Where in all of your character write ups will go.
Skills: Acrobatics 3 (+7/+13), Close Combat [Unarmed] 4 (+10), Expertise [Criminal] 5 (+5), Insight 7 (+9), Perception 7 (+9), Persuasion 5 (+7), Ranged Combat [Viridian Blast] 6 (+10)
Advantages: All-Out Attack, Improved Initiative, Move-By Action, Power Attack
Powers: Aerial Combatant:
Enhanced Skill 2 [Acrobatics +6] (Feat: Innate); (Flaw: Limited [Only when airborne])
Enhanced Advantage 1 [Agile Feint] (Feat: Innate); (Flaw: Limited [Only when airborne])
Immunity 5 [All Environmental Conditions]
Protection 10 (Extra: Impervious)
Viridian Propulsion: Flight 8
Viridian Propulsion Boost: Flight 4 [stacks with Flight 7]
Enhanced Power 2 [Subtle 2 on Flight]
Movement 3 [Permeate 3]
Viridian Strike: Corrosive Damage 10 (Extra: Secondary Effect)
-Viridian Blast: Ranged Energy Damage 10
Viridian Vision: Senses 4 [Vision (Extended 2), Infravision, Ultravision]
Offense: Initiative +8
Melee Attack +6 // Unarmed Attack +10
Ranged Attack +4 // Viridian Blast Attack +10
Defense: Dodge +7/+9* [*Favored Environment]
Parry +7/+9* [*Favored Environment]
Toughness +13* [*Impervious 12]
Costs: Abilities 48+ Skills 15+ Advantages 4+ Powers 77+ Defenses 11= 155 pts.
Real Name: Regina “Gina” Kim
Weight: 104 lbs
Eye Color: Brown
Motivation ~Money & Fame: Viridian wants everyone to know her name and to get as much money as she can.
Reputation ~Show-Off: Viridian is known to be something of a show-off during a fight as well as a bully.
Background: Regina “Gina” Kim grew up with a mother who was emotionally distant and a father who had Narcissistic Personality Disorder, which led to Gina growing up doing her level best to win any kind of attention and praise from her parents. Most of the time this resulted in Gina getting into trouble at school for various stunts and pranks she would pull, then once she got home she was disciplined harshly for her antics. Eventually Gina decided to pursue other ways of getting the attention she craved by becoming the school bully, which ended up getting her sent to several different schools as her behavior became worse and worse.
When Gina did finally graduate high school, a few years later than she should have mind you, it was from a school that specialized in “problem children” but all that Gina had really learned there was how to better hide her activities while she continued to be one of the most rebellious kids in attendance there. It was shortly after this that Gina went out on her own and finally made the jump to petty crime, joining up with a crew that specialized in “grab-n-dash” styled mugging (basically running past a mark and grabbing their valuables right out of their hands and running like hell) when Gina ran her way right into the Silver Storm that Black Sun had created.
Gina immediately began to glow with a viridian colored energy and suddenly she found herself launched through the sky as she accidently activated her power of flight. When she had managed to finally stop herself Gina found herself only a few miles outside of New York City, hundreds of miles away from where she had been. Seeing this as a sign of greater things in store for her, Gina continued to the Big Apple and quickly made a name for herself as a super villain, calling herself Viridian, who liked showing off with her energy manipulating powers.
In the years since Viridian has tangled with members of both the Vanguard and the Alliance, but none of them have managed to give her a solid defeat and put her behind bars, a fact that Gina loves to point out every time she runs into one of them.
Skills: Acrobatics 3 (+5), Athletics 4 (+6), Expertise [Streetwise] 4 (+4), Expertise [Pop Culture] 4 (+4), Deception 8 (+9), Insight 6 (+8), Perception 6 (+8), Ranged Combat [Hyper-Kinetic Pyrokinesis] 8 (+10), Stealth 7 (+9)
Advantages: Benefit [Alternate Identity], Close Attack 5, Great Endurance, Improved Feint, Power Attack, Taunt
Powers: Hyper-Kinetic Pyrokinesis:
Fire Field: Protection 6 (Extras: Impervious 10, Sustained)
Fire Blast: Ranged Fire Damage 10 (Extra: Penetrating); (Feat: Improved Critical 2)
-Fiery Trail: Fire Damage 8 (Extras: Area [Line], Reaction [while moving at high speeds]); (Flaw: Limited [Directly behind her only])
-Fire Ball: Ranged Fire Damage 10 (Extra: Area [Burst])
-Flamethrower: Fire Damage 10 (Extra: Area [Line] 2)
-Melt: Ranged Weaken Toughness 10 (Extra: Affects Objects Only)
Enhanced Dodge 8
Enhanced Parry 8
Speed 8 (Feats: Defensive Roll 3, Evasion 2, Improved Initiative 4, Move-By Action)
Offense: Initiative +18
Melee Attack +10
Ranged Attack +2 // Hyper-Kinetic Pyrokinesis Attack +10
Defense: Dodge +13*/+5 [*Superspeed]
Parry +13*/+5 [*Superspeed]
Toughness +7*/+4 [*Defensive Roll]
Costs: Abilities 36+ Skills 18+ Advantages 10+ Powers 75+ Defenses 11= 150 pts.
Real Name: Carolyn Reece (formerly Mayes)
Weight: 123 lbs
Eye Color: Blue
Family: Hotstreak is the younger sister of Afterburn, a member of the Syndicate. They have made it a point of keeping their relationship a secret to prevent those Afterburn deals with from coming after Hotstreak in retaliation.
Hot-Headed: Ironically enough Hotstreak has a notoriously short fuse and can lose her temper quickly if things don’t go her way.
Motivation ~Thrills: Hotstreak loves being the center of attention and doing things that push the envelop, from pulling off robberies to trading banter back and forth with the heroes who try to stop her.
Background: Carolyn Mayes was the youngest child of the family and watched in horror alongside her mother when her older brother, Billy, manifested his powers which caused one of the worst prairie fires that their home state had ever seen. Billy ran away from home following that, seeking to learn to control his powers and cut himself off from his sibling and parents the entire time.
It wasn’t until several years later that the Mayes family learned what had happened to their wayward son as they watched news footage of a band of criminals calling themselves the Syndicate of Seven attempted to take over one of the Hawaiian Islands and saw a shot of the man who called himself Afterburn. Carolyn immediately recognized her brother and her shock was quickly followed by her mother’s tears and her father’s cursing of Billy’s name. Carolyn couldn’t understand why her brother would have turned to a life of super-crime and how it would effect the family. Her parents disowned Billy because of his choice and had few good things to say about superhumans in general.
It was because of that atmosphere that when Carolyn’s powers began to manifest she kept them a secret - learning to control them in secret sessions at night after she was supposed to have gone to bed. During those times Carolyn gained an insight into why her brother perhaps stayed away, both their powers could be destructive if they weren’t careful, but she did enjoy her ability to move faster than what was humanly possible and could see the seductive nature of having abilities that others didn’t. But over the next couple years she didn’t ever use her powers aside from her practice time and eventually she left home to go to college.
It was while there in her second year that C.O.B.R.A. broke into one of the labs of the college, where work was done for the government and they wanted whatever was being worked on (it was all classified as top secret). Carolyn used her powers to stop the C.O.B.R.A. agents before they could get their hands on whatever it was they wanted, though she did do a fair amount of damage to the lab from her burning trail, but she did stop them none the less. The problem was that afterwards when the authorities tried to look into the identity of the mysterious superhuman who’d stopped the C.O.B.R.A. agents, they wanted to talk with her about the attempted robbery and her version of events (and about the damages she’d accidentally caused also) but Carolyn freaked out. Knowing that her relation to Afterburn would be quickly discovered if she did talk and she would be immediately considered suspect.
