SWADE SupersGame

From RPGnet
Revision as of 12:57, 25 October 2021 by KarlGreen646 (talk | contribs) (JERICHO)
Jump to: navigation, search

This wiki is to test out some character ideas and buildings using the new Savage Worlds Adventure Edition - Super Power Companion. SWAE.SuperTeam.jpg

Character Creation

This game is going to use the Super Powered Companion (SPC) for the Savage Worlds Adventure Edition (SW). All notes will refect these rules.


For the first game I am going a bit Gritty Hour Color supers.
Power Level: 3 (45 base, no more then 10 points in any one power)
SETTING RULES: Born a Hero (SW), Comic Book Combat (SPC), Conviction (SW), Creative Combat (SW), Death & Defeat (SPC), Fanatics (SPC), Gritty Damage (SW), High Adventure (SW), Larger than Life (SW), Mega Destruction (SPC), More Skill Points (SW), Never Surrender (SPC), No Finishing Moves (SPC), Throwdown (SPC), Villainous Conviction (SPC), Wound Cap (SW)


CHARACTER CREATION

Traits: gain 5 attribute traits points and 15 skill trait points, including the free skill levels.
The Super Attribute and Super Skills Powers allows attributes and skills to exceed a race's normal limits. If the increase are permanent, it counts for Advancement.
The Focus (X) Skill is used to control many powers listed in the SPC. Normally this tied to Spirits for the hero can choice any Attribute Trait to use this skill. Once chosen it cannot be changed.
Adaptable: As a human, at character creation start with a bonus Edge that you qualify for for free. If the GM allows you to play a non-Human (alien or otherwise) work with him to create the race (such as listed in SW).
Super Powered: Gain this Edge for Free. This grants you 45 points for super powers, no more then 10 in any one power set.
Update for The Best There Is Edge allows you to invest up to 15 points in any one power set instaed of only 10, but only for one power set (others are restricted to 10 points).
Hindrances: start with one Major and two Minor Hindrances. The Larger then Life setting rule allows the hero to take one additional Major Hindrance. Spend these points per the rules in SW.

Some Builds

The following are just some examples to test out the system and how they will look...

Hero Name
Hero Theme/Archetype, Male/Female, Age
Attributes: Agility d, Smarts d, Spirits d, Strength d, Vigor d
Pace, Parry, Toughness
Skills: Athletics d4, Common Knowledge d4, Notice d4, Persuasion d4, Stealth d4
Edges:
Hindrances:
Super Powers (origin)

X [points]

ADAM GREY

SWADE.SPC.AdamGrey.jpg

Undead Brick/Weaponist/Detective, Male, Age 100?
Attributes: Agility d6, Smarts d6, Spirits d6, Strength d12+1, Vigor d12
Pace 6, Parry 6, Toughness 13
Skills: Academics d6, Athletics d6, Common Knowledge d10, Fighting d8, Intimidate d6+2, Languages (English d8, French d6, Japanese d6, Russian d6), Notice d6, Occultism d6, Persuasion d4, Research d6, Shooting d6, Stealth d4
Edges: Iron Jaw, Linguist, Menacing, Nerves of Steel (with undead, ignores 2 wound penalty), Super Powers
Hindrances: Distinctive Appearance (Minor), Driven (Minor), Outsider (Major), Ugly (Minor)
Super Powers (Undead, long life?)

Ageless (Undead) [1 point]
Deadeye: gains +1d6 damage with all mundane guns, bows, etc. (Training) [2 points]
Doesn't Sleep: Tireless. Requires no sleep at all (Undead) [2 points]
Environmental Resistance (Lightning): minus 4 from lightning trapping damage and +4 to resistance checks that involve lightning/electricity (Undead?) [1 point]
Fearless (Undead) [2 points]
Growth: +1 step to Strength die and Size +1. Permenant (Undead) [2 points]
Gifted: character gains a free reroll each round for Smarts tests and all Smarts based skills (Long life) [2 points]
Hardy: if Shaken a second shake does not deal you a Wound (Undead) [2 points]
Heightened Senses: Low Light Vision (ignores Dim and Dark illumination penalties) (Undead) [1 point]
Melee Attack: Str+d6 (Undead Strength) [2 points]
Super Attributes: Strength +3, Vigor +3 (Undead Strength) [12 points]
Super Skills: Academics +1, Common Knowledge +2, Fighting +1 (Long life) [3 points]
Toughness: +2 (Undead) [2 points]
Undead: gain +2 to Toughness, add +2 to recover from being Shaken, don’t breathe or eat, are immune to disease and poison, and don’t suffer additional damage from Called Shots. Undead Wild Cards ignore one point of Wound penalties and don’t Bleed Out. Undead don’t benefit from the Healing skill or natural Healing. Spark of Life (can benefit from the Healing power) [10 points]

Gear: Sword (Str+d8+d6), Musket Pistol (Range, Damage 3d6+1, AP 0, ROF 1, relaod 2 rounds)


Adam is unsure who created him but has somewhat taken on the mantle of the 'Frankenstein Monster' over the years. His first real memories where him fighting in WWI and have travel a lot over the years.
He uses a old sword and a musket pistol dispite his familairity with modern weapons and tech. He just likes them for whatever reason.

