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Heroes W - Z

Posted: Wed Apr 24, 2024 1:00 am
by Death
W

War Machine
Real Name: James "Rhodey" Rhodes

F) In40/Ex20
A) In40/Ty6
S) Mn75/Gd10
E) Mn75/Ex20
R) Ex20
I) Ex20
P) Gd10

Health: 245/36 Karma: 66
Resources: Mn Pop: 35

Known Powers:
None

Equipment:
Iron Man 2.0 Armor: The Iron Man 2.0 Armor enables the wearer the abilities shown below:
-Alter-Ego: Stats are changed as above
-Anti-Theft Device: Attempts to copy or dismantle the suit causes it to detonate in 2 rounds for In damage to all in 1 area.
-Body Armor: Rm protection vs. Physical and Energy
-Force Field: Am protection vs. Physical, In protection vs. corrosives, Am protection vs. Heat and Cold, Mn protection vs. Energy, Un protection vs. Radiation and Electrical
--He can cancel all power to weapons to feed this power for Mn protection.
-Chameleon Mode: The Iron Man 2.0 Armor is optimized for stealth missions. Chameleon Mode cannot be used at the same time as Ghost Tech. Chameleon Mode gives the wearer the following abilities:
--Invisibility: Am
--Holographic Projectors: Am protection vs. Visual Sighting, Rm protection vs. complex backgrounds
-Ghost Tech: Using multi-dimensional bridge teleportation, the Iron Man 2.0 Armor is able to phase through objects with Am ability. Ghost Tech cannot be used at the same time as Chameleon Mode.
-True Scanner Invisibility: Un protection vs. targeting computers
-ECM: The armor has Rm invisibility to radar and sonar.
-Computer: War Machine's Armor is controlled by an onboard computer system. His computer is able to perform the following:
--Flight Computer: Grants War Machine Ex maneuverability, and also a +2cs to any Agility FEAT that involves maneuvers or turns.
--Targeting Computer: Grants War Machine +2cs to Agility to fire the suit's weapons systems.
--Computer Link: War Machine is able to link with computer systems, guarded or otherwise at Mn intensity. He may use this ability to scour computer files, access security records, see through security cameras, see through surveillance satellites.
--Systems Monitoring: Displays within the helmet inform him of the status of weapons and power level.
-Multi-Environment Life Support: The Armor is designed for use in the vacuum of space as well as the depths of the ocean. The armor generally has a 3 day air supply.
-Energy Absorption: Armor has ability to absorb up to Un Energy per round for up to 4 rounds. Absorbed Energy can be redirected into any of the armor's weapon systems or force field, raising that ability score by +1cs above it's maximum ability for 4 rounds or until the 400 points of energy has been depleted. Each round beyond 4 that energy is stored requires Yellow Endurance FEAT or energy is discharged in 1 area radius, including armor's wearer, inflicting Rm damage. Armor provides no protection in this case.
-Override: War Machine may consciously choose to override his built-in security mechanisms to raise various ability scores.
--Strength and Repulsor damage may be increased to a maximum of Sh-Y
--Most other abilities (Judge's discretion) may be increased a maximum of +1cs using override
--The first round of override, wearer must make Yellow Endurance FEAT roll and subtract -1cs Endurance each round until armor is removed and repaired, in which case Endurance is returned to normal stats immediately. Appropriate statistics are lowered until repair is completed. Failure of Endurance roll at any time results in immediate suit compromise. Armor freezes and is useless until removed and repaired.
-Flight: War Machine's boot jets allow him to fly at Am airspeed and still perform most actions.
--By rerouting weapon's systems to thrust, this can be raised to Un, but no offensive actions can be taken.
--If used as weapons, War Machine's boot jets can inflict In damage with 2 area range.
--War Machine's boot jets possess enough fuel to operate for 100 minutes in airless environment, such as space or underwater. This does not confer underwater or zero-g combat ability
-Protected Senses: Rm protection vs. Sound and Light. Blindness only lasts 1 round max.
-Sensors: Am intensity at a 3 area range in the Ultraviolet, Infrared, Sonar, Radar, Spectral and more frequencies. Mn ability to communicate on all radio frequencies and In ability to translate all known earth languages and the better known alien languages.
Weapons Systems: The Iron Man 2.0 Armor has the following weapons:
-Repulsors: Mn Force, up to 10 areas. May inflict substantially less damage at discretion of user. Can perform the following power stunts:
--Wide Focus Beam: War Machine is able to utilize repulsor as an area of effect weapon by using a wide-focus beam. Inflicts up to In Force (-2cs from Mn) but will affect all targets within 1 area
--War Machine's targeting computers allow him to simultaneously attack 2 targets, 1 repulsor each, with a decrease of -1cs to hit for increased difficulty, and -1cs damage as both beams no longer focused on same target. Simultaneous attack may use Wide Focus Beam with associated penalties as listed
-Uni-Beam: Chest-based multi-band light and energy emitter. War Machine is able to utilize his Uni-Beam to perform the following actions:
--Heat Beam: Am
--Laser Beam: Am
--Light Beam: Mn intensity
--Tractor Beam: Rm
--Holographic Projector: Ex
-Plasma Bolts: Un Force, 15 areas
-Energy Bombs: Fired out of his gauntlets, the mini-energy bombs cause In damage to a target

