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This low powered superhero group was a mainstay in my campaign.
The Guardians was founded by IMPACT as a super powered security agency. They also function as the citys main superhero orginization. They are not the most powerful heroes in town but they are the most available. They will often work with the authorities to assist in dificult cases.


IMPACT
By Jeff Phillips
Identity: Ernie Hodges Side: Guardians of Justice
Name: IMPACT Sex: Male
Experience: 7656 Level: 3
Age: 25 Training: Strength

Powers:
Invulnerability: +22
Natural Weaponry: +3 to hit +6 damage


Weight: 210 Heigh:6 feet 1 inches
Hair: Black Eyes: Blue
Basic Hits: 4 Agility mod.:-
Strength: 20 Endurance: 18
Intelligence: 13 Agility: 15
Charisma: 15 Reaction: Good: +2 Evil: -2
Hit Modifier: (1.6)(2.2)(1.1)(1.6): 6.1952
Damage Mad.: +7 Hit Points: ( 25 ):
Accuracy: +5 Power: ( 66 ):
Carrying Capacity: 1029 lbs Healing Rate: .5
Basic HTH: 1d10
Movement rate: 51 inches ground
Detect Hidden: ( 10% ) Detect Danger: ( 14% )
Inventing Points: ( 1.3 ) Inventing: ( 39% )
Origin and Background: Ernie was a private in the marines when he was selected for an experiment to improve your immune system. What Ernie dint know was that the experiment was actually an attempt to create paranormals. The experiment seemed to be a complete failure. Many of the selected individuals got sick and had horrible reactions to the test. The chemicals only made Ernie a little nauseous. It was several weeks after the studies concluded that Ernie was involved in an automobile accident. The car had been totally demolished but Ernie had survived unscathed. Soon after Ernie discharged from the marines and started the Guardians of Justice.
Other Information: Ernie enjoys battle but and loves to intimidate villains and thugs as he shrugs off bullets. Although a hero Ernie is foremost a businessman, he will cut loose any hero if they become a liability to the Guardians.

GRAVITY
By Jeff Phillips
Identity: Jessica Myers Side: Guardians of Justice
Name: GRAVITY Sex: Female
Experience: 897 Level: 1
Age: 22 Training: Strength

Powers:
Gravity Control: pr. = to x weight spent, max = Str.
Adaptation: Defense only pr. 1 per round


Weight: 150 Height: 5 feet 9 inches
Hair: Brown Eyes: Blue
Basic Hits: 3 Agility mod.:-
Strength: 15 Endurance: 17
Intelligence: 17 Agility: 17
Charisma: 16 Reaction: Good: +2 Evil: -2
Hit Modifier: (1.4)(1.8)(1.2)(1.6): 4.8384
Damage Mad.: +2 Hit Points: ( 15 ):
Accuracy: +2 Power: ( 66 ):
Carrying Capacity: 305 lbs Healing Rate: .4
Basic HTH: 1d6
Movement rate: 49 inches ground
Detect Hidden: ( 12% ) Detect Danger: ( 16% )
Inventing Points: ( 1.7 ) Inventing: ( 51% )
Origin and Background: Jessica is now what is now being called a third waver. Her grandfather was one of the earlier super villains. Sir Newton as he was called had a brief super villain career before being seriously injured. He was permanently blinded in a battle between Solar Flare and himself. After getting out of prison he settled with. Jessicas grandmother where he had two children neither of which had manifested powers. When grand baby Jessica was born it wasnt long before she was showing sings of being something special. Jessicas granddad shared his story and Jessica vowed not to follow in his footsteps. She has recently been recruited by impact into the Guardians.
Other Information: Jessica is afraid of hurting people because of what happened to her granddad. She will pull her punches unless hers or someone elses life is in danger.
FLAME
Identity: Heather Michaels Side: Guardians of Justice
Name: Flame Sex: female
Experience: 2300 Level: 2
Age: 23 Training: Strength
Powers:
Flame Power: PR=3 to activate flame powers, PR=3 per attack, PR=1 per hour of flight
Heightened Attack: +2 damage
Weight: 130 Height: 5 feet 9 inches
Hair: Brown Eyes: Green
Basic Hits: 3 Agility mod:-
Strength: 15 Endurance: 16
Intelligence: 18 Agility: 17
Charisma: 17 Reaction: Good: +2 Evil: -2
Hit Modifier: (1.4)(1.8)(1.3)(1.6): 5.2416
Damage Mad.: +4 Hit Points: ( 16 ):
Accuracy: +2 Power: ( 66 ):
Carrying Capacity: 323 lbs Healing Rate: .5
Basic HTH: 1d6
Movement rate: 48 inches ground 48 mph flight or 212 inches
Detect Hidden: ( 14% ) Detect Danger: ( 18% )
Inventing Points: ( 3.4 ) Inventing: ( 54% )
Origin and Background: Heather is a second generation paranormal her mother was Nova an early seventies hero. She had a very brief career and then fell in love with Heathers father Larry Michaels. Heathers mom Theresa retired from crime fighting after heathers birth and became a housewife. Theresa still posses her powers but seldom uses them. She did work with Heather after her powers started to develop and saw that she got proper training. With her mothers encouragement she contacted IMPACT and has spent the last year as a Guardian in training. She has demonstrated that she is quite the natural and resourceful young lady. She had a slight relationship with wall for a while but now they are just friends.
Other Information: Heather loves flying and will often spend the evening flying around. She has been working with Eagle to hone her flying skills. Heather is a tough cookie and has aspirations of being second in command.

