Extraordinary Comics Characters

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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

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!
  • Ad astra per aspera!
  • SCIENCE!

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:

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 3

Powers

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

Specialties

  • Technology

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

Origin:

Unearthly

Qualities:

1. Analytical thinker

2. An officer of the law

3. Alien bug

Abilities:

Prowess: 6

Strength: 3

Coordination: 4

Intellect: 6

Awareness: 6

Willpower: 4

Stamina: 7

Determination: 4

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:

Thomas Cheng – Seventh Son –

Origin:

Birthright

Qualities:

1. I’ve been trained for this

2. Guardian of the living world

3. Sight beyond sight

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:

To Be Added

Origin:

Qualities:

1.

2.

3.

Abilities:

Prowess:

Strength:

Coordination:

Intellect:

Awareness:

Willpower:

Stamina:

Determination:

Powers:


Specialties:


Description: