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Apr 27, 2012 8:23:27 GMT -5
Post by gamedave on Apr 27, 2012 8:23:27 GMT -5
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May 5, 2012 15:18:48 GMT -5
Post by gamedave on May 5, 2012 15:18:48 GMT -5
CAPTAIN WONDER
Captain Wonder, the most famous and popular of the “Third Wave” heroes, was actually a gestalt being. He was formed when the “Wonder Family”, Mr. Wonder, his cousin Lady Wonder, his teenage niece and nephew, Wonder Boy and Miss Wonder, and acquaintance Johnny Wonder, combined themselves, using the power of their Wonder Rings. On their own, the Wonder Rings gave them Gamma-class strength, invulnerability, and flight. Combined, they gave Captain Wonder Alpha-class abilities. In addition to his basic powers, he apparently could manifest nearly any ability which he needed in a given situation. There are documented instances of his displaying powers of freezing breath, growth, heat beam vision, invisibility, super senses, including “X-ray vision”, super speed, telepathy, teleportation, and the ability to confer lesser versions of his powers to others, including animals. Alongside fellow founding members of the Argonauts the Atomic Man and the Outsider, Captain Wonder was one of the most powerful beings ever recorded. After a career of fantastic adventures and fighting threats ranging from ordinary mobsters to mad scientists to super villains to a giant mutated radioactive anthropomorphic radish, he was finally killed in the Fall in 1973.
PL 15
Abilities Strength 20/3, Stamina 20/3, Agility 9/3, Dexterity 9/3, Fighting 10/6, Intellect 9/5, Awareness 9/5, Presence 9/5
Powers Enhanced Abilities: Enhanced Strength 17, Enhanced Stamina 17, Enhanced Agility 6, Enhanced Dexterity 6, Enhanced Fighting 4, Enhanced Intellect 4, Enhanced Awareness 4, Enhanced Presence 4 * 124 pts Flight 15 * 30 pts Invulnerability: Impervious Toughness 20, Impervious Fortitude 20, Impervious Will 10 * 50 pts Wonder Powers: Variable 15, Beginner's Luck*, Jack of All Trades*, Luck 5* * 112 pts
Advantages Accurate Attack, Animal Empathy, Attractive, Beginner's Luck*, Extraordinary Effort, Improved Initiative, Inspire 5, Interpose, Jack of All Trades*, Leadership, Luck 5*, Power Attack
Offense Initiative +13 Unarmed +10 (Close Damage 20)
Defense Dodge 10 Fortitude 20/3 Parry 10 Toughness 20/3 Will 10
Power Points Abilities 66 Skills - Powers 316 Defenses 2 Advantages 13 Total 397
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May 5, 2012 15:27:54 GMT -5
Post by gamedave on May 5, 2012 15:27:54 GMT -5
CHIMAERA
CHIMAERA is one of the most dangerous terrorist organizations in the world, making use of metahuman operatives, hyper-technology, and occult powers in pursuit of its anarcho-nihilist goals of overthrowing all current world governments. It is made all the more dangerous by the fact that many of its members seem more interested in destroying the world than in conquering it.
History: In the wake of the destruction wrought by the Second World War, Count Giacomo Despero, a brilliant scientist and wealthy Italian nobleman, became disillusioned with all current political philosophies and governments. He became convinced that capitalism and communism, democracy and fascism, were all equally corrupt and bankrupt, and that the only solution was to destroy the world as it exists and begin again. To that end, he gathered together a number of like-minded individuals and founded a terrorist organization dedicated to overthrow all existing social, economic and political orders. He named this organization CHIMAERA after the mythical beast, as a symbol of the primal chaos and terror which he revered. The three headed chimaera also symbolized the triple goals of destroying the economic, political, and social orders. Despero organized CHIMAERA in a cell structure, with each cell operating largely independently of the others, but under his overall direction.
