The Judges of Tehom: Defenders of Eiren - Hero Datafiles (MHR)

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These are the player characters for the Defenders of Eiren campaign.

Active Characters

Detective Dynamo

  • Player: Wyzard

Description (~150 words)

  • Vincent Kilroy was born frail and disabled, but he gained advanced degrees in cybernetics and criminology and became a self-made man. He chose a career in law enforcement over personal gain and rose through the ranks as Dynaton's top cyborg. After years of gradually paring away biological parts and adding mechanical ones, Vince has undergone extensive cyborg augmentation. His neurological augments mean that he has a massive crime database inside his head, and has effectively read the file on everyone, if they're known to law enforcement. Now codenamed Detective Dynamo, Vince has traveled the world hunting down evasive master criminals. He has recently become inappropriately interested in his quarries and the independent cape community.

Origin: Distinctions:

  • Dynaton's Top Cyborg
  • Self-Made Man
  • "I've read your file."

Affiliation:

  • Solo: D10
  • Buddy: D6
  • Team: D8

Powers

  • Primary Power: Cyborg Augmentation
    • Superhuman Strength d10
    • Stretching d10
    • Flight d10
    • Superhuman Stamina d10
    • Reflexes d8
    • Intangibility d8
    • Cybernetic Sensor Suite: d8
    • Invisibility d8
    • Electrical Emissions Array d8
    • SFX: Unleashed: Step up or double any POWER SET power for one action. If the action fails, add a die to doom pool equal to the normal rating of your power die.
    • SFX: In enduring, grow strong: Spend 1 PP to borrow the highest die in the doom pool as an asset for your next action, then step back and return the doom die.
    • Limit: Power Surge. Shutdown highest-rated power to gain 1 PP. Take an action vs. the doom pool to recover.

Specialties:

  • Tech Expert
  • Crime Master


Milestones:

  • Man or Machine?
    • 1 XP when you use Cybernetic Senses to interface with a computer
    • 3 XP when you incur physical stress that you could have avoided by more extensive mechanization.
    • 10 XP when you choose between humanity and machine existence (represented by buying an appropriate "humanistic" specialty like psych, or by buying Durability to represent stripping out the majority of your remaining biological components.)
  • Cog in the System
    • 1 XP when you explicitly take advantage of your credentials
    • 3 XP when you do something either in service of or in rebellion against proper procedure, in a way that will have fallout for you later
    • 10 XP when you either arrest and incarcerate a major criminal "by the book," or resign and go independent.
  • REPLACING COG IN THE SYSTEM FOR THIS ARC: LIBERATE THUNDER
  • Thunder Bolide is a hero who has turned away from the world. After an inexplicable killing, he has willing withdrawn into the Tower.
    • 1 XP when you find and introduce yourself to Thunder Bolide.
    • 3 XP when you convince the Thunder Bolide to act, whether it means leaving his cell or being a hero.
    • 10 XP when you convince the Thunder Bolide to rejoin society, or convince him to remain locked up for the safety of the world.


Impossible Girl

  • Player: Squidheadjax

Description (~150 words)

  • As Glitterstar, Esther Nguyen is a minor celebrity by the standards of the Few, a musician and performer of no small talent, gifted with a shining, eerie beauty but hardly capable of the spectacles or grand innovations of other Archons. This is a carefully-crafted lie. Impossible Girl’s true Legacy is dark and disturbing, an n-Dimensional Mutation that twists her body at all the wrong angles and allows her to reshape space-time itself. Her mind can smear into a Cognitive Superposition, glimpsing the thoughts of others and hijacking animalistic brains. As a good citizen of Eiren Bay, she must act, because she can, but she takes advantage of Glitterstar’s C-list status to maintain privacy for her family (and her mother’s past). Surely such a bright, open, starlet desperate for attention couldn’t be that spooky girl? Because of her masquerade and suspicious powers, however, Impossible Girl needs to earn some respect or face insurmountable suspicion.

