Powers Defensive Field: Protection 10 (mind, quantum forces, thought, +10 Toughness; Affects Others; Noticeable: Shield of Energy) Just a Brain: Shrinking 8 (melty melty, -2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size categories, -1 speed ranks; Innate; Permanent) Talk to Conduit: Mental Communication 1 (Sense Type: Basic Telepathy; Limited: Only works with Sidekick) The God Particle: Create 10 (mind, quantum forces, thought, Volume: 1000 cft., DC 20; Increased Duration: continuous, Innate, Precise, Subtle 2: undetectable, Subtle: look natural)
. . Barrage of Neutrinos: Burst Area Affliction 10 (Alternate; mind, quantum forces, thought, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 20; Affects Insubstantial 2: full rank, Burst Area: 30 feet radius sphere, Extended Range, Increased Range: ranged, Subtle 2: undetectable)
. . Controlling Time and Space: Teleport Attack 10 (Alternate; mind, quantum forces, thought, 4 miles in a move action, carrying 200 tons, DC 20; Accurate, Attack: Will, Change Direction, Change Velocity, Extended: 1000 miles in 2 move actions, Increased Mass 13; Distracting, Grab-based)
. . Gravity Well: Affliction 10 (Alternate; mind, quantum forces, thought, 1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 20; Homing 5: 5 extra attempts, Increased Range: ranged, Multiattack)
. . Mental Lifting: Move Object 10 (Alternate; mind, quantum forces, thought, 100 ktons; Increased Mass 12, Increased Range: perception, Precise, Subtle 2: undetectable; Limited: Power Lifting Only)
. . Mind over Matter: Move Object 10 (Alternate; mind, quantum forces, thought, 25 tons, DC 25, Advantages: Fast Grab, Improved Disarm, Improved Grab, Improved Trip; Damaging, Precise)
Offense
Initiative +15
Barrage of Neutrinos: Burst Area Affliction 10 (DC Will 20)
Controlling Time and Space: Teleport Attack 10, +1 (DC Will 20)
Grab, +0 (DC Spec 6)
Gravity Well: Affliction 10, +10 (DC Fort 20)
Mental Lifting: Move Object 10 (DC 20)
Mind over Matter: Move Object 10, +10 (DC 25)
Throw, +0 (DC 11)
Unarmed, +0 (DC 11)
Complications
Fame: Within the field of scientists and intellectuals, Rolf is well known and almost instantly recognized.
Motivation: Patriotism: He loves his country and would do anything to protect it.
Quirk: Prefers non-violent solutions. *He'll use his powers defensively, and to protect himself and others first, and only resort to blasting and hitting as a last resort.
Complications
Fame: A fairly well known competitive Lumberjack. Obviously more well known in some circles than in others. Being in Canada and being in rural communities makes him more likely to be recognized. He also wrote a book on his adventures as a competitive Lumberjack.
Motivation: Justice: Drive by a need to do right and make the world a better place.
Rivalry: Has a rivarly with his brother who is a small time criminal in Canada.
Defense
Dodge 10, Parry 10
Toughness 8 (Def Roll 2), Fortitude 8, Will 4
Power Points Abilities 88 + Powers 22 + Advantages 12 + Skills 22 + Defenses 6 = Total 150
Complications
Design Notes
A soviet operative sent to work on the early stages of destablaizing Canada. He was enhanced in a soviet super soldier experiment, given state of the art equipment. Prefers to fight with his two swors only using the powers when all else fails.
Hanyr Panagos is a mysterious old Greek man who lives in Chicago. Or possibly New York City. Some even say Los Angeles. He looks to be around the age of 80 and walks with a pronounced limp, favoring his right leg. He wears a nice 50's era suit and derby hat covering his sparse grey hair. He smells like old people.
Hanyr is at least in the early stages of senility. His moods sometimes change dramatically in short periods of time. He rarely is vicious or mean, but often his mind seems to wander. Even his speech patterns change. He is extremely good at changing his accent in any language he speaks, and can mimic any accent or language he hears.
Hanyr claims to have served with the Allies in World War II, though he never goes into much detail. He has mentioned the Battle of the Bulge and the Eagle's Nest on several occasions. He also mentions Iwo Jima and Pearl Harbor, though, so he could just be making things up.
Powers: Telepathy- Hanyr is able to communicate over extreme distances with, apparently, anyone of his choosing. His voice sounds like Lee Marvin in their head. Teleport- Hanyr either has a lot of frequent flier miles, or he can teleport. He seems to be able to appear anywhere he needs to contact someone. Mimicry- Hanyr can change his voice with surprising range and mimics accents and voice patterns. He is fluent in any language he hears.
