Proditor's Pad of Pop Culture and V&V. (NEW! Princess M'Krell and Singularity from Golden Heroes!)

Where in all of your character write ups will go.
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Ken
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

Post by Ken »

proditor wrote: Thu Nov 17, 2016 1:16 am Image
PRODITOR CAPPELA (Arnold Kisling)

Arnold Kisling hitched a ride with a bunch of aliens who gave him a super-suit.

Lastly, wow, could they have tried any harder to rip-off the Greatest American Hero TV show?
One thing they did differently... The Greatest American Hero had that awesome theme tune by Joey Scarbury. This guy, they decided to do a cappella.
My Amazing Woman: a super-hero romantic comedy podcast.

When the most powerful super hero on Earth marries an ordinary man, hilarity ensues.
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Re: Proditor's Pad of Pop Culture and V&V. (NEW! Outcast, Powerhouse, Skyrider, & Stockade from Golden Heroes!)

Post by dsumner »

Just out of curiosity are you planning on doing any more of these?
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Re: Proditor's Pad of Pop Culture and V&V. (NEW! Outcast, Powerhouse, Skyrider, & Stockade from Golden Heroes!)

Post by proditor »

At some point, yes. I want to finish off the Golden Heroes guys and then probably dip back into the V&V guys for a bit.
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Re: Proditor's Pad of Pop Culture and V&V. (NEW! Outcast, Powerhouse, Skyrider, & Stockade from Golden Heroes!)

Post by Ares »

proditor wrote: Thu Feb 17, 2022 1:45 am At some point, yes. I want to finish off the Golden Heroes guys and then probably dip back into the V&V guys for a bit.
Hey there man! Good to see you back. Hope all is well on your end and that we'll see you around here more often when it's convenient for you.
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Re: Proditor's Pad of Pop Culture and V&V. (NEW! Outcast, Powerhouse, Skyrider, & Stockade from Golden Heroes!)

Post by proditor »

THE FRATERNITY

The Fraternity are a group of scientists who have decided to use their knowledge and specially developed abilities to amass power and wealth.

Yeah, that is the entirety of their backstory in the book, but again, that's typical of these early books. Adding a small bit to it, the group dynamics are that Fleetfoot and Fanatic co-designed a serum that boosted their own physiologies to low superhuman levels.

Fist fighter is a cyberneticist who designed an implant to give himself implanted skills, Firebrand designed several devices apparently without any actual skills and this has led his compatriots to think he's sort like a Forge type mutation. I'm not sure what his role is at whatever scientific/academic environment they are at, but he's there, so he must be doing something. They seem to intimate he's an engineer.

Freebird worked with Firebrand to create her antigravity device, but she is also the only one of the group who is against combat. The others pretty much revel in their physicality and their ability to bully others.

The group is PL9, but supremely confident in their abilities. This is either their bedrock strength, or their Achilles heel.
Last edited by proditor on Sun Feb 20, 2022 2:45 am, edited 1 time in total.
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Re: Proditor's Pad of Pop Culture and V&V. (NEW! Outcast, Powerhouse, Skyrider, & Stockade from Golden Heroes!)

Post by proditor »

FANATIC

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Fanatic - PL 9

Strength 8, Stamina 5, Agility 3, Dexterity 3, Fighting 6, Intellect 3, Awareness 5, Presence 3

Advantages
All-out Attack, Close Attack 2, Defensive Roll 3, Diehard, Improved Grab, Improved Smash, Power Attack, Prone Fighting, Takedown

Skills
Acrobatics 6 (+9), Athletics 4 (+12), Close Combat: Unarmed 2 (+8), Expertise: Science 8 (+11), Intimidation 6 (+9), Perception 4 (+9), Technology 4 (+7), Treatment 6 (+9)

Powers
Berserker Rage: Enhanced Trait 9 (Traits: Strength +4 (+12), Advantages: Fearless; Quirk 2: -1 to active defenses, Side Effect 2: always - INT and all asociated skills drop to 0 and are unusable until Rage ends)
Heightened Strength: Enhanced Strength 5 (+5 STR)
Leaping: Leaping 3 (Leap 60 feet at 16 miles/hour)

Offense
Initiative +3
Grab, +8 (DC Spec 18)
Throw, +3 (DC 23)
Unarmed, +10 (DC 23)