ANGEL KNIGHT

SWADE,AngelNight.jpg

Costumed Crimefighter, Female, Age 29
Attributes: Agility d10, Smarts d6, Spirits d10, Strength d6, Vigor d8
Pace 6, Parry 9, Toughness 12 (4)
Skills: Athletics d10, Common Knowledge d6 (+2), Fighting d12 (+2), Focus d8, Intimidate d8, Notice d6, Persuasion d8, Stealth d12
Edges: Ambidexterity, Block, Bravery, Martial Arts & Martial Master (Str+2d6), Streetwise, Super Powers, Two Fisted
Hindrances: Death Wish (Minor), Drive (fighting for Justice) (Major), Ruthless (Minor), Secret Indentity (Major)
Super Powers (Training/Gadgets)

Armor: Armor +4 and Toughness +2 (Device/Costume -1/-1) [2 points]
Awareness: Ignores up to 3 penalties impossed by target from range, cover, called shots, etc. (Device/Goggles -1) [2 points]
Dodge: others suffer -4 to hit you with ranged attacks (Training) [4 points]
Fearless (Training) [2 points]
Heightened Senses: Hearing (+2 to Notice checks with hearing), Infravision (can see heat sources. He halves darkness penalties against targets with heat ignatures (or lack thereof in normal environments) (Device/IR Goggles and Ear amp -1) [1 point]
Melee Attack: Str+d6 (Matial Arts Training) [2 points]
Stun: Successful Focus require target to make a Vigor -2 (-4 with a raise) or be Stunned. Requires Touch, Stonger (Device/Zapper Gun -2) [1 points]
Super Attributes: Agility +2, Spirits +2, Vigor +1 (Training) [10 points]
Super Edges: Martial Artist, Martial Warrior (Training) [4 points]
Super Skills: Athletics +1, Fighting +3, Initimadate +1, Persuasion +1, Stealth +1 (Training) [10 points]
Swinging: Range 48", Pace 12. Range (Device/Swing Line gun -2) [2 point]
Uncanny Reflexes: Ignores the usual –2 Agility penalty when making Evasion attempts (see SW), and gets a regular Evasion attempt against area attacks that don't usually allow it (at the usual –2 penalty) (Training) [3 points]
Vehicle: Motorcycle. Armored (Size 1, Handling 0, Top Speed 80 MPH, Toughness 11 (4), Crew 1) [2 points]


Charlotte Brown's father was a police office killed in the line of duty when she was 9. She has dedicated her life to getting justice for her father and other victims of violent crime. Petty crimes don't interest her. Her drive made her train for years to giving the good fight.

ARCUS

SWADE.SPC.Arcus.jpg

Heroic Archer/Detective. Human Male, Age 30
Attributes: Agility d12, Smarts d8, Spirits d8, Strength d8, Vigor d8
Pace 6, Parry 6, Toughness 12 (4)
Skills: Athletics d8 (+1), Common Knowledge d8, Fighting d8, Notice d8 (+2), Persuasion d6, Research d10+2, Shooting d12+1, Stealth d8 (+1), Thievery d8+1
Edges: Investigator, Marksman, Super Powers, Thief
Hindrances: Heroic (Major), Loyal (Minor), Secret Indentity (Major), Suspicious (Minor)
Super Powers (Training, Super-Bow and Mutant)

Additional Action: Ignores one Multi-Action penalty a round (normally -2) (Training) [3 points]
Armor: +4 with Toughness +2 (Device/Armored Costume -1/-1) [2 points]
Awareness: Ignores up to 2 penalties impossed by target from range, cover, called shots, etc. (Mutant) [2 points]
Deadeye: gains +1d10 damage with all mundane guns, bows, etc. Deadly (Training) [3 points]
Dodge: -3 to be hit by ranged Attacks (shooting, athletics/throwing etc.) (Training) [3 points]
Entangle: Range 24. Successful shooting target must resist with Athletics -2 (-4 with raise) or be Entangled. With a Raise target is Bound. Alterateive Test (shooting), Contingent on Shooting (bow and arrows), Range, Strong. (Device/Bow with Blunt tanglearrows -2) [3 points]
*(switchable) Stun: Range 24". Successful shooting target must make a Vigor check (-2 with a raise) or be Stunned. Alterative Trait (shooting), Range. (Flash-Bag arrow) [1 point]
*(switchable) Swinging: Range 48", Pace 12. Range, Strong (holds 1,500lbs) (Swing Line arrow) [1 point]
Heightened Senses: Eagle Eyes (can see twice as far and reduces range penalties by 1), Infravision (can see heat sources. He halves darkness penalties against targets with heat ignatures (or lack thereof in normal environments), Low-Light (ignores Dim and Dark illumination penalties; with IR only penalty for Pitch Black and Invisibility), Microscopic Vison (can see down to the molecular level. This adds a +1 bonus to any roll where that might prove useful, such as a Healing roll to treat a disease, Science to analyze the composition of a substance, or Survival to track tell-tale particles through otherwise untrackable terrain), X-Ray Vision (can see through any substance x-rays can penetrate (they're usually blocked by thick metal or particularly dense materials). He can ignore up to 2 points of Cover penalties if he can see through the intervening obstacle) *Mutnat) [5 points]
Super Attributes: Agility +3, Spirits +1, Vigor +1 (Mutant & Training) [10 points]
Super Edges: Marksmen (Training) [2 points]
Super Skills: Athletics +1, Fighting +1, Research +3, Shooting +4, Stealth +1 (Training) [10 points]

Gear: Compound Bow (Range 12/24/48, Damage Str+d6+d10, AP 1)


Joseph (Joe) Chambell was born and grew up in rural Montana. His father instilled in him a love of the outdoors and archery. After High School he joined the Army and served multiple tours overseas. On his last tour he was severly wounded and returning home went though a long three year rehab and rehabilitation process. He incorperated archery into his routine and found that he was even better then he remember... and his sight had become unnatually accurate. Metting up with a techwiz as his new job as a government Security concultant, together they created his advanced tech suit and bow and specialized arrows. For you see during his rehab he started noticing a lot of injustice in the city and it really started to tick him off. He became a supers to help others.