Talents: Business/Finance, Martial Arts B, Pilot (combat and standard aircraft), Repair/Tinkering, Military

Contacts: Iron Man/Tony Stark, Avengers, "Happy" Hogan, "Pepper" Potts, Stark Enterprise
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Warpath
Real Name: James Proudstar
Team Affiliation: X-Force

F) Rm30
A) In40
S) Mn75
E) Am50
R) Gd10
I) Rm30
P) Rm30

Health: 195 Karma: 70
Resources: Ty Pop: 0

Known Powers:
Body Resistance: Rm protection vs. Physical and Energy
Tracking: Rm
Heightened Senses: In
Hyper-Running: In ground speed
True Flight: Ex

Equipment:
Vibranium Knives: Mn material, up to Am Edge

Talents: Tracking, Hunting, Survival, Apache, Indian History, Knives, Thrown Weapons

Contacts: X-Force
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Wasp
Real Name: Janet Van Dyne
Team Affiliation: Avengers

F) Ex20
A) Rm30
S) Gd10
E) Ex20
R) Gd10
I) Rm30
P) Ex20

Health: 80 Karma: 60
Resources: Ex Pop: 50

Known Powers:
Shrinking: In, Down to 1/2 inch. tall. While small, she is +2cs to fight larger opponents and is -2cs to be hit by them. When she shrinks small wings grow from her back. While small she is +2cs to fight larger opponents and is -2cs to be hit by them. She gains the following abilities:
-Winged Flight: Pr airspeed, Can only fly at any size below 48 inches.
-Enhanced Abilities: Her Strength is raized by +1cs in her smallest size, but her Health does not change.
Adjustable Growth: When obvious mobility keeps her from growing to full size, Wasp grows “not-quite-so-large” in these stages:
-Stage 1: 10 feet tall, S) Ex20 E) Rm30, Ty Body Armor and Health: 90
-Stage 2: 15 feet tall, S) Rm30 E) Rm30, Gd Body Armor and Health: 100 (+1CS to attack)
-Stage 3: 20 feet tall, S) In40 E) Am50, Ex Body Armor and Health: 120 (+1CS to attack, -1CS to dodge)
-Stage 4: 25 feet tall, S) Am50 E) Mn75, Rm Body Armor and Health: 155 (+2CS to attack, -1CS to dodge)
-Stage 5: 30 feet tall, S) Mn75 E) Mn75, Rm Body Armor and Health: 180 (+3CS to attack, -2CS to dodge)
-Stage 6: This is the danger zone, because she can exceed his normal maximum with a Yellow Psyche FEAT. Doing so raises her to this level: 40 feet tall, with S) Un100 E) Mn75, In Body Armor and Health: 205. However, she must make a Red Endurance FEAT every 2 rounds to maintain this size or pass out, after which she loses 1 End rank every hour until death or finds proper medical treatment. She shrinks unconscious at 1 stage per hour.
Insect Communication: Ty, She can communicate with all insectoid life with Ty ability/range. She can also command them.
Wasp Sting: Rm Energy, 1 area

