through strict adherent of the Way.

Languages
English, Mar-Togan, Sternzunge, Trinim, Ukhanian

Defense
Dodge 15/11, Parry 15/11, Fortitude 8, Toughness 7/4, Will 13

Power Points
Abilities 60 + Powers 66 + Advantages 24 + Skills 9 (18 ranks) + Defenses 18 = 177

Background Krai-Ron, of the Stellar Brotherhood, was skirting past Earth, for reasons, and something happened. He ended up crashing into Lake Michigan, and he was met by Midnight Cross, Shade, and Vision of the Hawk. He allied with them briefly, but was then sent to rendevous with N'tx'n who was on Earth at the time.

Real Life Stuff Krai-Ron was a one-hit wonder who worked with the Hawk exactly once. And he was basically a mix between a Jedi and a Gamelon/Gamila (from Star Blazers/Space Battleship Yamato). And he was expressly an Earth-L character.

When Earth-L was merged into Earth-K there were adjustments. The Earth-L Dynamo (a wizard-hero) became Earth-K's Ravenclaw, letting Earth-K's Dynamo (electric heroine) remain. The Earth-L Electra (another electric heroine) stayed the same and the Earth-K Electra (yet another electric heroine) became Megajoules and retired from heroics and went into porn. Krai-Ron was easy. Jim was "okay, on Earth-K, he's a Star Knight." So Krai-Ron became the third known Star Knight.
Thomas Jefferson, et al. wrote:We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable rights, that among these are life, liberty, and the pursuit of Happiness.

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Re: Ken's Kache of Khracters (Star Knights; Lumpy; Psibertron; Ronin)

Post by Jabroniville » Fri Dec 15, 2017 9:40 am

The "Undersea Campaign" reminds me of suggesting a D&D Undersea campaign with my friend, who immediately shouted "NO! Those things are NEVER interesting! This is why nobody reads Aquaman comics!"

LOL- went into porn. That's a hell of a retirement.

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Ken
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Re: Ken's Kache of Khracters (Star Knights; Lumpy; Psibertron; Ronin)

Post by Ken » Sat Dec 16, 2017 12:03 pm

Jabroniville wrote:
Fri Dec 15, 2017 9:40 am
The "Undersea Campaign" reminds me of suggesting a D&D Undersea campaign with my friend, who immediately shouted "NO! Those things are NEVER interesting! This is why nobody reads Aquaman comics!"

LOL- went into porn. That's a hell of a retirement.
Well, I read Aquaman comics, at least until 2012. Still didn't think that I could maintain an aquatic campaign.

"Retirement" is an overstatement. Actually, she was "wiped from existence" for a while; part of that whole well-intended but futile "Crisis-style reboot" I've mentioned before. When we recognised the futility and said, "no, we can't edit human memory, we need everything", she was brought back as a super-powered person who wasn't cut out for heroics, and so she went into "entertainment."
Thomas Jefferson, et al. wrote:We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable rights, that among these are life, liberty, and the pursuit of Happiness.

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Ken
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Nova

Post by Ken » Tue Dec 19, 2017 3:44 pm

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Nova - PL 12

Strength 8, Stamina 9, Agility 3, Dexterity 1, Fighting 11, Intellect 3, Awareness 4, Presence 4

Advantages
Accurate Attack, Assessment, Attractive, Beginner's Luck, Benefit: CoJ, Connected, Diehard, Equipment 1, Fascinate (Expertise: Acting), Favored Environment: bright, directly lit areas, Improved Critical 4: Eye Beams, Improved Critical 4: Power Strike, Languages 2, Power Attack

Skills
Acrobatics 1 (+4), Close Combat: Karate 5 (+16), Deception 4 (+8), Expertise: Acting 7 (+10), Expertise: Rising Suns 1 (+4), Investigation 1 (+4), Perception 4 (+8), Persuasion 4 (+8), Ranged Combat: Energy Manipulation 3 (+4), Sleight of Hand 2 (+3), Stealth 1 (+4), Technology 1 (+4)