BUG

SWADE.SPC.Bug.jpg

Insect Toteom, Male, Age 24
Attributes: Agility d8, Smarts d6, Spirits d6, Strength d12, Vigor d8
Pace 6 (flight 24), Parry 9, Toughness 12 (2)
Skills: Academics d6, Athletics d10, Common Knowledge d4, Electonics d4, Fighting d10, Focus d8, Hacking d4, Notice d6, Persuasion d6, Repair d4, Science d4, Stealth d10, Survival d4, Taunt d6
Edges: Danger Sense, Dodge, Frenzy (Improved), Super Powers
Hindrances: Distintive Appearance (Minor), Idealistic (Minor), Impulsive (Major), Overconfidence (Major)
Super Powers (Mutant)

Armor: +2 (Mutant body) [1 point]
Flight: Pace 24", Attack Penalty -1 for full speed (Mutant bug wings) [6 points]
Heightened Senses: Infravision (can see heat sources. He halves darkness penalties against targets with heat signatures (or lack thereof in normal environments) (Mutant bug eyes) [1 point]
Melee Attack, Claws: Damage Str+d6 (Mutant) [2 points]
Parry: +2 (Mutant) [2 points]
Poison (Spit): Range 6", Focus test vs. Vigor -2 (-4 with a Raise) (Mutant spit) [4 points]
Super Attributes: Agility +1, Strength +3, Vigor+1 (Mutant) [10 points]
Super Skills: Athletics +2, Fighting +3, Focus +2, Notice +1, Stealth +2 (Mutant) [10 points]
Toughness: +3 (Mutant body) [3 points]
Uncanny Reflexes: Ignores the usual –2 Agility penalty when making Evasion attempts (see SW), and gets a regular Evasion attempt against area attacks that don't usually allow it (at the usual –2 penalty) (Mutant) [3 points]
Wall Walker: Can move Pace on walls. Also Strong Grip (If they choose to stick their ground, they halve the distance of any Knockback dealt them) [2 points]


Micheal Madsion was born to a fairly typical average household in the suburbs. He childhood and teenage years where nothing special but Micheal was always a bit of a joker of the class.

CHESHIRE CAT

Super! ChesireCat.jpg

Teleporter/Trickster, Female, Age 18
Attributes: Agility d10, Smarts d6, Spirits d8, Strength d6, Vigor d10
Pace 6, Parry 8 (9), Toughness 7
Skills: Athletics d8, Common Knowledge d6, Fighting d12, Focus d10, Notice d6 (+2), Persuasion d6, Stealth d8, Taunt d8, Thievery d4
Edges: Acrobatic, Dodge, Free Runner, Humiliate, Retort, Super Powers, The Best Their Is (Teleport)
Hindrances: All Thumbs (Minor), Curious (Major), Quirk (Reckless) (Minor), Secret Indentity (Major)
Super Powers (Experiment)

Additional Action: Ignores one Multi-Action penalty a round (normally -2) (Empowered/Training) [3 points]
Dodge: -2 to be hit by ranged Attacks (shooting, athletics/throwing etc.) (Experiment/Training) [2 points]
Heightened Senses: Hearing (+2 to Notice with hearing), Infravision (can see heat sources. He halves darkness penalties against targets with heat ignatures (or lack thereof in normal environments), Low-Light (ignores Dim and Dark illumination penalties; with IR only penalty for Pitch Black and Invisibility) (Experiment) [3 points]
Melee Attack: Str+d6 (Experiment) [2 points]
Super Attributes: Agility +2, Vigor +2 (Experiment) [8 points]
Super Edges: Acrobatics, Dodge, Free Runner (Experiment/Training) [6 points]
Super Skills: Athletics +1, Fighting +2, Focus +2, Taunt +1 (Experiment/Training) [6 points]
Teleport: base 48". Portal, Range +2, Rapid Teleport, Teleport Others, Traverse (Experiment) [15 points]

Gear: Staff (Str+d4+d6, Parry +1, two handed)


Mandy Zmijewski was born to Polish immagrants. She became every active in the local "parkour" scene in her earlier teens. She was badly injured when hit by a car that then speed away. In the hospital while in a coma her parnets where approached by a 'doctor' whom offered a new untested treatment that should not only wake Mandy out of her coma but repair her spinnal injuries. Desperate the agree and the expierment work! But of course the main reason the doctor subjected Mandy to the expierment was to test out his formula that grant super powers in some individuals (while killing most of the rest)

IRON GHOST

SWADE.IronGhost.jpg

Mystical Martial Art/Ghost?, Male, Age 33
Attributes: Agility d12, Smarts d8, Spirits d8, Strength d8, Vigor d8
Pace 6 (Fly 6), Parry 10, Toughness 6
Skills: Athletics d12, Common Knowledge d6, Fighting d12, Focus d6, Intimidate d6, Notice d8, Occult d6, Persuasion d4, Stealth d12+1 (+5), Thievery d4
Edges: Couter Attack, First Strike, Martial Arts & Master (Str+d6/2d6), Super Powered
Hindrances: Code of Honor (Major), Enemy (Minor), Grim (Minor), Secret Indentity (Major)
Super Powers (Part Ghost/Martial Artist)

Dodge: Others suffer a -4 to ranged attack rolls against you (Training/Ghost form) [4 points]
Flight: Pace 6 (Ghost form). Limited - only when using Intangibility (-1) [1 point]
Intangibility: makes a character unable to affect or be affected by physical attacks, like a phantom or spirit. Energy Power Types affect intangible characters normally (Ghost Form) [5 points]
Invisibility: Others suffer a -4 to see you and to affect you with sight based attacks. +4 to Stealth when not moving (Ghost Form) [8 points]
Melee Attack: Str+d6 (Training) [2 points]
Parry: +2 (Training) [4 points]
Super Attributes: Agility +3, Strength +1, Vigor +1 (Ghost) [10 points]
Super Edges: Martial Arts, Martial Master (Training/Ghost) [4 points]
Super Skills: Athletics +2, Fightig +2, Stealth +3 (Training/Ghost) [7 points]


Hanry Davis was born in the local China town and got involved in the martial art scene at a young age.

