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Paladin's UNENDING WAR Heroes and Villains

Your heroes, villains, vehicles, and HQs
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Paladin's UNENDING WAR Heroes and Villains

Post by Paladin »

The Unending War is one of the many settings we are planning for our OmniVerse Project. Before I start posting characters, I should probably let you know something about the setting -

It’s 1948. World War II - which many feel is simply the First World War, reignited - rages on with no end in sight. Newspaper writers and radio commentators have come to call it the Unending War.

Germany has an iron grip over almost all of Europe and parts of North Africa. Early in the war, the * war machine was dramatically enhanced by strange and powerful technology. This technology – a kind of magical/science fusion called “Shard-Tek” – was granted to the Axis Powers by a strange, otherworldly race known only as the Mage-Wrights. Armed with strange and devastating weapons and vehicles, the Wehrmacht rolled over all opposition, even driving the American forces almost completely out. The Allies are barely hanging on in what is called the "Northern Resistance Zone" (Norway, Sweden, and Finland) and the "Southern Resistance Zone" (Greece, Albania, and parts of Bulgaria and Yugoslavia).

The Japanese Empire has spread throughout Asia and the Pacific; the Allies are barely holding the line at Midway, the Solomons, and Papua New Guinea. Like the Germans, the Japanese have been supplied “super weapons” by the Mage-Wrights. As well, ancient mysticism and alchemy has been tapped into to bring forth mighty samurai, shugenja, and even ninja.

(Though technically a partner in the Axis, Italy has become all but a complete puppet state to Germany; the nation’s troops are primarily used to garrison strongly held areas, instead of being armed with the more advanced weaponry. There is a growing resistance within the country.)

Britain continues to hold out, in no small part thanks to the efforts of Doctor Ominbus, Captain Eagle, and the Cobalt Raptors, whose mighty aircraft and daring flying continues to own the skies.

Doctor Omnibus is one of a few of the Gifted who openly fight for the Allies. Der Obermeister, Herr Deutschland, and Baron Daemon are three of the most powerful Gifted serving Hitler, while Hachiman and Raiden lead a pantheon of gods and oni for the Japanese.

The Gifted (and their monstrous counterparts, the Twisted) first began appearing shortly after the Tunguska Event of 1908. Something in the explosion – whatever it was, though most theories hold it was a huge meteor – triggered genetic mutations across the planet. In most cases, generally benevolent (and often highly useful) changes occurred in folks. At first, some people simply used their abilities as needed. A few became entertainers and features in circuses and carnivals. A handful set out on grand explorations, or went into dangerous situations and disaster areas to help people. These were (and some still are) called Adventurers.

And some put on costumes and identity-concealing outfits to fight crime, often opposing those Gifted (and a few Twisted) who turned their abilities to evil or personal gain. These were the Mystery Men and Femmes Mystère that struck in the night and behind the scenes against crime lords, strong arm thugs, and even more powerful threats.

At the same time that the “Meteor Effect” was changing some folks, it also awakened (some say re-awakened) magic in the world. Supernatural beings, most of whom represented threats to the people of the world, became more than monsters under the bed. Gods and demons arose, and sorcerers and alchemists took up the ancient practices once again.

Not surprisingly, given Der Fuhrer’s fascination with mysticism, the * have incorporated dark magics in some of their efforts to dominate the world. In fact, it was the use of an insanely powerful magical rite, in combination with mystic powers unleashed by some Russian sorcerers, that brought a magical ice age to Russia and most of Eastern Europe.

Ireland, in an attempt to once and for all shake off the shackles of Britain’s control, made a deal with otherworldly beings from the dimension of Aevelon. Their dark bargain led to the Emerald Isle being overun by elf-like beings - Faerie, led by the enigmatic Winter Lords - wielding the dark powers of necromancy and allied with creatures of corruption and undeath. Realizing their mistake, many have taken up arms to fight back against these beings, leaving Ireland in a state of civil war. Adding to the chaos is the fact that only the magical technology of the Mage-Wrights even works there anymore.

Australia and New Zealand have seen their share of terror and destruction, primarily at the hands of the Japanese war machine. Age old prejudices against aboriginals have been largely set aside as the European transplants have come to appreciate the ancient powers the natives are able to wield against the enemy. Add to that some rather impressive “junk tech tinkering” and the extraordinary daring of the folk who live Down Under, and it’s not hard to see why most see their chances as better than the average Allied nation.