So, she ran away and soon enough Carolyn found herself pretty much living on the streets since she had no job and no way to support herself and fearing being found by the authorities. Carolyn quickly fell into using her powers to pull small robberies to support herself but each time she found herself enjoying using her powers in such a manner, free of being judged and free to do as she pleased. It was a very different way of life for the very sheltered farm girl and Carolyn came to understand her brother’s choices much better than she had a few years ago. This led to her trying to locate him, following news reports of the actions of the members of the Syndicate until she was able to finally contact her brother. He was very surprised with how Carolyn’s life turned out but quickly realized that she wouldn’t be convinced to leave her life of crime, but he could help her not be connected to him (made easier due to the differences between their powers). Together they were able to legally change Carolyn’s name and Billy helped her get started with a small amount of cash that let her get a place to live and get started in her new life.
Now as Hotstreak, Carolyn now commits her crimes hundreds of miles away from where she lives, helping to keep her safe from being caught. She has a cover as a work-from-home computer troubleshooter and can work semi-legitimately as well as pull various crimes at her leisure.
Strength 5 (2)
Stamina 5 (2)
Agility 5 (2)
Dexterity 5 (2)
Fighting 8 (5)
Skills: Acrobatics 7 (+12), Athletics 4 (+9), Close Combat [Unarmed] 4 (+12), Deception 6 (+8), Expertise [Trick Shooting] 12 (+14), Insight 8 (+10), Intimidation 8 (+10), Perception 10 (+12), Ranged Combat [Guns] 4 (+10), Sleight of Hand 7 (+12), Stealth 8 (+13), Technology 6 (+8), Vehicles [Land] 3 (+8)
Advantages: Accurate Attack, All-Out Attack, Defensive Roll 2, Fearless, Improved Aim, Improved Critical [Guns], Improved Disarm, Improved Initiative, Luck [Determination], Power Attack, Precise Attack [ranged; cover], Precise Attack [ranged; concealment], Ranged Attack, Quick Draw, Takedown 2
Powers: Enhanced Physical Abilities:
Enhanced Strength 3
Enhanced Stamina 3
Enhanced Agility 3
Enhanced Dexterity 3
Enhanced Fighting 3
Immunity 2 [Disease, Poison] (Flaw: Limited [Half Effective])
Custom Blaster Pistols: (Easily Removable -12 pts) [19 pp]
Palm Print Lock: Feature 2 [Works for Gunslinger only]
Hot Shot: Ranged Ballistic Damage 8 (Feat: Homing 4); (Flaw: Diminished Range 2 [x5 ft/x10 ft/x25 ft]) & Senses 7 [Infravision (Accurate, Tracking 2)] (Flaw: Limited [Only on targets whose body produce a heat signature])
-Ricochet: Ranged Ballistic Damage 8 (Feat: Ricochet 2); (Flaw: Diminished Range 2 [x5 ft/x10 ft/x25 ft])
-Incendiary: Ranged Ballistic Damage 8 (Extra: Secondary Effect); (Flaw: Diminished Range 2 [x5 ft/x10 ft/x25 ft])
-Armor Piercing: Ranged Ballistic Damage 8 (Extra: Penetrating); (Flaw: Diminished Range 2 [x5 ft/x10 ft/x25 ft])
-High-Explosive: Ranged Ballistic Damage 8 (Extra: Area [Burst]); (Flaw: Diminished Range 2 [x5 ft/x10 ft/x25 ft])
-Gas Round: Ranged Affliction 6 [Dazed & Visually Impaired, Stunned & Visually Disabled, Incapacitated; resisted by Fortitude] (Extras: Area [Cloud], Extra Condition); (Flaw: Diminished Range 2 [x5 ft/x10 ft/x25 ft])
Offense: Initiative +9
Melee Attack +8 // Unarmed Attack +12
Ranged Attack +6 // Guns Attack +10
Defense: Dodge +11
Toughness +7*/+5 [*Defensive Roll]
Costs: Abilities 38+ Skills 29+ Advantages 17+ Powers 53+ Defenses 20= 157 pts.
Real Name: Jesse Cassidy
Weight: 158 lbs
Hair: Light Brown
Eye Color: Brown
Death Wish: Gunslinger still feels guilt over accidentally killing his brother all those years ago, thus he now seeks to die in a spectacular fashion to ‘even the score’.
Motivation ~Thrills: Gunslinger loves the challenge, the danger and rush of being a costumed criminal.
Reputation ~Ladies Man: Gunslinger can’t help but to flirt and chat up any pretty lady he happens to see, even if it’s during a heist.
Word Of Honor: Despite his devil-may-care attitude, once Gunslinger gives his word he will keep it no matter what (even if it means letting a good score go).
Background: Jesse Cassidy grew up with his mother, abusive father and beloved brother, whom he idolized. On one occasion Cassidy’s drunken father attacks his brother, prompting Jesse to attempt to end his father's reign of terror on the family with his own pistol.
However, Jesse’s aim was off and he shoots his brother instead, killing him. The psychological effects of this event are a major driving force behind Jesse’s becoming Gunslinger; he spent years perfecting his skill in marksmanship until he was a crack shot with any kind of gun then went on to become a mercenary using common weapons and his Transhuman powers until he could pay the Technician to build him a custom set of energy pistols so that he could have even more of an edge over the majority of his competitors.
In the years since then Gunslinger, as Jesse chose to call himself (it sounded a lot cooler when he was younger…), has fought a variety of heroes – including Argus, as well as members of both the Vanguard and the Alliance.
Last edited by Tattooedman on Fri Mar 15, 2019 9:02 pm, edited 1 time in total.
Skills: Athletics 3 (+15), Intimidation 9 (+9), Insight 6 (+6), Perception 6 (+6), Ranged Combat [Thrown Objects] 8 (+8)
Advantages: All-Out Attack, Close Attack 2, Diehard, Great Endurance, Fast Grab, Improved Grab, Improved Hold, Improved Initiative, Improved Smash, Power Attack, Takedown 2, Ultimate Effort [Toughness Checks], Ultimate Effort [Fortitude Checks]
Powers: Powerful Legs:
Density 3 [Feature 3 (Weight 1,600 lbs)]
Immunity 11 [Aging, Cold, Critical Hits, Disease, Heat, Poison, Pressure,
Radiation, Suffocation (Limited - 30 minutes; must hold breath), Vacuum]
Impervious Toughness 10
Feats Of Super Strength:
-Groundstrike: Bludgeoning Damage 10 (Extra: Area [Burst]); (Flaw: Limited [Targets must be in contact with ground])
-Groundstomp: Affliction 10 [Vulnerable, Prone; resisted by Dodge/Fortitude] (Extra: Area [Burst]); (Flaws: Instant Recovery, Limited Degree, Limited [Targets must be in contact with ground])
Offense: Initiative +6
Melee Attack +8
Ranged Attack +0 // Thrown Objects Attack +8
Defense: Dodge +6
Toughness +14* [*Impervious 10]
Costs: Abilities 68+ Skills 12+ Advantages 15+ Powers 33+ Defenses 12= 140 pts.