VIBE
By Jeff Phillips
Identity: Martin Smith Side: Guardians of Justice
Name: Vibe Sex: Male
Experience: 1297 Level: 1
Age: 20 Training: Strength

Powers:
Vibratory Powers: PR=5 per attack 2d8 damage 30% to destroy object. PR=2 to vibrate through objects.
Height Expertise: +4 to hit with Vibratory Powers
Vehicle: Motorcycle: weight 500lbs, 1+1 passengers, cargo capacity: 100, Speed 160 mph, Hit points to disable 10, Demolish 25
Gets vibratory defense when hes riding.

Weight: 180 Height: 6 feet
Hair: Brown Eyes: Green
Basic Hits: 4 Agility mod.:-
Strength: 15 Endurance: 16
Intelligence: 15 Agility: 15
Charisma: 16 Reaction: Good: +2 Evil: -2
Hit Modifier: (1.4)(1.8)(1.2)(1.6): 4.8384
Damage Mad.: +2 Hit Points: ( 19 ):
Accuracy: +6 Power: ( 61 ):
Carrying Capacity: 448 lbs Healing Rate: .4
Basic HTH: 1d6
Movement rate: 46 inches ground 704 inches motorcycle
Detect Hidden: ( 12% ) Detect Danger: ( 16% )
Inventing Points: ( 1.7 ) Inventing: ( 51% )
Origin and Background: Martin grew up at the racetracks. His dad was into drag racing and stock cars. But Martins love was for motorcycles. He took up dirt bike racing and quickly made a name for himself. By the time he was sixteen ha was being courted by Yamaha and Honda to join their team. On the day he was to sign with team Honda there was a terrible accident. As he was rounding a corner there had been a pile up of some of the stragglers he tried to dodge them but couldn't avoid them. As he collided his bike literally exploded, throwing Martin nearly thirty feet. When he came to he was stunned to find he had been unconscious for over a week. The track officials were unable to explain Martins bike explosion. But Martin had felt the shaking as he had impacted the others and he had an idea. When Martin left the hospital he was back on his bike in days. He quickly gathered that he had caused his bike to shake at such a rate that a spark from the impact had ignited the gas fumes from his bike. He had been noticing that when he was nervous his bike would shake he soon learned to control it but he never raced again. In high school he had developed his alter ego of Vibe. He soon ran into split second who hooked him up with impact.
Other Information: Martin is one of the youngest members of the Guardians and is a bit of a hot head. However he respects Impact and will do what he says. He will often ride his bike at a target and then vibrate through it.
EAGLE
By Jeff Phillips
Identity: Roger Mills Side: Guardians of Justice
Name: EAGLE Sex: Male
Experience: 7250 Level: 3
Age: 25 Training: Strength

Powers:
Wings: +3 Agility: 599 inches Flight 136 mph pr. 1 per hour
Natural Weaponry: +2 to hit +4 damage (claws)