The ancient beings of Egyptian mythology have arisen as well, and have expanded their control to much of Africa, including Libya and most points south (though not South Africa). They are openly at war with the * for control of the rest of North Africa.

In Central and South America, the ancient powers of the Mayan and Aztec empires are at war, with most of the people reverting to worship of one or the other pantheon. As in Ireland, most technology simply fails in the region (though Shard-Tek works there just fine).

Mexico has joined the Axis Powers and has received ample resources and support in order to harry the United States. Fortunately for the U.S., Mexico is now dealing with the mystical powers on their southern border, which drains their military power away from their efforts to retake Texas.

As for the United States, the nation remains the hope of a world at war, still strong, yet harried and ragged from years of conflict and financial woes. A highly expanded relationship with Canada, called the Can-Am Compact, has improved both nations’ strength and capacity to wage war. The efforts of some of the greatest scientific minds in the world – including Albert Einstein and Doctor Eileen Montgomery – has provided some rather amazing weaponry and machines to keep the balance against the Axis. Add to that the aid of some rogue Mage-Wrights, and Can-Am forces are slowly building up to an offensive to push back against their enemies. Led by such heroes as Sergeant Justice, Lady Star, and the rest of the Liberty Battalion and the Valiant Corps, the Gifted of the Can-Am Compact may be the world’s only hope.

At this time, scientists estimate there are probably around 2700 Gifted across the globe; most of them of are very low power, and many of those folks don’t have particularly combat-effective abilities. A small number of them, however, are of fairly impressive ability and power, and it is these men and women who have the capacity to change the world.

(The number of Twisted – those who manifest mainly grotesque physical changes with low-to-middling powers, are believed to number somewhere between 1000 and 2500. More accurate numbers are hard to attain due to the reclusive nature of most Twisted, many of whom live in colonies as far away from civilization as possible.)

The Allies are holding their own – barely – on numerous fronts. There are fears, however, that the worst is yet to come.

Will you answer the call and fight for a world free of fear and tyranny?

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Post by Paladin »

NAME: Mistress Miracle (Hannah Hubris)
SCALE: World Class
POINTS: 40

BRAWN: 2 (+3 Result)
AGILITY: 2 (+3 Result)
MIND: 4

SOAK: x5 [+3]
PRIORITY: x2 [+3]
DEFENSE: x2/x4HtH [+3]
NOTICE: x4
MENTAL DEFENSE: x4
RUN: 6/15
KB RESIST: 20
HITS/STUN: 100/30
HERO POINTS/SETBACKS: -3

ATTACK: Karate; TO HIT: x3+3; DAMAGE: x3+3

ATTACK: Eldritch Blast; TO HIT: x5+3; DAMAGE: x8; NOTES: Range 35, Extra Effect (x10 vs Supernatural)

ATTACK: Nullify; TO HIT: x4+3; DAMAGE: -; NOTES: x5 Null Factor; Contest vs Power Level; Range 20

ARMOR: Mystic Force Field; BONUS: x3

ADVANTAGES: Celebrity, Mentor (Dr. Arcane), Versatile (Free Power Stunt once per issue)

DISADS/WEAKNESS: Arch-Enemy (The Summoner); Duty (the White Lodge), Rogue's Gallery

SKILLS: Perform (Stage Magic) [x2+3]; Escapology (Contortion) [x2+3]; Military (Tactics) [x4]; Occultism (Magic) [x6]

POWERS

Flight: Level 3; Casting

Teleportation: Level 4; 100 Squares; Earth (Concentration); Casting; Gateway

Armor: Level 3; Casting

Magic Multipower>
MP - Nullify: Level 5; Range 25; Casting; Mid Range, Extra Effect (+2M vs Magic)
MP - Blast: Level 5; Range 35; Casting; Mid Range; Extra Effect (+2M vs Supernatural), +1M to hit, x4DM
MP – Magic Mastery: Level 5; Range 10K Miles; Area 100 miles; Casting; Broad Category (Magic), Task Difficulty 50; Power Trick any spell

Clairvoyance: Level 2; Range Earth; Casting; Concentration; Past, Present

Sense Magic: Level 1

Martial Arts: Level 1; Karate (+2 Defense x vs HtH)

Heightened: Level 2; Brawn & Agility (+3 Result Bonuses)

Weapon Technique: Level 2; Karate (+1 AGI, +1 Damage Mod)

Boost Agility: Level 2; Only for Magic attacks

MOTIVATION: Always wanted to help people.