Complications
Motivation: Greed: John wants to get paid
Relationship: The Fraternity, a group of scientists looking to use their powers to get rich
Secret: John Lamb
Temper

Languages
English

Defense
Dodge 8, Parry 10, Fortitude 9, Toughness 8/5, Will 9

Power Points
Abilities 62 + Powers 14 + Advantages 12 + Skills 20 (40 ranks) + Defenses 17 = 125

John Lamb developed a drug which enhanced his body's natural strength to its maximum. An unfortunate side effect of this is a mental illness that manifests in the form of a berserker rage. Permanently under the influence of this rage, whenever he fights, he will not actively defend, but continue to attack until either he or his opponent drops.

Fanatic is decently tough, and he is very much set up to increase his damage with wild crazed swings. He's only PL8 at range defensively, and his only attacks are to pick something up and throw it...badly...so he very much relies on his teammates to provide him cover fire to get him in close. That's more on the meta level, as once the fur starts to fly, Fanatic just flips his shit, starts frothing at the crotch and charges straight into the fray.
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Re: Proditor's Pad of Pop Culture and V&V. (NEW! Outcast, Powerhouse, Skyrider, & Stockade from Golden Heroes!)

Post by proditor »

FIREBRAND

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Firebrand - PL 9

Strength 6, Stamina 5, Agility 3, Dexterity 3, Fighting 4, Intellect 5, Awareness 4, Presence 2

Advantages
Accurate Attack, Inventor, Move-by Action, Ranged Attack, Teamwork

Skills
Close Combat: Unarmed 2 (+6), Expertise: Science 4 (+9), Perception 2 (+6), Ranged Combat: Fire Blast: Damage 12 2 (+5), Technology 8 (+13), Vehicles 4 (+7)

Powers
Armored Costume: Protection 3 (Removable, +3 Toughness)
Cybernetic Flight Simulator: Flight 6 (technological, Speed: 120 miles/hour, 1800 feet/round)
Fire Blast: Damage 12 (DC 27; Dangerous 2, Increased Range: ranged, Penetrating 10)

Offense
Initiative +3
Fire Blast: Damage 12, +6 (DC 27)
Grab, +4 (DC Spec 16)
Throw, +4 (DC 21)
Unarmed, +6 (DC 21)

Complications
Motivation: Greed: Arthur wants to get paid.
Motivation: Recognition: Arthur wants to be recognized for his talents.
Relationship: The Fraternity, a group of scientists using their powers to attain wealth.
Secret: Arthur Frine

Languages
English

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

Power Points
Abilities 64 + Powers 50 + Advantages 5 + Skills 11 (22 ranks) + Defenses 20 = 150

Firebrand is a natural genius. Despite a poor education, he proved capable of enormously complicated feats of engineering. His comrades in The Fraternity believe this may be a mutant power. He is a crude, boorish man given to overconfidence and arrogance. He is proud of his physical strength which he gained in the energy absorption process that gave him his powers.

Firebrand is as tough as Fanatic, and stronger than you'd probably expect. He's a bit bloated points-wise for a PL9 and most of that comes from not being designed efficiently as a modern blaster. He's Stronger, Smarter, Tougher, and has a higher Awareness than seems necessary. This is countered by him being PL8 on offense, even though he has the highest damaging attack in The Fraternity, he's not all that accurate.
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Re: Proditor's Pad of Pop Culture and V&V. (NEW! Outcast, Powerhouse, Skyrider, & Stockade from Golden Heroes!)

Post by proditor »

FISTFIGHTER

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Fistfighter - PL 9

Strength 3, Stamina 5, Agility 3, Dexterity 3, Fighting 10, Intellect 4, Awareness 2, Presence 4

Advantages
All-out Attack, Defensive Attack, Defensive Roll, Improved Defense, Improved Smash, Inventor, Power Attack, Takedown

Skills
Athletics 5 (+8), Close Combat: Cybernetic Pugilism 2 (+12), Deception 2 (+12/+6), Expertise: Science 6 (+10), Expertise: Sports 4 (+8), Intimidation 4 (+8), Technology 6 (+10), Treatment 4 (+8)

