Showing posts with label Ancient Heroes. Show all posts
Showing posts with label Ancient Heroes. Show all posts

Saturday, September 15, 2018

Andrea Thomas from 'The secrets of Isis'




(Published originally on CMF 2/9/2010)

Andrea Thomas


F: Ex (20)
A: Ex (20)
S: In (40)
E: In (40)
R: Gd (10)
I: Rm (30)
P: Am (50)

Health: 120
Karma: 90
Popularity: 20 as Isis
Resources: Typ (6)

Talents:
Isis possesses the following talents:
Instructor
Aerial Combat
Mystic Origin*
Martial Arts C (As seen in the original Mighty Isis comic from DC)
Archaeology
Biology
History

Powers:
The Power of Isis: Through use of an ancient medallion/talisman, Andrea Thomas can transform herself into the super-powered Isis, by saying the words 'Oh Mighty Isis'. Andrea is immediately transformed into her costumed identity, granting her the following powers:
  • Alter Ego: Thomas physically transforms, her stats while not Isis are: F: Pr (4) A: Typ (6) S: Typ (6) E: Gd (10)
  • Elemental Control: Isis can command the traditional elements with Am (50) ability, specifically allowing her to transform elements.
  • Weather Control: Isis can control the weather with Mn (75) ability, quelling hurricanes within seconds and creating blizzards in the middle of a California summer day.
  • Flight: Isis could fly up to Am (50) airspeed, born aloft by zephyr winds
  • Super Speed: Isis could move inhumanly fast, with In (40) hyper speed
  • Animal Communication: Isis could communicate with any animal with Rm (30) ability, and could usually convince them to heed her words.
  • Telepathy: Isis could read thoughts with Rm (30) ability, also able to read intentions and perceive the past.
  • Time Control: Isis could freeze or reverse time with In (40) ability and range.
  • Telekinesis: Isis had Am (50) telekinesis
  • Fire Control: Isis had Rm (30) fire control
  • Air Control: Isis had Rm (30) air control
  • Water Control: Isis had Rm (30) water control
  • Geoforce: Isis had Rm (30) Geoforce
  • Incarnation Awareness: Isis was (in the original Secrets of Isis comic) given the ability to perceive her previous incarnations. Isis's awareness was linked to her psyche, requiring a psyche feat to 'look through time'
  • Invulnerable: Isis is resistant to conventional damage, aging, disease, toxins, and corrosives, but can be harmed by mental, mystical, and emotional attacks. Isis's invulnerability should be rated about Am (50) as she is shown to resist powerful attacks from both villains (in the comics) and environmental situations (Such as ocean depths in the series).
  • Illusion Casting: Isis can create realistic illusions with Rm (30) ability


Contacts:
Rick Mason: Fellow teacher and potential love interest
Dr. Albus Barnes: Supervisor and associate
Cindy Lee: student and associate
Renee Carroll: Student and associate

Limitations:
  • Secret ID: No one knew Andrea Thomas was Isis
  • Alter Ego: When not Isis, Andrea was a normal woman suffering the same vulnerabilities as a normal person
  • Spoken Word: Isis seemed to always need to say incantations to activate her powers. These incantations would be tied directly to her powers.
Code vs. Killing: Isis would never kill

Tuesday, June 23, 2015

Bennu from the 1980's TV Series 'The Phoenix'






Bennu of the Golden Light


F: Ex (20)
A: Ex (20)
S: Typ (06)
E: Rm (30)
R: Ex (20)
I: Rm (30)
P: Rm (30)

Health: 76
Karma: 80
Resources: Pr (04) to Typ (06) depending
Popularity: 0/-2 (To Government Agencies)

Talents:

Bennu's talents included:
Knowledge: Ancient History
Knowledge: Eldebran Culture
Knowledge: Astrogation
Knowledge: Ancient Languages
Knowledge: Aliens
Resist: Domination*


Powers:
Omnipathic: Bennu is a true Omnipath, possessing several psionic abilities at once and able to further magnify his abilities through the use of his phoenix medallion. Bennu's normal omnipathic powers are at Rm (30), and include:
  • Telepathy
  • Total Memory - Of events personally experienced or implanted
  • linguistics: Bennu can speak any language he hears after one round, including reading/writing.
  • Astral Projection
  • Telekinesis
  • levitation
  • Clairvoyance
  • Precognition*
  • Post-cognition
  • ESP
  • Communicate w/ Animals
  • Mind Probe
  • Psionic Illusion-casting