ACCLAIM: 60 (x6)

INFAMY: 0

Hannah Hubris was the trusted assistant to the famous Broadway stage magician, Doctor Marvelous. She spent years helping him with increasingly more amazing illusions and other "tricks," not fully realizing that much of what they were both accomplishing was real magic.

She also did not know that her time with him was intentionally arranged - that she had been born with incredible potential for the mystic arts. It wasn't until Doctor Arcane, one of the most powerful mystics in the world, came to visit his old friend, Marvelous, that she learned the truth.

She then took up studying the magic arts with Doctor Arcane, who also urged her to hone her already considerable physical gifts. Though still technically an apprentice, most of the White Lodge (the cabal of powerful mages, shamans, and other mystics that see to the protection of the world) agrees she is very much a power to be reckoned with in her own right.

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Last edited by Paladin on Thu Dec 01, 2011 12:44 am, edited 2 times in total.
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Post by kroh »

Interesting. You have a LOT going on in that initial premise. Will this be splashed at new readers in the same fashion or released over a period of supplements or with only certain knowledge available in the Narrator section?

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Post by Paladin »

That intro will be what everyone knows; there's a lot more going on behind the scenes, trust me...
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Post by Michael »

Rather odd in that your northern and southern resistance zones in Europe are regions the Axis historically took in a matter of months.

An Egyptian mythology based group would most likely be a German ally fighting against British domination of Egypt. They would also be pushing into modern day Israel and Syria to re-establish ancient Egyptian control of those areas.

If the United States cannot immediately crush Mexico, then they do not have the ability to stop the Axis from winning the war in Europe.

When did World War II start in this universe?
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Post by Paladin »

Michael wrote:Rather odd in that your northern and southern resistance zones in Europe are regions the Axis historically took in a matter of months.
Yes, well, I've tinkered the history quite a bit; as I said, in this case, WWII is considered almost a "continuation" of WWI. I still need to work out some more details, as this is just the beginning framework, but things got wonky with the influx of aliens, extra-dimensional beings, and the odd steamy-style tech.

As well, the Zones are based on the early successes of the Allies becoming near-routes and other military disasters as the * got even more outside help (and developed some powerful measures of their own). In the case of the Northern Zone, I am going with the fact that the people of that area banded pretty strongly together and, with the aid of some Asgardian folks not allied with the Germans and the famous tenacity of the Finns, the Allies were able to carve out some holding lines.

As for the South, it's a similar situation. Partisans and some ancient, mythic help combined with the retreating and re-unified Allied forces to simply say "Here and no further."
An Egyptian mythology based group would most likely be a German ally fighting against British domination of Egypt. They would also be pushing into modern day Israel and Syria to re-establish ancient Egyptian control of those areas.
Again, much tinkering with the longer timeline, based on the influence of magic and Gifted and such. Britain lost control of Egypt much earlier, and the gods and other entities of the region simply want nothing to do with the *.

Especially in light of the fact that Hitler and his arcane agents are so keen on controlling the most powerful sources of magic and mystic energies in the world.
If the United States cannot immediately crush Mexico, then they do not have the ability to stop the Axis from winning the war in Europe.
Again, there is a lot going on there - the Mexicans got a lot of magical-tech help.

Nonetheless, you're right - they should be able to crush Mexico. In fact, they probably would if it were particularly necessary. With the eruption of violence on Mexico's southern borders, however - the spillover of the Aztec/Mayan war - Mexico is barely a nuisance.

For the time being, efforts are being pursued on the diplomatic front, and the conflict is limited to skirmishes and spy-vs-spy.
When did World War II start in this universe?
I still need to work that out, but it was earlier than in our history.
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Post by Paladin »

And now it's time for a villain from the setting...