Equipment:
Avengers Communicard: Gd material, able to communicate with any card carrying Avenger with Sh-X ability.

Talents: Business, Martial Arts E, Airborne Combat (+1cs), Leadership, Fashion Design

Contacts: Avengers, Henry Pym
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Wildchild
Real Name: Kyle Gibney
Team Affiliation: Alpha Flight

F) In40
A) Rm30
S) Gd10
E) Rm30
R) Ty6
I) Pr4
P) Gd10

Health: 110 Karma: 46
Resources: Gd Pop: 0

Known Powers:
Teeth: Gd Edge
Claws: Gd Edge
Regeneration: 2 per round
Heightened Senses: In

Equipment:
None

Limitations:
Mute: Wild Child cannot speak, his vocal cords were destroyed by Sabretooth

Talents: Survival, Resist Domination

Contacts: Weapon X, Alpha Flight
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Winter Soldier
Real Name: James Buchanan "Bucky" Barnes
Alias: Bucky

F) Am50
A) In40
S) Ex20
E) Rm30
R) Ex20
I) Am50
P) Ex20

Health: 140 Karma: 90
Resources: Rm Pop: 100/6

Known Powers:
Bionic Left Arm: IN material, the arm allows Barnes to perform the following abilities, as well as using it to protect himself/deflect:
-Enhanced Strength: Gives Barnes IN Strength for Fighting, Holding, Lifting etc. Health does not change.
-Remote Controlled: The arm can also function when not in contact with Barnes at a range of 3 areas
-Electrical Discharge: In intensity from the palm.
-EMP Generation: The arm can discharge an EMP rendering electronics to either shutdown or become useless (treat as stunning attack on electrical devices) with Am ability.
-Sensory Array: The arm houses different sensors which allow him to pass through security such as metal detectors without setting them off with Am ability. It can also shield other metallic objects from detection such as firearms and knives.
- The arm and extensive training also allows Bucky the ability to wield Captain America's shield with his usual stats.

Equipment:
Body Armor: Gd protection vs. Physical, treat Shooting and Edge attacks Kill results as Stun
Handgun: Gd Shooting, 3 areas
Combat Knife: In material, Rm Edge
Sleeping Gas Grenade: Am potency to an entire area. The victim must make a Red Endurance FEAT vs. unconscious for 1-10 rounds
Incendiary Grenade: In dmg to immediate area, reduced by 1 outside of it.
Various other military hardware and equipment as well as some SHIELD technology occasionally.

Talents: Weapons Specialist: Shield, Military, Martial Arts A, B, C, Guns, Marksmanship, Thrown Weapons, Edged Weapons, Acrobatics, Tumbling, Military, Detective/Espionage, Multi-Lingual: (English, German, Russian, Japanese, French, possibly more)

Contacts: Captain Steve Rogers, Nick Fury, Black Widow/Natasha Romanova, Falcon, The Avengers, Sharon Carter, Wolverine
Combat Knife: Ex material, Gd Edge

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Wolfsbane
Real Name: Rahne Sinclair