Powers
Cybernetic Pugilism
. . Enhanced Ability: Enhanced Fighting 6 (+6 FGT, Advantages: Defensive Roll)
. . Enhanced Trait: Enhanced Trait 18 (Traits: Dodge +7 (+10), Parry +2 (+12), Deception +6 (+12), Advantages: All-out Attack, Defensive Attack, Improved Defense, Improved Smash, Power Attack, Takedown)
. . Sunday Punch: Strength-based Damage 3 (DC 21; Dangerous 2)
Hardcoded Gymnastics
. . Brachiation: Movement 1 (Swinging)
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . Parkour: Movement 5 (Environmental Adaptation: Urban, Safe Fall, Sure-footed 2, Wall-crawling 1: -1 speed rank; Limited: Moving in Urban Environments [4 ranks only])

Offense
Initiative +3
Grab, +10 (DC Spec 13)
Sunday Punch: Strength-based Damage 3, +12 (DC 21)
Throw, +3 (DC 18)
Unarmed, +12 (DC 18)

Complications
Flashbacks: Allen's cyberware can malfunction, sending him into a temporary coma.
Identity: Dr. Allen Hampshire, cybernetisist.
Relationship: The Fraternity, a group of scientists using their powers to gain wealth.

Languages
English

Defense
Dodge 10/3, Parry 12/10, Fortitude 10, Toughness 6/5, Will 4

Power Points
Abilities 56 + Powers 46 + Advantages 1 + Skills 17 (33 ranks) + Defenses 7 = 127

Dr. Allen Hampshire created a cybernetic implant into which he programmed the collective memories of two athletes captured for him by Fleetfoot. One of them was a Boxer, and the other was a gymnast. Fistfighter is often affected by the personalities of the two memories he has absorbed. If his cyberware is shut down or suppressed, it can send him into a temporary coma.

Fistfighter is PL9 in melee defensively, PL8 otherwise. He's also limited at range, but he has more options for closing the distance than Fanatic. He's better on defense that Fanatic and more tactical, but he also isn't the sledgehammer of destruction that some of the others are either. Of all of the builds, I feel like this one is the closest to a modern "optimized" build. He's probably best used as a harasser and skirmisher with the ability to deliver a decent knock-out when he can set it up.
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Re: Proditor's Pad of Pop Culture and V&V. (NEW! Outcast, Powerhouse, Skyrider, & Stockade from Golden Heroes!)

Post by proditor »

FLEETFOOT

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Fleetfoot - PL 9

Strength 5, Stamina 4, Agility 4, Dexterity 4, Fighting 6, Intellect 5, Awareness 1, Presence 4

Advantages
Defensive Roll 2, Evasion, Improved Defense, Improved Initiative 3, Instant Up, Move-by Action, Set-up, Takedown

Skills
Acrobatics 6 (+10), Athletics 4 (+9), Close Combat: Speedster Powers 2 (+8), Expertise: Science 6 (+11), Intimidation 2 (+6), Perception 4 (+5), Technology 4 (+9), Treatment 4 (+9)

Powers
Speedster Powers
. . Lightning Disarm (Burst Area: 30 feet radius sphere, DC 15, Selective)
. . Rapid Strike (Multiattack)
. . Super-Sonic Punch: Strength-based Damage 5 (momentum, DC 25)
Super-speed (Advantages: Defensive Roll 2, Evasion, Improved Initiative 3, Instant Up, Move-by Action)
. . Agile: Enhanced Trait 8 (Traits: Dodge +4 (+12), Parry +4 (+12))
. . Quickness: Quickness 6 (Perform routine tasks in -6 time ranks)
. . Speed: Speed 8 (Speed: 500 miles/hour, 1 mile/round)
Surface Running: Movement 2 (Wall-crawling 1: -1 speed rank, Water Walking 1: you sink if you are prone; Limited: While Moving)

Offense
Initiative +16
Grab, +6 (DC Spec 15)
Super-Sonic Punch: Strength-based Damage 5, +8 (DC 25)
Rapid Strike: Multiattack Strength-based Damage, +8 (DC 20)
Throw, +4 (DC 20)
Unarmed, +8 (DC 20)

Complications
Arrogant: Fleetfoot revels in his powers and tends to belittle his foes, playing with them as opposed to just taking them out.
Motivation: Greed: William wants money, and a whole lot of it.
Relationship: The Fraternity, a group of scientists that use their powers to accumulate wealth and power.
Secret: Dr. William James, chemical pharmacologist.