CHIMAERA became one of the foremost threats to world peace and international security in the 1950s, and was one of the primary reasons for the creation of S.E.C.T. and COUNTERForce. It launched schemes to conquer or destroy the world throughout the 1950s and 60s, specializing in doomsday devices. Count Despero was apparently killed numerous times, and CHIMAERA was defeated over and over again, yet Despero and CHIMAERA continued to reappear, more powerful and dangerous than before.
Finally, Count Despero was killed, apparently for real this time, in 1977, during an assault on CHIMAERA’s secret island headquarters by COUNTERForce and a combined American and Soviet military taskforce. CHIMAERA was apparently destroyed by this final assault, but actually went through a period of reorganization and rebuilding. Finally, in 1982, CHIMAERA reappeared, apparently still led by Count Despero. However, this Count Despero was revealed to be an imposter, and CHIMAERA split into numerous cells and factions, which not only continued their war against all current economic, political, and social institutions, but against each other as well.
Current Operations: CHIMAERA is no longer a unified organization. Instead, dozens of different cells and factions claim to be the “true” CHIMAERA, and continue their anarcho-nihilist operations. Each cell follows a single charismatic leader, each of whom claims to be the legitimate successor to Count Despero, some of whom occasionally, with varying degrees of success, attempt to reunite the various factions. Most cells continue CHIMAERA’s traditional focus on hyper-technology and doomsday devices, but others have turned to the occult and the worship of dark powers, while a few are little more than thugs and support personnel for a particularly ambitious super-villain.
CHIMAERA THUG (HIGH-TECH CELL) PL 5 Minion Abilities STR 1, STA 2, AGL 0, DEX 2, FGT 5, INT 0, AWE 0, PRE 0 Equipment Blaster Rifle (Ranged Damage 8), Body Armor (Protection 4) Advantages Equipment 4, Teamwork Skills Close Combat: Unarmed 4 (+9), Expertise: Chimaera 4 (+4), Intimidation 4 (+4), Perception 2 (+2), Technology 2 (+2), Vehicles 2 (+4) Offense Initiative +0 Blaster Rifle: Ranged +2 (8 Damage) Unarmed: Close +9 (1 Damage) Defense Dodge 6 Fortitude 6 Parry 6 Toughness 4 Will 2 Power Points Abilities 20 + Advantages 5 + Skills 9 + Defenses 13 = 47 Total
CHIMAERA THUG (CULT CELL) PL 5 Minion Abilities STR 1, STA 2, AGL 0, DEX 2, FGT 5, INT 0, AWE 0, PRE 0 Equipment Sword (STR-based Damage 3), Reinforced Uniform (Impervious Toughness 2) Advantages Equipment 1, Defensive Roll 2, Teamwork Skills Close Combat: Unarmed 4 (+9), Expertise: Chimaera 4 (+4), Expertise: Occult 4 (+4), Intimidation 4 (+4), Perception 2 (+2), Vehicles 2 (+4) Offense Initiative +0 Sword +5 (5 Damage) Unarmed +9 (1 Damage) Defense Dodge 6 Fortitude 6 Parry 6 Toughness 4/2 Will 2 Power Points Abilities 20 + Advantages 4 + Skills 10 + Defenses 13 = 47 Total
CHIMAERA CELL LEADER (HIGH-TECH) PL 6 Abilities STR 2, STA 3, AGL 1, DEX 3, FGT 6, INT 5, AWE 3, PRE 3 Equipment Blaster Pistol (Ranged Damage 5), Body Armor (Protection 4), Computer Advantages Equipment 3, Improved Initiative, Leadership Skills Close Combat: Unarmed 4 (+10), Expertise: Chimaera 8 (+13), Expertise: Engineering 4 (+9), Expertise: Science 4 (+9), Insight 4 (+7), Intimidation 8 (+11), Perception 4 (+7), Persuasion 4 (+7), Ranged Combat: Blasters 4 (+7), Technology 8 (+13) Offense Initiative +5 Blaster Pistol: Ranged +7 (5 Damage) Unarmed: Close +10 (1 Damage) Defense Dodge 8 Fortitude 6 Parry 8 Toughness 4 Will 6 Power Points Abilities 52 + Advantages 5 + Skills 26 + Defenses 12 = 95 Total
