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Revision as of 10:57, 5 October 2019

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Heroes and Player Characters

The heroes of our story.


Potted Plant

Homunculus

Origin:

Artificial: The character is a robot or some other kind of construct, such as a golem. The character’s Strength is increased by +2 and has the Life Support power in addition to any rolled powers; roll Life Support level normally, or trade a rolled power to increase it to 10.

Qualities:

1. Made of Stone

2. Born Ready

3. No Identity

Abilities:

Prowess: Fair (4)

Strength: Good (5)

Coordination: Fair (4)

Intellect: Fair (4)

Awareness: Amazing (8)

Willpower: Fair (4)

Stamina: 9

Determination: 2

Powers:

Life Support (breathing, cold, disease, eating, heat, toxins): Great (6)

Regeneration: Fair (4)

Strike: Fair (4)

Specialties:

Mental Resistance

Stealth

Occult

Description:

5’ 3” animated marble statue. Dresses in a ninja-like outfit or hides his stony features behind biker gear and a well-made wig and a matching fake beard. His biker gear sports a logo of his own creation: MC Murderhobos.

Backstory:

Link to backstory

Theme music

Mermaid

Origin:

Unearthly: The character is an alien, elemental, angel, devil, or even deity—a being from another world or dimension. Increase two of the character’s abilities of your choice (attributes or powers) by +2. Alternately, roll twice on this table, ignoring duplicates and results of 11-12. The character gets the effects of both origins. Apply the modifiers of the rolled origins rather than the Unearthly modifiers.

Qualities:

1. I hate the water!

2. Mysterious and Enchanting

3. The tide waits for none

Abilities:

Prowess: Average (3)

Strength: Fair (4)

Coordination: Incredible (7)

Intellect: Fair (4)

Awareness: Great (6)

Willpower: Incredible (7)

Stamina: 11

Determination: 1

Time Counter: 1

Powers:

Aquatic: Weak (1)

Danger Sense: Average (3)

Fast Atttack: Good (5)

Specialties:

Athletics

Leadership

Description:

A high school girl with an unplaceable accent and ethnic features. Hair and eyes the color of emerald. As Mermaid, dresses in a tight fitting uniform resembling silvery fish scales.

Backstory:

Link to backstory

Theme music

Gumshoe

Origin:

Artificial: The character is a robot or some other kind of construct, such as a golem. The character’s Strength is increased by +2 and has the Life Support power in addition to any rolled powers; roll Life Support level normally, or trade a rolled power to increase it to 10.

Qualities:

1. Like a machine

2. Become human, but not too human

3. All information is worth preserving

Abilities:

Prowess: Average (3)

Strength: Fantastic (9)

Coordination: Good (5)

Intellect: Great (6)

Awareness: Incredible (7)

Willpower: Fair (4)

Stamina: 13

Determination: 1

Powers:

Affliction: Fair (4)

Force Field: Fair (4)

Life Support (breathing, disease, eating, radiation, toxins): Good (5)

Strike: Fair (4)

Specialties:

Investigation

Law

Science

Description:

A tall, blonde, powerfully built woman dressed in a somewhat masculine fashion. Often becomes machinelike and devoid of expressions in stressful situations.

Backstory:

Link to backstory

Theme music

KreenWarrior

Dr. Hope

Origin: Birthright

Qualities:

1. Better words than weapons

2. There's always a light at the end of the tunnel.

3. Everyone has demons

Abilities:

Prowess: 3

Strength: 5

Coordination: 6

Intellect: 4

Awareness: 6

Willpower: 3

Stamina: 9

Determination: 2

Powers: Nullification: 6

Teleportation: 5 Extra: Passengers (Paid for by Dropping Telekinesis)

Probability Control (Good Luck): 4


Specialties: Psychiatry, Military


Description: Late-thirties woman with blonde hair in a ponytail. Her costume is a modified dark blue pantsuit that's made to be flexible enough to fight in.

