Monday, March 28, 2011

Lady Deathstrike




Yuriko Oyama


F: Incredible (40)
A: Excellent (20)
S: Remarkable (30)
E: Remarkable (30)
R: Good (10)
I: Excellent (20)
P: Excellent (20)

Health: 100
Karma: 46
Resources: Ex (20)
Pop: -10

Powers:
Cyborg Body: Lady Deathstrike's body has been heavily modified. It gives her the following abilities:
  • Claws: In material, Rm Edge (30) damage, halves effective body armor, and treats as Un (100) material strength.
  • Body Armor: Remarkable (30) body armor versus physical and energy attacks. Yuriko’s bones are bonded to Adamantium, and have the effect of being unbreakable. In addition, any attack which normally halves body armor cannot do so, due to her Adamantium enhancements.
  • Communicate w/ Cybernetics: Yuriko can interface with cybernetics at Rm (30) ability by directly interacting with them.
  • ‘Machine’ Regeneration: Either due to Nanites or other methods, Yuriko regenerates with Mn (75) ability.
  • Resist: Toxins, Disease, and Fatigue: All Rm (30).
  • Recovery: Yuriko has Rm (30) Ability to recover from damage.

Talents:
Martial Arts A, B, E
Acrobatics
Tumbling
Multi-Lingual
Knowledge: Underworld
Crime*
Knowledge: Japanese Culture
Knowledge: Reaver Operations
Sharp Weapons
Business/Finance

Contacts:
  • Spiral
  • The Reavers
  • The Sisterhood of Evil Mutants

Limitations:
  • Honorable: Lady Deathstrike follows the code of the samurai to the letter, and as such has often been known to side with the good as well as the bad.
  • Unusual Looks: Yuriko has undergone extensive reconstruction, and as such has unusual looks when in combat.
  • Indebted to Spiral: While not as prominent in recent times, Spiral does have a debt owed to her by Lady Deathstrike, and as such, can call said debt at any time for any purpose.

The Super-Skrull, The Skrull Powerhouse

The Super Skrull






K'lrt of the Skrull Empire

F: Remarkable (30)
A: Excellent (20)
S: Rm (30)/Mn (75)
E: Amazing (50)
R: Excellent (20)
I: Good (10)
P: Excellent (20)

Health: 100/175
Karma: 50
Resources: Personal Typ (6)/Skrull-Backed Am (50)
Pop: -20/-10/50 (On Earth, in Space, and among the Skrulls general populace).

Powers:
Skrull: K’Lrt is a member of the shape-shifting skrulls, further modified by Skrullian science and as such, can perform the following feats:
- Shape-Shifting: Am (50) ability
- Imitation: Am (50) ability to appear as an identical copy of any living person.
Mental Training: K’Lrt has undergone additional training which grants him the following abilities:
- Hypnotic Mind Control: Rm (30) ability to control the minds of others upon eye contact.
Super-Skrull: K’lrt has been genetically altered with the powers of the Fantastic Four. These powers include:
MR FANTASTIC:
- Elongation: Mn (75)
- Plasticity: Mn (75)
THE HUMAN TORCH:
- Fire Generation: Monstrous (75)
- Fire Control: Monstrous (75)
- Fire Sheath: Monstrous (75)
- Resistance to Heat and Flame: Un (100) resistance to fire and heat.
- Rocket Flight: Am (50) ability to fly.
THE THING:
- Armor Skin: By mimicking the Thing's hide, he gains Am (50) rocky body armor. The Super Skull also takes on a rocky-like exterior when he uses the Thing’s power.
- Superhuman Strength: K'lrt's strength goes to Mn (75), affecting his Health score, when using the Thing's powers.
THE INVISIBLE WOMAN:
- Force Field: Am (50) ability to project a force field up to 2 areas away
- Invisibility: Rm (30) ability to become invisible.

Talents:
Martial Arts C, E
Detective/Espionage
Pilot
Astro-Navigation
Military
Knowledge: Stellar Empires
Knowledge: Skrull Operations
Knowledge: Kree Operations

Contacts:
Nova
The Annihilators
The Skrull Empire

Limitations:
Skrull: As with most recent events, K'lrt is a member of an unpopular stellar race and is often met with resentment and harsh attitudes. K'lrt suffers a -1cs reaction bonus simply being a Skrull.

