The T-Verse (Earth 75): Mammuthus, Skullduggery, Juice, Meikitata Shikimiku & Vortex

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Tattooedman
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Raptor

Post by Tattooedman » Thu Feb 14, 2019 5:42 pm

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Raptor:
PL:
11
Strength 3
Stamina 3
Agility 6
Dexterity 6
Fighting 6
Intellect 0
Awareness 0
Presence 0

Skills: Acrobatics 8 (+14), Expertise [History] 6 (+6), Expertise [Magic] 6 (+6), Insight 8 (+8), Perception 10 (+10), Stealth 4 (+14)

Advantages: Agile Feint, All-Out Attack, Benefit [Ambidexterity], Benefit [Membership (Crime Union)], Close Attack 5, Defensive Roll 4, Favored Environment [Aerial], Great Endurance, Improved Initiative 2, Move-By Action, Power Attack, Tracking, Uncanny Dodge

Powers: Avian Physiology:
Immunity 1 [Low Pressure]
Movement 1 [Environmental Adaptation (High Altitude)]
Regeneration 3 [1/every 3 rounds]
Senses 4 [Vision (Extended), Low-Light Vision, Direction Sense, Distance Sense]

Aerial Mastery:
Enhanced Skills 3 [Acrobatics +6, Athletics +3] (Flaw: Limited [when flying only])
Enhanced Dodge 3 (Flaw: Limited [when flying only])
Enhanced Parry 3 (Flaw: Limited [when flying only])
Enhanced Advantages 10 [Agile Feint, Defensive Attack, Defensive Roll 2, Improved Defense, Improved Initiative, Move-by Action, Redirect, Takedown 2] (Flaw: Limited [when flying only])

Metal Feather Wings: Flight 6 (Feats: Evasion, Move-By Action); (Flaw: Winged)

Healing Factor: Regeneration 5

Wing Slash: Strength-Based Damage 8 (Extra: Penetrating 11); (Feat: Improved Critical 3, Improved Smash)

Offense: Initiative +14
Melee Attack +11
Ranged Attack +6

Defense: Dodge +14*/+9 [*Aerial]
Parry +14*/+9 [*Aerial]
Toughness +7*/+3 [*Defensive Roll]
Fortitude +9
Will +10


Costs: Abilities 48+ Skills 14+ Advantages 17+ Powers 52+ Defenses 22= 153 pts.


Real Name: Jane Tenfeathers
Height: 5'10"
Weight: 160 lbs
Hair: Black
Eye Color: Brown


Complications:
Motivation ~Greed: Raptor wants money and is willing to do pretty much anything to get it.

Power Loss: Flight powers if wings are restrained.


Background: Jane Tenfeathers grew up living a mostly quiet life on the reservation with her mother, except for the wings that started to sprout from her forearms when she was seven years old that is. When Jane showed the budding wings to her mother, the older woman finally broke down and told her daughter the truth; that her father hadn’t died shortly after she'd been born. The truth was that her father was the disgraced hero the Falcon.

Angry at the lie her mother had allowed her to live, Jane brow-beat the older woman into moving their home further away from the reservation; away from the other members of their tribe. In that desolate, mountainous land Jane’s wings grew to their full size as her body manifested other traits of her genetic heritage and she took to the skies as often as she could to become as comfortable in the air as she was on the ground.

When she was sixteen Jane’s powers took an interesting twist - they were now metallic in nature, making them sturdy enough to use as a weapon capable of cutting through nearly any substance. She wasted no time in developing her skill in using her wings as weapons to a deadly level of proficiency. By the time Jane was old enough she left her mother, her lies and the reservation to become a super criminal with a chip on her shoulder (the size of a boulder at least). In the years since Raptor, as Jane named herself, has become known for being a violent, but dependable Transhuman mercenary who is willing to take on any job.
Last edited by Tattooedman on Sat Mar 02, 2019 3:40 pm, edited 1 time in total.

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Tattooedman
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Redback

Post by Tattooedman » Thu Feb 14, 2019 7:07 pm

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Redback:
PL:
10
Strength 8
Stamina 6
Agility 6
Dexterity 6
Fighting 4
Intellect 4
Awareness 1
Presence 1

Skills: Acrobatics 6 (+15), Athletes 3 (+11), Close Combat [Claws & Fangs] 2 (+10), Expertise [Zoology] 10 (+14), Insight 7 (+8), Intimidation 6 (+7), Perception 7 (+8), Ranged Combat [Webbing Array] 4 (+10), Stealth 6 (+12), Technology 6 (+10)

Advantages: Agile Feint, Close Attack 4, Defensive Roll 2, Improved Initiative, Power Attack, Task Focus 2 [Expertise (Zoology) Araneology]

Powers: Claws & Fangs: Strength-Based Damage 2 (Feat: Improved Critical 3)

Does What A Spider Can:
Enhanced Skill 1 [Acrobatics +3]
Leaping 2
-Speed 2
Movement 2 [Wall-Crawling 2 (Normal speed)]

King Of Spiders:
Comprehend 2 [Animals] (Flaws: Limited to Arachnids)
Feature 1 [Considered not to be a predator by arachnids]
Wave Of Spiders: Ranged Affliction 10 [Impaired, Disable; resisted by Fortitude] (Extras: Cumulative) (Flaw: Limited Degree) & Ranged Weaken Stamina 8 (Feat: Slow Fade 7 [1 hr])
-Tiny Spies: Remote Sensing 10 [visual & auditory]

Webbing Array:
Web Wrap: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Strength/Damage] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Web Throwing: Move Object 10 (Feat: Tether)
-Web In The Eyes: Ranged Affliction 10 [Visually Impaired, Visually Disabled, Visually Unaware; resisted by Dodge/Strength/Damage] (Extra: Cumulative); (Flaw: Limited [1 sense only (Visual)])

Offense: Initiative +10
Melee Attack +8 // Claws & Fangs Attack +10
Ranged Attack +6 // Webbing Array Attack +10

Defense: Dodge +12
Parry +12
Toughness +8*/+6 [*Defensive Roll]
Fortitude +9
Will +8


Costs: Abilities 72+ Skills 19+ Advantages 11+ Powers 89+ Defenses 20= 211 pts.


Real Name: Amadeus Anton
Height: 6’7”
Weight: 247 lbs.
Hair: White
Eye Color: Red
Unusual Features: Purple skin, lower body resembles a spiders


Complications:
Body Issues: Because of his unique body shape, Redback can have problems fitting in some spaces (small rooms, vehicles, and such).

Prejudice: Redback cannot pass for a normal person.


Background: An arachnologist, specializing in araneology anatomy, Amadeus Anton was trying to create universal antivenom for spider venoms. Unfortunately, his research funding was barely enough to cover the costs of his supplies, and he was forced to cut corners in many areas of his work and only had himself to use as a test subject. After injecting himself and after waiting the set amount of time and showing no signs of trouble Amadeus injected himself with black widow venom to complete the test, in seconds he felt the reaction begin as his skin began to tingle and burn, and his vision blurred. Within moments the scientists was writhing on the floor in pain as his body began to undergo a metamorphosis thanks to his chemical creation.

Hours later Amadeus woke up to discover that his antivenom had triggered the manifestation of his Alpha powers – leaving the scientist transformed into a man-spider-centaur creature that possessed several unique abilities, which Amadeus put to use in stealing equipment to remove his powers and therefor undo his physical transformation. Unfortunately for him, his thefts brought him into conflict with members of the Vanguard who finally chased Amadeus back to his hidden base only to watch him activate the machine he'd been building. However, the changes Amadeus had undergone could not be undone and he was trapped in his inhuman form.

