Lets Help Cyber Create a Superhero Universe (SV lets try not to Destroy the Earth)

On that note maybe I could make a character who has "the" agency for the criminal/underground superpowered world, acting as a mediator between the big players and the independent henchmen, like the Bullet Magician, or freelance scientists /engineers/sorcerers willing to work for essentially everyone.
That is something that fits very well with this setting, mmm I have a few ideas and business bot is/was meant to be a version of that for the Foundation.
 
[]Cape Name: (The) Mad Doktor Eickenhorst
-Appearance: Largely human appearance aside from her left arm being twisted into that of a Pacifier, only seemingly capable of injecting anything, not just the strange chemicals the Pacifiers use. She stands at 5 foot 10 inches tall with a lithe frame, a pair of piercing blue eyes, and a full head of flowing blond hair.
-Secret Identity: Ailee Eickenhorst
-Moral Alignment: Lawful Evil (From the perspective of most off Earth), Lawful Good (from the perspective of the invaders)
-Nationality: Was once German. Now N/A.
-Area of Operations: Earth.
-Power: Alienization, Corruption Inducement, Supernatural Intelligence, Enhanced Inventing
-Species: 76% Human, 19% Pacifier, 3% Other mixed Alien species, 2% unknown
-Backstory: Ailee was born a normal, if very anti-social, girl in early 1960's West Germany. During her childhood, she was bullied relentlessly, and was eventually sent to see a therapist for mental issues. Despite these handicaps, she already displayed signs of brilliance beyond most off the other students in that year's class. If things had turned out just a bit better for her, she might have been a vital assert for all off humanity.

Instead, the therapist was a hidden-in-plain-sight Nazi, who proved completely incompetent at his actual job but very good at getting her to secretly buy into the whole 'master race' ideas, the bullying got much worse while her classmates laughed along and the teachers did nothing, and as the cherry on top her parents, the only people who (in her mind) where ever kind to her, died within months off each other, all off this leading to her nurturing a hatred of humanity. Then the alien invaded and you can see where this is going, yes?

Suffice to say that when the aliens hit her town, everything escalated very quickly. She nearly died alongside the brave defenders of the town and all off her teachers and classmates, but one off the brains behind the invasion saw something in her, a potential. She was granted mercy, of a sort. She would now serve the superior alien race as a researcher, a tinkerer, and as a tool of subversion.

And serve in these roles, she would, as all throughout the Crisis she assisted the alien's efforts in innumerable ways, from subverting major organizations to increasing collaborationism among humanity. She created countless advanced machines and automata, and she became feared for one of her creation in particular: a capsule shaped machine that could 'improve' a person, completely overwriting who they used to be on a fundamental level and painfully transforming them into yet one more amongst the alien menace. It is estimated as many as a dozen or more heroes and villains where lost to humanity for ever in this way.

She escaped capture or death in the aftermath of the Crisis and has continued all the way up to the present day (2019) fight for and attempt to pave the way for a return off her alien masters. She is one off Earth's most sought after villains, for if anything can be learned from the legend off the Hydra, it's that if you cut off one head, three more takes its place. The aliens will probably be back someday, and if her efforts ever succeed to an unmanageable extent, then when they do return all mankind will be doomed.

Era: First Contact to the Present Day.

-Weakness: She's largely human, with a natural strength, toughness, and speed level that exceeds that of a normal human but is not only matchable but inferior to someone at the peak of normal human ability. Therefore, anything that kills a human will also kill her. She needs time and material to be most effective. She's got just enough Pacifier in her to inherit their vulnerability to Sonic weaponry.

Stats
PC/BE: 10
PR/C: 32
I/E: 20
A/M: 20
R&D: 79
O/EP: 1


The Pacifier
One off several recorded alien life forms and one of a smaller number of quasi-humanoid forms from the Crisis, the lifeform appears to not be sentient or even possess much independent initiative. It's believed to behave more like a bioengineered attacked dog for the aliens that are really behind the invasion. Regardless of its role, its behavior is at least somewhat understood: it blindly and dumbly patrols in a specific area, until it locates a human being in an agitated state, carrying a weapon, or attempting to resist an alien.

What happens next is what gives this life form it's name: it will move at full speed to pierce the resisting human with one of it's two vaguely arm-like appendages that end in sharp-tipped 'injectors' rather than hands. Once the subject has been pierced, a very strange green-yellow chemical is forcefully pumped through the Pacifier's arm, through the 'injector', and into the human. It is believed the Pacifier naturally produces this chemical in a specialized organ within it's body.