Impossible Girl Glitterstar

Origin: Mutant (Uncertain Legacy) Distinctions:

  • Must because she can
  • All the wrong angles
  • Eerie beauty

Affiliation:

  • Solo: d6
  • Buddy: d8
  • Team: d10

Powers

  • Primary Power: n-Dimensional Mutation
    • Superhuman Stretching d10
    • Cosmic Mastery d10
    • Enhanced Shapeshifting d8
    • Enhanced Invisibility d8*
    • Light Influence d6*
    • SFX: Area Effect: Add 1d6 and keep an extra effect die for each additional target
    • Limit: Mutant: Take 1 PP whenever affected by mutant-specific tech or other complications
  • Secondary Power: Cognitive Superposition
    • Superhuman Telepathy d10
    • Superhuman Animal Control d10*
    • SFX: Unleashed: Step up or double a Cognitive Superposition power; add the power’s normal die to the doom pool if the roll fails
    • Limit: Growing Dread: 1's and 2's count as Opportunities
  • Glitterstar is 'known' to possess the powers starred above

Specialties:

  • Covert Expert d8
  • Tech Expert d8
  • Menace Expert d8


Milestones:

  • Earn some respect!
    • 1xp-when she insists on rushing to the front lines against the orders of her team leader.
    • 3xp-when she uses her Power Sets to create an asset for an ally or aid an ally in an Action Scene in order to prove her loyalty and worth.
    • 10xp-when she defeats a mighty Hadelian monster or member of a renegade Legacy in solo combat and is witnessed by a more experienced member of the team.
  • That Spooky Girl? (temporarily inactive in favor of Round Up the Fuguitives)
    • 1xp-when she scares someone away with her true powers (unintentionally) or dallies due to attention from fans
    • 3xp-when she has to convince someone that she’s not part of a Hadelian-corrupted Legacy or the Mad Legion; or when she limits herself to using Glitterstar's supposed powerset to maintain her ruse
    • 10xp-if she abandons maintaining her Glitterstar identity and embraces a life of isolating darkness, or if she goes public with her dual personas and claims her true place among the Few despite the troubles of her Legacy
  • ROUND UP THE FUGITIVES
    • 1 XP when you defeat and capture a fugitive from the Raft.
    • 3 XP when you choose to let a fugitive go in order to help an innocent bystander or an ally.
    • 10 XP when you track down the group behind the breakout and either turn them in to the authorities or join them.

Mind Games

  • Player: Keal

Description (~150 words)

  • Uriah Stone's natural psychic power allowed him to be nothing more than a punk telepathic manipulator of tourists' minds. He was picked up because of his believed Mutant status by a shadowy organization who put him (and a number of other "promising youths") through something called "Project Illumination." A part of his testing was to read the mind of a supposed enemy of the state. The mind scan went awry, the target's memories and aspects of his personality are now inside him, and he wonders who is really in charge. He is now being used as an agent of the same organization if only to find out what exactly happened to him while at the same time hoping the rest of the supers community can accept him for what he is.

Origin: Mutant

Distinctions:

  • I'm Already in Your Head
  • Wants to be Trusted
  • Puppet or Puppeteer?

Affiliation:

  • Solo: d10
  • Buddy: d8
  • Team: d6

Powers

  • Primary Power: "Project Illumination" Testing
    • Psychic Senses d10
    • Psychic Resistance d10
    • Mind Whip d8
    • SFX: Unleashed - Step up or double any "Project Illumination" power for one action. If the action fails, add a die to doom pool equal to the normal rating of your power die.
    • Limit: Uncontrollable - Change any "Project Illumination" power into a complication and gain 1 PP. Activate an opportunity or remove the complication to recover the power.
  • Secondary Power: Psychic Mastery
    • Telepathy d10
    • Kinetic/Telekinetic Control d10
    • SFX: Focus - If a pool includes a Psychic Mastery power, you may replace two dice of equal size with one die +1 step larger.
    • Limit: Mutant - Earn 1 PP when affected by mutant-specific Milestones and tech.