At this point in time, Amadeus has given up on returning to his human form, as he’s made little progress over the years. Now he seeks to “enhance and improve” his abilities and determine a way to similarly empower others for him to rule over. No matter which goal he has pursued, he has found himself having to deal with various heroes trying to stop him because of the collateral damage his efforts end up causing.
Last edited by Tattooedman on Tue Sep 17, 2019 3:41 am, edited 2 times in total.

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Tattooedman
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Dissonance

Post by Tattooedman » Thu Feb 14, 2019 7:12 pm

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Dissonance:
PL:
10
Strength 8
Stamina --
Agility 2
Dexterity 3
Fighting 2
Intellect 1
Awareness 2
Presence 1

Skills: Expertise [Criminal] 6 (+7), Expertise [Sonics] 12 (+13), Insight 5 (+7), Intimidation 5 (+6), Perception 5 (+7), Ranged Combat [Sonic Convertor] 2 (+5), Technology 9 (+10)

Advantages: Accurate Attack, Close Attack 6, Improved Initiative, Power Attack

Powers: Mistress of Sound:
Immunity 10 [Sonic-Based Effects]
Super-Senses 5 [Hearing (Accurate, Analytical, Extended), Ultra-Hearing]

Living Sound:
Concealment 2 [Auditory Senses]
Feature 1 [Replicate any sound heard]
Immunity 42 [Critical Hits, Fortitude Effects, Wound Effects*]
Protection 12 (Extra: Impervious)

Sonic Convertor: (Removable -7 pts) [29 pp]
Sonic Control Array:
Sonic Blast: Ranged Damage 15
-Hard Sound Constructs: Create 10 (Extras: Moveable, Stationary)
-Hard Sound Creatures: Summon 5 [Sound Creatures] (Extras: Controlled, Horde, Independent); (Feats: Multiple Minions 4 [8 total])
-Disorienting Noise: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Shatter: Ranged Weaken Toughness 10 (Flaw: Limited [Affects Objects Only])
-Vertigo: Ranged Affliction [Dazed, Stunned, Incapacitated; resisted and Overcome by Will] (Extra: Progressive); (Flaw: Limited [Hearing Dependent])
-White Noise: Affliction 12 [Hearing Impaired, Hearing Disabled, Hearing Unaware; resisted by Dodge/Fortitude] (Extras: Cumulative, Perception Area [Hearing]); (Flaw: Limited [1 Sense Only (hearing)])

Offense: Initiative +6
Melee Attack +8
Ranged Attack +3 Sonic Convertor Attacks +5

Defense: Dodge +8
Parry +8
Toughness +12* [*Impervious]
Fortitude N/A
Will +7


Costs: Abilities 38+ Skills 15+ Advantages 9+ Powers 114+ Defenses 17= 193 pts


Real Name: Amanda Powell
Height: 5' 3"
Weight: Unknown
Hair: Pink
Eye Color: Pink
Unusual Features: Aquamarine colored skin


Complications:
Conflicting Frequencies: Dissonance suffers from manic mood shifts as a result of the accident that empowered her.

Disabled: When wielding her Sonic Convertor, Dissonance cannot use both hands.

Prejudice: Her energy body makes it so that Dissonance cannot pass for an ordinary human.

Weakness: Exposure to soundless environment inflicts Damage Rank 6 per round to Dissonance; certain sound frequencies cancel out her body’s natural frequencies, forcing Dissonance to make a DC 15 Will check vs. the rank of the sonic effect or become Incapacitated until removed from the area.


Background: Amanda Powell graduated from college with a degree in physics and solid understanding of applied sonics, which led to her being hired by the American government to be part of a think tank tasked with designing and building a tank that was to be armed with sonic based weapons. Acoustics isn’t an exact science by any means, there are more trials and errors involved than many other areas of science suffer from, and despite Amanda’s best efforts the project fell victim to budget cuts due to lack of progress. Over time her repeated exposure to various sonic frequencies, under less than safe parameters due to said lack of funding, led to her sanity being slowly worn away until a misfire with the tank’s main cannon caused Amanda to suffer a full psychotic break. In minutes she’d destroyed the sonic cannon, terrorized and beaten her co-workers, destroyed all notes pertaining to the tank and its weaponry only to disappear. Amanda reappeared a year later as the super villain Wavelength, armed with various sonic inspired weapons, trying to rob Oddessy Technologies of several valuable pieces of high-tech sonic devices.

Members of the Vanguard responded to the break-in but were unprepared for the ruthlessness in which Amanda used her custom equipment and she was able to hold them off while she gathered the technology she had come for before making her escape. A few days later she reappeared demanding a $1 million payoff to not destroy the city with a “sonic destabilizer” she had built from the stolen bits of technology. This time Amanda’s actions brought forth the full roster of that time’s Vanguard, though again her ruthlessness allowed her to hold her own against the superior number. However, Amanda’s plan was undone when her sonic destabilizer was damaged during the fight. Despite her efforts to stop it from happening the weapon was destroyed, although she did manage to keep the destruction localized so that only it, the platform it sat upon, and Amanda were seemingly vaporized. The truth of the matter was that Amanda had survived somehow – as a new lifeform comprised of living sound.

The only problem at that point was the fact that Amanda had no way to interact with the world around her in her new form, and it took her months to figure out a way to communicate with others. The problem then became that nobody could make sense of music-like sounds she was making it which only frustrated the disembodied mind, adding to her mental problems. Almost two years later Amanda discovered a way to control a person using sonics; this allowed her to coerce several members of Oddessy Technologies to build her first Sonic Convertor, which she used as a focus for her vibrational frequency and was finally able to return to a corporeal form as solidified sound. Calling herself Dissonance, Amanda resumed her criminal activities by seeking revenge upon the Vanguard for the destruction of her flesh and blood body, an attack that nearly succeeded as barely a third of the team roster were present. Luckily the remaining members returned from the mission they’d been out on when Dissonance first attacked, and they were able to free the captured members and drive off Dissonance.

In the time since Dissonance has fought various versions of the Vanguard as well as the Alliance as she has given up on returning to her previous life given her physical condition – happily committed to her life as a super villain.

*Immunity (Wound Effects) [20 pp]: This allows Dissonance to ignore the penalty’s for failing a Toughness Resistance Check, though she still suffers the effects of a failed check (for example: if Dissonance were to fail a Toughness Resistance by 12, she would suffer from the
Bruised & Staggered Conditions but not the -1 to future Toughness Resistance Checks.
Last edited by Tattooedman on Fri Mar 01, 2019 4:05 pm, edited 1 time in total.

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Tattooedman
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Victor

Post by Tattooedman » Thu Feb 14, 2019 7:14 pm

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Victor:
PL:
10
Strength 10
Stamina 12
Agility 2
Dexterity 0
Fighting 2
Intellect 0
Awareness 2
Presence 0

Skills: Close Combat [Unarmed] 8 (+10), Deception 9 (+9), Insight 6 (+8), Perception 6 (+8), Ranged Combat [Energy Blast] 10 (+10)

Advantages: All-Out Attack, Interpose, Luck, Power Attack

Powers: Absorption: Immunity 80 [all damage] (Flaw: Limited [Half Effect])
Energy Blast: Ranged Damage 10 (Feat: Variable [Whatever energy absorbed]); (Flaw: Fades [Recharged by absorbed energy rank])
Super Strength:
Enhanced Stamina 8
Enhanced Strength 8

Offense: Initiative +2
Melee Attack +2 // Unarmed Attack +10
Ranged Attack +0 //Energy Blast Attack +10

Defenses: Dodge +8
Parry +8
Toughness +12
Fortitude +12
Will +8


Costs: Abilities 24 + Skills 16 + Advantages 4 + Powers 83 + Defenses 18 = 145 pts.