Dolphin

Origin:

Birthright: The hero was born with or destined to develop superhuman powers. The character gains your choice of one additional power—which should be innate, and not a device—or +2 to a rolled power level of your choice, to a maximum of 10. Qualities:

1. Born of Two Worlds

2. Fish Out of Water

3. Exuberant Warrior

Abilities:

Prowess: 6

Strength: 5

Coordination: 5

Intellect: 6

Awareness: 4

Willpower: 4

Stamina: 9

Determination: 3

Powers: Mental Blast: 5

Sonic Control: 4

Aquatic: 3


Specialties: Underwater Combat, Sleight of Hand


Description: A hybrid of human and deep-sea fish, with fangs and large eyes, patterned blue-black skin and elongated, eerily flexible fingers. Usually has a disturbing grin on her face.

Midnight

Origin: Trained: The hero is a highly skilled individual; any “powers” actually come from superior training or specialized equipment (see Devices in the Powers chapter). The character gains two additional specialties, and can choose to trade a power for two more specialties.

Qualities:

1. Hard-Boiled Detective.

2. Soft spot for the little guy.

3. Paranormal Experience

Abilities:

Prowess: 6

Strength: 4

Coordination: 4

Intellect: 4

Awareness: 6

Willpower: 7

Stamina: 11

Determination: 4

Powers: Astral Projection 6 Invisibility 4

Specialties: Sleight of Hand, Linguistics, Medicine


Description: A tall, lean-man who wears a balaklava-like mask and trenchcoat when on-the job. Has a mystical amulet which grants invisibility and his astral powers.

Cale Knight

Dr. Samuel "Danger" Daniels, Scientist Adventurer!

Origin: Trained

Qualities:

  • Ha ha! Never fear! Danger is my middle name! - Doc Danger's trust in science is bedrock and unshakeable - sometimes to his detriment. It often leads him to look before he leaps.
  • Ad astra per aspera! - To the stars through hardship! Doc Danger does not believe in the path of least resistance, but in greatness through struggle. He assumes others feel the same way.
  • Retrofuturistic optimism. - Doc Danger represents the collective hopes of our past, but also many of its underlying fears and prejudices. In the end, he embodies a fantastical future that never came to be.

Abilities:

  • Prowess!: 7
  • Strength!: 4
  • Coordination!: 4
  • Intellect!: 5
  • Awareness!: 5
  • Willpower!: 6
  • Stamina!: 10
  • Determination!: 3

Powers:

  • Doc Danger's Remarkable Atomic Harness!
    • Material Mimicry 7
      • Extra - Material Mimicry +1
  • Doc Danger's Fabulous Atomic Jetpack!
    • Element Control (Air) 3
      • Extra - Flight
      • Limit - Extra (flight) only

Specialties:

  • Leadership!
  • Stealth!
  • SCIENCE!


Description: Doc Danger is a pulp adventurer in the style of Tom Swift or Captain Future. When not adventuring, he dresses like a scientist from a 1950s PSA about public health - mussed hair, white lab coat with pocket protector, thick-framed glasses, and an ever-present wooden pipe. In the field, he wears his Remarkable Atomic Harness and Fabulous Atomic Jetpack - bulky devices covered in chrome and transistors that might be best described as 'retro futuristic.'

Foreword, the Librarian

Origin: Birthright

Qualities:

  • My destiny has been written... somewhere.
  • The world is a big place - sometimes too big.
  • I've read about that.

Abilities:

  • Prowess: 5
  • Strength: 2
  • Coordination: 5
  • Intellect: 4
  • Awareness: 5
  • Willpower: 4
  • Stamina: 6
  • Determination: 2

Powers:

  • Precognition 7
  • Telekinesis 5
  • Super senses 5
    • Enhanced touch
    • Enhanced hearing x2
    • Enhanced sight
    • Darkvision
  • Magic 6
    • Limit - uncontrolled
    • Extra - blast mastery

Specialties:

  • Investigation


Description:

Foreword, the Librarian looks a bit like a sentient koala bear. He wears enormous glasses with coke-bottle lenses and a very unfashionable tweed suit. He stands about two feet tall and wears no shoes.