The Phoenix Medallion
the circular medallion Bennu wears around his neck at all times acts as both an amplifier and tool. To anyone else, the medallion feels warm but is rather unremarkable (except being made of gold). To Bennu, the medallion amplifies his attributes and powers, drawing on sunlight as a power source. While wearing the medallion in sunlight, Bennu's Intuition gains a +1cs increase, his Psyche gains a +2cs increase, and his omnipathic powers gain a +1cs to rank and range. In addition, if Bennu is wounded, the amulet heals him 5 points per round until full, granting recovery. Bennu can simply rest in sunlight for ten minutes and be at full Endurance and Health. Bennu also has the ability to always know where the medallion is at a global range.



Contacts:
Bennu has no contacts, save his companion Mira and occasionally, the scientists who found him.


Limitations:
Bennu has the following Limitations:
  • Hunted: Bennu is hunted by a relentless government agent named Justin Preminger.
  • Pacifist: Bennu prefers to avoid conflict, seeking more peaceful resolutions if presented with a problem.
  • Environmental Dependence: Bennu requires sunlight to utilize his powers, heal, and sustain himself. For every ten rounds enclosed in darkness, Bennu's power ranks drop -1cs (nighttime does not count).
  • Enemies: Although not encountered during the actual series, Bennu has many enemies from his home world who are dedicated to destroying him, his mission, and humanity.
  • Sole purpose: Bennu's main goal is to find his missing companion Mira, and then to uncover his purpose on Earth.
  • Power Source: Bennu's medallion serves as his power source, and it can be taken away from him. If Bennu is separated from his medallion for more than 1 day, he begins to suffer accordingly. Bennu knows where his medallion is, and will make recovering it a priority.


Notes: None really, I saw the series again 'bout a decade ago and was asked if I'd feature Bennu when/if I ever got around to the 1980s.

Wednesday, April 20, 2011

X-O Manowar


X-O Manowar

 
 
 
 
 
Aric Dacia, kinsman to Alaric



F: Rm (30)
A: Ex (20)
S: Ex (20)
E: Rm (30)
R: Gd (10)
I: Ex (20)
P: Ex (20)
Health: 100
Karma: 50
Resources: Rm (30)
Popularity: 15/20* (See below)

Talents:
Aric has many talents as a barbarian raider and later talents granted to him by the ‘Good Skin’. While in possession of the X-O ManoWar armor, Aric could theoretically learn new skills from the suit. Aric has displayed the following:
Leadership*
Sharp Weapons
Horsemanship
Multi-Lingual: Latin, English
Knowledge: Visigoth Customs
Knowledge: Ancient World
Aerial Combat
Wrestling
Weapons: Ancient World
Hunting
Tracking
Stealth