JERICHO

SWADE.SPC.Jericho.jpg

Matter Controller/Leader, Male, Age 29
Attributes: Agility d6, Smarts d10, Spirits d6, Strength d6, Vigor d8
Pace 6 (Flight 24), Parry 4, Toughness 6
Skills: Academics d6, Athletics d4, Battle d8, Common Knowledge d6, Fighting d4, Focus d10, Notice d6, Persuasion d8, Research d4, Shooting d6, Stealth d4
Edges: Charismatic, Command, Natural Leader, Super Powers, Tactician, The Best There Is (Matter Conctrol)
Hindrances: Idealistic (Minor), Loyal (Minor), Overconfidence (Major), Secret Indentity (Major)
Super Powers (Mutant)

Flight: Pace 24 (Mutant) [6 points]
Force Field: Reduces all damage types by 8 points. Requires Activation (Mutant) [7 points]
Matter Control: Range 24", Large Burst Template. Control of Earth, Metal, Water. Additional Power Types (2), Area Effect, Cone options, Damage (3d6), Range, Tough (base 14) (Mutant) [15 points]
Ranged Attack: Range 24/48/96, Damage 4d6. Range (Earth, Metal, Fire or Water bolt) [9 points]
Super Attribute: Smarts +2, Vigor +1 (Mutant) [6 points]
Super Skills: Focus +2 (Mutant) [2 points]


Louie Ficalora grew up in an upper class family and enjoyed a easy childhood and teenage years. That all changed when his mutant powers awaken. His parents were horrified but tried to shield Louie from the various groups (including the government)

JYNN

SWADE.SPC.Jyn.jpg

Psychic Mentalist/Propobility Master, Male, Age 26
Attributes: Agility d6, Smarts d10, Spirits d8, Strength d6, Vigor d6
Pace 6 (fly 6), Parry 6, Toughness 13 (4)
Skills: Academics d4, Athletics d4, Common Knowledge d6, Fighting d8 (+1), Focus d12, Notice d6, Persuasion d8 (+1), Preformance d4 (+1), Science d6, Stealth d6, Taunt d6
Edges: Attractive, Dodge, Luck, Martial Arts (Str+d4), Super Powers
Hindrances: Code of Honor (Major), Secret Indentity (Major), Stubborn (Minor), Vengful (Minor)
Super Powers (Empowered?/Experiment)

Armored Suit: Armor +4 and Toughness +4 (Device/Armored Suit -1/-1) [4 points]
Flight: Pace 6 (Empowered?/Experiment) [2 points]
Jinx: anyone who failed on a test against you is Vulnerable until the end of their next turn (Empowered?/Experiment) [4 points]
Manufaction: Within 12" of a Medium Burst Template, can make a Focus check to cause technology to stop worker. Area Effect (Empowered?/Experiment) [5 points]
Mind Control: within 12" (24 yards) by making a Focus roll. If successful, the target must make a Smarts roll to resist (at –2 with a raise on the Focus roll) or she's controlled for as long as the attacker cares to maintain the power, or she breaks free. (Empowered?/Experiment) [5 points]
Mind Reading: The character to read another’s surface thoughts and perhaps even peer into her past memories. To read someone's mind, the super chooses a target within 6" (12 yards) and makes a Focus roll. If he's successful, the target makes a Smarts roll -2 to resist (at –4 with a raise on the Focus roll). Stronger (Empowered?/Experiment) [5 points]
Mind Shield: The hero's mind is particularly difficult to tamper with for some reason. Mind reading and mind control attempts against her are made at –2. Further, if the hero successfully resists an attempt to read or control her mind, the enemy psychic suffers Fatigue. With a raise on the resistance roll, the foe is Stunned as well (Empowered?/Experiment) [1 point]
Super Attribute: Smarts +2, Sprits +1 (Empowered?/Experiment) [6 points]
Super-Skills: Fighting +1, Focus +3 (Empowered?/Experiment) [4 points]
Telepathy: can mentally communicate with another sentient mind of choice. Range (1 miles), Mind Rider (The telepath can see, hear, taste, touch, and feel through the senses of any willing mind in Range. Once the power is activated the telepath is Distracted until he terminates Mind Rider. "Riding" an unwilling target is an opposed roll of the telepath's Focus vs the target's Smarts. If successful, the telepath can ride the target for one hour. With a raise, the target is unaware of the intrusion) and Switchboard (The telepath can link all friendly, intelligent minds in Range. Everything the individuals consciously "say" is communicated to the entire group) (Empowered?/Experiment) [9 points]


Samual Rodriguez

LADY PNEUMA

SWADE.LadyPneuma.jpg

Mutant Psychokinesis, Female, Age 30
Attributes: Agility d6, Smarts d8, Spirits d10, Strength d6, Vigor d6
Pace 6 (Fly 6), Parry 4, Toughness 7
Skills: Athletics d4, Common Knowledge d8, Fighting d4, Focus d10, Healing d6, Notice d6, Persuasion d8 (+1), Preformance d6 (+1), Research d4, Shooting d8, Stealth d6
Edges: Attractive, Charisma, Super Powers, The Best There Is (Telekinesis)
Hindrances: Curious (Major), Distinctive Feature (Minor), Heroic (Major), Idealist (Minor)
Super Powers (Mutant Psychokinesis)