Warrior Code: K'lrt is the champion of the Skrull Empire, and as such holds himself in a very proud manner. As such, K'lrt will not engage in certain activities against those who have earned his respect, such as Nova, and will even go against his leadership if necessary.

Power LImitation: K'lrt used to rely on several means to use his powers, and required 'recharging' in his earlier appearances. K'lrt is also limited that he can only use two of the Fantastic Four's powers in combination at any one time, at least, he was. It is uncertain if K'lrt still has the limitation in question.

Mosquito from 'The Futurians'

Mosquito


































Dana Morgan

F: Ex (20)
A: Rm (30)
S: Typ (6)
E: Rm (30)
R: Gd (10)
I: Gd (10)
P: Gd (10)

Health: 86
Karma: 30
Popularity: 20
Resources: Gd (10)/In (40) as part of Future Dynamics

Talents:
Athletics
Gymnastics
Tumbling
Aerial Combat
Marksman*
Guns
Martial Arts E
Knowledge: Future Dynamics Protocols
Fame*

Powers: Mosquito benefits from centuries of genetic seeding by future humanity:
Future Dynamics Uplift:
Dana has been genetically uplifted by a combination of radiation/biochemistry/genetic manipulation which grants her superhuman powers. Dana has displayed the following powers:

  • True Flight: Rm (30) airspeed
  • Vibration Generation: Mosquito can generate powerful vibrational energies, capable of blasting a hole through steel bulkheads with In (40) ability. As Mosquito has recently gained her powers, it is unknown if she has mastered anything else.


Equipment:
Costume: Dana's costume was shown in the short-lived 3-issue comic series to provide Gd (10) protection vs. physical and energy attacks.

Pistol: Dana possesses a dart pistol capable of firing a range of ammunition. As of the comic series, the pistol was shown to fire two types:
- Sleep Darts: Capable of rendering a target unconscious for up to four hours with Rm (30) intensity
- Explosive Darts: Capable of doing Rm (30) damage to a single person or area.
Dana can fire three darts per round with a 1 area range.


Contacts:
The Futurians
Future Dynamics

Limitations

  • VanderVecken Control: As part of the genetic manipulation over centuries, Mosquito and the rest of the Futurians (Except Avatar) are unable to resist the control of Vandervecken. As such, should Mosquito come into conflict with Vandervecken, she will immediately be rendered 'forgetful' and will not remember the incident.
  • Impulsive: Among all of the Futurians, Mosquito is the most hot-headed and impulsive, which leads her into trouble. Mosquito once threw her gun away believing it only fired tranquilizer darts, only to remember there were other settings.




Note: While Mosquito at first the apparently weakest member of the Futurians, it was strongly hinted she had not fully gained her abilities and/or had others related to her uplifted physiology. It could be surmised these would possibly include vibration related powers or even shrinking.

Avatar from 'The Futurians'

Avatar



Real Name Unknown, Alias is Andrew Pendragon

F: Rm (30)
A: Rm (30)
S: Mn (75)
E: Un (100)
R: Rm (30)
I: Rm (30)
P: Rm (30)

Health:235
Karma: 90
Resources: In (40)/Mn (75) as part of Future Dynamics
Popularity: 20

Talents:
As Avatar has been alive for over three thousand years, he has multiple talents and disciplines. So far, Avatar has shown to possess:
Martial Arts A, B, C, D, E
Business/Finance
Leadership*
Horsemanship
Rope use
Multi-Lingual
Military*
Law*
Medicine*
Knowledge: Inheritors
Knowledge: Superhuman activities
Knowledge: Conspiracies
Knowledge: Ancient World
Knowledge: Art
History
Occult Lore: Egyptian

Avatar theoretically could have dozens of additional talents.