Powers
Defying Gravity
. . Enhanced Strength 2 (+2 STR; Limited to Lifting)
. . Flight 2 (Speed: 8 miles/hour, 120 feet/round)
. . Movement 1 (Environmental Adaptation: Zero G)
Energy Manipulation
. . Flight Boost
. . . . Flight 17 (Speed: 250000 miles/hour, 500 miles/round; Stacks with: Flight 2)
. . . . Movement 1 (Space Travel 1: within solar system)
. . Narrow Eye Beams: Blast 14 (DC 29, Advantages: Improved Critical 4; Accurate 3: +6, Precise)
. . Nova Blast
. . . . Nova Heat: Burst Area Damage 12 (Linked; DC 27; Burst Area 2: 60 feet radius sphere, DC 22; Tiring)
. . . . Nova Light: Perception Area Affliction 12 (Linked; light, 1st degree: Vision impaired, 2nd degree: Vision disabled, 3rd degree: Blind, Resisted by: Fortitude, DC 22; Perception Area: DC 22 - Sight; Tiring)
. . Star Blast: Damage 12 (DC 27; Increased Range 2: perception)
. . Wide Eye Beams: Cone Area Damage 12 (DC 27; Cone Area 2: 120 feet cone, DC 22)
Enhanced Vision: Senses 3 (Infravision, Low-light Vision, Ultravision)
Invulnerability
. . Immunity 11 (Aging, Life Support)
. . Immunity 5 (Sensory Affliction Effects; Limited: only vs Vision effects)
. . Impervious Toughness 11
. . Protection 4 (+4 Toughness)
Karate
. . Power Strike: Strength-based Damage 4 (DC 27, Advantages: Improved Critical 4; Inaccurate 2: -4)
. . Rapid Blows (Multiattack)

Equipment
CoJ Communicator 2, Contribution to CoJ Bases and CoJ Vehicles (empty) 3

Offense
Initiative +3
Grab, +11 (DC Spec 18)
Narrow Eye Beams: Blast 14, +10 (DC 29)
Nova Heat: Burst Area Damage 12 (DC 27)
Nova Light: Perception Area Affliction 12 (DC Fort 22)
Power Strike: Strength-based Damage 4, +12 (DC 27)
Star Blast: Damage 12 (DC 27)
Throw, +1 (DC 23)
Unarmed, +16 (DC 23)
Wide Eye Beams: Cone Area Damage 12 (DC 27)

Complications
Dishonor: Nova is viewed as a traitor by her countrymen in Japan for having refused to join the National Solar Parahuman Team of Nippon. In spite of this, however, she is a very honorable person.
Relationships: Aya is very close to her boyfriend Sean Remington.
Vulnerability: Powers with Darkness as a descriptor get +5 effect against Nova.

Languages
Chinese (Mandarin), English, Japanese

Defense
Dodge 11, Parry 11, Fortitude 10, Toughness 13, Will 9

Power Points
Abilities 86 + Powers 89 + Advantages 13 + Skills 17 (34 ranks) + Defenses 14 = 219

Background: When Dr. Kanzai Akinobu developed the process that would turn humans into solar-powered parahumans, he volunteered his daughter to become one of Japan's parahuman protectors. What he didn't do was consult her. Kanzai Aya had her own ideas. She didn't object to the idea of becoming a super hero; however, she did object to becoming, essentially, a super-powered government agent. So, rather than becoming the "White Sun" of the National Solar Parahuman Team of Nippon, she established her own heroic identity as Nova. In doing so, she dishonoured her family and her nation. This led to her coming to the United States, where she was welcomed into the Champions of Justice.

As a Champion, she encountered and fell in love with her reclusive teammate Sean Remington. Becoming a couple, she has joined Sean in his reclusion, both because of his wants, and to avoid the international controversy that follows her own public appearances.

Real World Stuff Nova, while not Jenn's first RCU character, was Jenn's first Champion of Justice. She was an energy projector, but with a few flying brick traits, and some martial arts skill. Then I asked Jenn to design the look for the Timestar version of Sean Remington. And Jenn did so, and she promptly decided that Nova would have a thing for Sean.