Additional Actions: Ignores two Multi-Action penalty a round (normally -4) . Limited, only to TK actions (-1) (Psychokinesis) [5 points]
Flight: Pace 6 (Psychokinesis) [2 points]
Force Field: Reduces all damage types by 8 points. Requires Activation (Psychokinesis) [7 points]
Ranged Combat: Ranged 12/24/48, Damage 3d6 (Psychokinesis Punch) [6 points]
Super-Attributes: Spirits +2 (Mutant) [4 points]
Super-Skills: Focus +2, Shooting +2 (Mutant) [4 points]
Telekinesis: Ranged 24" (48 yds), Strength d12+1. Fine Control, Stronger (Psychokinesis) [15 points]
Toughness: +2 (Mutant) [2 points]


Jeanette Foster was an EMT and part-time singer for a small indi band when she was in a terrible car accident that activated her mutant powers of Psychokinesis. It also changed her eyes to a pure milky white althought this has no effect on her eyesight. She started dying her hair green and now works as a hero without much of a civi idea (as it is hard to maintain a secret ID with her eyes, so why bother wearing a mask)

LYCAONA

Super! RipperWolf.jpg

Wolf Toteom, Female, Age 22
Attributes: Agility d6, Smarts d6, Spirits d6, Strength d12, Vigor d10
Pace 12, Parry 7, Toughness 11
Skills: Athletics d6 (+2), Common Knowledge d6, Fighting d10, Focus d8, Intimidate d6, Notice d10 (+2), Persuasion d6, Science d4, Stealth d10, Survival d10+2 (+4)
Edges: Brawler & Bruiser (Str+d6*), Berserker, Free Runner, Super Powers
Hindrances: Bloodthristy (Major), Distintive Appearance (wolf features when using powers) (Minor), Impulsive (Major), Loyal (Minor)
Super Powers (Cursed? Empowered)

Additional Action: Ignores one Multi-Action penalty a round (normally -2) (Cursed) [3 points]
Heightened Senses: Hearing (+2 to Notice with hearing), Infravision (can see heat sources. He halves darkness penalties against targets with heat ignatures (or lack thereof in normal environments), Low-Light (ignores Dim and Dark illumination penalties; with IR only penalty for Pitch Black and Invisibility), Smell (+2 to Survival for tracking) (Cursed) [4 points]
Melee Attack: Claws (Str+2d6*, +2 to athletics/climbing), lethal (Cursed) [3 points]
Leaping: Distance Vertial 4" (8 yds), Horizonal 8" (16 yds) (Cursed) [2 points]
Regeneration: can make a Focus check every hour to heal Wounds (Cursed) [5 points]
Skill Bonus: Survival +2 (Cursed) [2 points]
Speed: Pace x2 (Cursed) [2 points]
Super Attributes: Strength +3, Vigor +2 (Cursed) [10 points]
Super Skills: Fighting +2, Focus +2, Notice +2, Stealth +2, Survival +2 (Cursed) [10 points]
Toughness: +2 (Cursed) [2 points]


Sarah Walker is a college student who hooked up with the wrong guy one night after a night of dancing. He seemed like a good guy but he bite her, drawing blood, and acted like he was going to actually eat her! Luckily she got away. Unluckily she later discoverd some strange changes within in. She did not exactly turn into a werewolf but she seem to gain alott of the abilities attributed to them!
It seems cool to be able to run all night and let the beast loose... but it tends to make her want to beat up anyone that every challenges her in anyway and kill anyone she gets in a fight with.

PAGAN

SWADE.SPC.Pagan.jpg

Magically Enhanced Spellcaster, Male, Age 31
Attributes: Agility d6, Smarts d10, Spirits d10, Strength d4, Vigor d10
Pace 6, Parry 5, Toughness 7
Skills: Athletics d4, Common Knowledge d8, Fighting d6, Focus d10, Healing d6+2, Notice d6, Occult d10+2, Persuasion d6, Research d8, Shooting d6, Stealth d6
Edges: Healer, Lucky, Scholar (Occult), Super Powers
Hindrances: Curious (Major), Driven (learning magic) (Minor), Mild Mannered (Minor), Secret Indentity (Major)
Super Powers (Magically Empowered/Arcane Training)

Force Field: Subtracts 5 points of damage from all attacks. Requires activation (Hex Shield) [4 points]
Healing: with a Focus +2 check can cure self or ally within 6" (12 yard) a Wound (two wounds with a raise). Cure, Restroaction, Resurrection (Healing Magic) [9 points]
Illusion: The creator can conjure an illusion with a Focus check, up to 12” (24 yards) distant, filling a sphere the size of a Medium Blast Template with whatever image he desires. As long as the caster pays attention, the images react to the world around them just as if they were real—staggering back from attacks, taking "damage," and so on. The image can be moved up to 12" each turn as a limited free action. After Effects, Districting, Film Quality, Obscurement (Magical Illusions) [9 points]
Ranged Attack: Range 12/24/48, Damage 3d6 (Mystic Bolt) [6 points]
Super Attributes: Smarts +2, Spirits +2 (Magical Training) [8 points]
Super Skills: Focus +2, Healing +1, Occult +2 (Magical Training) [5 points]
Super Sorcery: power stunt lasts longer, and power up to 10 points. (Magical Training) [4 points]


Patrick O'brian became obssesed with the stories his grandmother told of fairy and magic as if it were real!

THUNDERSTRIKE

SWADE.SPC.Thinderstrike.jpg

Brick/Engery Projector (lightning), Female, Age 19
Attributes: Agility d6, Smarts d6, Spirits d8, Strength d12+3, Vigor d8
Pace 6, Parry 7, Toughness 14
Skills: Academics d6, Athletics d10, Common Knowledge d6, Fighting d10, Intimidate d6, Language (Chinese d4), Notice d6, Persuasion d6, Research d4, Reair d4, Shooting d8, Stealth d6
Edges: First Strike, Frenzy, Iron Jaw, Super Powers, Sweep
Hindrances: Grim (Minor), Heroic (Major), Loyal (Minor), Secret Indentity (Major)
Super Powers (Empowered by Thunder god/spirit??)