Languages
English

Defense
Dodge 12/8, Parry 12/8, Fortitude 7, Toughness 6/4, Will 5

Power Points
Abilities 66 + Powers 44 + Advantages 3 + Skills 16 (32 ranks) + Defenses 13 = 142

Professor James collaborated with John Lamb (Fanatic) to produce the enhancement drug which granted him his powers. Seeing the effect the drug had on Lamb, he carried out further research and perfected a version which would increase the speed at which his body could operate without causing mental illness. Fleetfoot revels in his powers. He is obnoxious in battle, delighting in his foe's pain and taunts unceasingly. He rarely strikes at foes, though, preferring to dodge and weave beyond their grasp.

Fleetfoot is a solid PL9 on offense/defense and has the ability to be pretty much wherever he needs to be on the battlefield. While the team is very melee heavy, His "range" pretty much makes up for this and gives them a lot of cover. Fleetfoot normally works with Firebrand to support Fanatic and Fistfighter as they get into position. His one real weakness is that he has a bit of a glass jaw.
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Re: Proditor's Pad of Pop Culture and V&V. (NEW! Outcast, Powerhouse, Skyrider, & Stockade from Golden Heroes!)

Post by proditor »

FREEBIRD

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Freebird - PL 9

Strength 2, Stamina 3, Agility 5, Dexterity 5, Fighting 4, Intellect 6, Awareness 3, Presence 3

Advantages
Defensive Attack, Defensive Roll, Evasion, Improved Defense, Inventor, Move-by Action, Set-up 2, Skill Mastery: Expertise: Science, Taunt, Teamwork

Skills
Acrobatics 6 (+11), Close Combat: Unarmed 2 (+6), Deception 6 (+9), Expertise: Science 6 (+12), Perception 4 (+7), Technology 6 (+12)

Powers
Anti-Gravity Device: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
Armored Costume: Protection 2 (Removable, +2 Toughness)
Defensive Training: Enhanced Trait 20 (Traits: Dodge +7 (+12), Parry +8 (+12), Advantages: Defensive Attack, Defensive Roll, Evasion, Improved Defense, Move-by Action)

Offense
Initiative +5
Grab, +4 (DC Spec 12)
Throw, +5 (DC 17)
Unarmed, +6 (DC 17)

Complications
Motivation: Greed: Dr. Walsh wants to get paid
Pacifist: Freebird feels like she is primarily there to supply recon and movement capabilities, and she dislikes how often the Fraternity uses violence. She only fight if personally threatened, usually dodging or setting up others.
Relationship: The Fraternity, a group of scientists using their powers to get wealthy
Secret: Dr, Jean Walsh, Physicist

Languages
English

Defense
Dodge 12/5, Parry 12/4, Fortitude 7, Toughness 6/5, Will 7

Power Points
Abilities 62 + Powers 38 + Advantages 6 + Skills 15 (30 ranks) + Defenses 8 = 129

Jean Walsh developed an antigravity device to grant her powers, working together with Arthur Firne (Firebrand). She provides reconnaissance and extra maneuverability. She dislikes combat and believes that The Fraternity's objectives can be achieved without violence. If she is struck however, she will spare no effort to humiliate her attackers. She has undergone a rigorous training schedule to add refinements of her powers.

Freebird is not about direct combat. She has a lot of advantages tied up in defenses and set-up, and that's pretty much all she does other than recon. It says that if she gets tagged, she'll humiliate her attacker, but it's most likely not going to be through physical means. She's PL9 defensively, and a whopping PL4 on offense.
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Re: Proditor's Pad of Pop Culture and V&V. (NEW! Outcast, Powerhouse, Skyrider, & Stockade from Golden Heroes!)

Post by proditor »

I missed this bunch of whack-jobs last go round, but they were mostly ready to post. I'll get to the module soon, promise. I think I finished all of the conversion, I probably just have to do the picture grabs and color commentary.

Ares: thanks bossman, we'll see if this time sticks a little better. At least the new house is mostly unpacked. ;)
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Re: Proditor's Pad of Pop Culture and V&V. (NEW! The Fraternity! The worst mad scientists ever from Golden Heroes!)

Post by proditor »

CROSSFIRE
or...save the Princess, save the world. Sorta.