F) Ty6
A) Gd10
S) Ty6
E) Ex20
R) Ty6
I) Gd10
P) Gd10

Health: 42 Karma: 26
Resources: Gd Pop: 0

Known Powers:
Transformation: Rahne rarely uses her Wolf form anymore because of the increased power of her Wolfoid Form. Damage Suffered in either form is healed when returning to true form unless her health is below 42. Damage to her human form does carry over.
Wolf Form:
-F) Ex20
-A) Gd10
-S) Gd10
-E) Ex20
-R) Pr4
-I) Rm30
-P) Gd10
-Health: 60 Karma: 44
-Bite: Gd Edge
-Tracking: Rm
-Movement: Gd ground speed for 5 rounds
-Heightened Sight: Rm Ultraviolet and Infrared.
-Heightened Hearing: Am
Wolfoid Form:
-F) Rm30
-A) Ex20
-S) Ex20
-E) In40
-R) Ty6
-I) Ex20
-P) Gd10
-Heatlh: 110 Karma: 36
-Claws: Ex Edge
-Bite: Gd Edge
-Tracking: Rm
-Movement: Gd ground speed, Gd leaping
-Heightened Senses: Am

Equipment:
None

Talents: None

Contacts: Xavier Institute for Higher Learning
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Wolverine
Real Name: Logan (James Howlett)
Team Affiliation: X-Men

F) In40
A) Rm30
S) Gd10
E) Rm30
R) Gd10
I) Mn75
P) In40

Health: 110 Karma: 125
Resources: Ex Pop: 0

Known Powers:
Adamantium Skeleton: Wolverine's skeleton has been laced with Adamantium, giving them CL1000 material. This provides the following benefits:
-Ex protection vs. Blunt and Force
-Ty protection vs. Edge and Energy
-Fists are capable of doing Ex damage
Claws: CL1000 material, Wolverine can extend his retractable claws, causing up to Mn Edge
Animal Empathy: Am ability with mammalian carnivores
Heightened Senses: Mn Smell, In Hearing
Tracking: Am
Regeneration: Am. Regains 10 Health/hour or 1 point every six minutes
Resistance to Poison, Gases, Drugs and Disease: Un
Recovery: Un
Berserker Rage: Though less in evidence these days than in the past, Wolverine still flies into a rage, losing Karma and "going berserk." Wolverine must make a Yellow Psyche FEAT must be made to come out of it. While it may be bad, he gains the following power stunts:
-Mental Resistance: Un resistance to mind control and other mental attacks.
-All Stun results are ignored
-All attacks are +1cs to hit

Equipment:
None

Talents: Guns, Thrown Weapons, Edged Weapons, Oriental Weapons Master, Weapon Specialist: (Claws), All Martial Arts, Wrestling, Acrobatics, Tumbling, Military, Detective/Espionage, Criminology, Resist Domination, Escape Artist, Motorcycle, Streetwise, Survival, Multi-Lingual: (English, Japanese, Russian)

Contacts: X-Men, The Avengers, Alpha Flight
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Wonder Man
Real Name: Simon Williams
Team Affiliation: Avengers

F) Ex20
A) Rm30
S) Un100
E) Mn75
R) Gd10
I) Ty6
P) Ex20

Health: 225 Karma: 36
Resources: Gd Pop: 50

Known Powers:
Ionic Energy Body: Simon's body is composed entirely of ionic energy in a solid form. Because of recent changes, Simon can tap ionic energy for a wider variety of powers. Right now, he maintains these listed powers, though more may emerge in the future:
-Body Armor: Am vs. all attacks except Psionics.
-Invulnerable to Cold and Heat.
-Life Support: Wonder Man does not need air, food, or water to survive, and he can survive in a vacuum with no ill effects.
-Flight: Ex

Equipment:
Avengers Communicard: Gd material, able to communicate with any card carrying Avenger with Sh-X ability.