NAME: The Magistrate

BRAWN: 1
AGILITY: 2
MIND: 4

SOAK: x3
PRIORITY: x4
DEFENSE: x4
NOTICE: x4
MENTAL DEFENSE: x8
RUN: 6/10
KB RESIST: 10
HITS/STUN: 100/25

ATTACK: Daze; TO HIT x5; DAMAGE Daze; NOTES: Range 10, Area 5x5

ATTACK: TK; TO HIT x5; DAMAGE x5; NOTES: Range 5 (lose one level each additional 5 squares)

ATTACK: Mind Control; TO HIT x5; NOTES: Range Visual (Telepathy)

ARMOR: TK Field; BONUS 2

OTHER DEFENSE: Force Field; BONUS 90 Hits; NOTES: Soak 10 Hits per Attack

SKILLS: Athletics (Running) [x2]; Riding (Control) [x2]; Commerce (Bureaucracy) [x4]; Investigation (Interrogation) [x4]; Social Sciences (Law) [x5]

ADVANTAGES: Appeal (+2M), Arch-Villain, Contacts, Headquarters, Photographic Memory, Resources, Untouchable

DISADS/WEAKNESS: Secret (Member of a Super-Secret Organization, a real "global conspiracy cabal.")

POWERS

MP-Psionics; Level 6
- Daze: Level 2; Range 10 sq; Area 5x5; Notes - Mind vs Mind; Check 20+ to recover
- Memory Tampering: Level 4; Range 5 sq; Notes - Ranged, Close
- Mind Control: Level 5
- Telekinesis: Level 5; Range 5 sq

MP-Telepathy: Level 3
- Telepath: Level 3; Range Visual
- Danger Sense: Level 2; Notes - Extra Effect (negates penalties for Confusion, Blind, invisible opponents, etc.)
- Scan: Level 3; Notes - x7M

Mind Shield: Level 2

Force Field: Level 5; Notes - Second Nature, Hits 90 (auto-soak 10 per attack)

Armor: Level 2

Flight: Level 2; Notes - 10 Squares/panel

Boost Mind: Level 1; Notes -Only for Mental Powers

The Magistrate is one of the infamous Lords of Chicago, a confederation of criminal masterminds and supervillains that rule the underworld of Chicago and most of the Midwestern United States. Some believe he's the most powerful of the Lords - not necessarily due to his paranormal abilities (though they are impressive, to be sure).

Rumor has it that he's actually a sitting Federal judge (obviously using his powers or some other means to change his features considerably when he is "villain mode"); this is backed up by the fact that he seems to have considerable influence in the legal proceedings of the region and beyond.

Whatever the truth is, the Magistrate is one of the most powerful criminal overlords in the world, and he's drawn a rather impressive group of other Gifted (and a few Twisted) into his service. As well, he's got a small, highly-trained and well-equipped army of henchmen known as "The Bailiffs."

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Last edited by Paladin on Wed Nov 23, 2011 1:12 am, edited 1 time in total.
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Post by urbwar »

Michael wrote: An Egyptian mythology based group would most likely be a German ally fighting against British domination of Egypt.
In the Golden Age comics, there were a few supers whose origins were based in Egyptian Mythology, so it's not really as far-fetched as you might think
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Post by Paladin »

Another hero. Mine, in fact. Originally created as an ally to help the Justice Battalion folks based in Chicago to deal with the Lords of Chicago, he more or less became "mine." I hope to get to play him with someone else running the setting.

One thing that bears pointing out is that all of these characters, so far, are being converted from ICONS. Due to that, you will end up seeing some odd builds here and there. Moonshadow is definitely the result of some rather interesting (and a couple of amazing) rolls.

NAME: Moonshadow (Daniel Armstrong)
SCALE: World Class
POINTS: 40

BRAWN: 4
AGILITY: 4
MIND: 2

SOAK: x7
PRIORITY: x5
DEFENSE: x4/x6HtH
NOTICE: x5
MENTAL DEFENSE: x2
RUN: 16
KB RESIST: 40
HITS/STUN: 100/30
HERO POINTS/DRAWBACKS: -2

ATTACK: Martial Arts; TO HIT x5; DAMAGE x5; NOTES 3 Attacks @ -2 Dice Penalty; x2 Damage at 20+ Hit/Hero Point to use Attack Dice as Damage