Morning Glory

Transformed:

Qualities:

  • So shines a good deed in a weary world
  • There is no wisdom greater than kindness
  • A light unto nations

Abilities:

  • Prowess: 6
  • Strength: 4
  • Coordination: 7
  • Intellect: 4
  • Awareness: 3
  • Willpower: 5
  • Stamina: 9
  • Determination: 3

Powers:

  • Images 6
  • Energy Control (Light) 8
    • Extra - alternate form


Specialties:

  • Drive


Description:

Morning glory is a fairly standard "paragon" archetype superhero. His costume, cape and all, is deep purple with lighter pastel highlights, meant to look a bit like a morning glory with sunlight shining through the petals. He has a deep-seated and genuine conviction that the accident which gave him his powers has likewise given him the responsibility to use them for the greater good of mankind.

Rosebud

Daedalus

Origin:

Gimmick: The character’s powers all come from devices of some kind (see Devices in the Powers chapter). One of the character’s mental attributes of your choice is increased by +2, to a maximum of 10.

Qualities:

1.

2.

3.

Abilities:

Prowess: 4

Strength: 4

Coordination: 6

Intellect: 6

Awareness: 3

Willpower: 4

Stamina: 8

Determination: 6

Devices:

Heavy Leather Armor 1

Shield 4

Utility Belt 5

Specialties:

Performance

Athletics

Description:

Echo

Origin:

Unearthly: The character is an alien, elemental, angel, devil, or even deity—a being from another world or dimension. Increase two of the character’s abilities of your choice (attributes or powers) by +2. Alternately, roll twice on this table, ignoring duplicates and results of 11-12. The character gets the effects of both origins. Apply the modifiers of the rolled origins rather than the Unearthly modifiers.

Qualities:

1. Keep it secret, keep them safe

2. Just an ordinary girl

3. The truth, from a certain point of view

Abilities:

Prowess: 7

Strength: 4

Coordination: 3

Intellect: 5

Awareness: 5

Willpower: 5

Stamina: 9

Determination: 2

Powers:

Energy Drain + Slow Recovery 5

Duplication 8

ESP 5

Specialties:

Sleight of Hand

Description:

Just under 5ft in height, long, wavy black hair, delicate, elfin features, olive skin, skinny, light brown/Amber eyes which reflect light.

In costume: Flowing grey robes with a deep hood that obscures her face. Eyes can sometimes be seen flashing underneath.

Ace

Origin:

Birthright: The hero was born with or destined to develop superhuman powers. The character gains your choice of one additional power—which should be innate, and not a device—or +2 to a rolled power level of your choice, to a maximum of 10.

Qualities:

1.

2.

3.

Abilities:

Prowess: 2

Strength: 4

Coordination: 4

Intellect: 4

Awareness: 3

Willpower: 6

Stamina: 10

Determination: 3

Powers:

Telekinesis 6

Detection 3

Reflection 5

Specialties:

Mental Resistance

Investigation

Stealth

Description:

NikoCarcosa

Deep 6

Origin:

Artificial: The character is a robot or some other kind of construct, such as a golem. The character's Strength is increased by +2 and has the Life Support power in addition to any rolled powers; roll Life Support level normally, or trade a rolled power to increase it to 10.

Qualities:

1.

2.

3.

Abilities:

Prowess: 2

Strength: 7

Coordination: 4

Intellect: 6

Awareness: 5

Willpower: 5

Stamina: 12

Determination: 3

Powers:

Super-Senses 5

Life Support 10 (Breathing, Pressure, Eating, Toxins, Vacuum, Radiation, Pathogens, Heat, Cold, Sleeping)

Specialties:

Power

Description:

Kid Mercury

Origin:

Transformed: The hero was a normal human but became superhuman through some outside agency, often an accident or experiment. One of the character's abilities of your choice (attribute or power) is increased by +2 to a maximum of 10.

