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Revolutionary War Heroes - 20pts
- dugfromthearth
- Costumed Crimefighter
- Posts: 165
- Joined: Mon Aug 16, 2010 11:00 pm
Revolutionary War Heroes - 20pts
the first rebel hero:
WEATHER G'LASS
Brawn 1 Agility 1 Mind 3
Soak x2 Defense x1/x4 Mental Defense x3
Powers
Weather Mastery 3 [Enhancement: Broad], [Limitation: Time] 3pts
Deflect 3 [Limitation: Only works outside] 2pts
Multipower 5pts
Push 3 [Enhancement: Variable], [Limitation: Only works outside]
Telekinesis 3 [Enhancement: Variable], [Limitation: Only works outside]
Mental Malfunction: Hates the English
Advantages: Versatile
Disadvantages: Arch Enemy: Weather Vein
Weaknesses: None
Skills: Stealth (Moving Silently), Deception (Lying), Domestic (Sewing), Occultism (Astrology)
Stats 10pts Powers 10pts Total 20pts
Wendy Walsh is proud both of being an American and her Welsh heritage. She is secretly the descendent of ancient druids, and she knows weather spells passed down by her mother. While controlling the weather over a large area takes time, her greatest control is of the winds and she can summon powerful gusts to do her bidding.
She adopted the secret identity of Weather G'lass (prounounced guh-lass) to help the rebels. She wears a white robe and draws swirls of blue and white paint on her face and hands.
Weather G'lass has a nemesis: an evil witch named Weather Vein, who practices blood magic of the ancient druids. Weather Vein seeks only violence and death, and helps the British in an attempt to destroy the last of the rival druids.
WEATHER G'LASS
Brawn 1 Agility 1 Mind 3
Soak x2 Defense x1/x4 Mental Defense x3
Powers
Weather Mastery 3 [Enhancement: Broad], [Limitation: Time] 3pts
Deflect 3 [Limitation: Only works outside] 2pts
Multipower 5pts
Push 3 [Enhancement: Variable], [Limitation: Only works outside]
Telekinesis 3 [Enhancement: Variable], [Limitation: Only works outside]
Mental Malfunction: Hates the English
Advantages: Versatile
Disadvantages: Arch Enemy: Weather Vein
Weaknesses: None
Skills: Stealth (Moving Silently), Deception (Lying), Domestic (Sewing), Occultism (Astrology)
Stats 10pts Powers 10pts Total 20pts
Wendy Walsh is proud both of being an American and her Welsh heritage. She is secretly the descendent of ancient druids, and she knows weather spells passed down by her mother. While controlling the weather over a large area takes time, her greatest control is of the winds and she can summon powerful gusts to do her bidding.
She adopted the secret identity of Weather G'lass (prounounced guh-lass) to help the rebels. She wears a white robe and draws swirls of blue and white paint on her face and hands.
Weather G'lass has a nemesis: an evil witch named Weather Vein, who practices blood magic of the ancient druids. Weather Vein seeks only violence and death, and helps the British in an attempt to destroy the last of the rival druids.
Last edited by dugfromthearth on Mon Jan 03, 2011 12:32 pm, edited 1 time in total.
- Saker
- Paragon
- Posts: 743
- Joined: Sun Jul 04, 2010 11:00 pm
- Location: Montreal
- dugfromthearth
- Costumed Crimefighter
- Posts: 165
- Joined: Mon Aug 16, 2010 11:00 pm
- dugfromthearth
- Costumed Crimefighter
- Posts: 165
- Joined: Mon Aug 16, 2010 11:00 pm
VALLEY FORGED
Brawn 3 Agility 1 Mind 1
Soak x6 Defense x1 Mental Defense x3
Powers
Armor 3 [Limitation: Tiring] 2pts
Resistance Fire, Cold, Suffocation, Knockback 2pts
Paired Weapons 2pts
Swift Strike 2pts
Weapon Technique: +2 hit with melee weapons 3pts
Weapon: 2 Blacksmith Hammers, x2+15 Dmg
Mind Shield 1 1pt
Mental Malfunction: Wants to be a noble hero
Advantages: None
Disadvantages: None
Weaknesses: Damaging - Electricity
Skills: Craftsmanship (metalwork), Commerce (bargaining)
Stats 10pts Powers 12pts Weakness -2 Total 20pts
Wally Eberhardt is a German immigrant blacksmith who was working at the iron forge at Valley Creek when Washington's army settled there in the winter of 1777. Wally was inspired by Baron von Steuben training of the men, and he resolved to be a rebel and a patriot known as Valley Forged.