CHIMAERA CELL LEADER (CULT) PL 6 Abilities STR 2, STA 3, AGL 1, DEX 3, FGT 6, INT 5, AWE 3, PRE 3 Equipment Sword (STR-Based Damage 3), Reinforced Uniform (Impervious Toughness 2) Advantages Close Combat 1, Defensive Roll, Equipment 1, Improved Initiative, Leadership, Ritualist Skills Close Combat: Unarmed 4 (+11), Expertise: Chimaera 8 (+13), Expertise: Occult 8 (+13), Expertise: Magic 8 (+13), Insight 4 (+7), Intimidation 8 (+11), Perception 4 (+7), Persuasion 4 (+7), Sleight of Hand 2 (+5) Offense Initiative +5 Sword: Close +7 (5 Damage) Unarmed: Close +11 (1 Damage) Defense Dodge 8 Fortitude 6 Parry 8 Toughness 4/1 Will 6 Power Points Abilities 52 + Advantages 6 + Skills 25 + Defenses 12 = 95 Total
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May 5, 2012 15:44:01 GMT -5
Post by gamedave on May 5, 2012 15:44:01 GMT -5
The Challenger Institute is the world’s foremost center for advanced, unconventional, and exotic scientific and technological research and experimentation. It also sponsors exploration and research expeditions to remote locations across the planet, and even maintains a private space station in Earth orbit and has sent more robotic probes into outer space than any agency other than NASA.
Location: The Institute’s main headquarters is physically located on a campus covering several acres on the outskirts of Sunrise City, California. The campus includes offices, laboratories, super-computer facilities, the second largest particle accelerator in the United States, as well as dormitories and several residences for Institute staffers. It also operates satellite locations in various locations throughout the world, including Antarctica and on the ocean floor, and, as mentioned above, an orbiting space station.
Structure: The Institute is a private, non-profit corporation. Its founder, Dr. Jeremiah Challenger, still heads the Institute in his 80s, although he is not as involved in day-to-day operations as he once was. In order to encourage interdisciplinary thinking and operations, the Institute does not have traditional departments. Instead, it is divided, for administrative purposes, into several interdisciplinary Research Centers, sharing their names with the buildings which house them. The Colgrave Research Center, for example, is the building which houses the Colgrave Particle Accelerator, and is also the name of the team of researchers working there; most of these researchers are particle physicists, but the Center includes biologists, chemists, engineers, and even a handful of archaeologists, anthropologists, historians, and psychologists.
Relations: The Institute receives funding from its numerous patents, as well as from the State of California, the Federal government, and various philanthropic organizations, particularly the Prometheus Foundation. Although it is a private, independent institution, the Institute maintains ties with various governmental and quasi-governmental institutions, including the CDC, DARPA, the European Space Agency, NASA, the IAEA, the National Institutes of Health, the National Science Foundation, UNESCO, and the World Health Organization. It also has formal ties to both SECT and COUNTERForce, and both organizations have a liaison agent at the Institute.
DR JEREMIAH CHALLENGER
Dr. Jeremiah Challenger is widely regarded as perhaps the smartest man alive, and is a world-renowned physicist, engineer, and inventor. The grandson of the famed Victorian adventurer and explorer Professor George Challenger, Dr. Challenger began a career as a costumed adventurer in 1961. Unlike most other heroes, Dr. Challenger concentrated on scientific and technological research; many of his adventures were the result of investigations into scientific mysteries or attempts to combat perversions and abuses of science and technology. He was a founding member of the Argonauts, and his New York townhouse served as their first base of operations. Dr. Challenger was one of the few survivors of the Fall, and immediately thereafter retired from active adventuring, founding the Challenger Institute, the world’s foremost center for advanced, unconventional, and exotic scientific and technological research and experimentation. Now in his 80s, he is still active in the Institute’s operations.