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So what's the deal here? Well it's the introductory adventure included in the Supervisor's Handbook for Golden Heroes. It's a simple but fun little romp designed to introduce a world setting, a government organization (D.I.C.E.) and even part of the universe in terms of two alien raves in the Illana, who are quite obviously the Sh'iar with the copywrite only just lightly buffed off, I mean, they even have a group of protectors called the Star Guard composed of loyal superpowered guardians, and the evil bear/dog Krai.

The basic beat is that heroes stumble in during act 2 of this play. They come across Princess M'Krell, all buttoned up in her power armor, and stuck in the middle of a city in a firefight with our expy SHIELD dudes: D.I.C.E., and their leader, Major Dawson.

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If they manage to sort things out and stop the trigger happy and scared DICE guys who can't even dent her armor, they find out that M'Krell is in pure reaction mode and running from Krai assassins. Small stumbling block, her Universal Translator is damaged and needs time to repair. If they are quick enough, they'll even manage to do this before the dog-bear dudes show up and they can all fight them off together. Either way, the hopeful resolution is that they team-up with the Princess, and help get her back to her shuttle , and the waiting representatives of the StarGuard, her personal bodyguard, just as the Krai general and his hit squad show up for a giant throw down.

Hopefully the good guys win, the heroes make a few new allies on Earth and out in space, and we all learn not to judge a book by it's malfunctioning Universal Translator.

So this will include Princess M'Krell, the StarGuard, and the evil Krai General. As an intro adventure, it's just fine. The maps are nifty, the beats are predictable, but also fine, and for an early 80's product, kicking right off with aliens and (basically) SHIELD seems pretty bold. No judgement, they pull it off.
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Re: Proditor's Pad of Pop Culture and V&V. (NEW! Crossfire, the intro adventure from Golden Heroes!)

Post by betterwatchit »

And it even includes something I find a bit rare even now: Maps with British road markings.
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Re: Proditor's Pad of Pop Culture and V&V. (NEW! Crossfire, the intro adventure from Golden Heroes!)

Post by proditor »

PRINCESS M'KRELL

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Princess M'Krell - PL 9

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

Advantages
Attractive, Benefit, Galactic Authority 3, Benefit, Galactic Reputation 3, Connected, Contacts, Inspire 5, Leadership, Luck 2, Ranged Attack, Skill Mastery: Persuasion, Ultimate Effort: Persuasion

Skills
Deception 6 (+9), Expertise: Art 4 (+8), Expertise: History 4 (+8), Expertise: Politics 8 (+12), Expertise: Sociology 6 (+10), Insight 6 (+9), Investigation 6 (+10), Perception 2 (+5), Persuasion 10 (+13), Ranged Combat: Royal Armour 2 (+5)

Powers
Royal Armour (Removable)
. . Armor: Protection 11 (+11 Toughness; Impervious [1 extra rank])
. . Force Constructs: Create 12 (Volume: 4000 cft., DC 22; Impervious; Concentration)
. . Heightened Strength: Enhanced Strength 5 (+5 STR, Notes: Max Strength: 8)
. . Plasma Blast: Damage 10 (DC 25; Accurate: +2, Increased Range: ranged, Secondary Effect)
. . Sealed Systems: Immunity 11 (Life Support, Poison)
Universal Translator (Removable)
. . Comprehend: Comprehend 2 (Languages - Speak All, Languages - Understand All)

Offense
Initiative +3
Grab, +2 (DC Spec 16)
Plasma Blast: Damage 10, +8 (DC 25)
Throw, +4 (DC 21)
Unarmed, +2 (DC 21)

Complications
Fame: Princess M'Krell of Illana
Motivation: Recognition: M'Krell wants to be recognized for her own achievements, not just her station.
Responsibility: Princess and diplomat of Illana

Languages
Native Language (Illanian)

Defense
Dodge 6, Parry 6, Fortitude 6, Toughness 12, Will 8

Power Points
Abilities 40 + Powers 82 + Advantages 20 + Skills 27 (54 ranks) + Defenses 17 = 186

From the original: "M'krell is a beautiful but obviously alien princess from high Illana, a civilization occupying several star systems quite close to Earth. She is on her way to bond with the Meg of Bolusci (a neighboring empire) but has been waylaid by the villainous Krai. She is still very young for a member of her race and is easily frightened. She often seeks help and reassurance. She will fall in love with one of the PCs during the scenario. When first encountered, she will be wearing a malfunctioning suit of Space Armor which will prevent her from communicating and make her seem to be a large and dangerous menace. The space Armor will shut down after the first successful, major attack by a Superhero".