Powers:
Uplifted Physiology: Avatar was one of the first humans to benefit from the genetic seeders that were sent back in time to arm humanity. As such, Avatar already had abilities prior to the genetic uplift performed at Future Dynamics. Avatar's abilities prior to the uplift included:
- Longevity: Avatar does not age, or ages very very slowly. As such, Avatar looks to be in his thirties when in fact he is ancient.
- Recovery: Avatar recovers Endurance ranks with Ex (20) ability
- Danger Sense: Avatar's experience has given him something akin to Danger Sense, allowing him to perceive patterns and danger with Rm (30) ability.
- Omni-Knowledge: Avatar's vast experience has allowed him to make incredibly good guesses with little to no facts or information with Mn (75) ability. Avatar figured out some time in the ancient past that the future had been affecting human development, that there was a war on the horizon, and that he was a product of that evolutionary involvement before evolution was a concept. Avatar can spend two rounds analyzing a situation and make a roll to determine additional facts and/or overlooked details, as well as predict accurately results depending on the color of his FEAT roll.
- Resist: Toxins, Disease, and Poisons: Am (50) resistance. In addition, Avatar has burned out the compulsion that was genetically programmed into each of the Futurians from Vandervecken.

Future Dynamics uplift:
Although already powerful, the further uplift to Avatar granted him additional abilities and powers:
- Superhuman Strength: Avatar's strength was increased to its current limits.
- Superhuman Endurance: Avatar's Endurance was increased to current limits
- True Invulnerability: Amazing (50) True Invulnerability
- True Flight: Mn (75) True Flight
- Hyper Speed: As shown in the comics, Avatar can move in bursts of speed with Rm (30) ability, increasing his reaction times and flight speed accordingly
- Regeneration*: Avatar actually regenerates damage as shown in issue #1 and issue #2 with Ex (20) ability.
- Resist: Power Manipulation: Avatar can resist basic attempts to negate his power with Rm (30) ability.


Contacts:
The Futurians
Sunswift
Pendragon Industries


Limitations:
  • Emotionally Detached: Avatar is perhaps the most detached of the group, which makes him 'cold' to everyone but Sunswift. In addition, Avatar sees the purpose of the Futurians as nothing short of manipulation, and continues to serve as a feeling of necessity for humanity rather than loyalty to the group.
  • Overprotective: Avatar has displayed a sense of overprotective 'fatherly' behavior towards Silkie and Mosquito, and will go out of his way for Sunswift.
  • Overconfident: Avatar is very certain of himself, which has led to his own blindsiding.

Colonel Rick Flag Jr. from 'The Suicide Squad'

Rick Flag Jr.




Colonel Rick Flag, Jr., possibly Anthony Miller

Fighting: Rm (30)
Agility: Ex (20)
Strength: Gd (10)
Endurance: Ex (20)
Reason: Gd (10)
Intuition: Rm (30)
Psyche: Ex (20)
Health: 80
Karma: 60
Resources: Personal: Gd (10)/Accessible Am (50)
Popularity: 0/20 in Government Circles

Talents:
Martial Arts: A, B, C
Leadership*
Military*
Marksman*
Crime*
Detective/Espionage
Pilot
Knowledge: DCU Intelligence Communities
Knowledge: Meta-Threats
Knowledge: Heroes and Villains
Survival*
Resist: Domination*

Known Powers:
None

Equipment:
Rick Flag utilizes equipment per mission, and has active to most of CHECKMATE’s and the Suicide Squad resources. In addition, Flag has utilized Skartarian technology in the past.

Contacts:
Amanda Waller
Sgt. Steel
Various DCU Intelligence contacts
CHECKMATE
The Suicide Squad

Limitations:
Dedicated to the Mission: Rick Flag is completely dedicated to the mission at hand, and will willingly sacrifice his life to complete the mission he’s currently on. As such, Flag suffers a -1cs to any action which would be against the mission priority.

Survivor's Guilt: Flag suffers from bouts of survivor's guilt, specifically from the reformed Suicide Squad and other incidents. The guilt is especially present when Flag has 'downtime', and has been used to manipulate him in the past by figures such as Waller especially.

Reputation: Flag's cold reputation and complete loyalty to the mission are well-known, and possibly one of the reasons that the Squad follows his lead.