Specialties:

  • Acrobatics Master d8
  • Menace Master d8

Milestones:

  • Just Who Am I Really?
    • 1xp- when you first discuss the Project with someone new
    • 3xp- when you first allow the “guy inside” a chance to take over
    • 10xp- when you try and find a way to get him out of your head once and for all
  • Just One of the Guys
    • 1xp- when you first convince someone to buddy with you
    • 3xp- when you first convince the team to group up with you
    • 10xp- when you reveal just how dangerous you can be… and hope that everyone stays

Obsidian

  • Player: Unka Josh

Description (~150 words)

  • Obsidian, real name Diana Montes, is a mutant with powers of darkness, creating and teleporting among shadows. She spent most of her life as a highly-skilled burglar, and following her motto of "You'll never catch me!" After she cut herself on a stolen sacrificial knife, she entered Mictlan, where _Itzpaplotl declared that Diana was now, despite her questionable past, her involuntary champion._

Diana became a security consultant and a superhero, using the powers given to her as Itzpaplotl's Champion (Agility, razor wings, tiny size and combat skill) as well as her own abilities. She still attempts to have fun with the process, though, taunting foes, fighting them with her wits, a _mocking shadow,_ but her frivolity could go too far. And there's still the problem of her criminal history-- she committed many crimes, knew many criminals, and they will remember her. Is it true that she _can't escape the past?_

Origin: Legacy

Distinctions:

  • 1 Involuntary Champion
  • 2 Questionable Past
  • 3 "You'll never catch me!"

Affiliation:

  • Solo: d6
  • Buddy: d8
  • Team: d10

Powers

  • Primary Power: Champion of Itzpaplotl (Razor Wings d10, Mystic Resistance d12, Superhuman Reflexes d10, Subsonic Flight d8, Shrinking d8)
    • SFX: Divine Favor (Spend 1 PP to reroll a Champion of Itzpaplotl dice pool and Step Up the Champion of Itzpaplotl die in that pool; if the reroll fails, move the Stepped Up die to the Doom Pool)
    • Limit: Linked Powers (Shutting Down Shrinking-- or not being shrunk!-- also Shuts Down Razor Wings, Flight and Reflexes)
  • Secondary Power: Darkforce Manipulation (Teleport d8, Darkforce Control d8)
    • SFX: Everywhere At Once (Attack multiple targets. Add a d6 to the pool and keep an extra Effect die for each additional target)
    • Limit: Lineage (Earn 1 PP when affected by Lineage-specific Milestones and tech)


Specialties:

  • Combat Expert d8
  • Crime Master d10

Milestones:

  • Mocking Shadow
    • 1xp- when you taunt a target who has attempted, and failed, to hit you
    • 3xp- when you use your powers to Stress Out a foe with Mental or Emotional stress
    • 10xp- when your taunting and irreverence winds up causing serious, lasting harm to an ally, or when you chose to kill a foe instead of winning through cleverness=
  • Can't Escape the Past
    • 1xp- when you talk about your past criminal career
    • 3xp- when your allegiance is challenged by allies or by past associates
    • 10xp- when you turn on criminals you've worked with in the past, or give up being a hero to return to your criminal life

Whiteblade

  • Player: Skycroft

Description

  • Roderick Hale was a genius surgeon when he was chosen by the ancient sword Dyrnwyn to be this generation’s Whiteblade, [u]a warrior dedicated to ridding the world of those who would misuse the power of magic.[/u] Granted extraordinary martial knowledge and the anti-magical powers of Dyrnwyn, Rod turned his new-found capabilities to the field of fighting crime, driven by the same [u]altruistic impulses[/u] that led to him becoming a doctor. Given the nature of his most frequent opponents, he also devoted himself to the mystic arts, becoming an adept self-taught sorcerer despite the lack of any formal training in only a matter of months, thanks to a combination of his innate magical talent and his prodigious intellect (yes, he's just that good). Roderick struggles to balance saving people by being a healer with saving people by stabbing evil sorcerers in the face, which doesn’t leave much time for a personal life.

Origin: Trained Human

Distinctions:

  • Dyrnwyn's Chosen
  • Self-Taught Sorcerer
  • Yes, I am just that good

Affiliation:

  • Solo: d8
  • Buddy: d6
  • Team: d10

Powers

  • Primary Power: Magic
    • Sorcery Mastery d10
    • SFX: Healing - add Sorcery to your dice pool when helping others recover physical stress. Spend 1 PP to recover your own or another's physical stress or step back your own or another's physical trauma by 1.
    • Limit: Power Surge - Shutdown highest-rated power to gain 1 PP. Take action vs the Doom Pool to recover.
  • Secondary Power: Dyrnwyn
    • Mystic Resistance d10
    • Weapon d8
    • SFX: Mystic Absorption - on a successful reaction against a magic-based attack action, convert your opponent's effect die into a Dyrnwyn stunt, or step up a Dyrnwyn power by +1 until your next action. Spend 1 PP to use this stunt if your opponent's action succeeds.
    • Limit: Gear - Shutdown Dyrnwyn and gain 1 PP. Take an action against the Doom Pool to recover.