Timothy ‘Yardarm’ MacGillicutty
Yardarm is a short man full of tall tales.
He was born on the sea while his mother battled a sea monster, he was born in the sewers and raised by a pack of wild lizard people, he was born in a department store during a linen sale. Which of these is true, are any of them? It’s impossible to tell because for Yardarm the past is a fluid and malleable thing.
Sadly this means that none of our heroes know exactly how Yardarm came to be employed by Hanyr. He claims he won The Parthenon from Hanyr in a card game though how one beats a telepath at cards is questionable. He claims they fought together in the war. He claims he saved Hanyr’s life on seven different occasions. Sometimes he claims that all of these things happened at the same time.
He’s told so many tales over the years that it’s hard to know if even he remembers what’s true and what isn’t anymore. This makes The Parthenon his best possible home. His fantastical tales keep the rubes coming back which keeps the casino in business and The Greek Gods in utility payments.
When he’s not presenting the team with some mission or another he’s walking the floor, chatting up the guests and styling his lavish facial hair into some new and wondrous configuration.
Some have speculated whether Yardarm himself has powers, though what they would be, outside of rapidly changing facial hair is anyone’s guess. On this topic alone he has always remained silent.
The Parthenon Riverboat Casino and secret Headquarters of the Greek Gods
in progress...
This majestic riverboat is an item of mystery that is most often seen up and down the Mississippi River, though has appeared in waterways all over the world. Rumored to have been in the estate of the Samuel Clemens and bought by some insanely wealthy patron and turned into a mobile casino for the affluent.
The riverboat seems perfectly normal, for a riverboat upon visual inspection or even upon setting foot on deck. On board, the riverboat is in a very operable and used condition with signs of frequent use. Two huge black smoke stacks extend into the air and a great red paddle wheel are the most notable features. Flags fly, most notably the American flag among them. The wheel house has tinted windows, just enough you can't tell if there is a pilot within. In fact, most of the windows seem to block view inside, regardless of the angle or light. The upper deck has an outdoor patio complete with furniture and party lighting.
The main hall is a huge casino that seems bigger than the size of the boat would allow. The theme of the casino is a Mediterranean chic. Murals of coastal Greece are painted along the interior walls. The front deck has a small outdoor dance floor. The entire second floor, where the main hall isn't two stories tall, is off limits, reserved for the staff and crew of the Parthenon. Guests do not stay on the Parthenon and are expected to off-load at port.
Inside the Parthenon is another matter. The entire structure, while seeming to made of wood, is reinforce with Stark's tankpruf super-light prototype steel plating. The upper deck will actually support the weight of the military's new helicopter if needed.
If a hero has been introduced properly to the ship, they know to use an out of order door to enter the casino. This door has a frosted glass full length panel where you can see into the casino proper. However, the knob won't turn for those it doesn't know. A hero who has permission, may enter the door and step through to an entirely different setup.
The central chamber at the main entrance brings you to a different world. First you find a grand hall, meant to be a ballroom or grand dining chamber. However, it has been repurposed and has the feel of Greek ruins, with stone carved
After joining the GG and completing a suitably heroic mission, a statue of your hero will mysteriously be in place. If your benefactor is asked, he merely states, "I know someone who is good with stone."
statues of heroes. Stone benches and fountains adorn the room as well, some stone pedestals hold
each weapon is labelled and cannot be removed easily
exotic technical weapons. Upon closer inspection the pedestals include, Wonder Woman, Captain America, Flash, a man in a suit whose head is missing amongst other heroes of World War II known to you and some not.
At the end of the hall, a grand staircase heads up, while a smaller one leads down. Upstairs is are finely appropriated quarters as well as a communications room with a TV for each station broadcast in America, one for Russia's station and another not turned on. Several sophisticated analog scanners are here for use, as well as plenty of broadcasting equipment. Also on this level is the kitchen and a group lounge.
On the top floor is a
Cost as a Base, statted also as a yacht, only larger:
Yacht
Huge change to Gargantuan
Strength 10 change to 14
Speed 5
Defense 6 change to 8
Toughness 9 change to 16 (bought below)
Cost 9 pp --- added to cost below? sure, why not
Size = (Medium in appearance) 2 (Large) 2 pp
Toughness = 15 16 pp
Features = 1 pp each
Appearance:Bungu is absurdly tall with a slightly disproportionate build (his shoulder span in considerably wider than his hips). He appears to be wearing a green spandex suit under a pair of baggy pants and vest (in reality this ‘spandex’ is never taken off nor in need of cleaning…it is more akin to skin). Bangu always has a goofy grin on his face as his antennae wiggle around on his head.