Leaping: Vertial distance 8" (16 yards), Horizonal distance 16" (32 yards). Death from Above (as long as she's not restricted from leaping, the character's Wild Attacks cause +4 damage instead of +2) (Empowered Strength) [4 points]
Melee Attack: Damage Str+d6, AP 2 (Empowered Lighting Fist/Strike) [3 points]
Ranged Attack: Ranged 12/24/48, Damage 4d6 (lighting), can fire as Cone or individual bolt (Empowered lighting bolts) [10 points]
Super Attributes: Strength +5, Vigor +1 (Empowered) [12 points]
Super Edge: Iron Jaw (Empowered) [2 points]
Super Skills: Athletics +2, Fighting +2, Shooting +2 (Empowered) [6 points]
Toughness:+8 (Empowered) [8 points]

Mei 'May' Zhang was born in mainland China but her parents moved her with them when the immagated to the US when she was two.

VINDACATOR

SWADE.Vindacator.jpg

Inventor/Armored Hero, Male, Age 26
Attributes: Agility d8, Smarts d12, Spirits d6, Strength d12+1, Vigor d6
Pace 6 (Fly 12), Parry 5, Toughness 13 (6)
Skills: Athletics d6, Common Knowledge d8, Electronics d6 (+2), Fighting d6, Focus d6, Hacking d6 (+2), Notice d6, Persuasion d4, Research d8, Repair d8+2, Science d10+2, Stealth d4, Thievery d6 (+2)
Edges: Mr. Fix It, Rich, Scholar (Science), Super Powers
Hindrances: Heroic (Major), Idealist (Minor), Loyal (Minor), Secret Identity (Major)
Super Powers (Genius Inventor/Armored Suit)

Armor: +4 (Device/Armored Suit -1) [1 points]
Broadcast: As an action, the hero can see and hear any radio, television, or internet signal as long as he's within ten miles of a connection. Can connect wirelessly to computer networks within range. Connecting to an encrypted transmissions requires a Focus roll at –2 (−4 or higher for military-grade encryption) (Device/Armored Suit) [1 point]
Flight: Pace 12 (Device/Armored Suit -1) [3 points]
Gifted: gain a free reroll on Smart test and Smart based skills (Gifted) [2 points]
Interface: +2 to Electronics and Hacking. Code Braker (+2 to Thievery with electronics locks etc) (Device/Armored Suit -1) [2 points]
Ranged Attack: Range 12/24/48, Damage 3d6 (Device/Armored Suit -1) [5 point]
Super-Attributes: Smarts +3 (Gifted) [6 points]
Super-Attributies: Agility +1, Strenght +4 (Device/Armored Suit -1/-1) [8 points]
Super-Skills: Electronics +2, Hacking +2, Research +2, Repair +2, Science +2 (Gifted) [10 points]
Super Science: power stunt does not replace existing power, instead any power up to 10 points and last twice as long (Gifted) [4 points]
Toughness: +4 (Device/Armored Suit -1) [3 points]

Growing up in a working class family Jemall Washington was always a gifted kid, way smarter then most other kids. He was always taking things abart and putting them back together again. He graduated high school early and went to University at 14. At 18 he graduated with a duel doctoral degrees in Math and Mechanical Engineering.
He started working as a researcher for military hardward but become uncomfortable with some of the area his team was researching and eventually quite. With his saving he started his own comany producting advanced communicate devices and producting of SCI device that help paralyzed people walk again. He also developted his Vindicator powered armored suit to take up super heroing.

VORTEX

SWADE.SPC.Vortex.jpg

Speedster, Female, Age 21
Attributes: Agility d10, Smarts d6, Spirits d8, Strength d6, Vigor d10
Pace lots (100+), Parry 7, Toughness 8
Skills: Academics d6, Athletics d8, Common Knowledge d6, Fighting d10, Focus d8, Gambling d4, Healing d6, Notice d6, Persuasion d6, Stealth d6
Edges: Brawler (Str+d4), Elan, Extraction (Improved), Level Headed (Improved), Super Powers, The Best their Is (Speed)
Hindrances: Bad Eyes (Minor), Impulsive (Major), Mild Mannored (Minor), Secret Indentity (Major)
Super Powers (Experiment?/Mutant)

Additional Actions: Ignores two Multi-Action penalty a round (normally -4) [6 points]
Intangible: makes a character unable to affect or be affected by physical attacks, like a phantom or spirit. Energy Power Types affect intangible characters normally [5 points]
Speed: Sonic Speed (768 mph), Attack Pen to hit you -6 (full speed). Surface Tension (at full speed can run across water and up and down sides of buildigs) [15 points]
Super Attributes: Agility +2, Vigor +2 [8 poits]
Super Edges: Extraction, Imroved Extraction, Improved Level Headed, Level Headed, [8 points]
Super Skills: Fighting +3 [3 points]

Lindsee Santiago grew up in a middle class family when her powers manifested during a track meet. Luckily it was during a long distance marathon and she happened to be out of sight of anyone. She leaned how to use her powers in secret and after graducation she got a job as a night time stock room person at a store. She could finish her job in no time and was able to go out 'super-heroing' for the rest of the night.

Setting - 'CENTURY CITY'

CenturyCity.Downtown.jpg

Century City is a port city on the west coast of northern California. Its a good sized city of four million residences. It is a high tech center with a lot of the worlds and USA leading tech companies and think tanks located here. The city itself is fairly safe but a new criminal element is making a move as the old guard is set of step back (its as if they have been planning this for a while).

The city is as the adventure opens holding a call to recruit new heroes to become the newest team of Centurions for the city. The older heroes are retiring or want to take a less active role in super-heroin. The next generation of Heroes must step up and take on the mantle of the city's defenders!!!