Although he possesses no superhuman abilities, and is thus technically a Delta-class individual, Dr. Challenger’s enormous intellect and scientific and technical skills probably make him an Alpha-class individual.
PL 12
Abilities
Strength -2, Stamina -2, Agility 0, Dexterity 0, Fighting 2, Intellect 11, Awareness 5, Presence 5
Advantages Assessment, Benefit 5 (Security Clearance, Wealth 4), Connected, Contacts, Eidetic Memory, Extraordinary Effort, Improved Critical 4 (Gadgets), Improvised Tools, Inventor, Jack-of-All-Trades, Inspire 5, Languages 6, Leadership, Second Chance (Expertise: Engineering, Technology), Skill Mastery (Expertise: Engineering, Technology), Well-Informed
Skills Deception +11 (6), Expertise: Engineering +24 (11), Expertise: History +19 (8), Expertise: Medicine +19 (8), Expertise: Science +23 (10), Insight +17 (12), Intimidation +11 (6), Investigation +23 (12), Perception +17 (12), Persuasion +11 (6), Ranged Combat: Gadgets +8 (8), Technology +24 (11), Treatment +17 (6), Vehicles +8 (8)
Offense Initiative +0 Gadgets +8 (?) Unarmed +2 (Close Combat -2) Defense Dodge 5 Fortitude 3 Parry 5 Toughness -2 Will 14
Power Points Abilities 38 Skills 62 Powers - Defenses 24 Advantages 34 Total 158
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May 5, 2012 16:16:13 GMT -5
Post by gamedave on May 5, 2012 16:16:13 GMT -5
COUNTERFORCE
The Combined Operations UNconventional Threat Emergency Response Force (COUNTERForce) is a multinational intergovernmental organization charged with dealing with unconventional threats outside of the scope of conventional law enforcement, particularly criminals employing super-powers and hyper-advanced technology.
History: Following World War II, the emergence of the “Second Wave” of metahumans and the appearance of massive international terrorist and criminal organizations such as CHIMAERA and the Technocracy threatened to overwhelm traditional law enforcement resources. In response, the United States government founded two organizations.
The Special Exotic Crimes Taskforce was formed by selecting personnel from the Bureau of Alcohol, Tobacco and Firearms, the Federal Bureau of Investigation, the Secret Service, and the U.S. Marshal’s Service, and equipped with experimental weapons and equipment developed by the Defense Advanced Research Projects Agency. S.E.C.T. became America’s lead domestic agency for dealing with exotic crimes.
At the same time, the U.S. led the way in founding the Combined Operations Unconventional Threat Emergency Response Force, COUNTERForce. COUNTERForce is a multinational, intergovernmental law enforcement organization charged with dealing with unconventional threats to member countries and world peace.
Organization: COUNTERForce is an independent multinational law enforcement and peacekeeping agency. Although the bulk of its funding comes from the United States government, it recruits its agents from all over the world. The Director of COUNTERForce has traditionally always been an American. Americans account for a larger share of agents than any other nationality, but the majority of its agents are not Americans. COUNTERForce agents are often recruited from the law enforcement, intelligence, and security agencies and militaries of its member states, but it also sometimes directly recruits civilians. Upon joining COUNTERForce, agents are supposed to resign from any national agency to which they formerly belonged, but they often retain informal (and sometimes covertly formal) ties to their former organizations.
Relations: As a multinational intergovernmental organization, COUNTERForce maintains close, formal ties with all of its member governments. In addition, although it is not technically a part of the United Nations, it has observer status and maintains close ties to the UN Secretariat, as well as to the INTERnational POLice organization, INTERPOL.