Weight: 210 Heigh:6 feet
Hair: Black Eyes: Blue
Basic Hits: 4 Agility mod.:-
Strength: 20 Endurance: 16
Intelligence: 14 Agility: 21
Charisma: 17 Reaction: Good: +2 Evil: -2
Hit Modifier: (1.6)(1.8)(1.1)(2.2): 6.9696
Damage Mad.: +8 Hit Points: ( 28 ):
Accuracy: +4 Power: ( 77 ):
Carrying Capacity: 1008 lbs Healing Rate: .4
Basic HTH: 1d10
Movement rate: 57 inches ground 599 inches in flight
Detect Hidden: ( 10% ) Detect Danger: ( 14% )
Inventing Points: ( 4.2 ) Inventing: ( 32% )
Origin and Background: Roger is a first generation paranormal. There is no trace of paranormals in his background and there is no explanation for his being born with wings. Dr. McFarland did an extensive study on Roger as a child and could find no explanation for his apparent mutation. Dr. McFarland held the view that Roger was proof of evolution, while others pointed out that most mutations are considered defects not evolution. Whatever the reason behind the wings on Roger is of little consequences to him. He has enjoyed the attention of this mutation and has chosen to become a hero. Rogers mother died in giving birth to him, and his father has had little to do with him. Most of the attention he got growing up was focused on his unusualness. Roger craves to be excepted, that is part of what has driven him to be a superhero.
Other Information: Roger is very moody and as long as other members of the guardians praise him or encourage him he is fine. However if he messes up or feels that Impact or others are displeased with him he will become distant.

WALL
By Jeff Phillips
Identity: Tim Jennings Side: Guardians of Justice
Name: WALL Sex: Male
Experience: 1253 Level: 1
Age: 22 Training: Strength
Force Field: PR=1 per repulsed attack
Mutant power: Force field attacks as if strength is doubled
or 3,895 lbs of pressure 2d8

Weight: 210 Height: 6 feet
Hair: Blonde Eyes: Blue
Basic Hits: 4 Agility mod.:-
Strength: 17 Endurance: 17
Intelligence: 15 Agility: 16
Charisma: 16 Reaction: Good: +2 Evil: -2
Hit Modifier: (1.4)(1.8)(1.2)(1.6): 4.8384
Damage Mad.: +2 Hit Points: ( 19 ):
Accuracy: +2 Power: ( 65 ):
Carrying Capacity: 694 lbs Healing Rate: .4
Basic HTH: 1d18
Movement rate: 50 inches ground
Detect Hidden: ( 12% ) Detect Danger: ( 16% )
Inventing Points: ( 1.5 ) Inventing: ( 45% )
Origin and Background: Tims paranormal abilities only manifested when he turned eighteen. Hes rather new to all of this but enjoys it immensely. He was working for Zeus gym when a weight rack fell on him. Miraculously he was able to divert the impact by manifesting a protective field. Tim approached the Guardians about becoming a member and this year was made an active member. He had to work a year on membership probation but came through in flying colors. He has impressed Impact as being very professional and is not awed by the profession.
Other Information: Tim is a gym rat and will often be found working out in the Guardians weight room. He is meticulous in all he does and has a great eye for detail. His goal is to improve as a hero and when he has reached a level of professionalism start his own team. He has informed Impact of this and the two are working on his leadership skills.
SPLITSECOND
By Jeff Phillips
Identity: Joe Brown Side: Guardians of Justice
Name: Split Second Sex: Male
Experience: 5,600 Level: 3
Age: 23 Training: Strength

