Memoriam

Many Hero_Hub girls died amazing, awful deaths deaths in the SuperCity. They are remembered here. Mostly ;)


Red Gale / Gail Whethers
12 - HP, 10 MD
Offense: 2d6 Air Blast
Parry: 1d6 from blowing her enemies backwards with a reaction
Powers: Air manipulation. Can use it to leap, kinda fly (more like gliding) and blast with a bludgeoning or slashing impact. Can blow back foes
Personality: Generally nervous, decided to use her powers for good before she went and used them selfishly somehow.

Killed by





(Vampire - Vulnerable to Sunlight (Double damage when in it)

HP: 16 MD: 10 PPL: (Physical) 1D6+2 (Mental) 1D4+2

Ended by Grimm after drinking a goth girl from a nightclub dry




Flies, strong, fast

Sam defeated Silk in her lair, though as she went to go home, Veyrissa found her and devoured her.

Willa Wisp


14 - HP, 16 MD
1D7+1 Fire Damage
can cast Mirror Image. Roll 1d# of images +1 to see if she gets hit or not.
Final Gambit - If she would be killed or knocked out with an image still up, she can trade places with said image instead.

Ran out of selves while feeding Wytch and her staff

Hungry Harpy


14 - HP, 9 MD

Powers: Flight, energy force shield projection from her necklace
Parry: 3, 1 vs mental
Damage 1d6+1, can once per 3 turns double her damage by dropping you from a height.

Defeated Fox and ate her, but then napped in her bed, leading the Fox to reform, come back, and chop



14 - HP, 16 MD
Offense:
Parry:
Powers:

Duchess got killed on her first day as a hero by Casey Carden


Razzle



15 - HP, 10 MD
1D5+2
Parry 2, heal 2

Razzle can emit bright flashes of light to distract her enemies (parry 2 mental as well) and can focus that light into a bright neon pink laser blast from her hand.

Saved a life but was killed by Closet Witch to do it.


Ms. Magic

HP: 15 MD: 15
Powers: Spellcaster, can perform all sorts of mind-bending effects.
Parry: Abjuration spell, 1d4
Damage 1d8+1 vs MD

A test of teleportation magic landed her in front of Lady Severa, who devoured her for being there.


Hail Girl

HP: 17 MD: 13
Powers: Ice based powers
Parry: 3 from ice shields (2 vs metal-wielding opponents, 1 vs fire)
Damage: 2d3, slows you down for every 3 dealt, giving foes a -2 on attacks. if you cant roll higher than 0 total, you're frozen solid.

Died trying to go after Mother Shroom


Sparkle Sinister

HP: 14 MD: 12
Powers: Flight, sparkly energy beams that make you tired.
Parry: Disarming Presence (You're cute when you're angry) People tend not to take her seriously, dealing 2 damage less than normal to her
Damage 1d12+1



HP: 14 MD 11
Damage: 1d6+2
Draining Strike: she heals half the damage she deals to a foe.

Peeled apart by Kuzunoha when she realized she was a plant and not really meat

Momentum

"Don't dish out what you can't take!"

HP: 17 MD: 10
Powers: Energy Absortion/Release
Parry: 2
Momentum's body stores energy to be dispatched later. She's stepped into tornados to gain enough wind force for flight, has let herself be electrocuted so she can taze with a touch, and whatever she gets hit with she can dish back out.
Damage: d8+X, with X being the damage she took last round
Damage: d8+X, with X being half the the damage she took last round (rounded up), can surge once per 3 rounds do deal full

Stood no chance against a mind-infecting demoness from the SuperCity

Geo-Girl



Geo-Girl is excited, fresh to the City, and very much is an idealistic hero. While perhaps not naturally voracious, she does attack by smashing rocks around with telekinesis-and thinks that if you're a villain that gets crushed by a ton of rubble, that's your own fault.

20 - HP, 13 MD

Powers: Geo-kinesis- she can manipulate rocks. that includes bricks, asphalt, and concrete.
Parry: Instinctual blocking - throws up rocks quickly to block incoming attacks. parry 1, but roll a d3. blocks all damage on a 1
Damage 1d12, can once per 3 turns double her damage by trying to crush you between two boulders


Portal Girl


14 - HP, 10 MD
Offense: 1d7+2
Parry: HP, Only takes damage from even dice roll totals before bonuses by putting a portal between her and her attacker.
Powers: Portals, can make two at a time-a point A and a point B. They can move at her beckoning, and she uses them to punch people through, as well as lop off enemy limbs.
Personality- kinda lazy, very bratty


18- HP, 16 MD
Offense: 1d10+1
Parry: 3
Regen: 1
Powers: Thunder Clap - if she rolls over half damage, her foe is deafened, meaning they roll their next attack at disadvantage

Baddest Bunny

16 - HP, 10 MD
Offense: 1d8+3
Parry: 2 regen 1
Powers: Leaps and bounds! She kicks really hard with powerful legs

Murdered brutally by Crimson Stalker at Vorecon