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Superheroes of the Trust: Character Thread
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<blockquote data-quote="kirinke" data-source="post: 3746637" data-attributes="member: 15409"><p>NAME: Hope Winters (The Saint, The Hellborn Saint, Santa Diabla.)</p><p>CHARACTER CONCEPT: The investigative sorceress/sorcerer</p><p>SOURCE OF POWERS: Unknown, though it seems to be partly magical in origon and partly something else....</p><p></p><p>Quote: "Evil has many forms. But it stinks just the same when you get right down to it."</p><p></p><p>AFFILIATION: Good. The FBI, Aegis</p><p>BASE OF OPERATIONS: Freedom City</p><p>POWER LEVEL: 11</p><p>POWER POINT TOTAL: 165</p><p>EDUCATION: College Degree</p><p>HERO POINTS: 2</p><p>Initative: +6 (+2 dex +4 improved initative feat)</p><p></p><p>GENDER: Female</p><p>AGE: 29</p><p>HT: 5ft 9inches</p><p>WT: 150</p><p>BUILD: Slender, graceful</p><p>HAIR: Auburn, turns to white when she uses her Weather attack array.</p><p>EYES: Blue, turns completely white when she uses her Weather magic array.</p><p>SKIN: Creamy White, typical red-head complexion</p><p></p><p><span style="color: RoyalBlue"><u><strong>GAME STATISTICS</strong></u></span></p><p>(+1) Str 12</p><p>(+2) Dex 14</p><p>(+3) Con 16</p><p>(+5) Int 20</p><p>(+3) Wis 16</p><p>(+1) Cha 12</p><p>Total: 30pp</p><p></p><p><span style="color: RoyalBlue"><u><strong>Feats:</strong></u></span></p><p>Ritualist, Attractive, Power Attack, Ranged Focus 3, Attack Specialization: Weather Attack Array 2, Dodge Focus 9, Benefit: FBI Connections, Master Plan, Eidetic Memory, Well-Informed. Improved Initative. Luck +1. </p><p>PP SPENT: 23</p><p></p><p><span style="color: RoyalBlue"><strong>SKILLS</strong></span></p><p>(+15)............. Investigate........................... (10r)</p><p>(+15)............. Knowledge: Arcane Lore.......... (10r)</p><p>(+15)............. Knowledge: Streetwise............(10r)</p><p>(+05)............. All Other Knowledges.............. (0r)</p><p>(+14)............. Notice................................. (11r)</p><p>(+10)............. Gather Info.......................... (9r)</p><p>(+6/+10)........ Diplomacy............................ (5r)</p><p>(+07)............ Sense Motive........................ (4r)</p><p>(+4/+8)......... Bluff.................................... (3r)</p><p>(+13)............ Concentration...................... (10r)</p><p><u><span style="color: White"><strong>PP SPENT: 18</strong></span></u></p><p></p><p>Powers:</p><p>Guarding Winds (Force Field 8) (8pp)</p><p>Magical Awareness Rank 1</p><p><strong>PP SPENT: 9</strong></p><p></p><p></p><p><span style="color: RoyalBlue"><u><strong>Movement: (6pp+1ap)</strong></u></span></p><p>Ride the Winds (Flight 3)</p><p>-AP: Wind At Your Back (Speed 3 + Leaping 3)</p><p></p><p></p><p><span style="color: RoyalBlue"><u><strong>FEATURES</strong></u></span></p><p>Feature: Wind-Blown Effects (1pp) -- This feat extends your unconscious control over air so you are never unnecessarily mussed by the wind, but always have just the right gust of air to ruffle your hair or cape at just the right moment.</p><p></p><p>Feature: Rapid Investigator: Can Use Investigate at 10x Speed (Quickness, Limited 2: Investigate)</p><p></p><p><span style="color: DeepSkyBlue"><u><strong>Weather Magic Array (33 base +6ap = 39)</strong></u></span></p><p>-Blast: Blast 12, Imp Crit 3, Knockback 4, Indirect, Variable </p><p>Blast 10+ Dazzle Visual 5, Indirect, variable</p><p>-Area Blast 10: Indirect (can scale backwards or fowards up to max allowed), variable, (area burst modifier).</p><p>-Blow Away: Trip 10, Knockback, Area: Cone, Improved Trip, variable</p><p>-Hands of Air: Precise Air Control 11 (As Telekinesis) ), </p><p>Freshen Air (removes or counters gas effects or scents)</p><p></p><p>-Force of Nature: Enhanced Strength 22, Super-Stregth 2, (PF:Superbreath), </p><p>Enhanced Feats: Unarmed Specialization 3, Melee Focus 1, Imp Crit (Unarmed)</p><p>-Create object: Continuous Create Object 9, Precise, Tether, Selective, Innate, Progression 1, Variable </p><p></p><p></p><p><span style="color: DeepSkyBlue"><u><strong>Utility Magic Array(13 base power)</strong></u></span></p><p>-Wind Carried Words"..........Communication 4 (hearing) +Area, + Two Way, Selective (13)</p><p>-Whisper of the Past 4........ (Postcognition, uncontrolled, can let others see/experience visions) </p><p>-Whisper of the future Rank 4 (Pre-cognition, uncontrolled, can let others see/experience visions) </p><p>-Driving Rain.............Environmental Control: hamper movement 6 (1/4th speed, 250 ft rad),</p><p>-Sense Air Flow </p><p>-ESP 4 (Vision, Hearing</p><p> PP SPENT: 19</p><p></p><p><span style="color: RoyalBlue"><u><strong>Combat:</strong></u></span></p><p>Attack: +3 (+6ranged, +10 weather Attack Array) (6pp)</p><p>Defense: +2 (+11) (4pp)</p><p>Total: 10pp</p><p></p><p><span style="color: RoyalBlue"><u><strong>Saves:</strong></u></span></p><p>Toughness: +11</p><p>Fort: +07........... (4 base +3 abil)</p><p>Ref: +09........... (7 base + 2 abil)</p><p>Will: +09............(6 base + 3 abil)</p><p>Total: 17pp</p><p></p><p>Drawbacks (-1pp):</p><p>-1pp Minor Vulnerability to Fire</p><p></p><p></p><p><span style="color: RoyalBlue"><u><strong>COMPLICATIONS</strong></u></span></p><p>*Suffers disorientation/exhaustion when using fire based spells, the disorientation is similar to being highly intoxicated with all of the problems therein. Lasts for at least a couple of rounds, dependant on the strength of the spells used. </p><p></p><p>*Can't use ground based spells at all, due to the nature of her magic/mutation/whatever.</p><p></p><p>*Superheroes tend to view her with mistrust and dislike at first, at least until she proves herself, this is mainly due to her reputation for using lethal force when dealing with supervillians. (The superheroes whose main focus is criminal investigation and hardcore supervillians are the exception to this rule. Superheroes who have dealt with the aftermath of what a supervillian does also respect her or at least understands why she acts the way she does, even if they don't agree with her methods.) </p><p></p><p>*On the other hand law inforcement, criminals and supervillans tend to respect her. When dealing with them, her reputation for honesty, investigative skills and sheer ruthlessness are a plus. </p><p></p><p>*She is an orphan. She doesn't know who her parents are. She has in the past come across some evidence that her parents might be supervillians and she keeps this knowledge close to the vest as it has yet to be confirmed. The only other person who knows about this is the superhero Foreshadow, who was with her when she discovered this. </p><p></p><p>*Hope and Foreshadow are very attracted to one another, but the nature of both of their lifestyles means that they have to keep a professional distance from one another. The main reasons is that they both have enemies that wouldn't hesitate to use one against the other, and neither are willing to risk that for the sake of an open relationship. Foreshadow himself is one of the few real friends and allies she has in the superhero community and knows almost all of her secrets. She trusts the superhero implicintly, perhaps because he has never betrayed that trust. Nor will.</p><p></p><p>*Hope is suffering from a kind of depression brought on by the death of her partner and friend Stephan Issacs who was the senior partner of the duo. She is also suffering from PTSD or post traumatic stress disorder, resulting in her seeking medical help after nearly skewering her team-mate by accident during a fight with super-villians. She is now taking pills for the depression and is undergoing therapy for both the PTSD and depression.</p><p></p><p></p><p>ORIGION</p><p>[sblock]</p><p>At age 7, Hope was found in a filthy alley in New york. She had been beaten, tortured to the point that she had no recollection of her past, her name. Nothing. They named her Hope, after the street the alley had been connected. A year later, she was adopted by a federal agent named Alexander Winters who had lost his wife and child in a car accident and had since been regulated to desk duty. He raised the girl as his own, instilling her with a sense of duty, honor and that might does not always make right. </p><p></p><p>Seven years later, Hope began developing odd powers that marked her as a sorceress. One of Alexander's coworkers was a closet mage himself and recognized her budding abilities for what they were and convinced his friend that the girl needed training or she would become a target for various evil powers. Alexander reluctantly agreed to let the girl train and by the time she was 21, Hope was a full fledged sorceress. </p><p></p><p>After graduating from college, Hope was recruited by the FBI, where she specialized in kidnappings/serial killings and the like. Aegis soon developed an interest in her and offered her a job. She accepted and soon became one of Aegis' more successful agents. IE: she hasn't been killed yet and generally