Tuesday, March 1, 2011

Captain America, The Sentinel of Liberty

Captain America





Steve Rogers

F: Am (50)
A: In (40)
S: Ex (20)
E: Am (50)
R: Ex (20)
I: In (40)
P: Am (50)

Health: 160
Karma: 110
Resources: Personal Resources: Gd (10), Accessible Resources Am (50) as Captain America
Popularity: 100

Talents
Cap has the following Talents:
Martial Arts A:
Martial Arts B
Martial Arts C
Martial Arts D
Martial Arts E
Leadership*
Weapons Specialist*
Military*
Detective Espionage
Knowledge: Avengers Protocols
Knowledge: Avengers Technology
Pilot
Knowledge: Invaders Protocols
Knowledge: Intelligence Agencies
Knowledge: Superhero/Supervillain Trivia
Knowledge: Counter-force Protocols
Law Enforcement
Artist
Knowledge: World War II History
Knowledge: World War II Threats
Tactics
Repair/Tinkering
Knowledge: History

Powers:
Super Soldier: Cap is the pinnacle of human achievement, gifted with enhanced strength and
stamina. In addition, Cap is far more resistant to disease and toxins than the healthiest person.
- Recovery: Cap possesses Rem (30) recuperative abilities.
- Resist: Disease: Cap is considered immune to normal diseases and has Rm (30) Resistance to exotic or enhanced diseases.
- Resist: Toxins: Cap is considered to have Rm (30) resistance to most earthly based toxins, and cannot be fatigued through normal means. As a result, Cap does not have to make an Endurance FEAT in order to maintain speed or pace while traveling.
- Hyper Running: Cap is capable of running the two minute mile, and is faster than the fastest olympic athlete. Cap is considered to be able to move 4 areas a round on foot.
- Suspended Animation: Cap enters a state of suspended animation under frigid conditions, where his body chemistry halts rather than crystallizes.
- Longevity: In many portrayals of Cap, the super-soldier serum effectively grants Cap extraordinary youth and lifespan. As seen in the alternate universes of Earth X, 1602, and elsewhere, Cap could theoretically live three times the normal lifespan before slowing down.


Indomitable Will: Cap is the symbol of all that is good with America, and possesses great willpower and ability. Cap’s will is considered Un (100) when attempting to break Cap. From Nightmare to Thanos to Mephisto, Cap has resisted the greatest threats who have attempted to overcome Cap's will.

Armored costume: Cap’s costume
provides him with Ex (20) protection against Physical and Ex (20) resistance to Energy attacks. Cap's costume is insulated to provide additional protections against the elements, granting Gd (10) protection against temperatures extreme.

Shield: Cap possesses a shield that is a unique alloy of Adamantium and Vibranium.
It is Cl5000 material, capable of absorbing 100 points of damage per round, or be hurled 3 areas for RM (30) damage. Cap can make the shield rebound up to 5 targets with an agility FEAT, forcing opponents to make a stun/slam attack. The shield is considered to have the following properties: Unbreakable, Signature, Unique.

Contacts:
Cap has dozens of contacts throughout the world and beyond who would come to his aid if needed. Included are:
  • Any member past or present of the Avengers
  • Any member past or present of the Invaders
  • Any member past or present of the Fantastic Four
  • Nick Fury
  • Sharon Carter
  • Any member of SHIELD
  • The President of the United States
  • Spider-Man
  • Wolverine
  • A majority of the X-Men
  • The Secret Avengers
  • The list goes on and on.

Limitations:
  • Sworn enemies: Cap has a series of enemies that are life-long: The Red Skull, Arnim Zola, Baron Zemo I, Baron Zemo II, the Hate Monger, Baron Von Strucker, Count Nefaria, Baron Blood, Master-Man, and Warrior Woman to name but a few.
  • Idealist: Cap is a strong believer in the basic decency of mankind, and will uphold the ideals of America (but not the politics): Truth, Justice, Fairness, and Honesty with all of his being. As such, Cap has been placed in difficult situations due to his desire to uphold those concepts.
  • Public Identity: Cap revealed his identity as Steve Rogers publicly.
  • Reluctance to take a life: Cap is very reluctant to take a life, and has done so after much reluctance and only under extreme conditions when not in wartime.
  • Man  out of time: Cap is from an older generation, and is not as 'caught up' on things in the modern world. His ideology is far older than his appearance, and he is still occasionally put off by the 'modern' world.