Real Name: Craig Walters
Weight: 1,600 lbs
Eye Color: Grey
Stone Hands: Crestone has a greatly lessened sense of touch since his transformation into his rock-like form.
Reputation ~Paid Muscle: Crestone is known for being “simple muscle” who will work for anyone willing to pay him.
Background: Craig Walters was an average underachieving 16-year-old who got caught in the Silver Storm Black Sun created, his body became a mass of granite-like organic rock. Unfortunately, Craig went wild like many of the other victims of the Silver Storm and was stopped by members of the Vanguard.
Afterwards Craig was examined by representatives of Odyssey Technologies along with several other Stormers (as those changed by the Silver Storm were eventually called in the media) and he would return home after treatments that allowed him to return to him non-powered form. But a few weeks later at school Craig becomes the object of a bully's attention and lashes out using his powers, which results in a large amount of destruction to the facility before running off.
Eventually Craig resurfaced, calling himself Crestone, working for the Technician to “repossess” some equipment the criminal scientist had made for some low-level crooks who had apparently defaulted on their payments. This brought him into conflict with members of the Vanguard who were able to keep Craig from doing anything more than destroying the high-tech equipment. However, the young Transhuman was able to escape the scene and remains at large still.
Skills: Close Combat [Unarmed] 2 (+6), Deception 5 (+7), Insight 5 (+7), Intimidation 5 (+7), Perception 4 (+6), Persuasion 5 (+7), Ranged Combat [Control Fire Array] 8 (+10),
Advantages: Defensive Roll 3, Equipment, Improved Feint, Improved Initiative, Power Attack, Ranged Attack 2, Set-Up, Teamwork
Powers: Pyrokinetic: Immunity 10 [Fire/Heat Effects]
Control Fire Array:
Create Fire Creatures: Summon 8 [120 pp minion] (Extras: Controlled, Horde); (Feat: Multiple Minions 3 [4 total]); (Flaw: Limited [Requires existing flames])
Fire Blast: Ranged Fire Damage 10 (Extra: Penetrating); (Feats: Improved Critical 2, Split); (Flaw: Limited [Requires existing flames])
-Fire Flash: Ranged Affliction 10 [Visually Impaired, Visually Disabled, Visually Unaware; resisted by Dodge/Fortitude] (Extras: Cumulative); (Flaws: Limited [1 sense only (vision)], Limited [Requires existing flames])
-Move Flames Where He Wants: Move Object 10 (Extra: Perception); (Flaws: Limited [fire/flames only], Limited [Requires existing flames])
-Shaped Fire Blasts: Fire Damage 10 (Extra: Area [Shapeable]); (Flaw: Limited [Requires existing flames])
Offense: Initiative +6
Melee Attack +4 // Unarmed Attacks +6
Ranged Attack +2 // Control Fire Array Attacks +10
Defense: Dodge +10
Toughness +8*/+5**/+3 [*Costume & Defensive Roll/**Costume]
Equipment: Costume: Protection 2 (Feats: Feature [Commlink], Feature [Wrist Mounted Lighters], Subtle)
Costs: Abilities 30+ Skills 13+ Advantages 10+ Powers 53+ Defenses 25= 131 pts.
Real Name: Thomas "Tommy" Long
Weight: 168 lbs
Eye Color: Green
Mentally Unbalanced: Flashpoint suffers from Survivor's Guilt and PTSD as well as being a pyromaniac.
Motivaiton ~Chaos & Destruction: Flashpoint likes to watch things burn and enjoys the destruction he causes.
Temper: Flashpoint is a very angry young man.
Background: Tommy Long spent the later part of his life as a semi-celebrity thanks to his father, Mark, who had manifested a Transhuman immunity to fire, was able to secure a job with the local Fire Department. Unfortunately, his story made both he and his wife, June, and Tommy the focus of the pyromaniacal criminal, Heatstroke. Several times she would kidnap both June and Tommy due to her twisted obsession over Mark’s powers and the likelyhood that Tommy would inherit them, only for various heroes to rescue the mother and son. During one of those incidents Tommy's powers manifested, though instead of being simply immune to fire he discovered that he could also control any open flame near him.
At some point Heatstroke's obsession shifted to just Tommy as the criminal became fixated on the idea that Tommy could be convinced to become the new Heatstroke. The problem was that after years of having her efforts interfered with and stopped outright weighed on the already mentally unbalanced woman's mind until she finally snapped - stalking and killing Mark and June in front of Tommy, then kidnapping the teenager and holding him prisoner for several weeks while trying to transform him into a proper legacy.
All of those mental hardships caused Tommy to suffer a mental breakdown of his own - triggering the full emergence of his powers - being able to create fire. Which he unleashed upon the woman responsible for it all. When he was located, Tommy was standing in the charred remains of the Heatstroke's hidden lair, with the woman's smoldering and broken remains laying nearby. After a long investigation it was determined that there had been a struggle between Tommy and Heatstroke that had accidentally caused a fire which triggered the explosion that had killed the criminal and it was a combination of Tommy's powers, which he had led the investigators to believe were identical to his father's, and his taking cover in another section of the building that had allowed him to survive.
Tommy was taken to Aleister Asylum, where he stayed for months to get treated for the trauma he'd suffered. There doctors diagnosed him as suffering from a combination of survivor's guilt and PTSD which could make him a danger to himself and possibly others and they tried to have Tommy committed for treatment. Unfortunately for them, Tommy wasn't interested in getting that help and he revealed his full power as he escaped the asylum and disappeared into the seedier part of Capital City despite the efforts of the police to locate him.
Several weeks later Tommy finally came out of hiding, wearing a costume and calling himself Flashpoint while he committed acts of destruction and theft. In the years since he's been able to elude capture about as much as he has been captured, but he somehow manages to regain his freedom and continue to maintain his reputation of being a highly destructive super villain.
Last edited by Tattooedman on Fri Mar 15, 2019 9:11 pm, edited 2 times in total.
Skills: Acrobatics 3 (+8), Athletics 3 (+7), Deception 12 (+14), Expertise [Criminal] 12 (+14), Insight 6 (+10), Perception 6 (+10), Ranged Combat [Blaster Pistol] 6 (+8), Stealth 9 (+14)
Advantages: Close Attack 4, Defensive Roll, Equipment, Improved Initiative, Power Attack
Powers: Psionic Altering Color Perception:
Alter Personal Colors: Feature 1 [change hair/clothing color]
Personal Whiteout: Concealment 4 [all visual senses]
Whiteout Field: Concealment 4 [all visual senses] (Extras: Area [Burst], Attack, Selective)
Blaster Pistol: (Easily Removable –3 pts) [ pp]
Laser Blast: Ranged Light Damage 8
Offense: Initiative +9
Melee Attack +8
Ranged Attack +8
Defenses: Dodge +8
Toughness +8*/+7**/+5 [*Armored Costume & Defensive Roll/**Armored Costume]
Equipment: Armored Costume: Protection 2 (Feat: Subtle)
Costs: Abilities 56+ Skills 20+ Advantages 8+ Powers 21+ Defenses 13= 118 pts.
Real Name: Patrick McCarty
Weight: 174 lbs
Eye Color: Blue
Just A Crook: Patrick is mostly interested in making a quick buck, so most times he will try to cut and run if given a chance (with his stolen goods in hand of course). He’ll only fight if he has no other option.