Real Name: Victor Carter
Height: 6'2”
Weight: 217 lbs
Hair: Brown
Eye Color: Blue


Complications:
Motivation ~Doing Good: Victor is motivated to do as much good for people as he can, from helping those caught in a burning house to fighting super villains to even doing public appearances Victor will jump right in to do what he can to help.

My Girlfriend: Often times Victor’s dealing with crime will cut into his time with his girlfriend Kelly, earning him some troubles in his dating life.

My Kryptonite: Victor is vulnerable to energy draining effects.

Power Loss: Without any absorbed energy Victor loses his Energy Blast: power.

The Hero Formerly Known As….: Victor has never had a secret identity, he's learned to roll with it.

Thrills: Victor’s powers make him very difficult to injure, and he’s developed a devil-may-care attitude (jumping off buildings tops to land in the street, planting himself in front of speeding getaway cars to stop them and so on) as a result. Sometimes this can backfire on him.


Background: Victor Carter grew up in a world with heroes, used to hearing about all the awesome adventures they had while saving the world. Growing up in Chicago, where there weren’t many of them, so he never once expected he’d get a chance to become a part of that world. Then he graduated from high school and attended college in New York City where he ended up becoming a bystander in a fight between members of the Alliance and the Coalition. A stray energy blast hit Victor, activating his powers and saving his life by making him stronger and more durable in addition to being able to absorb any kind of energy. He quickly used his increased abilities to help the other people around him get to saftey while the two groups of Transhumans fought.

Enjoying the thrill he got from that experience (both the public recognition and the action of it all) Victor went about putting a costume of his own together and jumped feet first into the world of heroes, trusting in his powers to keep him safe. Victor realizes that he has a responsibility to use his powers to help others but he’s definitely enjoying the experience for what it’s worth.
Last edited by Tattooedman on Thu Jun 20, 2019 9:54 am, edited 2 times in total.

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Psycho Skull

Post by Tattooedman » Sun Mar 24, 2019 4:15 pm

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Psycho Skull:
PL:
13
Strength 15 (2)
Stamina 2
Agility 4
Dexterity 4
Fighting 6
Intellect 2
Awareness 3
Presence 3

Skills: Athletics 6 (+8/+21), Expertise [Pop Culture] 6 (+), Expertise [Psionics] 12 (+), Expertise [Streetwise] 8 (+), Insight 9 (+12), Investigation 6 (+8.), Perception 9 (+12), Persuasion 8 (+11), Ranged Combat [Mental Domination] 6 (+13), Ranged Combat [T.K. Blast] 6 (+13), Stealth 8 (+12)

Advantages: All-Out Attack, Close Attack 3, Connected, Contacts, Improved Initiative, Power Attack, Ranged Attack 3, Well-Informed

Powers: Esper Awareness: Detect 8 [Detect (Psychics: Accurate, Acute, Extended, Radius, Ranged, Tracking 2)]

Illusion Casting Array: [Dynamic]
Control The Senses: Illusion 13 [all senses] (Extra: Free Action [+2]); (Flaw: Resistible by Will)
-Blazing Burst: Visual Affliction 13 [Impaired, Disabled, Unaware] (Extra: Area [Burst] 2)
-Invisibility: Concealment 4 [all visual senses] (Extras: Affects Others, Ranged)
-Vertigo Effect: Affliction 13 [Hindered & Impaired, Prone & Disabled, Paralyzed; resisted by Will] (Extras: Area [Burst] 2, Extra Condition)

Telepathic Might Array: [Dynamic]
Mental Stun: Ranged Affliction 13 [Dazed, Stunned, Incapacitated; resisted by Will] (Extras: Cumulative, Perception)
-Group Mental Domination: Affliction 13 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Area [Burst] 2, Cumulative)
-Mental Domination: Ranged Affliction 13 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Cumulative)
-Open Your Mind To Me: Mind Reading 13 & Communication 3 [mental] (Extras: Area, Selective)
-Telelocation: Senses 8 [Detect (Minds; Acute, Ranged 2), Detect (Life; Radius, Ranged 2]

Telekinetic Might Array:
T.K. Field: Protection 13 (Extra: Impervious 12); (Flaw: Sustained)
T.K. Blast: Damage 13 (Extra: Area [Line] 2)
-T.K. Boost: Enhanced Strength 13 & Enhanced Strength 5 (Flaw: Limited [Lifting/Grappling Only])
-T.K. Shove: Move Object 13 (Extra: Perception); (Flaw: Limited [Towards/Away Only])
-T.K. Wedge: Kinetic Damage 13 (Extra: Area [Cone] 2)

Offense: Initiative +8
Melee Attack +11
Ranged Attack +7 // Mental Domination +13 // T.K. Blast Attack +13

Defense: Dodge +11
Parry +11
Toughness +15* [*Impervious 12]
Fortitude +8
Will +14


Costs: Abilities 52+ Skills 28+ Advantages 12+ Powers 212+ Defenses 29= 343 pts.


Real Name: Kevin Poe
Height: 6'1"
Weight: Unknown
Hair: None
Eye Color: Glowing White


Complications:
Burning Bright: Due to all the psionic power he possesses Psycho Skull’s head is aglow with psionic energy which somehow leaves his skull visible.

Motivation ~ Power: Psycho Skull seeks to build his own personal kingdom.

Prejudice: Criminal Transhuman.

Superiority: Psycho Skull believes that he is better than “lesser minds” that surround him, and thus underestimates his opponents.

Temper: Thanks to all the psionic powers he's absorbed over the years, that now causes him intense pain periodically, Psycho Skull has a nasty temper that he has trouble controlling.


Background: Kevin Poe discovered in his late teens that he possessed psionic abilities, which he attributed to the experiments his scientist father subjected him to during Kevin’s early years. This led the young mans to spend over a year tracking down his father’s abandoned lab where he’d found notes that revealed his father had been trying to create a unique kind of psychic, one that could duplicate the abilities of other psychics they met.

That led Kevin to realize that his father’s work was a success! He was proof of that fact, and as someone who was obviously better than everyone else; he deserved much more than those who were beneath him. All he needed was exposure to other psychics and he would have all the power he’d ever need. Now over ten years later Kevin has gained several new abilities; each one practiced and developed over the last decade to the point that his version now dwarfs the original, though the eventual side effect of having so much raw psionic talent has left Kevin with the permanent disfigurement of having his skull burn with excess psionic energy that resembles flames that has made his skin, muscle and hair opaque, leaving his skull bare so that it can be seen.

Now Kevin seeks to take what is rightfully his, by whatever means he feels is called for.

For the most part I'm treating Psycho Skull's ability to 'duplicate psionic abilities of others' as a plot device. He can improve the powers he copies, and it takes him a while to assess the abilities he gains so no variable powers for him. But this way I have a way to explain away Psycho Skull showing up and sporting entirely new psionic powers.
Last edited by Tattooedman on Thu Jun 20, 2019 9:56 am, edited 1 time in total.