Possessed of great strength from his work at the forge, Wally made himself a suit of iron armor. The armor makes him almost immune to muskets, but it is heavy even for Wally. When wearing the armor he must stop and rest every third turn or exhaust himself. Without the armor, Wally loses Armor, Resistance Knockback, and Weakness Electricity.
Brawn 3 Agility 1 Mind 1
Soak x6 Defense x1 Mental Defense x3
Powers
Armor 3 [Limitation: Tiring] 2pts
Resistance Fire, Cold, Suffocation, Knockback 2pts
Paired Weapons 2pts
Swift Strike 2pts
Weapon Technique: +2 hit with melee weapons 3pts
Weapon: 2 Blacksmith Hammers, x2+15 Dmg
Mind Shield 1 1pt
Mental Malfunction: Wants to be a noble hero
Advantages: None
Disadvantages: None
Weaknesses: Damaging - Electricity
Skills: Craftsmanship (metalwork), Commerce (bargaining)
Stats 10pts Powers 12pts Weakness -2 Total 20pts
Wally Eberhardt is a German immigrant blacksmith who was working at the iron forge at Valley Creek when Washington's army settled there in the winter of 1777. Wally was inspired by Baron von Steuben training of the men, and he resolved to be a rebel and a patriot known as Valley Forged.
Possessed of great strength from his work at the forge, Wally made himself a suit of iron armor. The armor makes him almost immune to muskets, but it is heavy even for Wally. When wearing the armor he must stop and rest every third turn or exhaust himself. Without the armor, Wally loses Armor, Resistance Knockback, and Weakness Electricity.
- dugfromthearth
- Costumed Crimefighter
- Posts: 165
- Joined: Mon Aug 16, 2010 11:00 pm
WILY FOX
Brawn 1 Agility 3 Mind 2
Soak x1 Defense x3 Mental Defense x2
POWERS
Multipower 4pts
Invisibility 3
Super Speed [limitation: only to activate Confusion], Linked: Confusion -4 dice penalty to attack the character
Attack Weak Point 2pts
Fleet of Foot 1pt
Weapon Technique: +1 to hit with Fusil 1pt
Fusil: Range 10, Ammo 1, Dmg x4, Long Reload
Mental Malfunction: Wants to defeat the British, secure freedom
Advantages: Leadership
Disadvantages: Old (80 hits)
Weaknesses: None
Skills: Athletics (Climbing), Ride (Gallop), Stealth (Moving Silently), Deception (Lying), Outdoor (Tracking)
Stats 12pts Powers 8pts Total 20pts
Reymond Vallois was a French fur trapper in Canada who fought against the British during the French and Indian War. With the French surrender, he travelled south of the Great Lakes, living extensively with the Indians. From them he learned how to call upon the aid of Fox spirit to conceal him from his prey.
When the colonies rebelled against the British, Reymond headed east across the mountains to join the fight. He served as a scout for Francis Marion, the Swamp Fox, and adopted the nom de guerre Wily Fox in imitation.
Brawn 1 Agility 3 Mind 2
Soak x1 Defense x3 Mental Defense x2
POWERS
Multipower 4pts
Invisibility 3
Super Speed [limitation: only to activate Confusion], Linked: Confusion -4 dice penalty to attack the character
Attack Weak Point 2pts
Fleet of Foot 1pt
Weapon Technique: +1 to hit with Fusil 1pt
Fusil: Range 10, Ammo 1, Dmg x4, Long Reload
Mental Malfunction: Wants to defeat the British, secure freedom
Advantages: Leadership
Disadvantages: Old (80 hits)
Weaknesses: None
Skills: Athletics (Climbing), Ride (Gallop), Stealth (Moving Silently), Deception (Lying), Outdoor (Tracking)
Stats 12pts Powers 8pts Total 20pts
Reymond Vallois was a French fur trapper in Canada who fought against the British during the French and Indian War. With the French surrender, he travelled south of the Great Lakes, living extensively with the Indians. From them he learned how to call upon the aid of Fox spirit to conceal him from his prey.