When Nova started to take a backseat to Prophecy, Lyta Davis, and Charcoal, it was easy enough to use the Aya-and-Sean coupling, and my only briefly interupted tendency to use Sean very sparingly, to push Nova out of the limelight with Sean.
Thomas Jefferson, et al. wrote:We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable rights, that among these are life, liberty, and the pursuit of Happiness.

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The Rising Suns: Golden Sun

Post by Ken » Tue Dec 19, 2017 3:45 pm

The National Solar Parahuman Team of Nippon (AKA) The Rising Suns

Image

Background The National Solar Parahuman Team of Nippon, or as they are known in the West, the Rising Suns, are the result of years of Japanese research into similar processes that created Power Star and Morning Star. They were formed and managed by Director Kanzai under the auspices of National Heroes of Nippon.

The group operates out of Tokyo, though they defend all of Japan. They operate under the auspices of their government, and do posess police powers. The super-heroine Nova was originally intended to be White Sun, though she refused, and thus is considerd a renegade.

Real World Stuff Ahh. Unintended Consequences. When Jenn created Nova, she created Dr. Kanzai Akinobu, her father, as the man who invented the process that turned her into Nova. And she broadly inferred that the Japanese governemnt would create more solar powered agents.

The Rising Suns, as I first called them, are the result of that inference. Later I realised that the Japanese government would have a super-hero-y name for them. And in trying to decode what they would be like, I quickly decided that they would be a "sentai team" style team in their uniforms and the like, if not their powers.

However, I eschewed some of the sentai team tropes. I remember, Jim pushed that the leader should be the one in red. I declined and decided to put the leader in yellow (though I call him gold). Basically, I wanted to use a little bit of real world science of stars, so the red one was going to be the big guy (the red giant), the blue and white ones were the smallest ones, and yellow and orange were in the middle. Of course, there are red dwarfs, and white giants, but, that would complicate the simple colours of a sentai team.

Maybe there should be an under-powered brown dwarf?

Image

Golden Sun - PL 12

Strength 11, Stamina 11, Agility 3, Dexterity 1, Fighting 10, Intellect 3, Awareness 4, Presence 3

Advantages
Accurate Attack, All-out Attack, Assessment, Benefit: member of the National Solar Parahuman Team of Nippon, Connected, Contacts, Daze (Intimidation), Defensive Attack, Diehard, Equipment 1, Extraordinary Effort, Favored Environment: bright, directly lit areas, Improved Critical 4: Eye Beams, Improved Defense, Improved Initiative, Inspire 3, Instant Up, Interpose, Jack-of-all-trades, Languages 2, Leadership, Move-by Action, Power Attack, Teamwork, Well-informed

Skills
Acrobatics 2 (+5), Athletics 1 (+12), Close Combat: Unarmed 3 (+13), Deception 2 (+5), Expertise: Japanese Supers 5 (+8), Insight 1 (+5), Intimidation 5 (+8), Perception 4 (+8), Persuasion 2 (+5), Ranged Combat: Energy Manipulation 3 (+4), Sleight of Hand 2 (+3), Technology 2 (+5), Vehicles 2 (+3)

Powers
Defying Gravity
. . Enhanced Strength 2 (+2 STR; Limited to Lifting)
. . Flight 2+17 ([Stacking ranks: +17], Speed: 1 million miles/hour, 2000 miles/round)
. . Movement 1 (Environmental Adaptation: Zero G)
Energy Manipulation
. . Flight Boost
. . . . Flight 17 (Speed: 250000 miles/hour, 500 miles/round; Stacks with: Flight 2+17)
. . . . Movement 1 (Space Travel 1: within solar system)
. . Narrow Eye Beams: Blast 14 (DC 29, Advantages: Improved Critical 4; Accurate 3: +6, Precise)
. . Wide Eye Beams: Cone Area Damage 12 (DC 27; Cone Area 2: 120 feet cone, DC 22)
Enhanced Vision: Senses 3 (Infravision, Low-light Vision, Ultravision)
Invulnerability
. . Immunity 11 (Aging, Life Support)
. . Immunity 5 (Sensory Affliction Effects; Limited: only vs Vision effects)
. . Impervious Toughness 13
. . Protection 3 (+3 Toughness)
Martial Arts: Karate (Multiattack)