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Queen of Fables

Post by Tattooedman » Sun Apr 07, 2019 1:00 pm

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Queen of Fables:
PL:
15
Strength 4
Stamina 5
Agility 3
Dexterity 4
Fighting 5
Intellect 5
Awareness 5
Presence 3

Skills: Deception 13 (+16), Expertise [Magic] 12 (+17), Expertise [Winter Court] 7 (+12), Insight 8 (+13), Intimidation 9 (+12), Perception 6 (+11), Persuasion 9 (+12), Ranged Combat [Storybook Magic Array] 11 (+15)

Advantages: Artificer, Attractive, Daze [Intimidation], Fascinate [Persuasion], Power Attack, Ritualist, Task Focus [Expertise (Magic): Potion Making], Ultimate Effort [Deception Checks]

Powers: Fae Senses: Senses 4 [Vision (Extended), Darkvision, Low-Light Vision]

Fae Blood: Feature 1 [Longevity]

Storybook Magic Array:
Mystical Shield:
Enhanced Dodge 7
Enhanced Parry 7
Protection 10 (Extra: Impervious); (Flaw: Sustained)
Mage Hand: Move Object 15 (Extra: Damaging); (Feat: Precise)
-Apporate Objects: Teleport 9 (Extras: Accurate, Attack, Ranged)
-Fireball: Ranged Mystical Fire Damage 15 (Feat: Improved Critical)
-Freezing Curse: Ranged Affliction 11 [Hindered & Vulnerable, Defenseless & Immobilized; Paralyzed; resisted by Will] (Extra: Area [Burst], Selective)
-Gone In A Puff Of Smoke: Teleport 14 (Extra: Accurate)
-Mystic Wave: Ranged Affliction 15 [Hindered, Prone] (Extra: Area [Cone] 2); (Flaw: Limited Degree)
-Shapeshifting: Morph 3 [humanoids]
-Sleeping Curse: Ranged Affliction 11 [Dazed, Stunned, Asleep] (Extras: Area [Burst], Selective)

Transformation Curse: Ranged Affliction X [Transformed (into hobgoblin); resisted by Will] (Flaw: Limited Degree [third condition only])

Offense: Initiative +3
Melee Attack +5
Ranged Attack +4 // Storybook Magic Array Attacks +15

Defense: Dodge +15*/+8 [*Mystical Shield]
Parry +15*/+8 [*Mystical Shield]
Toughness +15*/+5 [*Mystical Shield (Impervious 10)]
Fortitude +12
Will +13


Costs: Abilities 68+ Skills 27+ Advantages 8+ Powers 82+ Defenses 23=208 pts.


Real Name: Unknown
Height: 5'5"
Weight: Unknown
Hair: Black
Eye Color: Hazel


Complications:
Book Bound: The Queen of Fables is uniquely connected to her storybook prison; if someone were to gain possession of it and use a select set of spells, they could force her to obey their orders.

Her Word Is Her Bond: Like all members of the Winter Court, the Queen of Fables must keep any promise or oath she makes (although like the other members of the Winter Court, she often times carefully phrases such things to make sure there is a loophole she can exploit).

Weakness: Objects made of "Cold Iron" bypass the Impervious Extra of her Mystical Shield, is always considered to be a critical attack (adding +5 to the Toughness DC), and if she fails the Resistance she will also suffer a Stunned Condition.


Background: Originally a low ranking member of the Winter Court, the Queen of Fables found herself summoned to the Earthly plane centuries ago by a young wizard who was seeking more mystical power. Seeing a chance to gain more power for herself the soon-to-be Queen worked her wiles upon the young mage until he was little more than her puppet, who she used to build herself a kingdom that only fell when the Magi Clans united against her. Because of her connection to the Winter Court, the mystics feared that killing the Queen would only bring the full wrath of both the Summer and Winter Courts down upon them. So instead the Magi devised a means of imprisoning the Queen inside a specially made storybook that contained several stories of evil queens being defeated by the forces of good, in the hope that being forced to live through each story in turn, repeatedly, the Queen would eventually learn the error of her ways.

What ended up happening was that the Queen became embittered by her imprisonment, learning how to properly plan her plots and developed the patience to implement them. She finally got the chance to use this knowledge when her storybook prison was found amongst the ruins of an ancient library and became part of an exhibit on medieval literature in the Museum of Natural History in New York City. On the opening day of the exhibit people read the displayed pages, allowing the Queen to tap into the power they were unknowingly unleashing in doing so to finally break free of her prison.

The Queen then promptly began transforming the museum patrons into hobgoblins to serve her, which quickly brought her to the attention of the local branch of the Vanguard. After a short fight the Queen emerged victorious and she left the museum to begin rebuilding her lost kingdom only for the Vanguard to be rallied by the Aurelius after explaining to them who the Queen was and how they could defeat her. After a city-wide fight where the Vanguard fought transformed citizens before reaching the Queen, the Aurelius enacted a ritual that returned the Queen of Fables to her prison.



Image
Hobgoblins:
PL:
5 (Minion Level 3)
Strength 2
Stamina 4
Agility 1
Dexterity 0
Fighting 4
Intellect -2
Awareness 0
Presence -2

Skill: Insight 3 (+3), Perception 4 (+4), Stealth 5 (+6)

Advantages: Equipment, Teamwork

Powers: Tough: Protection 2 (Feats: Innate, Subtle)
Unnatural: Immunity 10 [Life Support]

Offense: Initiative +1
Melee Attack +4
Ranged Attack +0

Defense: Dodge +4
Parry +4
Toughness +6
Fortitude +6
Will +4

Equipment: Armed with one of the following;
~Net: Affliction 4 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Damage] (Extra: Extra Condition); (Feat: Reach [5 ft]); (Flaw: Limited Degree)
~Spear: Strength-Based Piercing Damage 2 (Feats: Improved Critical, Reach [5 ft])
~Battle Axe: Strength-Based Slashing Damage 3 (Feats: Improved Critical)
~Mace: Strength-Based Bludgeoning Damage 2 (Feats: Improved Critical 2)



Costs: Abilities 14+ Skills 4+ Advantages 2+ Powers 14+ Defenses 11= 45 pts.
Last edited by Tattooedman on Sat Jul 20, 2019 3:11 pm, edited 3 times in total.

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Xombie

Post by Tattooedman » Sun Apr 07, 2019 1:03 pm

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Xombie:
PL:
12
Strength 8
Stamina 8
Agility 4
Dexterity 2
Fighting 8
Intellect 0
Awareness 3
Presence 0

Skills: Athletics 6 (+12), Insight 6 (+12), Intimidation 12 (+12), Perception 6 (+12), Stealth 6 (+11)

Advantages: Close Attack 4, Fast Grab, Improved Feint, Improved Initiative, Move-By Action, Power Attack, Startle

Powers: Burning Aura: Mystical Fire Damage 12 (Extras: Penetrating, Reaction [being touched]); (Feat: Precise)

Fiery Lash: Mystical Fire Damage 12 (Extra: Contagious); (Feat: Reach 6)

Focused Rage: Immunity 15 [Interaction Skills, Mental Effects (Limited - Half Effective)]

Mystical Revenant:
Immunity 16 [Aging, Fatigue Effects, Life Support]
Protection 4
Regeneration 5 [1/every other round] (Extra: Persistent)

Mageslayer:
Weaken Will 10 (Extras: Area [Burst], Increased Duration [Continuous], Linked [Affliction], Reaction [being attacked by Magic themed Effects); (Feat: Subtle) & Affliction 12 [Mystical Traits Impaired, Mystical Traits Disabled; resisted by Will] (Extras: Area [Burst], Cumulative, Increased Duration 2 [Continuous], Linked [Weaken Will], Reaction [being attacked by Magic themed Effects]); (Feat: Subtle); (Flaw: Limited Degree)
Concealment 10 [all senses] (Flaw: Limited [Only Sensory Effects with Magic Descriptor])
Immunity 10 [Magic Effects] (Flaw: Limited [Half Effective])

Mage Sense: Senses 8 [Detect (Magic: Acute, Extended 2, Radius, Ranged, Tracking 2)]

Offense: Initiative +8
Melee Attack +12
Ranged Attack +5

Defense: Dodge +12
Parry +12
Toughness +12
Fortitude +10
Will +10


Costs: Abilities 66+ Skills 12+ Advantages 10+ Powers 309+ Defenses 21= 419 pts.