Talents: Business/Finance, Engineering, Performing (Acting, Stunt work)

Contacts: Avengers, Scarlet Witch, Second Chance Foundation
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X

X-23
Real Name: Laura Kinney-Logan
Team Affiliation: X-Men or Avengers

F) Rm30
A) Rm30
S) Gd10
E) Rm30
R) Gd10
I) Rm30
P) Ex20

Health: 100 Karma: 60
Resources: Gd Pop: 0

Known Powers:
Adamantium Skeleton: Sh-Z material, Ex protection vs. Blunt attacks, +1CS to physical damage, has the following power stunts:
-Claws: Gd Edge, pierce through Mn material, has claws coming from both her hands and feet. The claws do not ignore Force Fields but may still damage the field for the purposes of overloading.
Regeneration: Mn
Recovery: Mn
Enhanced Senses: In

Equipment:
None

Talents: Martial Arts A, B, Acrobatics, Tumbling

Contacts: X-Men, Avengers
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X-Man
Real Name: Nate Grey

F) Ex20
A) Ex20
S) Gd10
E) In40
R) Gd10
I) In40
P) Am50

Health: 90 Karma: 100
Resources: Ty Pop: 15

Known Powers:
Mental Powers: Nate Grey is a powerful mutant with mental powers that has great potential for even greater powers. Nate Grey has psionic abilities that he normally has at these levels.
-Mind Control: Ex
-Mind Wipe: Ex
-Postcognition: In
-Precognition: Gd rank and is usually accidentally triggered.
-Mind Blast: In rank and range.
Telekinesis: In
-Force Bolt: In
-Force-Field: In
-Flight: In
-Exo-Skeleton: In, this also raises his strength to rank levels.
Telepathy: In
-Mental Probe: In
-Psi-Screen: In
-Psychic Detection: In
-Psychic Invisibility: In
Ability Boost: Nate Grey is potentially the most powerful, mutant mind on Earth. Unfortunately for Nate, his body has yet to grow into his mental abilities. All of Nate's In ranked abilities are actually at the Un level but he is forced to limit them in order to protect himself from injuring himself. Nate Grey can boost his mental abilities to Am at no cost. If he boosts them further he takes some backlash damage and suffers a Karma loss. At Mn level, he suffers Fe damage and uses 5 Karma. At Un levels, he suffers Pr damage and costs him 10 Karma. He can also really boost his abilities to Sh-X levels but this costs him 10 Health, 25 Karma, and requires a Psyche FEAT every round that he uses those levels or he falls unconscious for 1-10 hour. When Nate uses his powers at boosted levels he usually gets nose bleeds.

Talents: Martial Arts B, Wrestling, Acrobatics, Survival

Contacts: Threnody, X-Men, Magneto
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Y

Yondu
Real Name: Yondu Udonta

F Remarkable (30)
A Excellent (20)
S Excellent (20)
E Amazing (50)

R Excellent (20)
I Remarkable (30)
P Remarkable (30)

Health 120
Mental Health 80
Karma 80

Powers

Yondu has a cybernetic fin that he uses, in tandem with various whistles to control a Yaka Arrow. He has Unearthly (100) control over the Yaka Arrow and what it will do, ranging from hovering to moving at Shift X speeds.

Attacking multiple targets: Yondu can have the Yaka Arrow attack multiple people in a round. He rolls Monstrous for 2 - 4 targets, Amazing for 5 - 8 targets, Incredible for 9 - 11 targets and Remarkable for 12-15 targets. Opponents roll Agility to avoid being hit by the Yaka Arrow + any dodging bonuses.



Skills

Master Thief - Yondu gets +2CS to thievery attempts and +1CS to stealth related maneuvers. This includes burglary and larceny. He also has equipment to bypass security and can roll +1CS to intution to use on space technological faring races. On earth, unless otherwise specified, he can do +3CS to get by technology.

Master of the Yaka Arrow - Yondu knows how to use the Yaka Arrow probably better than anyone else does. If specifically asked for a 'control' roll, he gets +2CS to Psyche.

Master Pilot - Yondu gains +2CS to piloting rolls for Agility.

Equipment

Prosthetic Fin (Cyberware): This is used to control the Yaka arrow. It has an Incredible durability.

Yaka Arrow: This arrow does Amazing damage to opponents and has an Unearthly strength. It has been known to go through spaceships and people with about as much difficulty.

M Ship: Marauder vessel he uses to get around.

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Z