NEIGHBORHOODS and DISTRICTS

Century City Port. Terminals, wharves, piers, Coast Guard Base, and facilities for bulk cargo, petroleum, and LNG shipment. The port is busy at all times of the hour, although a bit less so at night. It also features and area known as Portside, tucked inland between the port proper and the rest of the city. Portside is primarily a mixed demographic, low-income area mostly populated by dock workers. The people of Portside are such a varied lot that they do not generally mind who their neighbors are.

Fontaine Quarter. An older mixed-use residential and commercial zone. Was the heart of the city decades ago, now pushed out by a newer area with high-rise towers. It's a place of wide streets, foot traffic, lots of roundabouts and large decorative fountains. The buildings are mostly older, nothing taller than ten stories, often with classic or art deco architecture. It's common to have shops and offices on the first few floors, and apartments or condos above that. The neighborhood is considered trendy.

Lantern Row. This neighborhood was setting originally by Chinese coming to work the railways. The family that settled here came from a district that had traditionally that included the lighting of lanterns, some that were floating on the rivers and streams of the area and others on balloons. The city adopted the tradition but it is still a common sight in many of the local businesses, shops and restaurants.

Hermosa Canción. Beautiful Song in Spanish this neighborhood is located south of the downtown area. Having a Latino population the area is full of many popular resturants and the park around Costanze Lake, a small lake surrounded by the neigherhood.

Ridgeway. Once the center of old money in the city this rundown neighborhood fell on hard times in the 80's when the city was hit by a mild earthquake. However Ridgeway was closer to the epicenter and suffered a great deal of damage. Many of its residences lost much of their wealth or moved way. At first the city was investing in rebuilding but legal matters hauled much of this and today many of the great mansions of last century are overgrown ruins.

Riverside. Built along the Yurok River this neighborhood is made up mostly of apartment complexes, strip malls and large car dealerships. There are hundreds are local eaters here and multiple large malls. There are also a few industrial parks and business development zones. Crime is not especially common there are a couple of smaller local gangs include the street biker gang The Death Korp.

The Smokes. The industrial heart of the city were many factories and manufactoring centers are locationed. The pollution is heavily regulated by the city and not as bad as many other such cities. There a few low income tenament houses in the area where many of the city's working poor are located.

Sunburban Hills. A gated community close to the city, but feels like it’s out in the suburbs. Most famous for being right behind the Mark Wahlberg mall, named after the tech company owner (who either isn’t the same person as our MW, or in this timeline he went into tech development instead of acting). The two are also famous together because the Hillsfolk (as their derisively called) snob it up around the mall and refuse to associate with anyone else while there.

AGENCIES, CORPORATIONS and EDUCATION

AGENCIES
AEGIS

The Federal Bureau of Communications Century City Satellite Relay Hub. It’s no longer a relay hub, but instead monitors satellite feeds while doing such things as informing companies if their sats are acting funny and doing cyber-defense. This is where Slime’s mom works so she can tap into global communications.

The Cybernetic Rights Bureau. A semi-governmental organisation that protects the rights of technology-based intelligences, promotes legislation, provides legal services and fights an uphill PR battle against anti-automaton prejudice.

CORPORATIONS
Ajax Compture Corporaton.

Landle, Mark and Wadern Law Firm.

Oracle Investment Banking.

Quest Technologies. Andrew Quest started with a loan and a workshop in his garage. Now in his seventies, the reclusive, visionary inventor has a company that is one of the world leaders, perhaps even the leader in quantum technologies.

Woden Industrial. Founded and run by Maxwell Woodburn this company specializes in the development and sale of military grade weapons and equipment.

EDUCATION
Century City University. Is the result of a spatial and political mix-up. A villain named Doctor Distortion, back in the 1920s, attempted to take portions of the city hostage by pinching them off into extradimensional prison-bubbles - entire city blocks would simply disappear from the landscape as though they had never been. He was inspired by Einstein's theories of relativity and believed that if space was curved naturally, it could be twisted and manipulated artificially. He was right! But his scheme was foiled by the heroes of the time, and the destruction of his machine resulted in the creation of a new, large space in the center of the city, with everything naturally rearranged around it. It became politically difficult to do anything with it, as everyone who attempted to lay claim to or purchase the land was accused of being in league with Doctor Distortion in a complex double-play to obtain incredibly valuable real estate. Eventually, in order to ensure no one could be accused of having profited from crime, the land was donated to a not-for-profit and a university was established on the land. Century University is considered a prestigious school and the campus location is incredible. However, it has departments in some otherwise-disreputable fields like parapsychology, cryptozoology, et cetera, which occasionally embarrass the school. The flipside is that they also occasionally produce some results, which is weirdly even more embarrassing. Their interview with Bigfoot from five years back is one of the most-viewed videos on youtube, brought them tens of millions of dollars in money from donations and monetization, and resulted in the construction of a Bigfoot statute on campus that makes them a laughingstock to other schools.

  • Author Miller Physics Labratory is a world renowned Physical Science labratory and draws students from another the world.

OTHER INTERESTING or UNIQUE PLACES

IMPORTANT LOCATIONS
Central City Library. There are many branches spread throughout the city but the Down Town brank library is by far the largest and most popular. This 8 story glass and steel structure takes up a whole city block and has seating for over two hundred patrons and a large helpful staff.

Central Street Police Station. The street was originally Brewery Street, for the old brewery building on it. That building got demolished a long time ago during a fight with Centurions and the supervillain Rampage, now serving a life sentence at Century City Hypermax. Where the brewery stood is now Centurion Park, and the street has been renamed. The police station was constructed and opened a few decades ago with much pomp and fanfare for Division C, a special police division to counter incidents of supercrime. The division was highly trained, they had the best gear money could buy - and all that proved insufficient to deal with the various unconventional powers their targets brought to the game. And not just their targets. Division C often ended up outdone by vigilante superheroes. It became rapidly apparent that Century City needed superheroes to deal with supervillains, and some of the more reliable vigilantes and other people were invited to join the team that became the Centurions. The police station is still there, and so is Division C, but much diminished in role. They still deal with supercrime, but largely act as support force for Centurions. They are the first responders who call the Centurions, keep bystanders away, and afterwards take statements, collect and file the evidence, write the incident reports, and generally deal with all the bureaucracy and other unglamorous parts of dealing with supercrime.

