Hot Topic (More than 10 Replies) The Protectors (Read 3605 times)
dsumner
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The Protectors
Sep 7th, 2009 at 8:21pm
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The Protectors were another NPC hero group I whipped up. Lead by Avenger, the team is based in a large east coast city, they had a fairly large membership (as I kept adding new active and reserve members). The team's roster currently includes:

Avenger
Artemis
Daylight
Hardbody
Starbird
« Last Edit: Jun 24th, 2010 at 2:16am by dsumner »  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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Re: The Protectors
Reply #1 - Sep 7th, 2009 at 8:23pm
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Avenger

"Okay people, let's do this right the first time"



Identity: Major Jason Rutgers
Side: Good      
Affiliation: The Protectors                  
Sex: Male
Age: 32                        
Level: 9
Training: Endurance
                       
Powers:
1. Body Power: Adrenaline Boost: Avenger can double his Agility or Ground Speed. The increased Agility provides no additional hit point modifier or Power while in use. It does however double his Defense bonus to -8 to be hit. PR=4 per turn.
2. Heightened Strength A: +12.
3. Heightened Attack: +1 point damage per level, capped at +4 maximum.
4. Willpower w/mutation: He can effectively will his own body to heal as though he had the Regeneration power. It requires him to spend an action to do so.
5. Heightened Defense: -4 to be hit while conscious and mobile.
6. Heightened Charisma A: +7.
7. Heightened Agility A: +9.
8. Vulnerability: Due to his enhanced adrenaline system, poisons and toxins have double their normal effect on him.

Inventions/Equipment:
1. Synthetic ballistic material: Provides him with 5 points Invulnerability.
2. Flash Pellets: 1” radius blinding flash on impact, as per Light Control.
3. Tinted/Polarized Goggles: Grants him complete immunity to the blinding flashes of generated by his flash pellets and Light Control powers.

Weight: 180 lbs.                  
Basic Hits: 4
Agility Mod: -                     
Strength: 30
Endurance: 21                     
Agility: 24 (48)
Intelligence: 13                  
Charisma: 16
Reactions from: Good: +2 / Evil: -2
Hit Points: 69   
Healing Rate: 2.4
Power: (88)   
Damage Mod.: +3
Accuracy: +4
Carrying Capacity: 2,619 lbs. 
Basic HTH Damage: 1d12      
Movement Rates: 75” ground (150”)
Detect Hidden: 30%            
Detect Danger: 42%
Inventing Points: 2               
Inventing: 39%
Legal Status: U.S. citizen, with no criminal record

Origin and Background: Major Jason Rutgers was a hard charging Army Ranger when he was severely injured during a night time parachute drop. Paralyzed from the waist down, he eagerly volunteered for the experimental drug

treatment designed to help his body heal itself. He got a lot more than he bargained for, not only did he regain the use of his legs, but he gained the ability to boost his other abilities to super human levels. The only side effect is that the

treatment left him highly susceptible to the effects of toxins on his body.

Personality/Character Traits: Avenger is a bit of a hard ass, and is constantly pushing the team to do its best. But, deep down he cares for each every member of the team and doesn’t want to see any of them get hurt. When not

adventuring, he speeds most of his spare time in either the training room, or studying potential threats they may face.

Combat Tactics: In combat Avenger will take the lead, jumping into the thick of it. He’ll immediately boost his Agility, to the max, and engage as many targets in HTH as possible. If things begin to go badly, he’ll be the last one out. He’ll

issue a retreat order, and after ensuring all his team is safely away, throw several Flash Pellets, and boost his ground speed to maximum.

Notes: I normally cap Heightened Attack at +4 damage (very rarely I'll let it go to +6) to keep it from being abused.
« Last Edit: May 19th, 2019 at 10:40pm by dsumner »  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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Re: The Protectors
Reply #2 - Sep 7th, 2009 at 8:26pm
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ARTEMIS

“It’ll be okay now, we’re here to help.”



Identity: Courtney Ross      
Side: Good
Affiliation: The Protectors 
Sex: Female
Age:27                     
Level: 5      
Training: Accuracy

Powers:
1. Heightened Agility (A): +10
2. Heightened Attack: +5 on all damage inflicted.
3. Heightened Expertise: +4 to hit w/bows.
4. Heightened Endurance(A): +14
5. Weakness Detection: See p. 18 for additional info
6. Special Weapon: Longbow +4 to hit, HTH+1 damage
Artemis normally carries 42 arrows and will select a mix depending on the mission.
a) Razor Arrow: Standard arrowhead.
b) Explosive Arrow: Explodes on impact as a hand grenade: HTH+2 to hit, 1d10 damage, 2” blast radius.
c) Electro-Shock Arrow: No arrow tip. Attacks as lightning control.
d) Sonic Arrow: On impact a 12” radius is filled with shrill noise. Attacks as Sonic Powers for 1d8 damage (or a 28% chance to destroy a device it hits).
e) Tear Gas Arrow: 4” cubic cloud created on impact. Attacks as Chemical Power. Causing temporary blindness and nausea. Cloud dissipates  after 4 turns (E save on 1d20, between turns, to shrug off effects after character leaves cloud. +1 for each full turn after character leaves cloud.)
f) Flare Arrow: 12” radius. Creates blinding flash on impact, as per Light Control. Thereafter, it continues to burn for 5 minutes (20 turns) lighting the area as though it were daylight.   