The effects are usually immediate. The victim's eyes glass over, their pupils dilating to the point of uselessness. All non-life-vital muscles relax completely and any attempt to tense or use them fails. Certain recaptured prisoners of the aliens who had been subjected to this chemical reveal in interrogation that this causes mental effects as well, most notably a 'feeling of tranquil helplessness' or as another put it 'feeling like you're going to relax and there's nothing you can do about it'.

Pacifiers were very rarely seen during the Crisis, as it seems the aliens only ever deployed them in certain situations with the intention of capturing prisoners. However, when they where deployed, they where generally combat ineffective but very good at just their intended use; taking live prisoners. Considering less than 25% of people captured alive by the aliens were ever seen again, this lifeform's appearance became synonymous with a special kind of terror.

Thankfully, the creature isn't particularly resilient and can easily be killed used just about any method. Though, they have been noted to have a particular vulnerability to Sonic based attack. The reason for this is unknown, though may have something to do with their biology.
 
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Logan Basic Stats.

Personal Combat/ Battle Experience: 41

Public Relations/Charisma: 17

Investigation/ Espionage:30

Accounting/ Management:16

Research and Development:22

Occult/ Energy Projection: 0
 
So my character idea.

Name: Glenn Johnson
Age:25
Cape Name:Iteration
City of Operation: Miami Florida
Species: Human
Skills: Mechanical engineering (+5 to engineering rolls) , street fighting (+10 to close range combat) , and alien social interaction (He knows how to not insult the aliens or their cultures with a +5 to all rolls related to that) .
Equipment:Basic homemade costume of a body suit and metal plates, cellphone, a baseball bat, and an old car.
Powers: Mech Augmentation (Uncontrollable) When injured or exposed to a stressor, such as being unable to see in the dark or other things, Glenn's body mutates and adapts by growing cybernetic augmentations. These changes are permanent and are slowly making Glenn's body less human but despite this he is dedicated to trying to do good.( Random permanent improvement)
Brief Bio: Glenn grew up in a neighborhood that sat right at the edge of an alien ghetto in Florida meaning he was exposed from an early age to the living conditions of aliens. In fact many of Glenn's first friends growing up were these aliens which led to him becoming an out spoken critic of how they are treated. Eventually Glenn managed to get a scholarship to study mechanical engineering, but during his studies he ended up being exposed to a forgetten piece of alien tech that when activated interacted with his latent metagene giving him is adaptive technological abilities. Now with his new powers he is determined to do good in his home.
 
William Rossi/Sunnyside
Abilities: Head is a sun floating above the stump of his neck, doesn't need to breathe but does need to eat and drink, can fire rays of solar energy from head, release heat from it, mess with gravity around head a bit, and burn up oxygen around himself
Facts: Asexual & aromantic, made a abomination of a sandwhich he personally loves called IL DIAVOLO, has had a fear of vampires since he was five

Sun For A Head: His head is basically a miniature star, do with that what you will (+ 15 for rolls that require the aide of a skull sized star)

No Neck: Completely immune to decapitation cause there is no neck there, his head is simply floating above the bump between his shoulders (Decapitation doesn't work on him at all)

Personal Combat/ Battle Experience: 9

Public Relations/Charisma: 10

Investigation/ Espionage: 9

Accounting/ Management: 8

Research and Development: 7

Occult/ Energy Projection: 13
 
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Iteration
Powers: Mech Augmentation (Uncontrollable) When injured or exposed to a stressor, such as being unable to see in the dark or other things, Glenn's body mutates and adapts by growing cybernetic augmentations. These changes are permanent and are slowly making Glenn's body less human but despite this he is dedicated to trying to do good.( Random permanent improvement)

Personal Combat/ Battle Experience: 13

Public Relations/Charisma: 7

Investigation/ Espionage: 10

Accounting/ Management: 9

Research and Development: 14

Occult/ Energy Projection: 2
 
It's okay, that's what the Thread here is for. Get the base stats and I'll help, what traits for the character do you need?
Samule:
-Personal Combat/ Battle Experience:47
-Public Relations/Charisma:59
-Investigation/ Espionage:48
-Accounting/ Management:42
-Research and Development:10
-Occult/ Energy Projection:46
as for the traits, dhampir, Geas in the old myth sense, and leader of a Foundation if you recall that lore.
 
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as for the traits, dhampir, Geas in the old myth sense, and leader of a Foundation if you recall that lore.
Lower the Stats by 20 please.

Now...