Century City Hypermax. A prison for supervillains, not in the city proper but instead to the northeast of the city on the eastern side of Ares Military Base. What exact methods are used to contain the inmates and keep them from using their powers are a huge secrets, but few people have ever escaped.

Century City's Natural Museum of Earth Histroy and Science.

Centurion Tower. Located in downtown Century City on Alpha Avenue, this 20 story building houses the city's hero team, the Centurions. The top five floors of the tower make up the teams headquarters. Lower floors include a number of business and city offices.

  • Building Roof: Has been reinforced and allowed helicopter and other VTOL aircraft
  • 20th Floor: This floor is dominated by a machine shop for vehicle repair and refueling. It also includes a storage area where a vehicle VTOL vehicle can be stored within the tower. There is machinary for the team's advanced communication hardware located here (satellite uplink, etc.)
  • 19th Floor: This floor includes over a dozen workshops and labratories.
  • 18th Floor: This floor include the team's Danger Room and excerise rooms with various work out equipment for a wide range of powers.
  • 17th Floor: This floor includes an independent fusion power plant and houses computer shervers and center for the A.D.A.M. AI system. Also include main communication and confrence room for the team to link to most world-wide communication systems.
  • 16th Floor: This floor includes the Centurion's living quarters (10 fairly large indivial apartments with private baths, living area and kitchenattes). There is a central entertaiment area and large common kitcheen/dinning room area along with a few secure offices for use as city or federal agents.

C-L Monorail System.

Grant Mooris Fusion Plant. Located

Wayne Museum of Science and Industry.

MILITARY BASE
Ares Military Base. On the northeastern edge of Century City located in the high wooded hills located there, this Army base is used as a military testing site for many of the weapons and systems developed by Woden Industrial for the US Military. The hills around it cut down on any noise pollution and it is fenced off with multiple layers of detection devices and patrolled heavily by military police to keep the curious out.

PARKS AND PRESERVES
Century Park. A large sprawling, rolling hills park filled with plenty of open grass fields, with a small stream and four small ponds and multiple crops of trees shattered throughout. Very popular and frequented by many of the city's residence.

Centurion Park. Centurion Park is much smaller than the city's famous Century Park. Situated near the Centurion Street Police Station, it is mainly a memorial park for both the wins and losses of Centurions and their associates - mainly Division C police officers - in their efforts to protect Century City from supercrime and related incidents.

Costanze Park and Lake: located in the Hermosa Canción neighborhood this park and the lake itself is popular all year round. There are very few private homes on the lake shore and the city has set most of the area around the lake as a public park.

Wyre Forest Wolf Nature Preserve. Aka Werewolf Forest. It's a large state park adjacent to and inland from the city, with campgrounds and so forth. There's lots of hills, woods, whatever. Also, a hydroelectric dam holding up a large, picturesque lake. People flock go there to hike, jog, camp, fish, whatever. There are no actual werewolves, although there are some regular wolves in the deeper areas of the preserve.

Century Mountain. This old extinct volcanos with an elevation of just under 15,000 feet, its snow covered peak can be seen from almost anywhere in the city.

RESTAURANTS AND BARS
Bellisario's. Named after the semi-famous maxim, it’s a “eat-and-drink-ery” that specializes in not asking questions about anything weird that happens inside, so long as people don’t do anything nasty to each other. Translation: It’s the urban fantasy crowd’s hang-out.

Burger Blaster. This popular local burger chain can be found through out the city at one of their 24 locations (with two new ones on the way). Specializing in large, meaty burgers they also have come to embrace (and master) multiple types of veggie burgers,

Perlaine's Espresso Bars. These cafe are a city feature, famous for their buttermilk crunch cake and very, very strong "bad morning" coffee.

OTHER UNIQUE PLACES OR THINGS
The Sentinel Statue. This statue appeared about ten years ago on the corner of Quark Street and Particle Avenue. It is a large figure of a hooded creature releasing a bird and seems to be made of green marble. Attempts to analyse, dismantle, relocate or take samples. of it fail due to ever-increasing bad luck, one of which caused the death of a particularly stubborn Brick hero. It is on the Centurion's extremely long watch-list but seems to be utterly inert.

The Underground. After a large flood due to a tidal wave decades ago, a whole area of the city sank. It was simultaneously built over and cleared out, and expanded into an underground storage complex carved into the limestone hills. There's now a WEIRDLY extensive underground are of the city, with its own mall, neighborhoods, streets, and stores. There are a few "facade" buildings in the above-ground areas over. They look like regular houses or (closed) shops, but don't have an interior. Instead they're basically enormous ventilation units pulling stale air out of the underground.

IMPORTANT PEOPLE

Mayor Gordon A. Hoffa. The Mayor of Century City for the last 9 years, he is fairly popular "looking to the future" agenda.

The District Attorny

Action News Reports

GANGS and CRIMINAL ORGANIZATIONS

The Night Stalkers. A gang of young urban fantasy creatures who ran around posing as powered humans and being anti-hero vigilantes. They're currently incarcerated.

The Yellow Lotus

Game Idea

The Heroes are all recently joined the Century City Centurion team. The old guard whom have protected the city for years are retired or disappeared. The heroes are granted access to the Centurion Tower and the game begins with a celibration in the heart of Century Park attended by thousands of civilians.