Qualities:

1.

2.

3.

Abilities:

Prowess: 7

Strength: 4

Coordination: 5

Intellect: 6

Awareness: 4

Willpower: 4

Stamina: 8

Determination: 3

Powers:

Emotion Control 6

Magic (Probability Control (Good Luck), Elemental Control, Reflection) 4

Specialties:

Business

Martial Arts

Description:

Red Comet

Origin:

Transformed: The hero was a normal human but became superhuman through some outside agency, often an accident or experiment. One of the character's abilities of your choice (attribute or power) is increased by +2 to a maximum of 10.

Qualities:

1.

2.

3.

Abilities:

Prowess: 7

Strength: 2

Coordination: 6

Intellect: 6

Awareness: 6

Willpower: 3

Stamina: 10

Determination: 2

Powers:

Telekinesis 7

Super-Speed 3

Alteration Ray (Phasing Ray) 6

Specialties:

Sleight of Hand

Weapons

Description:

Llayne

Kid Id, the Inter-Dimensional Hero

Information

  • Real Name: Emmett Pierce
  • AKA: The Inter-Dimensional Kid
  • Age: 14
  • Birthright: Emmet’s Viraxian heritage grants him superhuman powers that he discovered at the age of 12. (+2 Cosmic Power)

Qualities

“Hero Apprenticeship” The Vindicators wouldn't take him because he was so young, so Emmett has taken to studying everything he can about superheroes, trying to learn their powers and strategies so he can help them some day. He also has dossiers on all the local villains, along with high profile regional, national and world wide villains that could conceivably target North Fairhaven. This gives him a lot of academic knowledge about super-heroing... but no actual experience.

“Gotta Prove Myself!” Knowing who is grandfather is… and the breadth of his powers… Kid Id believes he’s destined for greatness. He has an overwhelming desire to prove himself, which means he tends to put himself in situations that he may not be ready to handle.

“Enemies and Expectations” The Celestine was a mighty hero with a versatile power-set Kid Id has yet to replicate… despite countless hours of trying. The Champion of Virax also defeated many villains and organizations… some of which wouldn’t hesitate at taking revenge against Celestine’s grand-kid.

Abilities

  • Prowess 4
  • Coordination 5
  • Strength 2
  • Intellect 6
  • Awareness 6
  • Willpower 5
  • Stamina 7
  • Determination 2

Powers

  • Cosmic Power 6 (Aura, Force Field)
  • Detection 5 (Dimensional disturbances)
  • Dimensional Travel 8

Specialties

  • Martial Arts

Description

The Inter-dimensional Kid’s original costume was a mess of his older sisters’ clothes and cut up sheets. Now that he's rebranded himself as Kid Id, his costume pays homage to the Cometeers colors and his grandfather’s iconic armor with a green body suit coupled with a gold helmet, gauntlets and boots that are mostly just decorative.

(Since the Cometeer Park Rangers wear green berets I was just guessing that the Cometeers colors included green)

Backstory

Emmett is the grandson of one the famed Cometeers… Celestine, Champion of Virax. Emmett's mother Shannon, who was born shortly before the Cometeers sacrificed themselves in 1979, didn’t know of her alien heritage and never developed any powers. Emmett’s abilities revealed themselves two years ago during an attempted invasion from Universe 7012. He dubbed himself the Inter-Dimensional Kid as he helped the Vindicators locate and... tried not to get in the way as they defeated the threat. The Vindicators were able to tell Emmett and his mom about their relationship to Celestine at that point… and the teen is still coming to terms with being a quarter Viraxian. His age prevented him from actively being a hero, but now that he’s a freshman in Grace Hopper High School he intends to make a name for himself. Adopting the new moniker of Kid Id, he’s eager to be a hero and live up to his grandfather’s legacy.