Equipment
Commlink

Offense
Initiative +7
Grab, +10 (DC Spec 21)
Narrow Eye Beams: Blast 14, +10 (DC 29)
Throw, +1 (DC 26)
Unarmed, +13 (DC 26)
Wide Eye Beams: Cone Area Damage 12 (DC 27)

Complications
Responsibility: Golden Sun is dedicated to protecting the people of Japan from all threats.
Secret Identity: The Japanese government goes to great lengths to keep the identities of the Rising Suns a secret.
Vulnerability: Powers with Darkness as a descriptor get +5 effect against Golden Sun.
Watched: The Rising Suns are closely watched by the Japanese government.

Languages
Chinese (Mandarin), English, Japanese

Defense
Dodge 10, Parry 10, Fortitude 12, Toughness 14, Will 10

Power Points
Abilities 92 + Powers 90 + Advantages 27 + Skills 17 (34 ranks) + Defenses 14 = 240
Thomas Jefferson, et al. wrote:We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable rights, that among these are life, liberty, and the pursuit of Happiness.

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Ken
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The Rising Suns: Orange Sun and White Sun

Post by Ken » Tue Dec 19, 2017 3:46 pm

Image

Orange Sun - PL 12

Strength 10, Stamina 10, Agility 3, Dexterity 1, Fighting 11, Intellect 3, Awareness 4, Presence 3

Advantages
Accurate Attack, All-out Attack, Assessment, Attractive, Benefit: member of the National Solar Parahuman Team of Nippon, Connected, Contacts, Defensive Attack, Diehard, Equipment 1, Favored Environment: bright, directly lit areas, Improved Critical 4: Eye Beams, Improved Defense, Improved Initiative, Instant Up, Interpose, Jack-of-all-trades, Languages 1, Move-by Action, Power Attack, Taunt, Teamwork

Skills
Acrobatics 2 (+5), Athletics 1 (+11), Close Combat: Unarmed 3 (+14), Deception 2 (+5), Expertise: Wheeled land vehicles 2 (+5), Insight 1 (+5), Intimidation 3 (+6), Perception 3 (+7), Persuasion 2 (+5), Ranged Combat: Energy Manipulation 3 (+4), Stealth 1 (+4), Technology 2 (+5), Vehicles 5 (+10/+6)

Powers
Awesome Driver: Enhanced Trait 2 (Traits: Vehicles +4 (+10); Limited: Only with Wheeled land vehicles)
Defying Gravity
. . Enhanced Strength 2 (+2 STR; Limited to Lifting)
. . Flight 2+17 ([Stacking ranks: +17], Speed: 1 million miles/hour, 2000 miles/round)
. . Movement 1 (Environmental Adaptation: Zero G)
Energy Manipulation
. . Flight Boost
. . . . Flight 17 (Speed: 250000 miles/hour, 500 miles/round; Stacks with: Flight 2+17)
. . . . Movement 1 (Space Travel 1: within solar system)
. . Narrow Eye Beams: Blast 14 (DC 29, Advantages: Improved Critical 4; Accurate 3: +6, Precise)
. . Wide Eye Beams: Cone Area Damage 12 (DC 27; Cone Area 2: 120 feet cone, DC 22)
Enhanced Vision: Senses 3 (Infravision, Low-light Vision, Ultravision)
Invulnerability
. . Immunity 11 (Aging, Life Support)
. . Immunity 5 (Sensory Affliction Effects; Limited: only vs Vision effects)
. . Impervious Toughness 13
. . Protection 3 (+3 Toughness)
Martial Arts: Kung Fu (Multiattack)