When the colonies rebelled against the British, Reymond headed east across the mountains to join the fight. He served as a scout for Francis Marion, the Swamp Fox, and adopted the nom de guerre Wily Fox in imitation.
- dugfromthearth
- Costumed Crimefighter
- Posts: 165
- Joined: Mon Aug 16, 2010 11:00 pm
- dugfromthearth
- Costumed Crimefighter
- Posts: 165
- Joined: Mon Aug 16, 2010 11:00 pm
WINTER PATRIOT
Brawn 1 Agility 2 Mind 1
Soak x3 Defense x2/x4 Mental Defense x3
POWERS
Multipower 5pts
Confusion -4 dice penalty, [Enhancement: Area: Large Burst], [Limitation: immobile]
Super Running 4, 14 squares
Super Speed, [Limitation: 3 charges per scene], 2pts
Armor 2, 2pt
Boost 1, Agility +1 when runs 10+ squares, 1pt
Mind Shield 1, 1pt
Weapon Technique: +1 to hit with bayonet, 1pt
Musket: Range 20, Ammo 1, Dmg x4, Long Reload
Bayonet: Dmg x3+5 (x4+5 when run 10+, x5+5 when run 20+), Reach 2
Mental Malfunction: Refuses to give up
Advantages: Immortality
Disadvantages: Arch Enemy: Summer Soldier
Weaknesses: None
Skills: Athletics (Skating), Stealth (Moving Silently), Military (Tactics)
Stats 8pts Powers 12pts Total 20pts
Pieter Werner was a Dutch immigrant to Boston. He was one of the rebels at the Tea Party and the Massacre. He volunteered for Washington's army and remained loyal until the hardships at Valley Forge. There he caught a cold which turned to pneumonia and Pieter died. But the next morning when the bugles called, Pieter got up and joined the ranks.
Pieter was still cold and discovered he could freeze ice out of the air, creating a thick layer of protecting frost on his coat and a sheet of ice under his feet. He brought out his old Dutch ice skates and uses them to skate as fast as he can create a patch of ice beneath him. As a continental soldier he is trained to use a bayonet and prefers to charge his foes as fast as he can skate rather than shooting his musket. He is always willing to lead a charge as he knows that he cannot be permanently killed.
As Winter Patriot he continues to wear his blue rebel uniform, but it becomes coated in a blue-white frost that is distinct. His skin is pale but not freakishly so.
Brawn 1 Agility 2 Mind 1
Soak x3 Defense x2/x4 Mental Defense x3
POWERS
Multipower 5pts
Confusion -4 dice penalty, [Enhancement: Area: Large Burst], [Limitation: immobile]
Super Running 4, 14 squares
Super Speed, [Limitation: 3 charges per scene], 2pts
Armor 2, 2pt
Boost 1, Agility +1 when runs 10+ squares, 1pt
Mind Shield 1, 1pt
Weapon Technique: +1 to hit with bayonet, 1pt
Musket: Range 20, Ammo 1, Dmg x4, Long Reload
Bayonet: Dmg x3+5 (x4+5 when run 10+, x5+5 when run 20+), Reach 2
Mental Malfunction: Refuses to give up
Advantages: Immortality
Disadvantages: Arch Enemy: Summer Soldier
Weaknesses: None
Skills: Athletics (Skating), Stealth (Moving Silently), Military (Tactics)
Stats 8pts Powers 12pts Total 20pts
Pieter Werner was a Dutch immigrant to Boston. He was one of the rebels at the Tea Party and the Massacre. He volunteered for Washington's army and remained loyal until the hardships at Valley Forge. There he caught a cold which turned to pneumonia and Pieter died. But the next morning when the bugles called, Pieter got up and joined the ranks.
Pieter was still cold and discovered he could freeze ice out of the air, creating a thick layer of protecting frost on his coat and a sheet of ice under his feet. He brought out his old Dutch ice skates and uses them to skate as fast as he can create a patch of ice beneath him. As a continental soldier he is trained to use a bayonet and prefers to charge his foes as fast as he can skate rather than shooting his musket. He is always willing to lead a charge as he knows that he cannot be permanently killed.
As Winter Patriot he continues to wear his blue rebel uniform, but it becomes coated in a blue-white frost that is distinct. His skin is pale but not freakishly so.