Real Name: Unknown
Height: 6'5”
Weight: Unknown
Hair: None
Eye Color: Orange


Complications:
Dead Man Walking: Xombie looks like a walking, burnt corpse. Needless to say some people are unsettled by this.

Enemies: The majority of the mystical community consider Xombie a serious danger.

Motivation ~Revenge: Xombie lives to avenge his original death and doesn’t really care about collateral damage caused in the process.

Obsession ~Kill All Users of Magic: Xombie's hatred of anyone using magic, be they spellcasters or simply the beneficiaries of magical effects, goes way beyond even pathological — it IS the reason for his continuing existence.

Past Life: Xombie used to be a normal man but the accident that killed him, then resurrected and empowered him has erased all his memories of that life.

Prejudice: Xombie’s appearance is difficult to hide and elicits an understandably negative reaction; additionally, members of the supernatural community generally recognize it on sight and are likely to either attack or flee immediately.


Background: Who Xombie was before that fateful day is unknown; apparently he was a homeless man who was destitute and suffering from mental problems, he had only the rags on his back and the cardboard box he slept in to call his own. Unfortunately, the place where he'd chosen to make his home, an abandoned building in the city of Arcadia, was the location of a convergence of Ley Lines that members of the Brimstone House wanted for themselves. When members of the Lodge, a clandestine organization that tries to keep magic from being misused, learned of the location and the purpose the Brimstone House wanted it for they attacked the evil mages on-site without any mercy.

The fight quickly spread throughout the building, with one duel carried into the room where the homeless man sleeping. As the Lodge member threw a vicious fireball at her opponent, the man she never saw sleeping under the scraps of cardboard in the room, who was startled by the sounds of the fight, jumped suddenly to his feet and right into the path of the fireball. He immediately began screaming in agony as his body was incinerated. His killer, horrified by the unintended result of her attack, could do little but watch him die and it was her appalled screams that brought her allies to her side as their enemies took the opportunity to escape. Grieving at what she saw as the cost of her not paying enough attention to her surroundings during the fight, the mage was taken by her allies to the safety of their own sanctum.

Meanwhile the man's smoldering body lay still for several hours, the mystical fire slowly turning into blue-white energy, the very essence of magical energy, began to change his body in a way that nobody really understands. When the man awoke, he had no recollection of his life before that morning and using a broken piece of glass he found his appearance was radically different - his skin was charred and blackened from head to toe. Carefully making his way out of the building the man wandered about in the dead of night, guided only by an internal feeling that eventually led him to the Lodge safe house where the sorceress who'd accidentally incinerated him and her friends were recovering from their fight. Suddenly filled with a burning rage that matched his now burning body, the man attacked all of the mages present and while they were shocked at his ability to find them the mages tried to defend themselves to no avail as somehow their spells had no effect on the unnamed man. Hours later the burning man left the safe house covered in the mage's dried and flaking blood and satisfied that he'd avenged himself until he felt the feeling that had led him there in the first place pulling him to a new location in the city.

Realizing that he had somehow been granted the ability to track magic users, the man decided that he'd been chosen by a higher power to deal with mages who abused their power. Driven by this personal epiphany the man who would become known as Xombie walked off into the night to fulfill his personal quest.

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Tattooedman
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Location: Ohio

Charlatan

Post by Tattooedman » Sun Apr 07, 2019 1:12 pm

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Charlatan:
PL:
14
Strength 8 (2)
Stamina 8 (2)
Agility 3
Dexterity 3
Fighting 6 (2)
Intellect 8 (2)
Awareness 5 (2)
Presence 8 (2)

Skills: Deception 12 (+20), Expertise [Magic] 12 (+20), Insight 7 (+12), Intimidation 4 (+8), Investigation 6 (+11), Perception 7 (+12), Persuasion 10 (+18), Stealth 4 (+7)

Advantages: Beginner's Luck, Benefit [Avatar of Loki], Daze [Deception], Equipment, Great Endurance, Jack-of-All-Trades, Ranged Attack, Ritualist, Skill Mastery [Expertise (Magic)], Speed Of Thought, Task Focus 2 [Expertise (Magic) Asgard], Trance, Well-Informed

Powers: Avatar Of The God Of Mischief & Trickery:
Enhanced Strength 6
Enhanced Stamina 6
Enhanced Fighting 4
Enhanced Intellect 6
Enhanced Awareness 3
Enhanced Presence 6
Immunity 6 [All Environmental Conditions, Poison]
Regeneration 2 (Extra: Persistent); (Feats: Regrowth)

Shapeshifter: Variable 8 (Extra: Free Action)

Mischief Made: Illusion 14 [all senses] (Extras: Area, Damaging, Selective); (Flaw: Resisted by Will)

Illusionary Defenses:
Enhanced Dodge 6 (Flaw: Resisted by Will)
Enhanced Parry 6 (Flaw: Resisted by Will)

Offense: Initiative +8
Melee Attack +6
Ranged Attack +4

Defense: Dodge +16*/+10 [*Illusionary Defenses]
Parry +16*/+10 [*Illusionary Defenses]
Toughness +12*/+8 [*Armor]
Fortitude +11
Will +11

Equipment: Armor: Protection 4 (Feat: Feature [Hidden Pockets])


Costs: Abilities 36+ Skills 21+ Advantages 14+ Powers 291+ Defenses 20= 382 pts.


Real Name: Harlan Michaels
Height: 6'2” (Varies)
Weight: 196 lbs (Varies)
Hair: Red
Eye Color: Green


Complications:
Enemy: Donar, the Vanguard.

Motivation ~Discord: Charlatan’s mission is to cause chaos and manipulate events so that Loki can escape Ragnarok.

Motivation ~Power: Charlatan believes he will rule over Earth as Loki's second once the God is ruler of Earth.

Unusual Features: Glowing scars across left side of face


Background: Harlan Michaels’ has long been fascinated with the legends of Asgard, particularly the ones pertaining to the God of trickery, Loki. So much so that he invested much of his family's wealth to collecting anything and everything linked to those myths. Amongst the Many writings and artifacts he found text alluding to a person being able to tap into the godly abilities of various members of the Aseir; something that greatly appealed to him. After gathering all the listed components for the ritual he managed to complete the ritual and pleaded his cause to Loki himself, who was greatly amused and interested in Harlan's offer. After negotiating an agreement that was acceptable to both parties involved, Harlan was made Loki's earthly avatar and tasked with bringing the God to Earth.