Dhampir: You are the Blood Decendent of a Vampire, a legendary Creature of the Night and while you lack the true power, you do not lack the touch of power.

Geas: A Fragment of Old Power, bonded to blood and spirit. The Old World's Echo upon the world.

leader of a Foundation
Foundation Bord Member: You are a member of the Bord of the Foundation, the secret society that manages and oversees the Superpowered Population of Earth and Humanity. A Difficult position, but one not without its benefits.
 
Oh, this is alive again. ...I'm thinking I'd just as soon keep all three of my previous entries the same, maybe just touch them up some. Though, strangely, I'm probably least attached to the most recent one.
 
Captain Adam Walker
Adam grew up during the Great Depression in the U.S as part of a military family and later enlisted in the U.S Army and then later into the Rangers. He served as part of the Rangers throughout WW2. And then on through every other U.S. conflict up to the modern day. He has earned himself bounties on his head from nearly every Communist government in the world. He treats them like badges of honor.

"Democracy IS NON-NEGOTIABLE"-The Man is a very very Rabid anti-communist, mostly due to actions in Korea he bore witness too. (-30 to all rolls when dealing with communists, +15 to all rolls when dealing with fellows of simmiler ideals and ideologies, +3 Diplomacy)

Soldier of a Thousand Battlefeilds: The 20th Centuries most able warrior, a violent and capable man of action and valor, from the bushwars of Africa to the modern day. (+10 Martial, +15 all rolls related to combat.)

"Military Grade"- He is a soldier, he has always been a soldier and that will never change(+10 martial, learning and stewardship, -25 diplomacy rolls with non military personnel)

"Superhuman."-You have the ability to go beyond the normal human limits to frankly superhuman levels, for only two hours. (+20 to all stats for a brief duration, +25 to all actions while under the powers effects)

Personal Combat/ Battle Experience: 30+10+10=50

Public Relations/Charisma: 10+3=13

Investigation/ Espionage: 20

Accounting/ Management: 15

Research and Development: 5

Occult/ Energy Projection: 0

Here's that character you helped me make.
 
The Commandere

Traits
'Queen of the Sewer Mermaids':A term for a unique style of play in strategy games. While the title isn't known to be linked to her, it is a testament that she has brought such a uniquely disruptive style to a height few can match.

Knives in the dark: From the beginning of her career, she has honed her craft, from drug lords to supers, to Spy Agencies and extraterrestrial occupation forces. She is the most experienced special ops command officer on the planet.

Biological immortality:After an accident, she, alongside the rest of the top members of the XCOM project are no longer affected by the ravages of time. Though the exact effects, like many things, are unclear.

Mystique: For better or worse, even in her own organization, she is a woman shrouded in secrecy. A fact further emphasized by oddities such as the cult that now venerates her, that has her own top agent as their 'prophet', and others that surround her.

Personal Combat/ Battle Experience: 70

Public Relations/Charisma: 25

Investigation/ Espionage: 45

Accounting/ Management: 40

Research and Development: 20

Occult/ Energy Projection: 25

Decided to try a stat sheet for the character I made.

Not sure if it's in the right spot on the power scale given she's a long lived leader of a secret organization(XCOM expy), after gutting CIA drug trade where she operated as an American spec ops agent.
 
-Cape Name: The Grenadier (Circa Disappearance in 2001)
-Appearance: A 6 foot 2 inch tall moderately muscular man with clean shaven, slightly wrinkly face, brown hair and brown eyes, typically wearing the standard WW1 era British service dress uniform and his signature orange-painted Brodie helmet.
-Secret Identity: Terell Coburn
-Age: 97 years old
-Moral Alignment: Straddling the line between Lawful Good and Lawful Neutral
-Nationality: British
-Area of Operations: Northeastern France (1917-1918), England (1930-1939), Europe/North Africa (1939-1945), Earth (1945-1978, 1980-2001)
-Species: Human.
-Backstory:
Terell was born in 1904 to a British father and a Danish mother. His father worked in a chemical factory that processed nitroglycerin, and had a fascination with explosives. Terell was only 13 on the faithful day he learned of his powers. The Germans had begun using Gotha bombers in their raids of the isles instead of airships, and one of the bomber pilots involved struck fear into the hearts of the people, as he had survived being directly hit by a flack shell and seemed both invincible and supernaturally accurate with his bomb drops.

That night, it was that pilot who came soaring down close to the ground after one of his plane's wings were clipped. Terell disobeyed his parents and glanced out the windows of their home, seeing a speeding dot coming in from the sky. Instinct took over and he ran outside, grabbed a baseball out off his front yard, and threw. In midair, before his very eyes, something appeared out of nowhere, taped to the ball. His throw was dead-on and landed straight in the pilot's cockpit.