Most of the world’s nations are members of COUNTERForce and grant its agents full law enforcement powers within their borders. Most of these countries rely on COUNTERForce to deal with unconventional threats. Notable countries that are not member states of COUNTERForce include Iran, North Korea, and Tienden. China and France, while they are members of COUNTERForce and contribute funding and personnel, do not grant COUNTERForce blanket warrent to operate within their borders. They both operate their own national agencies to deal with unconventional threats, which maintain close ties with COUNTERForce, and they have allowed COUNTERForce emergency access.
In the United States, S.E.C.T. initially had primary responsibility for dealing with unconventional threats, and maintained ties to COUNTERForce, which was not initially granted the power to operate on U.S. soil. As the unconventional threats these agencies were created to deal with became more numerous and more dangerous, however, COUNTERForce was eventually granted clearance for U.S. opeations, and S.E.C.T. now primarily operates as a liaison agency.
COUNTERForce also maintains ties with a number of public, quasi-public, and private scientific organizations to provide research and development support.
Operations: As noted above, for most countries in the world, COUNTERForce is the lead agency for dealing with unconventional threats, particularly criminals employing super-powers and hyper-advanced technology. COUNTERForce agents are highly trained and equipped with the latest technology, and do not hesitate to engage any but the most powerful metahuman criminals. Still, as metahumans tend to spend much of their time and efforts fighting each other, COUNTERForce tends to concentrate on combating organizations such as CHIMAERA and the Technocracy.
COUNTERForce Field Agent
PL 5
Abilities Strength 2, Stamina 2, Agility 2, Dexterity 2, Fighting 6, intellect 2, Awareness 2, Presence 2
Equipment Machine pistol or heavy pistol, advanced undercover vest (Impervious Toughness 4, Subtle), smartphone, comlink, flashlight, handcuffs, multitool
Advantages Defensive Roll 2, Equipment 4, Ranged Attack 4
Skills Athletics +6 (4), Close Combat: Unarmed +8 (2), Deception +4 (2), Expertise: COUNTERForce Agent +8 (6), Insight +6 (4), Intimidation +6 (4), Investigation +8 (6), Perception +6 (4), Persuasion +6 (4), Stealth +6 (4), Technology +6 (4), Treatment +4 (2), Vehicles +6 (4)
Offense Initiative +2 Heavy Pistol +6 (Ranged Damage 4) or Machine Pistol +6 (Ranged Multiattack Damage 3) Unarmed +8 (Close Damage 2)
Defense Dodge 6 Fortitude 4 Parry 6 Toughness 4/2 Will 6
Power Points Abilities 40 Skills 25 Powers - Defenses 10 Advantages 10 Total 85
COUNTERForce Assault Agent
PL 7
Abilities Strength 2, Stamina 2, Agility 2, Dexterity 2, Fighting 6, intellect 2, Awareness 2, Presence 2
Equipment Blaster rifle, Achilles Hardsuit (Impervious Protection 6, comlink, night vision goggles, tracer, flash goggles, gas mask, rebreather, reinforced gauntlets 2), smartphone, flashlight, handcuffs, multitool
Advantages Defensive Roll 2, Equipment 8, Ranged Attack 4
Skills Athletics +6 (4), Close Combat: Unarmed +8 (2), Deception +4 (2), Expertise: COUNTERForce Agent +8 (6), Insight +6 (4), Intimidation +6 (4), Investigation +8 (6), Perception +6 (4), Persuasion +6 (4), Stealth +6 (4), Technology +6 (4), Treatment +4 (2), Vehicles +6 (4)
Offense Initiative +2 Blaster Rifle +6 (Ranged Damage 8) Unarmed +8 (Close Damage 4)
Defense Dodge 6 Fortitude 4 Parry 6 Toughness 4/2 Will 6
Power Points Abilities 40 Skills 25 Powers - Defenses 10 Advantages 14 Total 88
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