Unfortunately for him Thor somehow became aware of the plot and took steps to empower his own avatar to oppose their efforts - Harlan's younger brother Matthew. Now continuing the legendary stories of two brothers fighting for the fate of Asgard, Harlan schemes to fulfill his bargain but finds himself often opposed by Matthew and his allies in the Vanguard.
Last edited by Tattooedman on Sat Jul 20, 2019 3:19 pm, edited 2 times in total.

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Tattooedman
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Smash Sisters

Post by Tattooedman » Sun Apr 07, 2019 1:17 pm

Image
Jo Summers
Image
Erin Winters
Smash Sisters:
PL:
11
Strength 12 (2)
Stamina 8 (2)
Agility 0
Dexterity 0
Fighting 4
Intellect 0
Awareness 0
Presence 0

Skills: Close Combat [Hammer] 2 (+10), Close Combat [Unarmed] 2 (+10), Expertise [Criminal] 6 (+6), Insight 6 (+6), Perception 6 (+6), Stealth 6 (+6)

Advantages: Close Attack 4, Improved Grab, Improved Hold, Improved Initiative 2, Improvised Weapon, Power Attack, Set-Up, Teamwork

Powers: Járngreipr Manifested:
Enhanced Strength 10
Enhanced Stamina 6
Enhanced Dodge 5
Enhanced Parry 5
Feature 1 [Can use any magical weapon without penalty]
Protection 4 (Extra: Impervious 12)

Combo-Attack: Damage 12 (Extra: Reaction [when one of the Brothers hits with a regular close attack]); (Flaw: Limited [Same Target as original attack])

Offense: Initiative +8
Melee Attack +8 // Unarmed Attack+10
Ranged Attack +

Defense: Dodge +10*/+5 [*Járngreipr Manifested]
Parry +10*/+5 [*Járngreipr Manifested]
Toughness +12* [*Impervious]
Fortitude +8
Will +8


Costs: Abilities 16+ Skills 10+ Advantages 12+ Powers 95+ Defenses 14= 147 pts.

Real Names: Jo Summers, Erin Winters
Height: 5'6" (Jo Summers) // 5"7" (Erin Winters)
Weight: Unknown (for both)
Hair: Dark Brown (Jo Summers) // Brown (Erin Winters)
Eye Color: Blue (Jo Summers) // Brown (Erin Winters)


Complications:
Motivation ~Greed: The Smash Sisters are willing to do pretty much anything to make a few bucks for themselves.

Weakness: When separated by large distances the Smash Sisters lose 2 ranks of Strength per Round in addition to 1 Rank of Stamina and Impervious Toughness, and this increases if the distance increases.


Background: Járngreipr are the iron gloves used by the god of thunder, Thor. These gauntlets are said to be the only known items which were capable of allowing the Thunder God to wield Mjölnir without any ill-effects, but they also allowed him to use any divine weapon without having to face severe consequences. When Brokk, the dwarf working the bellows forging Mjölnir, was bitten in his eye by a gadfly, being Loki in disguise, he mistakenly cut the handle of the hammer to short. Despite the defect, the hammer did not lose its properties and was still a mighty weapon to be feared but was difficult to properly wield. So Járngreipr was made by Brokk to enable Thor to wield Mjolnir effectively.

Over the following centuries Thor became skilled enough with his magical hammer that he no longer required the use of Járngreipr and stopped wearing them. Of course, Loki saw opportunity in this and stole the gauntlets for himself as Járngreipr also bestow enhanced strength upon the wearer. Something he thought could be useful at a later time.

Thus, when his agent on Earth, Charlatan, needed super powered minions to combat Donar, Thor's Earthly avatar, the God of Mischief supplied him with Járngreipr. Charlatan quickly split Járngreipr between two trusted minions thinking that two super strong servants would be more effective than one. This is how Jo Summers and Erin Winters became the Smash Sisters. Now, years later they work for themselves as much as they do for Charlatan; their incredible strength and years of working in tandem allowing them to challenge any opponent.

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Tattooedman
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Erudite

Post by Tattooedman » Sun Apr 07, 2019 2:08 pm

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Erudite:
PL:
10
Strength 2
Stamina 6
Agility 3
Dexterity 3
Fighting 3
Intellect 10
Awareness 6
Presence 4

Skills: Expertise [Biochemistry] 6 (+16), Expertise [Medicine] 6 (+10), Expertise [Science] 6 (+16), Insight 2 (+17), Perception 2 (+8), Persuasion 2 (+6), Technology 6 (+16), Treatment 6 (+16)

Advantages: Benefit 3 [Wealth 3 (millionaire)], Equipment 9, Inventor, Skill Mastery [Technology]

Powers: Big Eyes: Senses 3 [Vision (Radius, Rapid 2)]

Increased Mental Capacity:
Enhanced Skill 3 [Insight +9]
Enhanced Advantages 4 [Beginner's Luck, Eidetic Memory, Jack of All Trades, Speed of Thought]
Quickness 10 (Flaw: Limited [Mental Tasks only])

Intellectual Predictions:
Enhanced Advantages 3 [Ultimate Effort 2 (Intellect checks), Ultimate Effort (Insight checks), Uncanny Dodge]
Senses 5 [Danger Sense, Precognition]

Tactile Mental Probe: Mind Reading 10 (Extra: Easy); (Feats: Insidious, Subtle); (Flaw: Close Range)

Offense: Initiative +10
Melee Attack +3
Ranged Attack +3

Defense: Dodge +5
Parry +5
Toughness +6
Fortitude +8
Will +12

Equipment: 45 points for Headquarters & various devices


Costs: Abilities 72+ Skills 12+ Advantages 16+ Powers 50+ Defenses 12= 162 pts.


Real Name: Steven Samuels
Height: 6'3”
Weight: 200 lbs
Hair: None
Eye Color: Blue
Unusual Features: Large, insect-like eyes, satyr legs


Complications:
Arrogant: Erudite sees himself as being better than others thanks to his massive intellect, and typically is condescending to anyone he deals with.

Enemy: Grendel.

Hunted: Erudite is wanted by various law enforcement agencies.

I Have Minions For That: Powerful as he is, Erudite prefers to avoid physical conflict.

Motivation: Erudite seeks to conquer the world with an army of mutants created from the blood of Grendel.

Prejudice: Criminal Transhuman.


Background: Doctor Steven Samuels was always ridiculed for his intellect; as a child, he was teased and bullied by those more capable in sports than studying. His ostracism continued throughout high school and into his college years; as other students and even some of Steven’s professors attempted to take credit for the young genius’ work. All of these events built a resentment within Steven for others and society as a whole. He became determined to find a means to bring about a new world order where the intellectually superior would rule over the inferior masses as they truly deserved.

After leaving college Steven went on to practice medicine, specializing in genetic engineering. Through this venue, he sought a means to improve upon his physically inferior body while increasing his own already impressive intellect. Steven would work on his project in secret for many years until he felt he had perfected the formula but was smart enough not to test it on himself. Several years later Steven was well-recognized in the field of medicine; so much so that he was brought into a project managed by the American Government to help develop a means to counter the effects of radiation on the human body. While working on the project Samuels realized his personal project could be tested so he could determine if it was as viable as he believed it to be. During this time he was in contact with Ghostworks, secretly taking money from them to further the development of his serum; although he had no intention of giving them the finished project.