Background: Patrick McCarty never did like to work too hard, so he always kept an eye open for the easy way out. So, when his psionic abilities started to manifest his thoughts immediately turned towards how he could use them to make his life easier, in other words crime, specifically robbery.
There is a large amount of unsolved robberies that he’s done over the years, mostly small-time stuff from smaller businesses where there are only a few members of staff and lower end security systems. Occasionally, Patrick has run into the police and his ability to cloak himself has come into play, but even then, the police have tried to come up with ways of countering that ability by carrying paintball guns to mark him while invisible and even a couple of times nets were brought in.
Thankfully for Patrick, he’s always playing around with his powers, testing their limits and trying to push past them. Which means he’s developed a couple other talents - like being able to make one of his sometime chasers invisible and freaking out those around them as they search for their missing friend.
Skills: Deception 9 (+11), Expertise [Computers] 10 (+16), Expertise [Criminal] 4 (+10), Expertise [Games] 12 (+18), Expertise [Pop Culture] 6 (+12), Expertise [Science] 10 (+16), Insight 9 (+12), Investigation 1 (+8), Perception 9 (+12), Persuasion 6 (+8), Sleight of Hand 3 (+8), Ranged Combat [Joystick] 6 (+12), Stealth 7 (+9), Technology 10 (+16)
Advantages: Assessment, Benefit 5 [Wealth x5 (Billionaire)], Benefit [Robot/HAG Duplicates], Close Attack 2, Connected, Contacts, Eidetic Memory, Equipment 5, Inventor, Languages 2 [Base: English; French, German, Japanese], Ranged Attack, Second Chance [Expertise (Games) Checks], Seize Initiative, Skill Mastery [Expertise (Games)], Speed of Thought, Taunt, Well-Informed
Powers: Genius: Quickness 5 (Feat: Innate); (Flaw: Limited [Mental Tasks Only])
Game Master Suit: (Removable -11 pts) [47 pp]
Armored: Protection 10 (Extra: Impervious)
Enhanced Skill 2 [Ranged Combat (Joystick) +6]
Feature 1 [Computer]
Crisis Sensor: Senses 1 [Danger Sense]
Disguiser: Feature 1 [Appearance Concealed]
Video Feed: Remote Sensing 10 [audio, visual] (Extra: No Conduit); (Feats: Feature [Recording/Playback], Subtle 2); (Flaw: Medium [Cameras])
Joystick: (Easily Removable -12 pts) [20 pp]
Maser Blast: Ranged Force Damage 10 (Extra: Penetrating)
-Stun Blast: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Maser Strike Field: Strength-Based Electrical Damage 10
SLATE [Soft-Light Animated Tactical Environment]: (Removable -8 pts) [33 pp]
VR Terrain: Create 10 (Extras: Increased Duration [Continuous], Movable, Stationary); (Feat: Precise)
HAG [Hard-light Avatar Generator]: (Removable -17 pts) [68 pp]
Mook Factory: Summon 8 (Extras: Active, Broad Type, Horde); (Feats: Mental Link, Multiple Minions 4 [16 total])
NPC Maker: Ranged Affliction 8 [--, --, Controlled; resisted by Will] (Extras: Perception); (Flaw: Limited Degree [3rd rank only])
Offense: Initiative +6
Melee Attack +8
Ranged Attack +6 // Joystick Attack +12
Defense: Dodge +9
Toughness +13*/+3 [*Gamemaster Suit]
Equipment: HQ [Game Room (25 ep): Size: Huge; Toughness: 16] Features: Combat Simulator, Communications, Computer, Concealed 5 [DC 30], Deathtraps, Holding Cells, Power System, Security System 5 [DC 40], Workshop
Costs: Abilities 60+ Skills 32+ Advantages 26+ Powers 174+ Defenses 19= 286 pts.
Real Name: Gabriel ‘Gabe’ Crowell
Weight: 174 lbs
Eye Color: Brown
Arrogant: There’s no doubt in the Game Master’s mind that he’s one of the smartest people in the world. A fact he’s not afraid to share with anyone who will listen.
Motivation ~Challenge: Game Master likes a good challenge, especially where games are concerned.
Sore Loser: When Game Master loses, he tends to take it out on everyone around him. Additionally, he also becomes obsessed with the person he lost to until he gets a re-match and wins.
Background: Gabe Crowell always loved games; it didn’t matter what the game was, either; whether a board game, a role-playing game, a card game, electronic game system or PC game, he loved them all. Combined with his remarkable intelligence and highly competitive spirit Gabe become a true master of so many kinds of games that it was nearly impossible for any of his opponents to win if they played fairly against him. As the years went by Gabe found fewer and fewer people who were willing to play against him until finally, there was no one who would. Since games were his only social outlet, Gabe focused a good deal of his efforts on developing a game that would challenge him; two years later he’d finished an electronic game of his own design, that he’d named Serum, and it took him almost six months to conquer it.
Still, Gabe was driven to prove he was a better gamer than anyone else, so he uploaded the game onto the internet as a free game for anyone to play. After a year had passed and nobody had beaten Serum, Gabe was contacted by people representing a relatively unknown company, Hammerpoint Games, with the offer of a job to refine the game (and adjust it so that it could be beaten). Seeing this as the proper recognition of his skills, Gabe took the job and a year later the newest version of Serum hit the stores.
Gabe quickly became a rising star in the world of game design, earning a fortune in royalties as everything in Serum was his idea which meant that most profits went to him. His next job assignment was a special, top secret project: a virtual reality game that would put the player in a completely holographic game grid. As lead designer Gabe made leaps and bounds in progress, completing the project ahead of schedule which delivered fantastic, while utterly real looking, results and the virtual reality opus, Daystalker/Nightslayer was poised for a block buster release.
Unfortunately problems with marketing, which included a rash of video game related violent crimes, delayed the game’s debut and soon after that Gabe received word that the game feature that allowed players to import the likeness of real people to be used as ‘skins’ for victims, one of the more difficult parts of the game he’d developed personally, was going to be removed prior to the release of the game and Gabe hit the roof. Protesting the removal, he found no support for his position among his peers, which caused him to dismiss them as little more than corporate lackeys and not true gamers like himself. Gabe dealt with those critics on his own terms; slaughtering their digital images on a nightly basis in the development game grid. When one of his co-workers discovered Gabe’s virtual violence he reported the genius to his superiors who quickly fired Gabe on the spot.
Deciding that he no longer wanted to deal with a world that rejected and cheated him, Gabe began staying at his large mansion home where he began building robotic players to provide him with the competitive challenge and companionship he so desperately craved. However, even mechanical adversaries couldn’t keep up with his brilliant mind and their lack of personality and pitiful attempts at interaction got to Gabe, adding to his already weakened grip on reality and drove him slightly mad. Over the next few months Gabe perfected a plan to get even with those who had wronged him by practicing murdering them in a copy of the game grid he’d managed to somehow keep possession of. From there it wasn’t that difficult for Gabe to carry it out the deeds in real life and afterwards Gabe created the first mobile versions of the main components of the game grid - the HAG (Hard-light Avatar Generator) and the SLATE (Soft-Light Animated Tactical Environment), and went into hiding.