succeeds in whatever her boss asks her to do. [/sblock]</p><p></p><p>REPUTATION</p><p>Hope is not exactly a superhero persae and has been characterized as a wildcard or an anti-hero and a general pain in the ass by most superheroes who have worked with her. </p><p></p><p>She took on the name and secret identity of The Hellborn Saint after her partner was killed by Faust and three other super-villian necromancers. She tracked each of them down and killed them one by one, until she came to Faust, whom she tracked all the way to Prauge, where she trapped him in an abandoned building, took an AK-47 and ripped him to shreds before bringing the building down on top of him. The Hellborn part of the Saint comes from tracking one of the necromancer acomplices to the very gates of the Prison dimension of Hell and impaling him on the spikes. </p><p></p><p>During this time, she also met the superhero Foreshadow, who reluctantly helped her on her quest for vengence and brought her back from the brink of darkness when she almost fell prey to it.</p><p></p><p>Most supers seem to be somewhat uneasy around her (at least until they get to know her), given her reputation for using lethal force when dealing with dark or corrupt mages, sorcerers, witches or the more truly dangerous mutants/supers. </p><p></p><p>Strangely enough, most law enforcement types and even some criminals tend to have a great deal of respect for her. Hope is well known for her honesty, hard work, stubborness and ruthlessness. </p><p></p><p>Personality:</p><p>Dedicated to the point of obession, smart and sarcastic comes to mind when someone first sees her on the job. She's stubborn and never gives up or gives in, having tracked someone literally to the gates of hell in order to bring some justice to the victims of terrible crimes and closure to the survivors. </p><p></p><p>Outside of the job, Hope is easy going and quite friendly. While on a case, she can be quite intense, even to the point of obsession. She is known to be very stubborn and won't give up or give in once she's on the trail of something she's after. </p><p></p><p>Occassionally she will help someone pro-bono, usually in exchange for a favor further down the line. This has given her a wealth of contacts both in the legal and not so legal fields. Nothing pisses Hope off more than seeing children being victimized. Hope does not like killing, but she won't hesitate to use lethal force if there aren't any options left, a consequence of being trained by a FBI mage. She is tough, but fair and has a soft spot for kids and abuse victims, as she herself was once abused.</p><p></p><p>GEAR</p><p>1 multitool (1ep), </p><p>1 set of masterwork handcuffs (2ep), </p><p>1 commlink (1ep), </p><p>1 (idealized) iPhone (masterwork computer, cell phone, camera 4ep), </p><p>1 flashlight (1ep), </p><p>1 SigSaur P226 9mm masterwork heavy pistol w/silencer, laser sight, and ammo (11ep, +4dmg, +2 to attack)</p></blockquote><p></p>
[QUOTE="kirinke, post: 3746637, member: 15409"] NAME: Hope Winters (The Saint, The Hellborn Saint, Santa Diabla.) CHARACTER CONCEPT: The investigative sorceress/sorcerer SOURCE OF POWERS: Unknown, though it seems to be partly magical in origon and partly something else.... Quote: "Evil has many forms. But it stinks just the same when you get right down to it." AFFILIATION: Good. The FBI, Aegis BASE OF OPERATIONS: Freedom City POWER LEVEL: 11 POWER POINT TOTAL: 165 EDUCATION: College Degree HERO POINTS: 2 Initative: +6 (+2 dex +4 improved initative feat) GENDER: Female AGE: 29 HT: 5ft 9inches WT: 150 BUILD: Slender, graceful HAIR: Auburn, turns to white when she uses her Weather attack array. EYES: Blue, turns completely white when she uses her Weather magic array. SKIN: Creamy White, typical red-head complexion [COLOR=RoyalBlue][U][B]GAME STATISTICS[/B][/U][/COLOR] (+1) Str 12 (+2) Dex 14 (+3) Con 16 (+5) Int 20 (+3) Wis 16 (+1) Cha 12 Total: 30pp [COLOR=RoyalBlue][U][B]Feats:[/B][/U][/COLOR] Ritualist, Attractive, Power Attack, Ranged Focus 3, Attack Specialization: Weather Attack Array 2, Dodge Focus 9, Benefit: FBI Connections, Master Plan, Eidetic Memory, Well-Informed. Improved Initative. Luck +1. PP SPENT: 23 [COLOR="RoyalBlue"][B]SKILLS[/B][/COLOR] (+15)............. Investigate........................... (10r) (+15)............. Knowledge: Arcane Lore.......... (10r) (+15)............. Knowledge: Streetwise............(10r) (+05)............. All Other Knowledges.............. (0r) (+14)............. Notice................................. (11r) (+10)............. Gather Info.......................... (9r) (+6/+10)........ Diplomacy............................ (5r) (+07)............ Sense Motive........................ (4r) (+4/+8)......... Bluff.................................... (3r) (+13)............ Concentration...................... (10r) [U][COLOR="White"][B]PP SPENT: 18[/B][/COLOR][/U] Powers: Guarding Winds (Force Field 8) (8pp) Magical Awareness Rank 1 [B]PP SPENT: 9[/B] [COLOR=RoyalBlue][U][B]Movement: (6pp+1ap)[/B][/U][/COLOR] Ride the Winds (Flight 3) -AP: Wind At Your Back (Speed 3 + Leaping 3) [COLOR=RoyalBlue][U][B]FEATURES[/B][/U][/COLOR] Feature: Wind-Blown Effects (1pp) -- This feat extends your unconscious control over air so you are never unnecessarily mussed by the wind, but always have just the right gust of air to ruffle your hair or cape at just the right moment. Feature: Rapid Investigator: Can Use Investigate at 10x Speed (Quickness, Limited 2: Investigate) [COLOR=DeepSkyBlue][U][B]Weather Magic Array (33 base +6ap = 39)[/B][/U][/COLOR] -Blast: Blast 12, Imp Crit 3, Knockback 4, Indirect, Variable Blast 10+ Dazzle Visual 5, Indirect, variable -Area Blast 10: Indirect (can scale backwards or fowards up to max allowed), variable, (area burst modifier). -Blow Away: Trip 10, Knockback, Area: Cone, Improved Trip, variable -Hands of Air: Precise Air Control 11 (As Telekinesis) ), Freshen Air (removes or counters gas effects or scents) -Force of Nature: Enhanced Strength 22, Super-Stregth 2, (PF:Superbreath), Enhanced Feats: Unarmed Specialization 3, Melee Focus 1, Imp Crit (Unarmed) -Create object: Continuous Create Object 9, Precise, Tether, Selective, Innate, Progression 1, Variable [COLOR=DeepSkyBlue][U][B]Utility Magic Array(13 base power)[/B][/U][/COLOR] -Wind Carried Words"..........Communication 4 (hearing) +Area, + Two Way, Selective (13) -Whisper of the Past 4........ (Postcognition, uncontrolled, can let others see/experience visions) -Whisper of the future Rank 4 (Pre-cognition, uncontrolled, can let others see/experience visions) -Driving Rain.............Environmental Control: hamper movement 6 (1/4th speed, 250 ft rad), -Sense Air Flow -ESP 4 (Vision, Hearing PP SPENT: 19 [COLOR=RoyalBlue][U][B]Combat:[/B][/U][/COLOR] Attack: +3 (+6ranged, +10 weather Attack Array) (6pp) Defense: +2 (+11) (4pp) Total: 10pp [COLOR=RoyalBlue][U][B]Saves:[/B][/U][/COLOR] Toughness: +11 Fort: +07........... (4 base +3 abil) Ref: +09........... (7 base + 2 abil) Will: +09............(6 base + 3 abil) Total: 17pp Drawbacks (-1pp): -1pp Minor Vulnerability to Fire [COLOR=RoyalBlue][U][B]COMPLICATIONS[/B][/U][/COLOR] *Suffers disorientation/exhaustion when using fire based spells, the disorientation is similar to being highly intoxicated with all of the problems therein. Lasts for at least a couple of rounds, dependant on the strength of the spells used. *Can't use ground based spells at all, due to the nature of her magic/mutation/whatever. *Superheroes tend to view her with mistrust and dislike at first, at least until she proves herself, this is mainly due to her reputation for using lethal force when dealing with supervillians. (The superheroes whose main focus is criminal investigation and hardcore supervillians are the exception to this rule. Superheroes who have dealt with the aftermath of what a supervillian does also respect her or at least understands why she acts the way she does, even if they don't agree with her methods.) *On the other hand law inforcement, criminals and supervillans tend to respect her. When dealing with them, her reputation for honesty, investigative skills and sheer ruthlessness are a plus. *She is an orphan. She doesn't know who her parents are. She has in the past come across some evidence that her parents might be supervillians and she keeps this knowledge close to the vest as it has yet to be confirmed. The only other person who knows about this is the superhero Foreshadow, who was with her when she discovered this. *Hope and Foreshadow are very attracted to one another, but the nature of both of their lifestyles means that they have to keep a professional distance from one another. The main reasons is that they both have enemies that wouldn't hesitate to use one against the other, and neither are willing to risk that for the sake of an open relationship. Foreshadow himself is one of the few real friends and allies she has in the superhero community and knows almost all of her secrets. She trusts the superhero implicintly, perhaps because he has never betrayed