Specialties:

  • Combat Master
  • Medical Master
  • Mystic Expert

XP: 1

Milestones: ACTIVE:

  • Hippocratic Oath
    • 1xp- when you heal someone by using both your Medical Specialty and Sorcery in the same pool
    • 3xp- when you engage in a coverup of the fact that you healed someone with magic.
    • 10xp- when you either let someone die when you could have used magic to save them or publicly reveal your magic powers.
  • Round up the fugitives
    • 1 XP when you defeat and capture a fugitive from the Raft.
    • 3 XP when you choose to let a fugitive go in order to help an innocent bystander or an ally.
    • 10 XP when you track down the group behind the breakout and either turn them in to the authorities or join them.

OTHER:

  • Whiteblade's mantle
    • 1xp- when you use your Combat or Mystic Specialties to aid another hero
    • 3xp- when you first defeat an opponent with a die enhanced by your Mystic Absorption SFX
    • 10xp- when you either nominate another hero as your replacement and give up your title or defeat another hero to prove your status as the true Whiteblade

Inactive Characters

Dr. Bright

  • Player: theh0rde

Description (~150 words)

Samantha Brite is a woman who's body, after an accident where she was the TRAGIC LONE SURVIVOR, harnesses a unique energy, an energy that allows her to create solid light, a new category of Ultraviolet light. She also uses this energy to stretch her body (when she turns into light mode) as well as shape her body into other forms.

Driven by guilt, due to her mother's death in the lab accident, Samantha strives to make sure that her own life would mean something. She took responsibility of the new energy source, making sure that it would be used properly, becoming the Billionaire CEO of Brite Industries as a result. Many Technists claims that she is a goody two shoe Naive Optimist, based on the fact that she could've gotten even more money if she allowed them access to research the energy source. She refuses, however, based on the fear that it could be misused.

But 'why' was she alive. That has been troubling her...

Origin: Altered Human

Distinctions:

  • Tragic Lone Survivor
  • Billionare CEO
  • Naive Optimist

Affiliation:

  • Solo: d8
  • Buddy: d10
  • Team: d6

Powers

  • Brite Synthesis:
    • Brite Synthesis (Light) Control d10
    • Stretching d10
    • Shapeshifting d8
    • Plant Control d8
    • SFX: Afflict
    • Limit: Conscious Activation
  • Life Support:
    • Durability d10
    • SFX: Full Power. By Shutting down Life Support, Bright can immediatly gain a D10 Asset [Powered Up].
    • Limit: Tapped Out. When Dr. Bright takes stress while Durability is inactive (either by stress out or through the use of Full Power SFX), Dr. Bright gains d6 Emotional Stress (Troubled Breathing, Heart Slowing Down, Blurred Vision). An action against the doom pool (or spending a pp) will negate the damage, but will also place the d6 into the Doom Pool. Tapped Out is inactive when [Powered up] is shut down.

Specialties:

  • Vehicle Expert d8
  • Science Expert d8
  • Medical Expert d8
  • Business Master d10

Milestones:

  • What is happening to me?
    • 1xp-When Dr. Brite recovers from Tapped Out during a transition scene.
    • 3xp-Whenever Dr. Brite is stressed out due to the Tapped out limit
    • 10xp- When Dr. Bright finds out what the core of the disease is and either chooses to find answers to the problem beyond 'legal' means, or she decides to give up on finding the cure and face whatever consequences come with it.
  • PTSD
    • 1xp-Whenever Dr. Brite uses TRAGIC LONE SURVIVOR as a negative distinction during a Team affiliated action.
    • 3xp-Whenever Sam inflicts emotional stress on someone else, or she suffers emotional stress due to a conversation, discussion, or implication of the Lab Accident
    • 10xp-Overcomes her PTSD, changing that distinction, or surrenders to it, retiring from the heroic life