That's a lot to unpack. Mechanically, I'd say have the armor shut down after the first hit that manages to get a bruise on the Princess, there's no point in dragging out this part of the fight after all, it's mostly a sideshow. In the adventure and the brief write-up, they stress her diplomacy and beauty, so she gets attractive, even if she pushes zero buttons for me. Then again, I never got the Lilandra thing either, so I guess we're 2 for 2 on that score.

For the write-up, She goes from PL9 to PL7 without her literal Plot Armor. That armor is a beast in GH terms though, so she's also a lot more expensive than you'd think and clocks in at a hefty 186 since it's basically a skillmonkey in ridiculous suit of armor.

Updating her a bit, let her keep the armor after her introduction, and make her less damsel in distress, more Leia/Lilandra. Have the heroes help her jury rig it back to functioning, or get her to the Star Guard who can do that with a bit of hand waving, then just throw in some extra Krai later and Bob's your mother's brother.
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Re: Proditor's Pad of Pop Culture and V&V. (NEW! Crossfire, the intro adventure from Golden Heroes!)

Post by proditor »

SINGULARITY

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Singularity - PL 10

Strength 8/4, Stamina 5, Agility 4, Dexterity 4, Fighting 8, Intellect 4, Awareness 4, Presence 4

Advantages
Accurate Attack, Hide in Plain Sight, Improved Critical: Unarmed, Improved Initiative, Leadership, Power Attack, Prone Fighting, Ranged Attack 4, Takedown, Teamwork

Skills
Athletics 4 (+12), Close Combat: Unarmed 4 (+12), Expertise: Law Enforcement 4 (+8), Expertise: Military 4 (+8), Insight 4 (+8), Intimidation 4 (+8), Investigation 4 (+8), Perception 2 (+6), Stealth 8 (+12)

Powers
Heightened Strength: Enhanced Trait 8 (Traits: Strength +4 (+8))
Shadow Meld: Concealment 4 (All Visual Senses, Advantages: Hide in Plain Sight; Limited: areas of shadow or darkness)
Teleport: Teleport 2 (120 feet in a move action, carrying 50 lbs.; Accurate, Change Direction, Change Velocity, Extended: 4 miles in 2 move actions, Turnabout)
Teleporting Dodge: Concealment 4 (All Visual Senses; Quirk: Visible until Attacked)
Tough Skin: Protection 5 (+5 Toughness; Impervious [3 extra ranks])
Universal Translator (Removable)
. . Comprehend: Comprehend 1 (Languages - Understand All)

Offense
Initiative +8
Grab, +8 (DC Spec 18)
Throw, +8 (DC 23)
Unarmed, +12 (DC 23)

Complications
Motivation: Doing Good: Singularity is motivated to protect others and advance the cause of good.
Motivation: Responsibility: Leader of the Star Guard
Relationship: Member of the Star Guard

Languages
Native Language (Bolusci)

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

Power Points
Abilities 74 + Powers 46 + Advantages 12 + Skills 19 (38 ranks) + Defenses 17 = 168

The Star Guard are superpowered individuals from the various planets that make up the Emissariate of Bolusci. They have all been co-opted into the personal service of the Meg of Bolusci, and here as his emissaries to the princess M'Krell. This dark dour man is the leader of one section of the Star Guard. His ability to step through the singularities created by nearby black holes gives him an effective form of teleportation, and this, plus his great strength, courage and cunning make him a deadly and feared opponent.

And this is one of the verbose backgrounds....

Singularity is built around his teleport powers. He has a good combat teleport, he's tough, strong, and sneaky, and he's got that dodge thing which is going be annoying as hell. His only real weakness is ranged, where he can just pick stuff up and chuck it at you, other wise he's a solid PL10 across the boards with a lot of options on how he wants to beat you silly, though it shows in his point totals.

The very brief sketch is of dour leader type. I sort of see him as emo cyclops. Like the dude doesn't have explodo-eyes, but he has a much better Bauhaus collection than Scott, and he thinks that old one eye doesn't know what real pain even looks like anyway. Poser.
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