Weight: 135 lbs.                  
Basic Hits: 3
Agility Mod: -                      
Strength: 14
Endurance: 30                     
Agility: 25
Intelligence: 11                  
Charisma: 14
Reactions from: Good: +1/ Evil: -1
Hit Points: 34
Healing Rate: 2.7 
Power: 80 
Accuracy: +4
Damage Mod.: +3
Carrying Capacity: 393 lbs. 
Basic HTH Damage: 1d6       
Movement Rates: 59” ground
Detect Hidden: 8%             
Detect Danger: 12%
Inventing Points: 0.5          
Inventing: 33%
Origin and Background: Former Olympic athlete 
Legal Status: U.S. citizen, with no criminal record

Origin and Background: Courtney grew up in a well-to-due family. Used to the finer things in life, she sent many hours engaging in various athletic pastimes including swimming, archery, and horseback riding, and eventually becoming quite good at them. So good in fact that she earned a spot on the US Olympic archery team. Things looked good, she was at the top of her game, and well on her way to winning a gold metal when tragedy struck. The games were attack by terrorists, who began to slaughter her fellow athletes. With the only weapon she had available, her trusty bow, Courtney quickly slew two of the terrorist. Her show of resolve, had disrupted the terror attack giving the authorities time to respond. Enjoying the feeling of protecting others from harm, she soon adopted the costumed identity of Artemis. Using her family’s hefty resources, she’s managed to develop several specialized arrows for use against the various enemies she’s encountered in her adventures.

Personality/Character Traits: Courtney is just one of those people who seems to have it all, good looks, charm, money, and natural abilities. She the type of person that always seems to succeed no what she tries. Due to her upbringing, she’s well spoken, polite, and even tempered. She credits her parents with keeping her firmly planted in the real world. She’s also a natural leader, and if Avenger ever leaves, odds are she’ll be the one to take his place.

Combat Tactics/M.O.: In combat Artemis will stay along the perimeter engaging targets with her arrows. She’ll try to tailor her attack toward specific targets.
« Last Edit: Dec 30th, 2017 at 1:47am by dsumner »  

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"Nemo me impune lacessit"
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Re: The Protectors
Reply #3 - Sep 7th, 2009 at 8:29pm
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Starbird



Identity: Daniel Shamus O’Toole
Side: Good      
Affiliation: The Protectors      
Sex: Male
Age: 29                  
Level: 5      
Training: Endurance

Powers:
1. Flight: PR=1 per hour, max speed = 228”
2. Adaption: PR=1 per hour.
3. Cosmic Awareness: See page 11 for additional rules and complete power description.
4. Telekinesis: Max weight = 600 lbs., R = 70”, PR = 1 per object being controlled. See page 17 for additional rules on these powers.
5. Power Blast: R = 16”, 1d20 damage, PR = 1 per shot.
6. Force Field: PR = ½ damage repulsed.
7. Illusions: Type B: R = 28”, PR = 2 for inanimate/8 for animated, created from force field type energy. See p. 13-14 for additional rules on these powers.

Weight: 160 lbs.                  
Basic Hits: 4
Agility Mod: -                      
Strength: 12
Endurance: 19                     
Agility: 14
Intelligence: 13                     
Charisma: 20
Reactions from: Good: +3 / Evil: -3
Hit Points: 16
Healing Rate: 2.0 
Power: (58)                
Damage Mod.: +1
Accuracy: +1
Carrying Capacity: 290 lbs. 
Basic HTH Damage: 1d6               
Movement Rates: 45” ground, 228” fight
Detect Hidden: 10%             
Detect Danger: 14%
Inventing Points: 6.5            
Inventing: 39%
Origin and Background: Former collage student.
Legal Status: U.S. citizen, with no criminal record

Origin and Background: The last thing Daniel had on his mind when he set out on his hiking trip was that he’d end up involved with aliens. When he say what he thought was a small plane crash into the mountain lake, his first instinct was to save the pilot from drowning. He immediately jumped in the water, and swam toward the now floundering pilot. Much to his surprise, he found a green hued humanoid rapidly sinking to the bottom. Daniel pulled him to safety on the shore.

Once revived, the alien explained that he was a law enforcement officer, a member of a select group of beings chosen to protect their home planet from all nature of threats. Each being was granted special powers by his agency’s governing council. He’d been in pursuit of band of slavers, and his ship had been severely damaged in the battle. But, he’d managed to get off a distress signal before he crashed and help was on the way.

Within hours a rescue ship arrived to claim the alien. The rescue ship’s crew thanked Daniel for his assistance, but, before leaving, his new acquaintance made him an offer.  He explained Daniel was the type of being they were looking for, someone willing to risk his own life to save that of a complete stranger, and asked if Daniel thought he was up to the challenge of becoming Earth’s new cosmic champion. Without even thinking about it Daniel said yes. After a short journey to their operations base, a small moon several light years from Earth, Daniel was subjected to a number of medical and psychic probes to test his worthiness, and he passed with flying colors. His alien benefactor had chosen well.