ARMOR: Spirit Armor, BONUS 3

SKILLS: Athletics (Acrobatics) [x5]; Stealth (Prowling, Shadowing) [x4]; Investigation (Finding Clues, Gut) [x3]; Occultism (Asian) [x2]; Security (Surveillance) [x2]; Streetwise (Gather Information) [x2]

ADVANTAGES: Contacts, Quick Thinking

DISADS/WEAKNESS: Arch-Enemy (Cobra the King), Hunted (the Triads)

POWERS

Skillful: Level 2, +4 Skill Slots

Martial Arts Mastery: Level 2; Three Forms
- Kung Fu: +1 Agility for Priority; Kip Up (Athletics/Acrobatics check 20)
- Karate: +2 Defense x vs HtH
- Capoeira: Doubles on a successful HtH defense, gain a free HtH counterattack

Keen Senses: Level 2; Sight, Hearing; +3M

Paired Weapons: Level 2; 2 HtH Attacks, -1 Dice Penalty each

Swift Strike: Level 2; +1 Attack, -1 Dice Penalty (Combined with Paired, -2 all attacks)

Weapon Technique: Level 3; All Hand to Hand (+1M to hit, +1M dam)

Spirit Form MP (Level 3)
- Ghost Form: Level 3
- Armor: Level 3

Spirit Sense: Level 1

Fleet of Foot: Level 1; 4x Agility Run, Brawn+1 Squared Jump

Attack Weak Point: Level 2; Hit by 20, x2 Damage; <20, Hero Point to use Attack Dice as Damage Dice

MOTIVATION: Protect the innocent and weak; bring crimelords to justice.

ACCLAIM: 40 (x4)

INFAMY: 10 (x1)

Daniel Armstrong was one of the FBI's best and brightest, a top agent with an impressive record in his initial three years out of training. He took on Chinese gangs in Chicago and shut down one of the biggest drug operations ever seen in America.

The Triads were not pleased.

The explosion took out his entire block, killing dozens and leaving hundreds injured. His body wasn't found, and he was presumed to have been literally incinerated in the blast and the ensuing fire.

Instead, Daniel woke up on a small island somewhere off the coast of China. An ancient man was tending to his wounds, and as he finally gained some semblance of alertness, the wizened one explained that he was the master of the man who had tried to kill Daniel. He explained that he was known simply as the Old One, and he had trained many to be spirit warriors for the betterment of the world. His one failure, he explained, so dishonored him that he felt the only way to make amends was to save Daniel and train him to deal with this instrument of evil that had been unwittingly unleashed on the world.

Daniel trained hard, learning techniques and spiritual awareness never before shared with a non-Chinese. The strength of his will and his heart manifested in great powers being unlocked, and eventually the Old One sent him back to the United States.

Back to Chicago, where he's begun his quest to take down...

Cobra the King.

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Post by Paladin »

One of the Magistrate's top enforcers -

NAME: Charlie Chain

BRAWN: 3
AGILITY: 3
MIND: 1

SOAK: x3/x5 Ph
PRIORITY: x3
DEFENSE: x3
NOTICE: x1
MENTAL DEFENSE: x1
RUN: 9/12
KB RESIST: 30
HITS/STUN: 100/20

ATTACK: Chain Smash; TO HIT x5; DAMAGE x8; NOTES: Range 5

ATTACK: Chain Sweep; TO HIT x5; DAMAGE x6; NOTES: Arc 8x1

ATTACK: Stretch Chain; TO HIT x5; DAMAGE x3; NOTES: Reach 10

ATTACK: Hand to Hand; TO HIT x3; DAMAGE x3

ATTACK: Wrap Up; TO HIT x7; DAMAGE -; NOTES: Range 5, 30 Difficulty Immobilization; Chain unusable while this is in effect

ARMOR: Absorption; BONUS 2; NOTES: Physical Only

SKILLS: Athletics (Throwing) [x3]; Perform (Juggling) [x3]; Stealth (Shadowing) [x3]; Streetwise (Crime) [x1]

ADVANTAGES: Dumb Luck (1 free re-roll)

DISADS/WEAKNESS: On the Run

POWERS

Absorption (Linked Powers; Only Physical)
- Armor: Level 2; Notes: +2M Soak
- Healing: Level 5; Notes: Triggered; Only Amount Soaked; No per/hour effect