Equipment
National Solar Parahuman Team of Nippon Communicator 1

Offense
Initiative +7
Grab, +11 (DC Spec 20)
Narrow Eye Beams: Blast 14, +10 (DC 29)
Throw, +1 (DC 25)
Unarmed, +14 (DC 25)
Wide Eye Beams: Cone Area Damage 12 (DC 27)

Complications
Secret Identity: The Japanese government goes to great lengths to keep the identities of the Rising Suns a secret.
Thrillseeker: Orange Sun lives life to its fullest, always searching for the next adrenalin rush.
Vulnerability: Powers with Darkness as a descriptor get +5 effect against Orange Sun.
Watched: The Rising Suns are closely watched by the Japanese government.

Languages
English, Japanese

Defense
Dodge 11, Parry 11, Fortitude 12, Toughness 13, Will 8

Power Points
Abilities 90 + Powers 90 + Advantages 21 + Skills 15 (30 ranks) + Defenses 14 = 230

Image

White Sun - PL 12

Strength 8, Stamina 8, Agility 5, Dexterity 2, Fighting 10, Intellect 3, Awareness 3, Presence 3

Advantages
Accurate Attack, All-out Attack, Assessment, Attractive, Benefit: member of the National Solar Parahuman Team of Nippon, Connected, Contacts, Defensive Attack, Diehard, Equipment 1, Favored Environment: bright, directly lit areas, Improved Critical 4: Eye Beams, Improved Defense, Instant Up, Interpose, Jack-of-all-trades, Languages 1, Move-by Action, Power Attack, Taunt, Teamwork

Skills
Acrobatics 2 (+7), Athletics 1 (+9), Close Combat: Unarmed 6 (+16), Deception 1 (+4), Insight 1 (+4), Intimidation 2 (+5), Investigation 2 (+5), Perception 3 (+6), Persuasion 2 (+5), Ranged Combat: Energy Manipulation 4 (+6), Sleight of Hand 2 (+4), Stealth 1 (+6), Technology 2 (+5), Treatment 2 (+5), Vehicles 3 (+5)

Powers
Defying Gravity
. . Enhanced Strength 2 (+2 STR; Limited to Lifting)
. . Flight 2+17 ([Stacking ranks: +17], Speed: 1 million miles/hour, 2000 miles/round)
. . Movement 1 (Environmental Adaptation: Zero G)
Energy Manipulation
. . Flight Boost
. . . . Flight 17 (Speed: 250000 miles/hour, 500 miles/round; Stacks with: Flight 2+17)
. . . . Movement 1 (Space Travel 1: within solar system)
. . Narrow Eye Beams: Blast 14 (DC 29, Advantages: Improved Critical 4; Accurate 2: +4, Precise)
. . Nova Blast
. . . . Burst Area Damage 12 (Linked; DC 27; Burst Area 2: 60 feet radius sphere, DC 22; Tiring)
. . . . Perception Area Affliction 12 (Linked; light, 1st degree: Vision impaired, 2nd degree: Vision disabled, 3rd degree: Blind, Resisted by: Fortitude, DC 22; Perception Area: DC 22 - vision; Tiring)
. . Wide Eye Beams: Cone Area Damage 12 (DC 27; Cone Area 2: 120 feet cone, DC 22)
Enhanced Vision: Senses 3 (Infravision, Low-light Vision, Ultravision)
Invulnerability
. . Immunity 11 (Aging, Life Support)
. . Immunity 5 (Sensory Affliction Effects; Limited: only vs Vision effects)
. . Impervious Toughness 11
. . Protection 4 (+4 Toughness)
Martial Arts: Kung Fu (Multiattack)

Equipment
National Solar Parahuman Team of Nippon Communicator 1

Offense
Initiative +5
Burst Area Damage 12 (DC 27)
Grab, +10 (DC Spec 18)
Narrow Eye Beams: Blast 14, +10 (DC 29)
Perception Area Affliction 12 (DC Fort 22)
Throw, +2 (DC 23)
Unarmed, +16 (DC 23)
Wide Eye Beams: Cone Area Damage 12 (DC 27)

Complications
Responsibility: White Sun is dedicated to protecting the people of Japan from all threats.
Secret Identity: The Japanese government goes to great lengths to keep the identities of the Rising Suns a secret.
Vulnerability: Powers with Darkness as a descriptor get +5 effect against White Sun.
Watched: The Rising Suns are closely watched by the Japanese government.