Powers:
X-O ManoWar Armor
A pseudo-symbiotic armor, the X-O series is a powerful weapon developed and designed by spider-like aliens who sought to use it to conquer various planets. The suit is considered to have Un (100) material strength, although its exact strength is not truly known as it is one of a handful of X-O armors created. Bonded to Aric, the X-O ManoWar obeys his every command, making Aric one of the most powerful individuals in the Valiant universe. The armor possesses a vast arsenal of abilities, including but not limited to:
· Stat/Health Increase: inside the armor Aric’s FASE and health increase, granting him the following: F: In (40), A: In (40), S: Am (50), E: Mn (75) Health: 205
· Body Armor: Aric has Am (50) resistance to all physical damage, as well as temperature extremes and environmental rigors.
· Life Support: the X-O ManoWar armor grants Mn (75) life support to Aric, allowing him to survive days without rest, food, or a fresh oxygen supply. Aric survived deep space for weeks while inside the suit.
· Regeneration*: While wearing the suit, the wearer will heal damage at Ex (20), mending even the most serious of injuries in hours/days.
· Kinetic Weapons: The X-O ManoWar suit fires destructive energy weapons from either hand, capable of destroying starship hull plating among other things with Mn (75) ability.
· Sensory Enhancements: The X-O ManoWar armor grants the wearer a full sensory package, capable of all forms of energy detection (save psionic and magic), as well as RADAR, LDAR, SONAR, and other normal means.
· Communicate w/ Cybernetics: The X-O ManoWar suit can interface with machines with Ex (20) ability.
· Total Memory: The X-O suit maintains complete records of its use and information, possibly with limitless memory.
· Teaching: The X-O suit can ‘speed teach’ its wearer, allowing the wearer to learn quickly new languages, customs, events, and other skills. Complex skills require karma expenditure, but the X-O suit can teach any language it encounters with a simple Reason FEAT, standard skills with a Yellow Reason FEAT, or pass basic information with a standard Psyche FEAT. The user can be overloaded by the information, which requires a Psyche FEAT to prevent brain overload. Wearers who are overloaded are unconscious from 1 – 72 hours.
· Energy Shell: the X-O ManoWar suit can generate an energy shell similar to the ‘Energy Sheath’ power, often using it to reflect/absorb incoming energy attacks with Un (100 ) ability. The energy is stored within the suit and redirected into the weaponry.
· True Flight: The X-O ManoWar suit allows the user to fly with Mn (75) ability within atmosphere, and far faster in space.
· Limited Shape Shifting: the X-O ManoWar suit reforms to the will and desire of the person wearing it, conforming to their build and personality. The suit will generate natural weaponry (such as cestuseStrength: or generate new matrices depending on the wearer with Rm (30) intensity. In addition, the suit will turn into a small golden sphere when not in use, flowing over the wearer when commanded to do so (granting a 1 round costume changEndurance: .
· The X-O ManoWar suit is aware and has its own RIP score. As such, the suit can resist mental attacks on its own, as well as maintain its own ‘persona’, although it remains silent to anyone who is not wearing the suit. The suit’s RIP are: R: Am (50) I: In (40) P: Am (50).
· Anti-Tampering: The suit does not like to be tampered with, and will not respond to anyone but the wearer of the control ring. The suit.
· Machine creation: The suit has ‘split’ parts of itself off in the past to create complex items such as a cybernetic hand for one of Aric’s closest allies. As such, the material strength is identical to the X-O armor, and the armor can control said machines even if detached.

Contacts:
Aric has many contacts through his corporation, although many perished at the hands of the Spider Aliens.

Limitations:
Command Ring: The X-O suit is controlled through a telepathic ‘Command Ring’, which must be worn to activate the suit. Whoever has the ring can use the X-O armor.
Man out of time: Despite his adjustment to the modern era, Aric is still a Visigoth in attitude and occasional appearance. As such, Aric reacts like a time-displaced barbarian would when dealing with deception. Aric always keeps his word, and will seek a bloody revenge when wronged or when his friends and/or kinsmen are harmed.
Enemy: Spider Aliens: The creators of the X-O armors, Aric has vowed to destroy them all for their actions against him.

Note: The X-O armor is widely known among space faring races, and many individuals have sought it over the years as it is a powerful weapon. The popularity of the suit is reflected in the adjusted popularity score.

Monday, March 28, 2011

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.

Tuesday, October 27, 2009

Xena, Warrior Princess

Xena, Warrior Princess



Xena

F: In (40)
A: In (40)
S: Gd (10)
E: In (40)
R: Ty (6)
I: Rm (30)
P: Rm (30)
Health: 130
Karma: 66
Popularity: 15/-15 (Due in part to her prior actions as a warlord)
Resources: Typ (6)

Talents:
From the Series, Xena’s talents are too numerous and extensive to properly
list, so here is a quick overview:
Weapons Mistress*
Weapon Specialist* (Chakram)
Oriental Weapons*
Occult Lore*
Ancient Medicine*
Martial Arts A, B, C, D, E,
Acrobatics
Tumbling
Multi-Lingual: Latin, Hellenic, Chinese, Japanese, Arabic, Egyptian, and Minoan
Leadership*
Horseback
Knowledge: Other Cultures
Seafaring
Astrology
Resist: Domination
Escape Artist*
Crime

Poweres:
Xena possesses several “Pseudo-Powers”. Outside of her normal skills, which are quite impressive.
- Hyper Leaping: Pr (4)
- Martial Supremacy: D: Rm (30):
- Martial Supremacy: A: Rm (30)
- Iron Will: IN (40): She’s had her back broken, both legs, and put to death twice......You tell me she doesn’t have Iron Will
- Recovery: Ex (20)
- Incarnation Awareness: UN (100): Xena seems to have the uncanny ability to remember her life as Xena, despite what time she resides in.