Powers:
Heightened Speed: + 1000 inches ground movement, +33 initiative

Weight: 180 Height: 5 feet 10
Hair: Brown Eyes: Brown
Basic Hits: 4 Agility mod.:-
Strength: 17 Endurance: 14
Intelligence: 17 Agility: 16
Charisma: 15 Reaction: Good: +2 Evil: -2
Hit Modifier: (1.4)(1.4)(1.2)(1.6): 3.7632
Damage Mad.: +2 Hit Points: ( 15 ):
Accuracy: +2 Power: ( 64 ):
Carrying Capacity: 568 lbs Healing Rate: .4
Basic HTH: 1d8
Movement rate: 1045 inches ground or 237mph
Detect Hidden: ( 12% ) Detect Danger: ( 16% )
Inventing Points: ( 3.4 ) Inventing: ( 51% )
Origin and Background: Joes granddad Mercury was considered by many to be the fastest man on earth. Mercurys heroics helped America win world war two. Joes dad also was a paranormal but he was considerably slower than Mercury his father. Joes dad the original Split second was killed in 1980 at the winter Olympics when he thwarted a terrorist attack on the American hockey team. Joe always wanted to be a superhero like his dad and granddad. Luckily he took after grandpa and is now considered by most paranormal experts to be the fastest on foot of all of todays paranormals.
Other Information: Joe likes to flaunt how fast he is but gets frustrated when he fights individuals he can barely hurt. His arch nemesis is Richochet a speedy villain who hates Joe. Whenever they fight they will forget all others and fight till one of them is not standing.
FORTRESS
Identity: Michelle Douglas Side: Guardians of Justice
Name: Fortress Sex: female
Experience: 4300 Level: 3
Age: 24 Training: Strength
Powers:
Heightened Strength: +21
Flight: 648 mph PR=1 per hour

Weight: 155 Height: 6 feet
Hair: Red Eyes: Blue
Basic Hits: 3 Agility mod:-
Strength: 36 Endurance: 18
Intelligence: 15 Agility: 16
Charisma: 16 Reaction: Good: +2 Evil: -2
Hit Modifier: (2.8)(2.2)(1.2)(1.6): 11.8272
Damage Mad.: +2 Hit Points: ( 35 ):
Accuracy: +2 Power: ( 85 ):
Carrying Capacity: 3295 lbs Healing Rate: .5
Basic HTH: 1d12
Movement rate: 70 inches ground 648 mph flight or 2851 inches
Detect Hidden: ( 14% ) Detect Danger: ( 18% )
Inventing Points: ( 3.4 ) Inventing: ( 54% )
Origin and Background: Michelle was born in 1976 in a small neighborhood called Love Canal, Niagara Falls, New York. After the family was moved out in 1977 they relocated to Wichita Falls Texas were here father started his own construction company. Michelle powers manifested when she hit puberty. She always would hang out with her dad at construction sites. One day they were cleaning up after an overnight storm and Michelle helped out by picking up 250lb beams that had fallen. Needless to say they knew something was special about Michelle. Michelles dad contacted some friends who hooked them up with Dr. Todd McFarland. Dr. McFarland was pleased to check out young Michelle and while testing her they discovered her flight abilities. She was one of the key subjects in the 1987 Pegasus report.
Other Information: Michelle was given quite a lot of attention as a youth because of her participation in the Pegasus report. She is surprisingly down to earth for someone familiar with fame. Due to the relative lack of power she decided to stick to small time heroism and hooked up with IMPACT three years ago. She has saved up a nice little nest egg from commercials over the years and even performed in a few movies.

MAGNETRESS
Identity: Cindy Moore Side: Guardians of Justice
Name: Magnetress Sex: Female
Experience: 14,357 Level: 2
Age: 22 Training: Strength

Powers:
Mutant Powers: magnetics: SxLx100= carrying capacity 3000 lbs 1d12 PR=1 to set up defense, PR=1 per repulsed attack, PR=5 for magnetic blast or to take control of metal.
Heightened Attack: +2 damage

Weight: 140 Height: 5 feet 4 inches
Hair: Blue Eyes: Brown
Basic Hits: 3 Agility mod.:-
Strength: 15 Endurance: 15
Intelligence: 14 Agility: 17
Charisma: 17 Reaction: Good: +2 Evil: -2
Hit Modifier: (1.6)(1.8)(1.1)(1.6): 5.0688
Damage Mad.: +3 Hit Points: ( 15 ):
Accuracy: +2 Power: ( 61 ):
Carrying Capacity: 341 lbs Healing Rate: .4
Basic HTH: 1d6
Movement rate: 47 inches ground
Detect Hidden: ( 10% ) Detect Danger: ( 14% )
Inventing Points: ( 2.8 ) Inventing: ( 51% )
Origin and Background: Cindy grew up watching all of the Saturday morning super heroes on cartoons. When she was older she had a crush on most of the well known heroes. She always dreamed of being special and having powers. She tried to imagine different powers and abilities the one day she shut her door with her mind. She thought she was telekinetic until she realized it only worked on metal objects. She quickly developed her gifting and soon was moving heavy objects in her shop class. She wrote a letter to the local super hero team and was surprised when she received an invitation to meet with WALL who was evaluating new possible recruits. She quickly impressed WALL and met with IMPACT. She just completed her year of probation on the team and has been made a full member.
Other Information: Cindy will hit her opponents with the largest metal object she can find. She likes to end things quick if possible. She has yet to be sent out alone and is still a little unsure of herself.
The CROSS
Identity: Garry Burleson Side: Guardians of Justice
Name: CROSS Sex: Male
Experience: 12,350 Level: 4
Age: 32 Training: Agility