Languages
English, Japanese

Defense
Dodge 12, Parry 12, Fortitude 10, Toughness 12, Will 9

Power Points
Abilities 84 + Powers 87 + Advantages 20 + Skills 17 (34 ranks) + Defenses 17 = 225
Thomas Jefferson, et al. wrote:We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable rights, that among these are life, liberty, and the pursuit of Happiness.

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Ken
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The Rising Suns: Blue Sun and Red Sun

Post by Ken » Tue Dec 19, 2017 3:47 pm

Image

Blue Sun - PL 12

Strength 9, Stamina 9, Agility 5, Dexterity 2, Fighting 10, Intellect 2, Awareness 2, Presence 3

Advantages
Accurate Attack, All-out Attack, Assessment, Benefit: member of the National Solar Parahuman Team of Nippon, Connected, Contacts, Defensive Attack, Diehard, Equipment 1, Favored Environment: bright, directly lit areas, Improved Critical 4: Eye Beams, Improved Defense, Improved Initiative, Instant Up, Interpose, Jack-of-all-trades, Languages 1, Move-by Action, Power Attack, Teamwork

Skills
Acrobatics 2 (+7), Athletics 1 (+10), Close Combat: Unarmed 5 (+15), Deception 1 (+4), Insight 1 (+3), Intimidation 2 (+5), Perception 3 (+5), Persuasion 2 (+5), Ranged Combat: Energy Manipulation 2 (+4), Stealth 2 (+7), Technology 2 (+4), Vehicles 3 (+5)

Powers
Defying Gravity
. . Enhanced Strength 2 (+2 STR; Limited to Lifting)
. . Flight 2+17 ([Stacking ranks: +17], Speed: 1 million miles/hour, 2000 miles/round)
. . Movement 1 (Environmental Adaptation: Zero G)
Energy Manipulation
. . Flight Boost
. . . . Flight 17 (Speed: 250000 miles/hour, 500 miles/round; Stacks with: Flight 2+17)
. . . . Movement 1 (Space Travel 1: within solar system)
. . Narrow Eye Beams: Blast 14 (DC 29, Advantages: Improved Critical 4; Accurate 3: +6, Precise)
. . Wide Eye Beams: Cone Area Damage 12 (DC 27; Cone Area 2: 120 feet cone, DC 22)
Enhanced Vision: Senses 3 (Infravision, Low-light Vision, Ultravision)
Invulnerability
. . Immunity 11 (Aging, Life Support)
. . Immunity 5 (Sensory Affliction Effects; Limited: only vs Vision effects)
. . Impervious Toughness 13
. . Protection 4 (+4 Toughness)
Martial Arts: Karate (Multiattack)

Equipment
National Solar Parahuman Team of Nippon Communicator 1

Offense
Initiative +9
Grab, +10 (DC Spec 19)
Narrow Eye Beams: Blast 14, +10 (DC 29)
Throw, +2 (DC 24)
Unarmed, +15 (DC 24)
Wide Eye Beams: Cone Area Damage 12 (DC 27)

Complications
Responsibility: Blue Sun is dedicated to protecting the people of Japan from all threats.
Secret Identity: The Japanese government goes to great lengths to keep the identities of the Rising Suns a secret.
Vulnerability: Powers with Darkness as a descriptor get +5 effect against Blue Sun.
Watched: The Rising Suns are closely watched by the Japanese government.