Unfortunately for him, Ghostworks expected underhanded tricks and deployed a strike team to collect the results of their funding. When the strike team arrived where the project was based, there was a scuffle that resulted in one of Samuels co-workers, Bill Bannion, getting injected with the serum and knocked unconscious before he and the rest of the research team were locked in the lab where alpha radiation tests were done. The Ghostworks agents tied up all of the scientists except for the unconscious Bannion and turned on the radiation generator to expose the team to a lethal dose that would result in their deaths within a few hours. While the generator built up its energy Bannion woke up and quickly assessed the situation, realizing his options were few he quickly acted – focusing the generator’s energy into a modified spectrometer that Bannion had to physically hold it away from his team, which exposed him to a massive amount of alpha radiation.

Immediately Bannion’s body began transforming into a massive, hulking beast that began to tear the lab apart in an effort to flee the scene. Along the way he fought Ghostworks’ strike team, who he easily defeated before making his escape. Because of the massive damage done the facility Ghostworks’ agents were blamed and Samuels’ involvement in the creation of Grendel would remain a secret for many years. Secure in his secret, Samuels went back to his experiment; hoping to perfect the serum so that when he eventually used it on himself, he would not succumb to the same monstrous fate as Bannion had. Each new version of the serum was injected into an animal that was then set against Grendel, only to fall to his mighty fists.

Ironically enough, Samuels was brought in by C.A.S.T.L.E. to serve as the medical expert for their operation to capture Grendel, giving him a level of access to medical supplies, and subjects to use, he’d never had before. Working with Agent Leonard Harper, Samuels finally perfected his secret serum to the point that he was ready to inject it into himself. Unfortunately, Agent Harper discovered Samuels’ secrets – that he was responsible for the creation of Grendel as well as all of the mutant monsters Grendel had fought. Confronting Dr. Samuels, Agent Harper threatened to destroy his reputation and turn him over to the authorities, but before the government agent could react, Steven grabbed his serum and injected it into his own brain. Agent Harper was barely able to escape the transformed Erudite. The newly mutated man even unleashed his mutagen into the air supply of the military base, transforming the majority of the personnel into monsters. However, Agent Harper set aside his differences with Grendel and helped him defeat Erudite and his mutated monstrosities.

For several years Steven Samuels was held in an undisclosed military prison where he planned his next move for transforming the world into his own image. Over time, he became friendly with one of his guards and through the unwitting Carl Peppard, Samuels made his escape. In return for services rendered, Samuels transformed Peppard into the brutish Troll, who serves as the brawn to the Superior’s brains.
Last edited by Tattooedman on Sat Jul 20, 2019 3:25 pm, edited 1 time in total.

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Tattooedman
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Troll

Post by Tattooedman » Sun Apr 07, 2019 2:15 pm

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Troll:
PL:
13
Strength 16
Stamina 8
Agility 2
Fighting 4
Dexterity 0
Intellect 0
Awareness 2
Presence 2

Skills: Athletics 2 (+18), Deception 3 (+5), Expertise [Spy] 4 (+7), Insight 6 (+8), Intimidation 9 (+13), Investigation 2 (+5), Perception 3 (+5), Ranged Combat [Throwing] 5 (+10), Stealth 6 (+4)

Advantages: All-Out Attack, Chokehold, Close Attack 5, Diehard, Fast Grab, Favored Foe [Grendel], Great Endurance, Improved Grab, Improvised Weapons, Power Attack, Ranged Attack 5, Startle

Powers: Feats Of Super Strength Array:
~Thunderclap: Move Object 13 (Extra: Area [Cone] 2); (Flaws: Range [Close], Limited Direction [away])
~Groundstomp:Burst Area Affliction 13 [Dazed & Vulnerable, Stunned & Prone; resisted by Dodge/Fortitude] (Extras: Area [Burst], Extra Condition); (Flaws: Limited Degrees, Instant Recovery, Limited [Troll must be on the ground, targets must be on the ground])
~Groundstrike: Force Damage 13 (Extras: Line Area x2 [60 ft line], Flaws: Distracting, Limited [Troll must be on the ground, targets must be on the ground])

Powerful Legs:
Leaping 11
-Swimming 5
-Speed 5

Scaly Hide: Protection 8 (Extra: Impervious 12)

Super Strength: Enhanced Strength 5 (Flaw: Limited [Lifting only])

Troll Size: Growth 4 [Strength +4, Stamins +4, Intimidation +4; Dodge/Parry -2, Stealth -4; Reach (5 ft)] (Extra: Increased Duration [Continuous]); (Feat: Innate); (Flaw: Permanent)

Troll Physiology:
Immunity 7 [Suffocation [Drowning], All Environmental Conditions]
Regeneration 2 [1/every 5 rounds]

Offense: Initiative +2
Melee Attack +10
Ranged Attack +0 // Thrown Objects Attack +10

Defense: Dodge +10
Parry +10
Toughness +16* [*Impervious 12]
Fortitude +10
Will +8


Costs: Abilities 60+ Skills 14+ Advantages 20+ Powers 59+ Defenses 12= 165 pts.


Real Name: Carl Peppard
Height: 9'
Weight: Unknown
Hair: None
Eye Color: Yellow
Unusual Features: Orange, scaly skin


Complications:
Accident: Extreme cold temperatures force Troll into a coma-like state until warmer conditions return.

Hunted: Troll is wanted by various law enforcement agencies.

Infamy: Troll is a known criminal and murderer.

Motivation: Troll seeks money and power.

Normal Identity: When he is drained of his alpha radiation, Troll reverts to his non-powered for of Carl Peppard.

Prejudice: Criminal Transhuman.

Quirk: Troll is an unsubtle, predictable fighter.


Background: Carl Peppard was never satisfied with his lot in life – even his job brought him no real joy, just a paycheck. Although it did allow him a small outlet for that same frustration by giving him control over the imprisoned Transhuman criminals that were locked away in New Alcatraz.

Then Steven Samuels, better known as the Transhuman criminal Erudite, arrived to served out his sentence.

At first it started off with attempts of small talk, but eventually Samuels comments about Peppard’s life, or rather his observations on what was going on in the guard’s life and how to correct them, yielded results that Peppard couldn’t deny. From there it didn’t take long for Peppard to start coming to Samuels to complain about the latest problem in his life and what he should do to fix it. It took almost two years, but eventually Carl Peppard had become dependent upon Samuels’ for direction in his life. He was finally ready for what Samuels had in mind – breaking him out of prison.

Samuels serum-based mutations somehow made him resistant to the power nullification system New Alcatraz used to make their prisoners easier to handle, and despite the fact he had limited contact with other people he was able to devise a means of escape. He just needed someone like Carl Peppard to provide him a little help, all it took at this point was a promise of personal power and the deal was made. Following Samuels plan, Peppard had no trouble moving the Transhuman criminal from his isolated cell to a part of the prison where the mercenaries he’d paid, using most of a hidden stash of money Samuels told him the location of, were able to affect an exit from the island prison and transport the pair to a location near a hidden laboratory Samuels had set up years ago. It did not take long for Samuels to fulfill his end of the deal he’d made with Peppard, injecting him with the newest version of Samuels mutagenic serum and transforming him into his current form.

Thankfully for the physically powerful body he’d gained, Peppard happily agreed to work for Samuels as he only saw the opportunity to gain more power for himself as well as living his life as simply as he wanted, allowing Samuels to make all the important decisions for the pair.