Augment, the Scientific Support Hero

Information

  • Real Name: Edison Franklin Gray
  • AKA: Ed, Eddie
  • Age: 33
  • Gimmick: Edison’s powers all come from devices of some kind. (+2 Intellect)

Qualities

“Renaissance Scientist” He’s not the foremost scientist in any field, but he has multiple master’s degrees and the breadth of his knowledge often leads to innovation.

“Alien Intellect” His intelligence rose to superhuman levels after he tried to mimic a captured Den’ashian scientist, though he is prone to headaches now and he worries at the source…

“Stronger Together” Though he doesn’t have the skill to be a leader or powers that he considers impressive, Augment provides critical support the team on mission but feels he's at a loss on solo missions. He often finds himself being the team ‘heart’ and tries to diffuse issues between his teammates.

Abilities

  • Prowess 5
  • Coordination 6
  • Strength 2 (5)
  • Intellect 8
  • Awareness 6
  • Willpower 3
  • Stamina 5 (8)
  • Determination 1

Powers

  • CSAR (Combat Support Adaptive Rifle)
    • -ARIA Rounds (Activated Regeneration Inducing Agent) Healing 5 (Ranged -1, ONLY on humans and requires skin contact or inhalation +1)
    • -VEGAS Rounds (Vertebrate Enhanced Genetic Augmentation Serum) Animal Mimicry 5 (Affects others ONLY 0, extended range -2, Temporary +1)
    • -UMO Rounds (Universal Mental Override) Mind Control 4 (Reduced to Extended Range)
  • META (Mobility Enhanced Tactical Armor)
    • -Extra arms 5 (Strength, Swinging)

Specialties

  • Medicine
  • Science
  • Technology

Description

Augment’s META suit consists of a white body suit with blue metal armor that serves as a protection and also a basic exoskeleton that help him support the weight the arms. The main feature is a pair of over-sized mechanical arms sprouting from his back above and behind his shoulders. These arms grant him enhanced strength, and he can shoot off the hands and use them as grappling hooks to pull and swing himself around the battlefield. The suit’s helmet serves as a half mask, extending down to cover his ears and jaw while a visor conceals his eyes. The CSAR looks like a bulky rifle… which is exactly what it is… and is the delivery method of the other powers he’s developed.

Backstory

Edison Gray as always been smart… he developed a formula that would let him mimic the traits of animals when he earned his first master’s degree. Though biological in nature... the Vertebrate Enhanced Genetic Augmentation Serum, or VEGAS, somehow touched upon the latent psychic abilities all people possess. This granted Edison amazing abilities such as inhuman strength, or even flight, without altering his body in any way. This was his sole power when he first became Augment. When the Vindicators discovered a secret lab operated by nefarious psychic aliens known as the Den’ash, he attempted to adapt VEGAS to mimic their alien DNA. It worked… and it didn’t. Edison’s intellect expanded greatly, and for a short time he was able to glimpse the Den’ash psychic network and see what they were planning. The change also proved do to be permanent… and his altered DNA meant VEGAS would no longer work on him. Edison withdrew from active hero-ing for a while, though continued to support the team behind the scenes as a scientist. He was busy developing several new technologies, and reworking VEGAS to work on other people. It’s time for Augment to emerge once again to support his comrades on the front lines.

Dhampir, the Shadowborn Hero

Information

  • Name: James Delaney
  • AKA: N/A
  • Age: 23
  • Transformed: James was a normal human and gained his powers as the sacrifice in an experimental occult ritual gone wrong. (+2 Energy Control)

Qualities

“I HATE Vampires” This dislike started with the ‘goth/vampire’ scene in North Fairhaven as he grew up and flared into full on loathing when the media labeled him Dhampir. He goes after Vampires and demons whenever he can, and certainly does seem to know a lot about them…

“Power for the Poor” In costume Dhampir focuses on the poor neighborhoods. As James, he volunteers at youth community centers to help kids get opportunities their economic background doesn’t provide. He also has a strong dislike for the rich… especially when he thinks they are abusing that wealth.