As promised, Daniel was placed into an “incubation chamber”, that would “allow him access to untapped abilities within his own mind”. We he emerged, it was no longer as Daniel, it was as Starbird.

Personality/Character Traits: Always willing to help, Daniel is good natured and well liked by his friends. He's the first to offer a kind word, and to see the  upside of any situation.

Combat Tactics/M.O.: In combat, Daniel will attempt o snipe at opponents from high above the battlefield using his flight powers to stay out of the fray. He’ll usually try to engage more powerful opponents first.  Using either his Power Blast, or creating large numbers of solid energy holograms to keep them occupied.


*NOTES*

Okay, let me give credit where credit is due. The concept for Starbird is "borrowed" (read I stole the idea) and tinkered with it, while the artwork was done by the very talented "Professor Spork" of www.superbuddies.net
« Last Edit: Dec 30th, 2017 at 5:40am by dsumner »  

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Re: The Protectors
Reply #4 - Sep 7th, 2009 at 8:33pm
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HARD BODY

"Come on kid, I bounce missiles off my chest, what are you gonna do to me with a .22?"



Identity: Grace “Hard Body” Stevens      
Side: Good
Affiliation The Protectors         
Sex: Female
Age: 27                           
Level: 5      
Training: Agility

Powers:
1. Invulnerability: 28 Points per turn.
2. Heightened Charisma A: +8.
3. Natural Weaponry (Unarmed Combat Training): +2 to hit, +4 HTH damage.
4. Body Power: 2x normal hit points.
5. Diminished Senses: No sense of pain - Grace will not know when she's been seriously injured, burned, etc.

Weight: 155 lbs.                  
Basic Hits: 4
Agility Mod: -                     
Strength: 16
Endurance: 16                     
Agility: 13
Intelligence: 14                  
Charisma: 23
Reactions from: Good: +4 /Evil: -4
Hit Points: 24
Power: 59
Healing Rate: 0.4 
Damage Mod.: +1
Accuracy: -
Carrying Capacity: 441 lbs
Basic HTH Damage: 1d6       
Movement Rates: 45”
Detect Hidden: 10%            
Detect Danger: 14%
Inventing Points: 7              
Inventing: 42%
Legal Status: US citizen with no criminal record.

Origin/Background: Grace, better known to the world as "Hard Body" is a former fitness model, stunt woman, and personal trainer from Las Vegas, Nevada.

Combat Tactics/M.O: Grace's primary roll in combat is to suck up damage, and basically mix it up in melee combat, as it's very hard for her to get hurt.

Personality/Character Traits: Grace is good natured and extremely out going, but her personality can come across is brash, or rude at times. She's also extremely opinionated when it comes to the role of women in the world. Her opinions have gotten her into trouble on several occasions.
« Last Edit: Mar 17th, 2019 at 2:25am by dsumner »  

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Re: The Protectors
Reply #5 - Sep 7th, 2009 at 8:52pm
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Moved to another thread
« Last Edit: Apr 20th, 2010 at 2:57am by dsumner »  

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Re: The Protectors
Reply #6 - Sep 7th, 2009 at 10:24pm
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« Last Edit: Apr 20th, 2010 at 2:52am by dsumner »  

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Re: The Protectors
Reply #7 - Sep 7th, 2009 at 10:59pm
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Moved to another thread.
« Last Edit: Apr 20th, 2010 at 2:50am by dsumner »  

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Re: The Protectors
Reply #8 - Sep 7th, 2009 at 11:09pm
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What do you guys think so far?
  

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Re: The Protectors
Reply #9 - Sep 7th, 2009 at 11:30pm
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dsumner wrote on Sep 7th, 2009 at 8:52pm:
c) 4x normal lifting capacity; with no HTH combat bonus

Very cool. I like this a lot!

Who does your art. It looks amazing!
« Last Edit: Sep 7th, 2009 at 11:32pm by SuperFriend »  
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Re: The Protectors
Reply #10 - Sep 7th, 2009 at 11:39pm
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SuperFriend wrote on Sep 7th, 2009 at 11:30pm:
Who does your art. It looks amazing!


It's various artists from www.superbuddies.net. If you guys get a minute, swing by and take a look. Some really cool stuff over there. Plus several of the board members are current and/or former V&V players. But for some reason,I just can't seem to get any of them to swing my here.  Sad
  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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Re: The Protectors
Reply #11 - Sep 8th, 2009 at 9:49am
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dsumner wrote on Sep 7th, 2009 at 11:09pm:
What do you guys think so far?


They're great! Doc Thunder too!! Very cool.
  
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Re: The Protectors
Reply #12 - Sep 12th, 2009 at 5:04am
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Moved to another thread.
« Last Edit: Apr 20th, 2010 at 2:50am by dsumner »  

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Re: The Protectors
Reply #13 - Mar 17th, 2019 at 2:20am
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I've started to slightly rework/update these guys, as well as add some all new original art I commissioned from Gregory Scott James. So take a look, and let me know what you think.
  

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