It took Gabe years to perfect and implement the upgrades he designed for the HAG and SLATE, and once they had been completed he wanted a true test of the devices abilities. Thus, Gabe ventured out of his home/lab to a nearby convention that was being held for comic books. There he tested out his new gadgets on some of the attendees and discovered that in addition to the normal functions of the HAG he could hack into the brains of some people, forcing them to do whatever he wanted. Giddy with excitement at the prospect of a new kind of game to play, Gabe tweaked his devices on the spot to broaden their range and effect until he had created his very own live action life simulator using the other convention goers as his playable characters. Fortunately for these people, there were a few members of the Vanguard that were guests at the convention who were able to intervene and stop him. However, Gabe managed to get away with a burning desire to play even more now that he’d learned his devices worked even better than he’d thought.
Gabe immediately began working on improving his devices, reworking them so that the next time he played he would be able to master his new game. Months passed and the only people who Gabe saw were deliverymen, either from one of the local restaurants and internet stores where he bought his supplies. Once he had everything built to his liking, Gabe visited a nearby mall and subjugated most everyone within it to test his new equipment for bugs. Watching from a secure location, he was able to the view the world through the eyes of his “players”, forcing them to experience whatever he wanted and altering their reality to see things not as they actually were. Gabe had his fun at their expense for a little while even though it wasn’t long before that the police and members of the Vanguard arrived to spoil everything, but Gabe was able to slip away once again and return to his lab. There he donned a costume of his own design and named himself the Game Master, because he was finally ready to start playing the ultimate game against the ultimate opponents.
Over the years the Game Master has developed a criminal style that is uniquely his own thanks to his use of the HAG and SLATE systems, but he has also developed what he calls the Game Room; locations he’s drastically altered to fit a specific theme or purpose and no two are the same. Each is designed to challenge and eventually defeat the people that are “playing”, though there a few constants - a workshop and control room hidden away somewhere where the Game Master runs the game and makes any needed tweaks and last-minute changes to his NPCs before sending them out. Additionally, he’s made sure to include several escape routes honeycombed within building, which allow him an easy escape if the current game he’s running goes haywire (also Game Master keeps at least one robotic duplicate of himself somewhere in the building, usually in the control room). There is a containment area set aside to hold the Non-Player Characters (aka random people he has kidnapped and force to take part in his games) until the Game Master needs them as well as dozens of hidden cameras he uses to observe and record the game for later personal enjoyment.
Last edited by Tattooedman on Fri Mar 15, 2019 9:13 pm, edited 1 time in total.
Skills: Acrobatics 9 (+12), Athletics 3 (+7), Expertise [Criminal] 6 (+8), Insight 6 (+9), Perception 6 (+9), Ranged Combat [Thrown] 8 (+11), Stealth 9 (+12), Treatment 3 (+5)
Advantages: Agile Feint, Benefit [Up The Walls (use Acrobatics instead of Athletics for Climb Checks)], Close Attack 4, Defensive Roll 2, Evasion 2, Follow-Up Strike, Hide In Plain Sight, Improved Critical [Unarmed] 3, Improved Defense, Improved Initiative 2, Improved Trip, Languages 2 [Base: English; Cantonese, Mandarin], Move-By Action, Power Attack, Takedown 2, Uncanny Dodge
Powers: One Man Gang: Summon 8 [perfect duplicates] (Extras: Heroic, Horde); (Feats: Multiple Minions 3 [4 total], Sacrifice)
One-Man Gang Fighting: Enhanced Advantages 2 [Set-Up, Teamwork] (Flaw: Limited [Only when working with Duplicates])
Offense: Initiative +11
Melee Attack +12
Ranged Attack +3 // Thrown Attacks +11
Defense: Dodge +10
Toughness +6*/+4 [*Defensive Roll]
Costs: Abilities 58+ Skills 18+ Advantages 26+ Powers 45+ Defenses 18= 165 pts.
Real Name: Dylan Trollinger
Weight: 178 lbs
Eye Color: Brown
Prejudice: Criminal Transhuman.
Won't Back Down: Xǔduō can't resist a challenge to his combat skills.
Background: One of the many people to be caught in the Black Sun’s Silver Storm, Dylan Trollinger gain the ability to create duplicates of himself. As with most of the other Stormers, as those empowered by the Silver Storm are being called now, he was driven out of his mind from the pain of his empowerment and proceeded to go on a rampage Row until he was stopped by members of the Vanguard.
Unlike some of the Stormers who were able to get away from the scene, Dylan was turned over to CASTLE in order to understand how the Silver Storm empowered so many people in such drastic and different ways. Unfortunately, Black Sun raided the facility to free their newly empowered “brethren” to find their destiny in the world; in Dylan’s case he has found himself chasing the dream of being the best martial artist he can. In Dylan's case he became a supervillain as it seems he enjoys using his powers for his own gain, which is mostly focused on increasing his personal wealth and finding worthy opponents.
Last edited by Tattooedman on Thu Dec 28, 2017 7:48 pm, edited 1 time in total.
Skills: Athletics 6 (+9), Close Combat [Unarmed] 6 (+10), Expertise [Criminal] 5 (+5), Insight 5 (+7), Intimidation 8 (+8), Perception 5 (+7), Stealth 10 (+10)
Advantages: Improved Feint, Improved Initiative 2, Power Attack, Startle
Powers: Dimensionally Fluxed Body:
Immunity 3 [Starvation & Thirst, Suffocation]
Insubstantial 4 [incorporeal] (Flaw: Permanent)
Movement 2 [Wall-Crawling 2]
Disruptive Touch: Weaken Toughness 10 (Extras: Affects Corporeal, Affects Objects, Progressive); (Feats: Incurable, Slow Fade 7 [1 hour])
Offense: Initiative +8
Melee Attack +4 // Unarmed Attacks +10
Ranged Attack +0
Defense: Dodge +12
Equipment: Phase Suit: Feature 5 [Removes Flaw on Insubstantial]
Costs: Abilities 24+ Skills 16+ Advantages 5+ Powers 86+ Defenses 30= 161 pts.
Real Name: Jason Garrett
Weight: 161 lbs
Hair: Dark Brown
Eye Color: Brown
Fade Away: Wither can force himself to become solid (Will DC 20), but it takes a vast amount of concentration for him to maintain the effect.
Prejudice: Criminal Transhuman.
Reputation ~Sadist: Wither enjoys inflicting pain upon others.
Background: One of the many people that was caught in the Black Sun’s Silver Storm, Jason Garrett's body was left permanently out of sync with this dimension. As with most of the other Stormers, as those empowered by the Silver Storm are being called now, he was driven almost out of his mind from the pain of his empowerment and proceeded to go on a rampage until he was stopped by members of the Vanguard.
Unlike some of those who were able to get away from the scene, Jason was turned over to CASTLE in order to understand how the Silver Storm empowered so many people in such drastic and different ways. Unfortunately, Black Sun raided the facility to free their newly empowered “brethren” to find their destiny in the world; Jason ended up becoming another super villain has he had come to enjoy the pain he brought others with his powers.