“The Element of Surprise” Dhampir likes stealth missions where he never has to reveal himself. When on the battlefield he takes full advantage of his invisibility to surprise the enemy and defeat them with overwhelming force and tries to avoid situations where he can’t hide at all costs.

Abilities

  • Prowess 4
  • Coordination 5
  • Strength 4
  • Intellect 4
  • Awareness 4
  • Willpower 4
  • Stamina 8
  • Determination 3

Powers

  • Energy Drain 5 (Overcharge -1)
  • Invisibility 4 (Exclusive +1, only near darkness/shadows +1)
  • Darkness Control 10 – (Blast, Tiring +1, Improved Power -1)

Specialties

  • Stealth (Expert)
  • Sleight of Hand

Description

Wanting to avoid the black and pale color pallet ‘expected’ of a vampire themed hero, but needing a dark costume to help him sneak around, Dhampir’s costume is carbon fiber gray, though strategically placed lines of or orange serve to highlight look and break up his outline. The featureless mask has orange eyes to give him a vaguely menacing look.

Backstory

Born to an already poor family in that went completely broke when shipyard started shutting down in the 90’s, James’ father turned to crime and spent most of his time either in jail or with his shady friends. James himself became a petty criminal and was in and out of juvie as a teen… even doing a few short stints in prison as a young adult. Because he was the sort of person nobody would miss, a shadowy coven kidnapped him and used him for their ritual experiments. His memories are distorted and full of pain and horrific images, but the last ritual… what he thinks was supposed to be a full-on possession… failed. With the terrible powers it granted him he was able to defeat a few of his captors and make his escape. James kept his powers secret and used his invisibility to become a better criminal. It wasn’t until trio of demons started laying waste to the Garden District that he came out of the shadows and reluctantly accepted the role of a hero.

(This might be the same cult or a similar ritual to how Homunculus was made)

Archer

Investigator Tr’Amokt-Marki - Detective T

Detective T.jpg

Origin:

Unearthly

Qualities:

1. Analytical thinker – Her default approach to new situations is careful observation, logical analysis and, if applicable, psychological profiling. Her high Prowess is mostly a reflection of her ability to analyze her opponent’s fighting style. She will do her best to eliminate ordinary, logical solutions before going on to the extraordinary.

2. An officer of the law – She is a law enforcement officer, and will uphold the laws, procedures, honor and reputation of the Sapient Concordance.

3. Tr’Amokt is from an alien civilization that has never heard of Earth. She picked up the basics of local culture fairly quickly, but continues to have questions about the details, and her biochemistry is close but not identical to humans, so some…unusual reactions may occur. She does understand her appearance may cause phobic responses, and would like to apologize.

Abilities:

Prowess: 6

Strength: 3

Coordination: 4

Intellect: 6

Awareness: 6

Willpower: 4

Stamina: 7

Determination: 4

Time Counter: 1

Powers:

Extra body parts – Carapace – Damage Reduction 6

Interface – Close Range, Cyberspace 5

Specialties:

Psychiatry

Art (K’ldith, the traditional musical art of fiddling your retractable arm spines)

Investigation

Description:

A 5’10 bipedal alien insect covered in orange chitin. Her head is roughly oval, with backward-swept antenna, solid black eyes and unobtrusive mandibles. She has small, thin, retractable spines in her arms she can stroke to make musical tones.

Backstory:


The T’Jakra are an insectoid species with an unusually tough carapace and have sent many soldiers to the military of the Sapient Concordance, but young Tr’Amokt felt drawn to a different path to service. Solving the puzzle of criminal actions and criminal minds appealed to her, and she excelled in the Enforcer Directorate Academy, her analytical and observant nature serving her in both her academic and hand-to-hand classes. She was given a rare appointment to the rank of Investigator straight out of the Academy and had a successful career until the pursuit of a criminal engaged in the theft and use of banned technology sent her though a spacewarp to an unknown world in unknown space with nothing but her Enforcer-grade cyber-interface implant. Since then she has been assisting local law enforcement in accordance with the terms of the Sentient Concordance while she tries to track down the criminal she pursued here and find her way home.