Chain Multipower: Level 5, Notes: Gadget (easily taken)
- Stretch: Level 5, Range 10
- Swinging: Level 2, Notes: Agility x4
- Chain Smash: Level 5, Range 5, Notes: +5M Damage, Short Range
- Chain Sweep: Level 5, Area 8x1 arc, Notes: +3M Damage, Medium Arc
- Wrap Up: Level 5, Range 5, Notes: +2M Hit, Short Range, 30 Difficulty; Chain cannot be used when this is on

Boost Agility: Level 2, Notes: Only for Chain Attacks

Charlie Chain was a bodyguard for the Magistrate who got really lucky one day. He happened to be on hand when a rival gang lord attacked his boss with some kind of freaky hex; signature chain in hand, he dove in the way of the blast.

Both he and his chain were forever changed (Doctor Terrible has opined that Charlie was a latent Gifted who's abilities were triggered by the magic energies), and he's earned a permanent place as one of the Magistrate's chief lieutenants.
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Post by Paladin »

Here's the character played by our 11 year old daughter, Sammi -

NAME: Power Woman
SCALE: World Class
POINTS: 40

BRAWN 2
AGILITY 2
MIND 3

SOAK x4
PRIORITY x2
DEFENSE x4
NOTICE x3
MENTAL DEFENSE x3
RUN 6/20
KB RESIST 20
HITS/STUN 100/25
HERO POINTS/DRAWBACKS 0

ATTACK: Blast; TO HIT x4; DAMAGE x7; NOTES: Range 40, 8x1 Arc

ATTACK: Immobilization; TO HIT x5; DAMAGE -; NOTES: 30 Difficulty

ARMOR: Force Field, BONUS 2

SHIELD: Deflection, BONUS 2

SKILLS: Athletics (Acrobatics) [x2]; Perform (Singing) [x2]; Humanities (Journalism) [x2]; Science (Sonics) [x2]

ADVANTAGES: Appeal (+2 Mod), Celebrity

DISADS/WEAKNESS: Arch-Enemy (Mindstorm), Damaging Weakness (x2 Damage from Corrupted Shard energy)

POWERS

Flight: Level 4, Notes: 20 Squares; Top Speed 400 mph

Armor: Level 2

Deflect: Level 2, Notes: +2 Agility for Defend; reflect on doubles

Sonic Multipower: Level 5 [9 points]
- Blast: Level 5, Range 40, Area 8x1, Notes: +1M to hit, x4; Mid Range, Medium Arc
- Force Field: Level 5, Range 25, Area 5x5; 80 Hits; Mid Range, Medium Burst
- Sound Mastery: Level 5, Range 10K miles, Area 100 miles; Notes: Up to Difficulty 50
- Immobilization: Level 5, Range 25, Area 5x5; Notes: +2M to hit; Difficulty 30; Mid Range, Medium Burst

Immunity: Level 4, Notes: Breathing, Poisons, Disease, Radiation

Boost: Level 1, Notes: +1 Agility with Sonic Powers

MOTIVATION: Protect the innocent.

ACCLAIM: 60

INFAMY: 0

Diana Grace, a crack reporter for WUSA radio, found herself unexpectedly on the front lines of the war while reporting from the far frozen north of Canada. She'd been sent to get the story on a series of meteors that landed there; what she got was the story of a pitched battle between the forces of Baron Daemon, including Colonel Bane and his dreaded Nachtwolfen and the Canadian Army.

Even as some of Canada's Gifted arrived to help turn the tide, Diana crept ever closer to the meteors, determined to get pictures and an eyewitness view of them for her radio report. A stray blast of terrible necromantic energy from Daemon (now fighting in his demonic form) cause one of the meteors to literally blow up in her face! The battle literally paused as everyone feared the famous reporter had been slain.

Rising from the destruction, however, was a transformed woman, commanding sonic power at an earth-shattering level. She claimed to have whisked Diana Grace to safety, then announced herself as Power Woman and proceeded to had the *'s their hats!

Diana continues to report for WUSA, but she has another vocation as well - saving the United States and the world as Power Woman!

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Post by kroh »

So... whats the word on this? We going to see an official Bash logo on this ?
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