Skills: Acrobatics 6 (+11), Athletics 8 (+13), Deception 6 (+7), Expertise [Criminal] 12 (+14), Expertise [Mercenary] 9 (+11), Expertise [Sports] 11 (+13), Insight 9 (+12), Intimidation 9 (+10), Perception 9 (+12), Sleight of Hand 6 (+11), Stealth+6 (+11), Vehicles [Air] 4 (+9), Vehicles [Land] 4 (+9)
Advantages: All-Out Attack, Assessment, Close Attack 4, Contacts, Cunning Fighter, Defensive Attack, Endurance, Equipment 6, Evasion, Follow-Up Strike, Improved Critical [Unarmed] 2, Improved Critical [Sports Equipment] 2, Improved Feint, Improved Hold, Improved Initiative, Improved Trip, Move-By Action, Power Attack, Quick Draw, Ranged Attack 7, Seize Initiative, Startle, Takedown 2, Uncanny Dodge
Offense: Initiative +9
Melee Attack +12
Ranged Attack +12
Defense: Dodge +12
Toughness +8*/+5 [*Armored Costume]
Equipment: Armored Costume [Protection 3] (3 ep)
Face Mask [Gas Mask, Starlight Lenses (Darkvision, Low-Light Vision)] (4 ep)
Commlink: Communication 5 [radio] (Feat: Subtle 2)
Custom Sports Arsenal: (23 ep)
Laser Rifle: Ranged Damage 8 (Extra: Multiattack) (16 ep)
-Baseball Bat: Strength-Based Damage 2 (1 ep)
-Greek Hammer: Strength-Based Damage 3 [Improved Disarm, Improved Smash, Reach 2] (1 ep)
-Discus: Ranged Strength-Based Damage 2 [Homing] (1 ep)
-Exploding Balls: Ranged Damage 5 (Extra: Area [Burst]) (1 ep)
-Flash-Bang Discus: Ranged Audio & Visual Affliction 4 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extra: Area [Burst]) (1 ep)
-Javelin: Ranged Strength-Based Damage 2 [Improved Critical] (1 ep)
-Vaulting Pole: Leaping 1 (15 ft) (1 ep)
Costs: Abilities 68+ Skills 33+ Advantages 41+ Defenses 23= 165 pts.
Real Name: Nicholas “Nick” Wilson
Weight: 220 lbs
Eye Color: Blue
Motivation ~Greed: Olympus’s crimes are mostly focused on getting him money, but recognition for his skills are important to him too.
Obsession Best There Is: Olympus was driven to be the best in sports, but now he seeks the same goal as a professional criminal. So if a hero defeats him, then Olympus will become their rival until he has redeemed himself and finally “wins one”.
Temper: When things don’t go his way, Olympus can lash out severely at his opponents and any flunkies he might have hired on.
Background: During Nick Wilson's youth his father, an executive at Noxxor Industries, was disgusted by his son's poor athletic performance and forcibly subjected Nick to an untested chemical enhancement treatment in a twisted attempt to make him more "manly." Emotionally scarred by the incident Nick suppressed his memory of it, though he did benefit from the treatment; growing up to become a champion athlete on the Olympic level only to eventually lose all of his trophies and awards when a newly implemented genetic test revealed the alterations that had been done to him.
Nick quickly found himself banned from any kind of professional athletic competition and unable to make any more money to support the lifestyle he’d become accustomed to and soon his anger turned into a drunken bender that lasted several days, during which Nick’s repressed memories finally broke out of the hidden space in the back of his mind. Enraged by the fact he’d been screwed out of his lively hood by the man who wanted him to win at all costs, Nick suffered a mental breakdown which changed his personality to the point the he wanted little more than to use his gifts the only way he saw left to him – crime.
Eventually Nick would make contract with the Technician, who would develop some sports-themed weapons and armor for him and soon he was using his Olympian-level physical attributes and specialized equipment to commit all manner of crimes, calling himself Olympus. For the most part Nick is mostly interested in making money, but Olympus is out to prove he is the best at what he does and his single-mindedness can drive him to extreme lengths - if he is beaten by the same person again and again. Several heroes have underestimated him based on his odd criminal theme and come to regret it when Olympus has pushed his rivalry to new heights.
A few years ago, he felt an urging to head toward Arcadia, which was odd since he never had been to that part of the country, but when he arrived at an eerie old house across next to an old cemetery within minutes of several other costumed criminals he knew something interesting was about to happen. Once Mr. Crimson appeared, had introduced everyone to each other, then made his offer of their forming a Syndicate of their own, Nick was interested by the villain’s offer as he felt he would be better off with a “team” of his own rather than running solo. So far Olympus has been a reliable member of the Syndicate, even though his solo ventures have left them vulnerable at times.
Last edited by Tattooedman on Mon Dec 18, 2017 4:03 am, edited 1 time in total.
Skills: Acrobatics 3 (+8), Athletics 4 (+11), Close Combat [Unarmed] 4 (+12), Deception 3 (+4), Intimidation 5 (+6), Perception 3 (+4), Stealth 3 (+8)
Advantages: Agile Feint, All-Out Attack, Chokehold, Close Attack, Daze [Intimidation], Defensive Roll 2, Diehard, Evasion 2, Fascinate [Intimidation], Fast Grab, Great Endurance, Improved Critical [Unarmed] 2, Improved Initiative, Instant Up, Takedown 2, Teamwork
Powers: The KO: Affliction 12 [Dazed & Vulnerable, Stunned & Defenseless, Incapacitated; resisted by Will] (Extras: Concentration, Extra Condition)
Hard To Put Down:
Impervious Toughness 7
Regeneration 10 [1/every round] (Extra: Persistent)
Offense: Initiative +9
Melee Attack +8 // Unarmed Attack +12
Ranged Attack +3
Defense: Dodge +13
Toughness +9*/+7 [*Defensive Roll]
Equipment: Commlink: Communication 5 [radio] (Feat: Subtle 2)
Costs: Abilities 64+ Skills 9+ Advantages 20+ Powers 63+ Defenses 14= 170 pts.
Real Name: Mandy “Mandy” Michaels
Weight: 137 lbs.
Motivation ~Violent Nature: Knockout is a born brawler and will pick a fight with anyone.
Cold Shoulder: Knockout is very cold-hearted and has little sympathy for anyone beyond her teammates.
Temper: Knockout has a horrible temper that often gets the best of her. Anytime she rolls a natural 1 for an attack, her Parry and Dodge are at -3 for 3 rounds as her temper gets the best of her.
Background: Mandy Michaels found that she liked a good fight and quickly gained a reputation as a troublemaker at an early age. So, it was only natural that she would find her way into backyard fights in her late teens. Much to her surprise, she wasn’t as talented as she thought she was and soon found herself losing every match. Yet, even as the fighters she faced became more skilled and her luck ran out, Mandy refused to give up. She began working out at a local gym run by retired fighter called Sully “the Hammer” Copeland, it was a place where many of the area’s top mixed martial artists trained. At first, Mandy watched the other fighters, studying their moves as they danced around the ring, and after a few months she made a bid to enter the ring. Unfortunately, just like before, she won a few fights, then found herself knocked to the floor more often than she liked.
However, Sully saw a spark of something special in her though and took Mandy under his wing; day and night, they trained, sometimes one-on-one, most of the time it was against other opponents he’d picked to show what was right and what was wrong with her fighting style. It was during this time that Mandy met and fell in love with Sully’s son, Ryan. When she wasn’t training, or trying to finish what little schooling she had left to complete, she was spending time with the would-be chemist in-between his own studies and homework. The two seemed to be a perfect match and it was a pairing that even Sully himself approved of when he wasn’t screaming at Mandy about practicing.
Finally, after a year’s worth of training, she stepped back into the ring again and unleashed everything she’d learned. Within two rounds, she’d beaten her opponent unconscious with a flurry of punches. The next fight was more of the same, as were the twelve that followed, and after a few years Mandy had become a star in the MMA scene. Yet, the more she fought, the more she grew bored with the matches that were lined up for her. There was little challenge for her within the ring anymore, particularly since she was often competing against the same fighters she’d already beaten before. That’s when someone suggested she try fighting in the underground circuit.