Thomas Cheng – Seventh Son –

Seventh Son.jpg

Origin:

Birthright

Qualities:

1. I’ve been trained for this: John has been training his entire life to become an expert on spirits and the occult. His schooling and experience in other areas may be lacking.

2. Guardian of the living world: Whether its some kind of destiny or just because he has the power to do it, John serves as a guardian of the living from the dangers of the Beyond.

3. A foot in both worlds: John literally and figuratively straddles the line between the material and spirit worlds. The supernatural is bred into his blood and bones, and he’s been seeing ghosts since he opened his eyes.

Abilities:

Prowess: 4

Strength: 4

Coordination: 5

Intellect: 4

Awareness: 6

Willpower: 6

Stamina: 10

Determination: 1

Powers:

Super-Senses – Spirit Detection 4

Control – Spirit Control 5

Control – Servant 2 (Ghost of Ghost-Hunting Great-Grandfather) Phasing 1 Flight 1 Invisibility 1 Telekinesis 2 Prowess 1 Coordination 1 Strength 1

Alteration – Phasing 4

Energy Drain 4

Specialties:

Investigation

Occult - Expert

Description:

5’10”, dark black hair, light grey eyes, multiracial features

Costume: White jumpsuit and mask, black vest and belt.


Backstory:

The signs were there when Thomas Cheng was born. Descended from a long line of exorcists, mediums, ghost-breakers, shamans, houngans, and miscellaneous mystics, neither of his globetrotting supernatural adventurer parents were terribly surprised to find his invisible friends, including his namesake great-grandfather, were telling him true things and moving things around. They were unsure what part of his ancestry was the source of his power to turn to ectoplasm and afflict the living with the chill touch of death, but that just made them all the more determined to school him in the ways of the occult, in preparation for what they realized was his inevitable role as the guardian of the living from the threats of the World Beyond.

Grant Power – Captain Power

Captain Power.jpg

Origin:

Trained

Qualities:

1. I’m Captain Power!: Grant is committed to his role as a superhero, whether it involves posing and speeches or genuinely risking his life to protect innocents. He’s a method actor, but also ultimately a good person who wants to help.

2. Helpful whispers: Grant's listed skills are, for the most part, the result of his patron prompting him over an earpiece in his cowl. He can offer other advise and help as well, as long as they can stay in communication.

3. I can resist anything but temptation: To be honest, fighting guys who can crush cars with their bare hands and shoot lightning from their eyeballs is safer for Grant than leaving him in a Hollywood club unsupervised.

Abilities:

Prowess: 5

Strength: 5

Coordination: 4

Intellect: 4

Awareness: 4

Willpower: 1

Stamina: 6

Determination: 4

Powers:

Stretching 6 (Hardening, Elongation only)

Teleportation 5

Specialties:

Business

Psychiatry

Technology

Performance (Expert)

Law

Power (Teleportation)

Linguistics

Description:

5’11”(6’ on his resume), cut muscles, blue eyes, perfect blonde hair, tanned skin, winning smile, heroic chin.

Backstory

Grant Power’s never stellar Hollywood career was heading downward. He was a handsome enough hunk of beef with a natural knack for fight scenes and a better actor than the action movies he was in needed, but his offscreen antics were getting a bit much for his directors and producers to deal with. So when a crazy old man showed up to talk to him Grant heard him out. Apparently he was some kind of genius inventor and businessman with some carefully-unspecified sins in his past he was afraid a few dozen hospital wings couldn’t erase. So he had an offer- he would make Grant the hero he had played on the screen. Grant didn’t have a high opinion of the man’s sanity, but he wasn’t getting any better offers. So he found himself with a teleportation belt, telescoping boots and gloves, an old man whispering advice into his ear about bomb disposal and supervillain psychology, and a chance to maybe actually do some good…