that trust. Nor will. *Hope is suffering from a kind of depression brought on by the death of her partner and friend Stephan Issacs who was the senior partner of the duo. She is also suffering from PTSD or post traumatic stress disorder, resulting in her seeking medical help after nearly skewering her team-mate by accident during a fight with super-villians. She is now taking pills for the depression and is undergoing therapy for both the PTSD and depression. ORIGION [sblock] At age 7, Hope was found in a filthy alley in New york. She had been beaten, tortured to the point that she had no recollection of her past, her name. Nothing. They named her Hope, after the street the alley had been connected. A year later, she was adopted by a federal agent named Alexander Winters who had lost his wife and child in a car accident and had since been regulated to desk duty. He raised the girl as his own, instilling her with a sense of duty, honor and that might does not always make right. Seven years later, Hope began developing odd powers that marked her as a sorceress. One of Alexander's coworkers was a closet mage himself and recognized her budding abilities for what they were and convinced his friend that the girl needed training or she would become a target for various evil powers. Alexander reluctantly agreed to let the girl train and by the time she was 21, Hope was a full fledged sorceress. After graduating from college, Hope was recruited by the FBI, where she specialized in kidnappings/serial killings and the like. Aegis soon developed an interest in her and offered her a job. She accepted and soon became one of Aegis' more successful agents. IE: she hasn't been killed yet and generally succeeds in whatever her boss asks her to do. [/sblock] REPUTATION Hope is not exactly a superhero persae and has been characterized as a wildcard or an anti-hero and a general pain in the ass by most superheroes who have worked with her. She took on the name and secret identity of The Hellborn Saint after her partner was killed by Faust and three other super-villian necromancers. She tracked each of them down and killed them one by one, until she came to Faust, whom she tracked all the way to Prauge, where she trapped him in an abandoned building, took an AK-47 and ripped him to shreds before bringing the building down on top of him. The Hellborn part of the Saint comes from tracking one of the necromancer acomplices to the very gates of the Prison dimension of Hell and impaling him on the spikes. During this time, she also met the superhero Foreshadow, who reluctantly helped her on her quest for vengence and brought her back from the brink of darkness when she almost fell prey to it. Most supers seem to be somewhat uneasy around her (at least until they get to know her), given her reputation for using lethal force when dealing with dark or corrupt mages, sorcerers, witches or the more truly dangerous mutants/supers. Strangely enough, most law enforcement types and even some criminals tend to have a great deal of respect for her. Hope is well known for her honesty, hard work, stubborness and ruthlessness. Personality: Dedicated to the point of obession, smart and sarcastic comes to mind when someone first sees her on the job. She's stubborn and never gives up or gives in, having tracked someone literally to the gates of hell in order to bring some justice to the victims of terrible crimes and closure to the survivors. Outside of the job, Hope is easy going and quite friendly. While on a case, she can be quite intense, even to the point of obsession. She is known to be very stubborn and won't give up or give in once she's on the trail of something she's after. Occassionally she will help someone pro-bono, usually in exchange for a favor further down the line. This has given her a wealth of contacts both in the legal and not so legal fields. Nothing pisses Hope off more than seeing children being victimized. Hope does not like killing, but she won't hesitate to use lethal force if there aren't any options left, a consequence of being trained by a FBI mage. She is tough, but fair and has a soft spot for kids and abuse victims, as she herself was once abused. GEAR 1 multitool (1ep), 1 set of masterwork handcuffs (2ep), 1 commlink (1ep), 1 (idealized) iPhone (masterwork computer, cell phone, camera 4ep), 1 flashlight (1ep), 1 SigSaur P226 9mm masterwork heavy pistol w/silencer, laser sight, and ammo (11ep, +4dmg, +2 to attack) [/QUOTE]
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