Unknown to most, there is an underground fighting club that pits low-powered Transhuman fighters against one another. There were also matches pitting them against non-powered fighters who were willing to take on the risk of stepping into the ring with them. Intrigued, Mandy attended a few of these fights as a spectator and saw how brutal they were. Realizing what a challenge it would give someone like herself, Mandy scored herself a match against a low-level brick. She lost horribly, but as she limped from the ring, her eyes were afire with a new mission that included getting some payback.
Returning home battered and bruised, she asked Ryan for some help against her new super-powered opponents. The chemist, having just learned about some new gene-therapies at his workplace, decided to sneak out a few samples that were designed to both strengthen and help repair the human body. After administering both therapies to Mandy, Ryan closely monitored her vitals for any unusual signs that showed her body was rejecting the treatment, but everything seemed fine after a day or so – or so he thought. Unknown to Ryan, the chemicals he’d stolen had been deemed unsafe because they’d caused some nasty side effects in the test subjects. Sure, her wounds healed quicker than ever now, thanks to the chemical concoction, but as time went on, something changed inside her. When she re-entered the ring after her wounds healed, she was crueler in the way she fought, looking not only to defeat her foes, but to humiliate them and make them suffer as well. Ryan blamed himself for what had happened and confronted his girlfriend in order to coax her into his lab, so he could figure out a way to help her. Instead, Mandy shoved him aside and threatened to beat the life out of him if she ever saw him again.
Soon, ring fighting wasn’t good enough for her; she began picking fights outside the events, which eventually led to her committing assault against law enforcement agents as they attempted to stop her. As she sat in jail on a large assortment of assault and battery charges Mandy found herself “volunteered” for another session of gene-therapy conducted by Ryan. This time his plan was to cleanse the former treatment from her system, but, just like before, the chemicals he used didn’t work quite the way he expected. Not only did they eliminate the side-effects of the original treatment, but they triggered the manifestation of her Transhuman abilities that he found himself the victim of. The chemist dropped to his knees screaming, and writhing in pain while Mandy broke free of her bonds and set out to make her escape. Venturing down the hall, she watched as the guards all dropped to the floor in agony after just touching her, making her exit much easier than she expected.
Feeling a sudden compulsion to head to Arcadia, Mandy hijacked a car and drove toward the Southern city. When she pulled up to an old, slightly dilapidated house across from an even older cemetery, she stepped out of the car only to find several other people just arriving as well. Heading inside, she met the enigmatic Mr. Crimson, the one who put out the eerie call to all who’d answered. Listening to his pitch to join forces as a team, Mandy was inspired to create her own costumed identity to fit in with the others. She called herself Knockout, based on her fighting skills and began wearing a costume that she designed and created with some help from her teammates. As a member of the Syndicate, Mandy has found a group that not only understands her need to fight, but also actively encourages it.
Skills: Athletics 3 (+9), Close Combat [Crystal Smash] 4 (+10), Deception 4 (+5), Expertise [Criminal] 6 (+6), Intimidation 4 (+5), Perception 4 (+5), Ranged Combat [Crystal Creation Array] 8 (+10)
Advantages: Accurate Attack, All-Out Attack, Improved Initiative, Power Attack, Teamwork
Powers: Living Crystal:
Immunity 7 [All Environmental Conditions, Disease, Poison]
Refractive: Immunity 10 [Light Effects]
Crystal Creation Array:
Crystal Shard Blast: Ranged Ballistic Damage 12 (Extra: Multiattack); (Feat: Improved Critical 4)
-Create Crystal: Create 12 (Extra: Continuous); (Feat: Innate)
-Crystal Smash: Strength-Based Damage 6 (Feat: Improved Critical 4)
- Crystal Encasement: Ranged Affliction 12 [Hindered, Immobile, Paralyzed; Resisted by Dodge/Strength or Damage] (Extra: Cumulative)
Offense: Initiative +7
Melee Attack +6 // Crystal Smash Attack +10
Ranged Attack +2 // Crystal Creation Array Attack +10
Defense: Dodge +11
Equipment: Commlink: Communication 5 [radio] (Feat: Subtle 2)
Costs: Abilities 46+ Skills 13+ Advantages 5+ Powers 65+ Defenses 21= 150 pts.
Real Name: Roberta “Bobbi” Adams
Weight: 500 lbs
Eye Color: Blue
Motivation ~Greed: While Tavernier enjoys her power, she’s in it for the money.
Weakness ~Sonics & Vibrations: Tavernier is vulnerable against sonic and vibration attacks; her ranks of Protection are not counted against such attacks.
Background: While on a hiking trip in the Ozark Mountains, artist Bobbi Adams wanted nothing more than to have a fun weekend, especially after having had such a busy month before. After setting up camp and having dinner, she spent much of the early evening staring at the stars unaware of the oddity that was about to happen to her. A strange meteorite had been caught by Earth’s gravitational field, plummeting from the night sky, crashing near her campsite. After witnessing the meteorite’s descent, Bobbi grabbed her climbing pick and went out to investigate, though it didn’t take her long to spot the eerie glow in the distance that illuminated the area.
The light became brighter as she got closer until it was almost blinding in its radiance when she reached the crater that the meteor had created when it struck. Shading her eyes with his hands, Bobbi attempted to catch a glimpse of what was projecting the light, but, before she had a chance, shards of crystal shot out at her, with several pieces embedding into her body. Within moments, she found herself trapped as the shards fused and grew around her like some kind of cocoon. The crystals that surrounded her pulsed with an intense spectrum of light and it almost seemed as if the encasements were speaking with the meteor during this dazzling light show. However, the light from the rock rapidly began to dwindle, while the cocoon shined brighter with every pulse until Bobbi’s cocoon was the only thing glowing.
Days passed, and inside Bobbi’s crystal shell a metamorphosis happened that changed her on a genetic level; as she emerged from her cocoon, she realized that she no longer looked human - now appearing to be chiseled out of the crystals that had surrounded her and possessed an almost blue-white coloring. Testing out her newly transformed form, she discovered that she could manipulate her physical makeup and create crystals to use as weapons. It soon became apparent that her body wasn’t the only thing that had become monstrous while she was imprisoned; creating a rudimentary costume for herself from some of her clothes, she made her way down the trails and descended upon a nearby town with force, stealing whatever she could and terrorizing the people those who lived there.
Given the name Tavernier, after her new crystalline form resembling a diamond, by the media, Bobbi continued her crime spree throughout Northern Arkansas and into parts of Southern Oklahoma, where she confronted her first costumed hero; while robbing a jewelry store, Aura of the Vanguard was nearby investigating Bobbi’s previous crimes and learned of the crime in progress. However, as the hero made her presence known, Bobbi used a clever ruse: at first Tavernier bulked herself up to go toe to toe with Aerial, but at the last moment channeled light through her hands and blinded the heroine. Having the advantage, Tavernier pummeled the young hero into the ground, leaving her unconscious in her wake.
However, that lucky didn’t last for long as during a bank robbery a few months later, she was opposed by Draco, who was looking for some payback for his teammate, Aura. The pair duked it out inside the bank, which was nearly demolished during the course of their struggle. The altercation ended with the hero locked in the vault while Tavernier made a hasty escape with some stolen cash. Returning to her hideout, she felt a sudden compulsion to travel east toward Manitoba. Stealing a truck, she followed this feeling she had and drove all the way to Arcadia where she found a creepy old house near a cemetery.