Languages
English, Japanese

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

Power Points
Abilities 84 + Powers 89 + Advantages 19 + Skills 13 (26 ranks) + Defenses 15 = 220

Image

Red Sun - PL 12

Strength 12, Stamina 12, Agility 3, Dexterity 0, Fighting 9, Intellect 2, Awareness 3, Presence 2

Advantages
Accurate Attack, All-out Attack, Assessment, Benefit: member of the National Solar Parahuman Team of Nippon, Contacts, Daze (Intimidation), Diehard, Equipment 1, Fast Grab, Favored Environment: bright, directly lit areas, Grabbing Finesse, Improved Critical 4: Eye Beams, Improved Defense, Improved Grab, Improved Hold, Improved Trip, Interpose, Languages 2, Move-by Action, Power Attack, Ranged Attack 4, Teamwork

Skills
Acrobatics 2 (+5), Athletics 1 (+13), Close Combat: Unarmed 3 (+12), Close Combat: Wrestling 3 (+12), Deception 3 (+5), Expertise: World Cuisine 3 (+5), Insight 1 (+4), Intimidation 5 (+8), Perception 2 (+5), Persuasion 3 (+5), Ranged Combat: Throwing things 6 (+6), Stealth 1 (+2), Technology 2 (+4), Vehicles 5 (+5)

Powers
Big Guy: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks; Innate; Permanent)
Defying Gravity
. . Enhanced Strength 2 (+2 STR; Limited to Lifting)
. . Flight 2+17 ([Stacking ranks: +17], Speed: 1 million miles/hour, 2000 miles/round)
. . Movement 1 (Environmental Adaptation: Zero G)
Energy Manipulation
. . Flight Boost
. . . . Flight 17 (Speed: 250000 miles/hour, 500 miles/round; Stacks with: Flight 2+17)
. . . . Movement 1 (Space Travel 1: within solar system)
. . Narrow Eye Beams: Blast 14 (DC 29, Advantages: Improved Critical 4; Accurate 3: +6, Precise)
. . Wide Eye Beams: Cone Area Damage 12 (DC 27; Cone Area 2: 120 feet cone, DC 22)
Enhanced Vision: Senses 3 (Infravision, Low-light Vision, Ultravision)
Invulnerability
. . Immunity 11 (Aging, Life Support)
. . Immunity 5 (Sensory Affliction Effects; Limited: only vs Vision effects)
. . Impervious Toughness 15
. . Protection 3 (+3 Toughness)

Equipment
National Solar Parahuman Team of Nippon Communicator 1

Offense
Initiative +3
Grab, +12 (DC Spec 10)
Narrow Eye Beams: Blast 14, +10 (DC 29)
Throw, +10 (DC 27)
Unarmed, +12 (DC 27)
Wide Eye Beams: Cone Area Damage 12 (DC 27)

Complications
Patriot: Red Sun is loyal to his government, right or wrong.
Secret Identity: The Japanese government goes to great lengths to keep the identities of the Rising Suns a secret.
Vulnerability: Powers with Darkness as a descriptor get +5 effect against Red Sun.
Watched: The Rising Suns are closely watched by the Japanese government.

Languages
English, Japanese, Korean

Defense
Dodge 9, Parry 9, Fortitude 14, Toughness 15, Will 9

Power Points
Abilities 78 + Powers 86 + Advantages 25 + Skills 20 (40 ranks) + Defenses 16 = 225
Thomas Jefferson, et al. wrote:We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable rights, that among these are life, liberty, and the pursuit of Happiness.

Spectrum
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Re: Ken's Kache of Khracters (Ronin; Mentalus I, II, III; Ion Storm)

Post by Spectrum » Tue Dec 19, 2017 9:18 pm

Ken wrote:
Sun Dec 10, 2017 11:49 am
Sandy's most iconic character in the RCU is Banshee, one of the Champions of Justice founders. Ronin is a distant second (and last), for Sandy.
Wait.. isn't Banshee the nice lady that Waverunner met?
We rise from the ashes so that new legends can be born.