Powers:
Acrobatics: Acts as evasion but costs only movement per turn and can be started and stopped whenever desired.
Heightened Agility: + 16
Heightened Expertise: +4 to hit

Weight: 220 Height: 6 Feet
Hair: Blonde Eyes: Green
Basic Hits: 4 Agility mod.:-
Strength: 18 Endurance: 17
Intelligence: 16 Agility: 35
Charisma: 19 Reaction: Good: +3 Evil: -3
Hit Modifier: (1.6)(1.8)(1.2)(3.4): 11.7504
Damage Mad.: +5 Hit Points: ( 47 ):
Accuracy: + 10 Power: ( 86 ):
Carrying Capacity: 828 lbs Healing Rate: .4
Basic HTH: 1d8
Movement rate: 70 inches ground
Detect Hidden: ( 12% ) Detect Danger: ( 16% )
Inventing Points: ( 4.8 ) Inventing: ( 48% )
Origin and Background: Garry was a street preacher who took up martial arts to get kids to listen to him. It wasnt long before Garrys instructors realized he was a gifted athlete. He quickly progressed to black belt in several styles of martial arts. Then one day while preaching on a street corner he saw Nightwing robbing jewelry store. He intervened and actually defeated Nightwing in hand to hand combat. It was his picture in the paper that got Impacts attention. Garry has used the money he makes as a hero to support some local charities.
Other Information: Gary is still at heart a preacher and will often lecture those he is forced to combat. Nightwing tried to sue him for cruel and unusual punishment. The judge threw the case out of court. Nightwing hates Gary and will try and kill him if given the chance. Gary will often say consider your sins and repent. Garry is not a cook but really cares for people and will defend those he disagrees with. He has visited Nightwing in jail two different times trying to reconcile their differences, both times Nightwing had to be out into restraints. Impact has asked him to avoid Nightwing if at all possible.

SCREECH
Identity: Joey Clang Side: Guardians of Justice
Name: Screech Sex: Male
Experience: 6354 Level: 3
Age: 22 Training: Strength

Powers:
Sonic Powers: range sx2 inches, PR=1 per shot, S% to destroy objects.
Heightened Expertise: +4 to hit

Weight: 180 Height: 6 feet 4 inches
Hair: Black Eyes: Green
Basic Hits: 4 Agility mod.:-
Strength: 17 Endurance: 15
Intelligence: 15 Agility: 18
Charisma: 18 Reaction: Good: +2 Evil: -2
Hit Modifier: (1.4)(1.8)(1.2)(1.9): 5.7456
Damage Mad.: +3 Hit Points: ( 23 ):
Accuracy: +2 Power: ( 65 ):
Carrying Capacity: 577 lbs Healing Rate: .4
Basic HTH: 1d8
Movement rate: 50 inches ground
Detect Hidden: ( 12% ) Detect Danger: ( 16% )
Inventing Points: ( 4.5 ) Inventing: ( 45% )
Origin and Background: Joe grew up in an orphanage and had a lot of problems growing up. He resented not having parents and with through a time where he spent lots of time in juvinile detention. It was in one of these places he met sister Anne. She was good to joey and showed him love. Sister Anne helped Joey find a good home and helped him deal with some of his anger. She also taught him how to play the guitar. Joey joined a rock band and was starting to make friends then his voice changed. I mean changed....
Other Information: Joe was one of IMPACTS first encounters. He actually was called in to deal with a paranormal disturbance. It was Joe. He was tearing up a bar by singing like a wild man. IMPACT took him out, and with some persuading by sister Anne Impact decided to give him a second chance. IMPACT hasnt regretted it. Joey took to being a hero like a duck to water. He is loved has fans and gets to party. He also likes fighting and sometimes doesn't use much restraint. Joey has a new band called rage and is playing in the clubs.