Equipment:
Body Armor: Xena’s leather “Armor” provides Gd (10) Protection against Physical, Typ (6) vs. Energy, and it makes her look good.
Sword: Xena’s Sword is made of Rm (30) Material, and can cause Ex (20) Slashing damage
Chakram: Xena’s signature weapon, the Chakram is made of Un (100) Mat, can be thrown for Rm (30) damage, and be utilized intrick shots up to three areas away. The Chakram can be thrown to return to Xena’s hand, and outside of Callisto, Xena seems to be the only person to have mastered it. The Chakram is unique and has been stated within the canon of the series as being made of a mysterious metal, and took great effort to reforge.
Whip: Though Gabrielle traded the original whip away for a frying pan (I am not kidding), Xena probably replaced the whip. The whip is made of Gd (10) mat, and can strike for Pr (4) damage. On a Green Agility FEAT, Xena can entangle or trip opponents.

Contacts:
Xena knows so many people, I thought I would take a moment to
just go over the big ones:
Gabrielle
Joxer
Eve: Warrior and Daughter:
Autoclys: King of Thieves
Argo (I+II): Loyal Horses

Limitations:
Bloodthirsty Past: Xena's past continues to plague her attempts to redeem herself, as she was responsible for great evil. People are initially very distrustful of her, with good reason.
Enemies: Too numerous to mention, they include the gods, the dead, devils, demons, former lovers, and former associates. Xena's enemies rarely give her a moment's peace.

Wednesday, October 7, 2009

Hawkman, the Aerial Avenger

Hawkman







Prince Khufu, Carter Hall, Katar Hol, Nighthawk, the Shining Knight, and various other incarnations throughout time.




F Am 50
A Rm 30
S Ex/Rm 20/30
E Rm/In 30/40
R Ex 20
I In 40
P In 40
Health: 130/150
Karma: 100
Resources: Rm (30)
Popularity: 30

Powers:
Incarnation Awareness: Hawkman and Hawkgirl are old souls, who are reincarnated from ancient Egypt. Should they die, they will be born again, to wage war against evil. Hawkman has full knowledge of his previous lives, able to utilize and maintain the skills from each life.

Nth Metal:
Hawkman utilizes a remarkable material called “Nth Metal”, which has been linked to his incarnation awareness, increased strength and stamina, and has been fashioned into a variety of weapons and objects, including:
- Nth Wings: Hawkman flies due to a pair of wings fashioned from Nth Metal. The wings allow him to fly at Mn (75) airspeed for short periods. In addition, the Nth material seems to shield Hawkman from most temperatures/enviromental issues with flight.
-Regeneration*: Hawkman seems to heal from damage at an extraordinary rate, and is resistant to disease and the like with Rm (30) ability. As the Atom once said, "Hawkman laughs at anything less than 3rd degree burns"
- Recovery: Hawkman possesses Rm (30) recovery, allowing him to recovery endurance ranks at a far greater rate. Hawkman has recovered from nearly having his arm severed in hours, while at the same time shaking off deadly neurotoxins during his capture at the hands of Roulette.
- Resist: Temperatures: Hawkman resists environmental temperatures with Ex (20) ability, allowing him to ignore most normal climates.

Mace: Hawkman utilizes a mace of unknown material, which is his trademark.
Hawkman can hit for 30 points Blunt Damage, and can throw the mace up to two areas away.

Iron Will: Hawkman possesses great mental fortitude, and is considered to have Rm (30) Iron Will.

Weapons: Hawkman usually carries a variety of archaic weapons with him, ranging from primitive to Thangarian pistols. Hawkman can as an action produce a standard weapon as per PHB.

Talents:
Hawkman’s talents are extraordinary from so many lives lived, but here are a quick overview:

Mystic Origin*
Repair Tinker
Fighting: All
Weapons: All
Marksman*
Trivia: Ancient Egypt
Archaeology
Weapons Specialist: Mace
Anthropology, Detective/Espinoge
Trivia: Ancient Cultures
Trivia: Historical presence
Trivia: Heroes and Villains
Leadership*
Military*, Pilot
Alien Tech: Thangarian
Engineering,
Physics, Trivia: Ancient Powers
Trivia: DCU secrets
Trivia: Artist
Trivia: Weapons
Blacksmith
Weapons Maker

Contacts:
Hawkwoman
JSA
JLA
St Roche Police
All Star Squadron
Thanagarian Police
Adam Strange

Limitations:
Incarnation Awareness: Hawkman's memories and background have been used against him in the past, causing internal turmoil as the muddied waters of his previous lives have often left him unaware of the truth of his nature.

Enemies: Hawkman's past lives and current heroic identity have made many enemies.