He was only 13 when it happened. That didn't stop this experience, his impossible throw with a live grenade that shouldn't have existed and that did a thing it wasn't supposed to be able to do, from earning him the title of 'The Grenadier' and a first-class ticket to the horror that was the war to end all wars. Thankfully, he never actually got a chance, let alone an order, to participate in combat; just a front row seat to witness. Scarred for life, though in a different way than anyone would have expected, he returned home.

Then, many years later, in 1930, as a grown man, his father was killed by muggers working for organized crime. One of them wore a medal given for services in the trenches. Something in him snapped, and after that, he donned the mantle of 'The Grenadier', only voluntarily this time, and swore to fight to make the world a better place.

Since then, and ignoring a brief retirement in 1979, he has done just that ever since, a constant fixture in British and heroic society alike, fighting everything from the street crime that killed his father, to (metaphorically) the warmongering attitude that created the war and criminals in the first place, to the Fascist menace, to alien invaders. But, he is only a man and he mysteriously disappeared sometime just before 9/11. Many worry what has happened to him, though others believe he is simply taking his second ever (and more permanent) vacation. He was finally starting to slow down after all, and he is/was only human.
Era: Technically started in The Hopeless Night, but was actually active from The Darkest Time until just a year into The New First Generation.
Weaknesses: His Fearlessness is permanently on, rendering his judgement sometimes quite questionable. Due to deep seated mental problems, his sanity would promptly shatter like glass if this power ever failed (see traits for more on that). His explosion immunity is more like explosion resistance, as he is only immune to the direct blast, not the after affects or any fragmentation it causes. Beyond his powers, the only thing separating him from any other human being is his (mundane-level, but still extremely impressive) knowledge of explosives and explosive compounds, his military training, and his marginally above-average physique.
-Stats:
Personal Combat/Battle Experience:40/44? (35+5+4?)
Public Relations/Charisma: 22/25? (22+3?)
Investigation/Espionage: 35/39? (35+4?)
Accounting/Management: 21/28? (21+4?+3?)
Research and Development: 10
Occult/Energy Projection: 0

-General Traits:
Explosives Virtuoso: He's a musician, and TNT charges are his instrument. (+30 Effective Personal Combat/Battle Experience when using either ordinary explosives or anti-power bombs. +20 To all rolls related to combat, that feature explosives in a prominent role.)

World Wars Veteran: He has seen the tail end of the 'War to end all Wars' and then fought in the Second War to be waged across the globe by man against man. And though he hates to admit it, given all the damage they did... they made him into a mighty fine soldier. (+5 Personal Combat/Battle Experience and +5 to all rolls related to combat)

Terra SOL Veteran: And just when he thought the great wars and Malayan emergency couldn't be topped... the aliens came. On the eve of his retirement too. (+4 martial, Intrigue and Stewardship, +20 to all combat rolls related to fighting aliens, -20 Diplomacy Rolls with Aliens if you do not pass a DC of 75, You despise the Aliens who have come and destroyed your home. Old Wounds will fade in time)

Symbol of a Dead Empire: There is no doubt; the British Empire is long gone. There is equally little doubt that he, more even than a scattered handful of islands, is one of the last two great legacies and symbols that Empire left behind. (+3 Diplomacy and Stewardship. +20 to all rolls within the UK, +25 diplomacy rolls with the UK Citizenry. Diplomacy rolls with other former members (And descendant Superheroes) of the empire are variable ranging from displeasure to old friends.)

League Council Representative (UK): He is/was a member of the leading council of national representatives for The League for Commonwealth Improvement and Defense, one of the 'big 3' public-facing empowered heroic organizations. Specifically, the historically most important and powerful seat, the UK representative. An influential position, but an at times difficult position.


-Powers and Related Traits: Anti-Power Bomb Generation, Explosive Proficiency, Fearlessness, Explosion Immunity.
Has Never Known Fear: The Grenadier has never in his life known fear. Pain, sadness, anger? Yes. But not fear. No one's sure how someone like that would react if they suddenly did feel it... (While this trait is 'active', +10 to all rolls related to combat. If this trait is ever 'deactivated', immediately deal damage to sanity {I leave how much to be determined later} and reactivate it with the effect: suffer -10 and disadvantage on all rolls for the next hour/next 20 rounds of combat)

-Personality Traits:
N/A.
 
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