Background: Nothing is known of the strange hero Bangu. He simply appeared one day without explanation. The creature combats evil, leaving massive destruction in his wake, then vanishes...only to reappear in a different city. He is single minded in his crusade against the forces of the not-so-good and constantly seeks toe greatest evil he can find to show that he is indeed a mighty hero. Bangu claims has no recollection of who he is or where he came from (or if he is even human). This might be do to some sort of amnesia, but it likely due to the fact that his memory is simply terrible. This lack of important information or identity does not bother the giant hero even in the least. He is Bangu the mighty champion of justice!
Advantages: 22 pp
Agile Feint; Benefit, Wealth (2); Chokehold; Connected; Defensive Roll (2); Eidetic Memory; Evasion; Fast Grab; Great Endurance; Hide in Plain Sight; Improved Disarm; Improved Grab; Improved Hold; Instant Up; Tracking; Uncanny Dodge; Weapon Bind; Well-informed; Equipment 3; Languages 1 - English (starts with Chinese, Mandarin)
Powers: 39 pp
"Switch" 8 Power Ranks (3PP Each) + 6 in extras (30 pp)
Teleport 8; 1 mile in a move Action
Accurate
Change Direction - You can change your direction or orientation after a teleport.
Change Velocity - You can teleport 'at rest' to your destination. This means you can teleport out of a fall and take no damage.
Turnabout - You can teleport, make a standard action and teleport back as long as the total distance isn't further then your range.
Increased Mass (3) - up to 400lb extra can be teleported.
"Chi Barrier" (4 pp)
Create 8, Chi energy barrier, limited - cannot be used offensively (trapping), distracting
Catch the Monkey style Kung Fu
Enhanced Advantages 5 (Strength 5 - limited to manuevers like grab, disarm, and trip)
Equipment: 15 EP
Undercover Shirt (Body Armour) +2 Toughness, limited to ballistics, subtle, (2 ep)
Flashlight (1 ep)
Panama Hat
Long Coat
HQ: The Barn -- 2 ep
Size Large (Mansion Size), Toughness 6, 7 features, Garage, Dojo / Gym, Holding Cells, Living Space, Sealed, Secret (Shhhh!!!), Workshop
Defenses: 10 pp
Dodge 7 (9)
Parry 0 (10);
Fortitude 2 (8)
Toughness 10/6 (2 from defensive Roll, 2 from vest, limited to balistics)
Will 1 (8)
OFFENSE:
Initiative: 3
Unarmed + 10 (DC 20 toughness, free grab check)
Grab +12 (DC 20 resist, chokehold, -5 to resistence check, not vulnerable )
Teleport unwilling but grabbed passenger (DC 18 dodge)
Trip +10 to hit(+18 vs opposed athletics)
Disarm +10 to hit (+10 vs opposed str)
Carrying Capacity 500 lbs (losing 1100 pounds) Somewhere used to add +5 to Str when using Catch the Monkey Style Kung fu (I think ...)
He hits PL 11 on grab.
PL 10 on all his other maneuvers
Just punching / kicking, he is only PL 7.5
Parry / Toughness PL 10
Dodge/ toughness PL 9.5
Fort / Will is PL 8
Basically, when it comes to Catch the Monkey Style, he wrestles like a Powerhouse with Strength 10 without the lifting capacity or throwing tanks capability.
Alterations on this will probably be your best bet when it comes to approaching caps without sacrificing too much of the concept.
Also, his Chi Force Field is useful now, can resist some hits, and protect people. He can use it to Instant Counter effects (like throwing up a force field to stop a bomb, etc) and have a decent effect value (of 8). However I had to throw on two limits, and I figured distracting is ok, as he has to try and focus to manifest his chi that way. (Basically when using it, he is vulnerable, 1/2 of the active defenses before you add it to 10).
Mr Chan was orphaned at a young age and was raised by his grandfather, a quiet man, a contemplative thinker (read rice wine drinker and long pipe smoker), a renowned fisherman (using cranes to do the fishing while he drank rice wine and smoked his pipe on a long boat in the Dishandao Sea) and a Grandmaster of the Catch the Monkey style Kung Fu. Often the young Chan would peek through the cracks in the Dojo where his Grandfather would teach those who sought him, seeing how he would easily disarm his opponents and with what seemed an effortless movement capture them, pinning them to the ground, twisting their arm up behind them or ending up with them as a seat to the Grandmaster, all whilst smoking his long pipe, or using the longpipe to deflect attacks.