Spectrum
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Re: Ken's Kache of Khracters (Ion Storm, Mecha Team of Nippon)

Post by Spectrum » Tue Dec 19, 2017 9:25 pm

jcjec wrote:
Sun Dec 10, 2017 10:48 pm
Ken wrote:
Sat Dec 09, 2017 8:39 am
Racial dynamics... yeah, we were a little slow about it at first. In fact at least three characters have actually been altered from being white to something else. Ion Storm, as I said. Micron. And Powerball. In fact, Matt was a little funny about it because he did it at the same time Jim brought the Hawk into the RCU. At the end of the same "cosmic, time-bending story" that brought the Hawk in, Matt just started saying "Scott Montoya" instead of "Scott Munter".
Dynamo also started out as a Caucasian blonde woman before becoming an African-American blonde woman (before being a blonde African-American woman was cool).
Welcome back!
We rise from the ashes so that new legends can be born.

Jabroniville
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Re: Nova

Post by Jabroniville » Tue Dec 19, 2017 9:56 pm

Ken wrote:
Tue Dec 19, 2017 3:44 pm
Image
Neat! I dig the character design (even though it's obviously Dr. Light with a few things added... '90s Darkstar, maybe?) and the origin story- not following the paternal expectations is a big deal in Japanese culture. It's too bad the character ended up getting written out, but like the "real world" stuff says, Jenn seemed to have other characters of interest.

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Ken
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Re: Ken's Kache of Khracters (Ronin; Mentalus I, II, III; Ion Storm)

Post by Ken » Wed Dec 20, 2017 1:01 am

Spectrum wrote:
Tue Dec 19, 2017 9:18 pm
Ken wrote:
Sun Dec 10, 2017 11:49 am
Sandy's most iconic character in the RCU is Banshee, one of the Champions of Justice founders. Ronin is a distant second (and last), for Sandy.
Wait.. isn't Banshee the nice lady that Waverunner met?
Yep. Even worked a gig with her civilian identity.
Thomas Jefferson, et al. wrote:We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable rights, that among these are life, liberty, and the pursuit of Happiness.

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Ken
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Re: Nova

Post by Ken » Wed Dec 20, 2017 1:06 am

Jabroniville wrote:
Tue Dec 19, 2017 9:56 pm
Ken wrote:
Tue Dec 19, 2017 3:44 pm
Image
Neat! I dig the character design (even though it's obviously Dr. Light with a few things added... '90s Darkstar, maybe?) and the origin story- not following the paternal expectations is a big deal in Japanese culture. It's too bad the character ended up getting written out, but like the "real world" stuff says, Jenn seemed to have other characters of interest.
The weird thing is that Jenn wouldn't have known Doctor Light. At least not in the black and white. By the time Jenn was reading her brother's Justice League Europe/International comics, Kimiyo would have been in the white and yellow.

Image
Thomas Jefferson, et al. wrote:We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable rights, that among these are life, liberty, and the pursuit of Happiness.

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Joined: Fri Nov 04, 2016 8:05 pm

Re: Nova

Post by Jabroniville » Wed Dec 20, 2017 9:07 am

Ken wrote:
Wed Dec 20, 2017 1:06 am
The weird thing is that Jenn wouldn't have known Doctor Light. At least not in the black and white. By the time Jenn was reading her brother's Justice League Europe/International comics, Kimiyo would have been in the white and yellow.
Yeah, that is really weird. I mean, it's a VERY close approximation, right down to the hair length and ethnicity.

I'm digging the Power Rangers, too. WAY more high-powered than Rangers, and sans-Robots, but still looking Sentai-ish. Interesting how they have pretty much the same powers, but different Strength/Toughness/Fighting Skill ratios.

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Re: Nova

Post by Ken » Wed Dec 20, 2017 9:14 pm

Jabroniville wrote:
Wed Dec 20, 2017 9:07 am
I'm digging the Power Rangers, too. WAY more high-powered than Rangers, and sans-Robots, but still looking Sentai-ish. Interesting how they have pretty much the same powers, but different Strength/Toughness/Fighting Skill ratios.
Well, if someone has a machine that can bestow powers, and they use it multiple times, and the people are differently sized and skilled, that's what I would expect would happen.
Thomas Jefferson, et al. wrote:We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable rights, that among these are life, liberty, and the pursuit of Happiness.

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