Seeing other costumed villains had arrived, she followed them into the house where she met Mr. Crimson, who offered everyone present a chance to join forces in a joint criminal effort. While she wasn’t the first to agree, Tavernier wasn’t the last either. Realizing the power that sat in the room, she saw the potential in Mr. Crimson’s Syndicate.
Since then, she’s become more of a “professional villain”: replacing her original costume with one that isn’t just pieced together from scraps and has learned new things about her powers thanks to working with her teammates. Considered to be one of the most wanted criminal groups, along with the other members of the Syndicate, Tavernier is now a name that strikes fear across the nation. Though she still pulls the occasional solo job, she’s dedicated to her team and is always ready to take on anyone who gets in their way.
Skills: Acrobatics 3 (+8), Athletics 3 (+8), Close Combat [Unarmed] 5 (+12), Deception 5 (+8), Expertise [Criminal] 7 (+8), Insight 5 (+8), Intimidation 5 (+8), Perception 5 (+8), Persuasion 2 (+5), Ranged Combat [Blaster Pistol] 5 (+9), Stealth 3 (+8), Treatment 3 (+4), Vehicles [Land] 3 (+7)
Advantages: Accurate Attack, Agile Feint, Assessment, Connected, Defensive Attack, Defensive Roll 2, Equipment 4, Fascinate [Deception], Improved Critical [Unarmed] 3, Improved Initiative, Instant Up, Multilingual, Power Attack, Startle, Takedown 2, Teamwork
Powers: Enhanced Physiology: Immunity 2 [Disease, Poison] • 2 points
Enhanced Senses: Senses 9 [Danger Sense (Hearing), Extended Olfactory 2, Tracking Olfactory 2, Extended Hearing 2, Ultra-hearing)
Healing Factor: Regeneration 10 [1/every round] (Extra: Persistent); (Feat: Diehard)
Offense: Initiative +9
Melee Attack +7 / Unarmed Attack 12
Ranged Attack +4 / Blaster Pistol Attack +9
Defense: Dodge +14
Toughness +8*/+6 [Defensive Roll]
Equipment: Equipment: Commlink: Communication 5 [radio] (Feat: Subtle 2)
Arsenal: (18 ep)
Blaster Pistol: Ranged Light Damage 8
-Knuckle Guards: Strength-Based Damage 3 (Feat: Improved Critical 2, Weapon Break)
-Escrima Sticks: Strength-Based Damage 2
Costs: Abilities 68+ Skills 18+ Advantages 23+ Powers 30+ Defenses 25= 164 pts.
Real Name: Kurt Cartellone
Weight: 183 lbs
Eye Color: Hazel
Motivation ~Mercenary: Dauntless is a villain for hire for the most part, though he’s found being part of the Syndicate to be convenient.
Enemy ~ P.U.R.G.E.: Due to his past with them, Dauntless has been hunted by P.U.R.G.E., and has hunted them in return.
Prejudice: Transhuman criminal.
Background: Kurt Cartellone was always a scrapper; as a child, he was kicked out of school due to getting in too many fights with his fellow students and was eventually shipped off to live with his grandfather in Oregon. Unlike his parents, Kurt’s grandfather believed that the youth had to earn his keep if he intended to stay in the older man’s house. Enrolled in a local school, Kurt studied by day and worked at the logging camp in the evening, with his earnings going to his grandfather to pay for his room and board. The only respite Kurt had was on the weekends, which he spent earning money by fighting either the kids of the loggers or the occasional adult from the camp.
He didn’t always win the fights, but he didn’t lose that often, eventually the teen was able to put together enough money to take his leave of his grandfather’s house to wander the country. Life wasn’t as simple as Kurt expected on the road, especially for a kid in his mid-teens; without a diploma Kurt ended up working odd jobs earning just enough to scrape until wandering to the next town. Finding himself in Montana, Kurt stopped at a gas station along the highway to restock his supplies and found a job bulletin posted. Since it mostly had babysitting or lawn care ads, he was about to leave when he saw a listing for a temporary logger position had been posted.
Getting directions from the station worker, Kurt followed the highway until he came across a dirt road and traveled on it for almost two hours before coming across the address that had been listed in the ad. He’d expected to find a logging camp like his grandfather’s, but instead found only a few buildings that looked like a military complex instead. Approaching cautiously, Kurt was met by a pair of men dressed in black that patted him down before questioning why he was on their premises. After ten minutes of playing twenty questions, an older man who called himself Wujcik approached him and escorted him into the building. Walking past a group of teens practicing martial arts, it quickly became apparent to Kurt that the logging job was nothing more than a clever facade for something else entirely.
So, when Wujcik asked Kurt if he’d ever wanted to be something more, he didn’t hesitate to accept an offer to work for the clandestine group he’d stumbled upon. For the next few years, Kurt learned everything he could about hand-to-hand combat, weapons training, and stealth, never questioning why he’d even need such skills. However, during a freak accident while training with live weapons, Kurt’s opponent accidentally drove a spear straight through his chest. Rather than collapse from the trauma, Kurt pulled the spear out of himself and used it to beat his awestruck classmate unconscious. As he dropped the spear, the others watched with amazement as his wounds quickly stitched themselves up, leaving no evidence of the grievous injury. Called into Wujcik’s office, Kurt was interrogated about this sudden turn of events while some of the medics took blood samples from him.
Denying any prior knowledge of his newfound abilities, Kurt was sent to a solitary room where he could be observed for a few days. On the last day, he was greeted by Wujcik, who took him to a side room and informed Kurt that he’d been training for the anti-Transhuman agency known as P.U.R.G.E. Wujcik further explained that it was their duty to destroy all of the abominations that were tainting the purity of mankind – sub-human people like what Kurt had revealed himself to be. However, as the commander raised his pistol to end Kurt’s life, the young man felt a surge of adrenaline hit him as he immediately fell back on his combat skills and thirst for survival. As the first shot rang out, Kurt felt the burn of the energy shoot through his shoulder as he tried to sidestep the blast. Quickly, he reached up, knocking the pistol out of the commander’s hand and catching it in his own. Before Wujcik could yell for help, a triple burst of energy ended his life. As the commander’s body slid to the floor, Kurt knew it wouldn’t be long before someone would come looking for Wujcik. He took anything useful he could find on the dead man’s body, then made a hasty exit through the sewers, emerging a few miles away where he found a clear path to flee into the nearby woods.
Making his way to New York, Kurt began hiring himself out as hired muscle and eventually an assassin, working primarily for the Silvestri Mob. A few years later he learned that his grandfather had died, so he returned to Oregon where he informed that he had inherited the logging camp from the old man. Selling it off for a large cash settlement, Kurt used the money to build several safe houses across the United States. He carefully equipped each location with the necessary gear that he would need for his villainous vocation as a super-merc known as Dauntless. It was a career that led him into conflict with several heroes over the years where he became known as a ruthless fighter that enjoyed hurting others.
Like his future teammates, Dauntless felt the summons to an old house in Arcadia where he met Mr. Crimson, and joined up with the Syndicate. He managed to influence the group in choosing their first outing - a strike against the P.U.R.G.E. camp where he was trained at, and his team obliterated the senior staff and stole any tech they could get their hands on.