It was not long before his Grandfather called him into the Dojo and started to teach him the way of Catch the Monkey Kung Fu (which meant he often ended up bruised and battered) as well as being taught the mystic arts of Chi and how to use it to move quicker, be stronger, move unseen amongst others and he would be found practicing whenever he did not have chores or school to attend to.
This was his life, until his Grandfather died, leaving him with no family at the age of only 22.
The young adult Mr Chan was now quite the accomplished martial artist when he first ran into trouble on a holiday in the summer to Shanghi, a few hundred miles down the coast from his small village. He came across a group of teenage bullies harassing a young man and his girlfriend. This group of five thugs were not interested in talking through the situation, so after a quick mix of fists, kicks and deflections, a group of four were down on the floor, with the fifth running off and leaving his companions unconcious or moaning. Xi Zan and his girlfriend Ling Su were very grateful and invited Chan to dinner, an offer the now surprsingly hungry Chan accepted gratefully.
Zan was from a very wealthy family, his father was a shipping magnate, one of the largest in Shanghai. His father Xi Wang offered this young polite heroic guest work down on the docks while he was in Shanghai, a chance to earn money and learn about the shipping business and to work beside Xi Zan in the Site Office helping with office chores for which he would be well rewarded, Xi Wang had mentioned with a laugh. Chan accepted this hospitable and generous offer and was given a room with the servants so he would not have to stay at a rundown hostel in the city.
The next few months flew by and Xi Zan and Chan became close and fast friends, with Ling Su bringing her single friends over to introduce to Chan, a quite embarrassing time for the young man who had not had much cause to mix with females in his small fishing village. The third girl he met, Yao Mei Lin was shy and beautiful and left Chan speechless. When he could speak, it came out as gibberish, which made Lin Mei laugh. The four became inseperable
It was about a year later that Chan first ran into the Triad. There was paperwork which was not correct and Xi Zan asked if Chan could talk to one of the Wharf Managers about it. When Chan arrived, it was too find a large group of tattooed and armed men surrounding the Wharf Manager, one of the larger ones having him pinned against a container, and the teenager he had sent running on meeting Xi Zan and Ling Su a year or so ago, now a young man standing around smirking -- that's also when he noticed Chan.
With a word the large thugs turned, dropping the Wharf Manager and turning on Chan -- it turns out this boy has some influence other then being a petty mugger.
It was a long fight with Chan managing to avoid the most dangerous attacks, the blades, chains and clubs while taking hits from fists and feet. The Wharf Manager had run to the site office to raise the alarm, and the foolish and brave Xi Zan came to aid his friend, Chan.
It was the last thing he ever did -- two gunshots rang out and both went through the back of Xi Zan, their young leader smiling down the smoking gun and watching the bloodied corpse hit the ground before turning it towards Chan.
The tattooed men moving to allow their leader another easy target, Chan, his back against a shipping container.
What happened next is still a blur to Chan, but his 17 years of training with his Grandfather and concentration on using the power of Chi, a power which allows you to change all that happens around you, came to the fore. As the trigger was pulled he willed himself to not be in the way, only to find himself behind the gun toting leader, a quick reach and twist breaking his neck and sending the tattooed thugs running. He went to his friend, but there was nothing he could do, holding him close and breaking down in tears as the sound of police cars approached. That was how they found him, the police, Xi Zan's father, the journalists.
A young man huddled over his friend, another well dressed, gold wearing young man, the gun still in his dead fingers, his neck obviously snapped. It was then that one of the policemen noticed him, and some of the journalists -- this young man was known, he was untouchable, he was a Triad bosses son ... and someone had killed him.
The front pages of the papers the next day showed a split photo, one of the boy, tears in his eyes, his friend shot to death beneath him, the other side, Shen Chong Lin, an untouchable, obviously killed by this other young man.
The next two years sent Chan underground, striking out against the Triads, never visiting Xi Zan's father as he didn't want to bring any danger to him, but sending him letters from time to time about his revenge upon those who killed his son, and Chan's best and only friend, and receiving letters back, hidden in a filing cabinet at the Site Office at the docks, an arrangement organised at the funeral with Xi Wang.
When an all out war threatened and even Chan's abilities didn't look like they could save him, Xi Wang organised for him to stowaway on a ship to the United States, arriving in New York City, and sending with him a letter of introduction to some respected Chinese and Xi Wang's shipping partner in that city.
NGP's Villians TBA, Nothing to see here -- YET!!! PLxx PPxx
NGP's NPC's (say that one five times fast) TBA, Go away, nothing to see here PLxx PPxx