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Tattooedman
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Location: Ohio

Hivemother

Post by Tattooedman » Sun Apr 07, 2019 2:26 pm

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Hivemother:
PL:
10
Strength 10 (0)
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 4
Awareness 2
Presence 2

Skills: Acrobatics 3 (+9), Athletics 3 (+5), Close Combat [Unarmed] 6 (+10), Deception 9 (+11), Expertise [Current Events] 6 (+10), Expertise [Psionics] 9 (+13), Insight 6 (+8), Intimidation 6 (+8), Perception 6 (+8), Ranged Combat [Boosted Psionics Attack] 8 (+10), Stealth 6 (+8), Technology 6 (+10)

Advantages: Eidetic Memory, Equipment 6, Improved Initiative, Inventor, Skill Mastery [Technology]

Powers: Hive Mind Tech: (Removable –18 pts) [73 pp]
Micro-Circuit Psionic Control: Ranged Affliction 10 [Dazed, Stunned, Controlled; resisted by Will] (Extras: Linked [Mind Reading]) & Mind Reading 10 (Extra: Linked [Affliction]); (Flaw: Limited [Victims of Affliction only])
Create Swarmtroopers: Summon 8 (Extras: Controlled, Horde); (Feats: Mental Link, Multiple Minions 8 [128 total], Sacrifice)

Hivemother Armor: (Removable -26 pts) [108 pp]
Armored Layers: Protection 8
Flying: Flight 7 (Feat: Move-By Action); (Flaw: Winged)
Sealed Systems: Immunity 10 [All Environmental Conditions, Disease, Poison, Sensory-Based Afflictions (Half Effective), Suffocation]
Swarmtrooper Strength: Enhanced Strength 8
Psi-Boosting Tech: Variable 11 [mental power description] (Extra: Increased Action [Move Action])

Combat: Initiative +6
Melee Attack +4 // Unarmed Attack +10
Ranged Attack +2 // Boosted Psionics Attack +10

Defense: Dodge +10
Parry +10
Toughness +10*/+2 [*Hivemother Armor]
Fortitude +7
Will +9

Equipment: 30 ep for various bases


Costs: Abilities 38+ Skills 27+ Advantages 10+ Powers 181+ Defenses 26= 282 pts.


Real Name: Oliva Boone
Height: 5’3”
Weight: Unknown
Hair: Red
Eye Color: Green


Complications:
Disability: Without her armor, Hivemother is Disabled on all of her physical Abilities and Movement.

Power Level: The mental powers & enhanced strength granted to Hivemother is based on how many mind controlled victims are currently enslaved by her technology.

Work Smarter: Hivemother prefers to work in secret, building up her forces before she implements her plans.


Backgrounds: Oliva Boone worked her way through M.I.T. into a position in Ghostworks thanks to her near genius level intellect and drive to raise her skills in science over all other endeavors. Unfortunately for her, she discovered that she was afflicted with a degenerative nerve disorder that would leave her a vegetable in only a few years.

Seeking a means to stop this from happening, Oliva devised technology that would allow the transference of mental energy from one person to another. She designed and built a device that could easily be fitted onto a person that would facilitate the transfer of said mental energy. She then built a suit of armor that would collect that mental energy and then would transfer it to wearer of that armor. During the first rounds of testing the devices Oliva discovered some interesting side effects; her strength was increased by device’s tapping into the mental energy it stole and that the transfer unit allowed her to control its victim’s mind as well. An even more impressive side effect was that was with a large amount of people the control of her tech she could use the stolen mental energy to enhance her own mind to the point that she could manifest psionic powers.

Calling herself Hivemother, Oliva’s first test of her tech was done in Silicon Valley. There she was able to tap into the minds of some of the greatest software and technology engineers to improve her devices, which drew the attention of the heroine Makeshift who was able to free the enslaved victims by creating a feedback loop in the mental energy transfer system that overloaded Oliva’s armor. Despite this setback, Oliva escaped and hid herself away thanks to her contacts in Ghostworks. Oliva then rebuilt her armor based on what her mind-controlled victims had designed, making sure to correct the flaw in her mental energy transfer system that had allowed Makeshift to defeat her and could not be used against her ever again. Now Oliva is slowly building an army of forced minions, collecting slaves for her to have help her to maintain her failing body.

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Tattooedman
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Donar

Post by Tattooedman » Sun Apr 07, 2019 4:11 pm

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Donar:
PL:
12
Strength 11 (2)
Stamina 8 (2)
Agility 2
Dexterity 2
Fighting 8 (2)
Intellect 0
Awareness 3
Presence 2

Skills: Close Combat [Unarmed] 2 (+10), Close Combat [Storm Bringer] 4 (+12), Expertise (Aesir) 3 (+4), Insight 6 (+9), Intimidation 6 (+8), Perception 6 (+9), Ranged Combat [Storm Singer] 10 (+12), Ranged Combat [Lightning Bolt] 10 (+12)

Advantages: Benefit [Avatar of Thor], Diehard, Equipment, Great Endurance, Improved Critical [Storm Bringer] 2, Improved Initiative, Interpose, Power Attack,

Powers: Avatar Of The Thunder God:
Enhanced Strength 12 (Flaw: Limited [3 Ranks for Lifting only])
Enhanced Stamina 6
Enhanced Fighting 6
Immunity 6 [All Environmental Conditions, Poison]
Regeneration 2 (Extra: Persistent); (Feats: Regrowth)

Storm Singer: (Easily Removable -22 pts) [33 pp]
Lightning Bolt: Electrical Damage 12 (Extras: Area [Line] 3)
-Axe Smash: Strength-Based Damage 1 (Feats: Penetrating 12); (Feat: Improved Critical)
-Axe Throw: Strength-Based Ranged Damage 1 (Feats: Ricochet 3, Penetrating 12)
-Axe Spin: Strength-Based Damage 1 (Extras: Area [Burst])
-Axe Slam: Affliction 10 [Hindered, Prone; resisted by Dodge] (Extras: Area [Burst], Linked [Damage]); (Flaws: Limited Degree, Instant Recovery, Limited [Grounded Targets only]) & Damage 1 (Extras: Area [Burst]); (Flaw:Limited [Grounded Targets only])
-Electric Light: Affliction 10 [Visually Hindered, Visually Impaired, Visually Unaware; resisted by Dodge/Fortitude] (Extra: Area [Burst]); (Flaw: Limited [1 Sense only (vision)])
-I Threw My Axe Into The Sky: Flight 8 (Flaw: Limited [One Direction Only])

Offense: Initiative +6
Melee Attack +8 // Unarmed Attack +10 // Storm Bringer Attack +12
Ranged Attack +2 // Lightning Bolt/Storm Bringer +12

Defense: Dodge +12
Parry +12
Toughness +12*/+8 [*Armor]
Fortitude +9
Will +8


Equipment: Armor: Protection 4 (Feat: Subtle)


Costs: Abilities 30+ Skills 20+ Advantages 9+ Powers 89+ Defenses 20= 168 pts.


Real Name: Matthew Michaels
Height: 6’2” (non-powered) 6'8” (powered)
Weight: 198 lbs (non-powered) 298 lbs (powered)
Hair: Black (powered) Brown (non-powered)
Eye Color: Blue (powered) Brown (non-powered)


Complications:
Enemy: Charlatan.

Motivation ~Responsibility: Donar feels he needs to use his abilities for the good of others.


Background: Matthew Michaels never was as interested with the legends of Asgard as his brother Harlan was; he was content to live the life of a well-off trust funder who attended social gatherings that were for the benefit of those less financially secure as he was. Then he began having odd dreams about a large, heavily muscled, red headed man who fought monsters with a hammer that threw lightning and spoke to him about fighting for the fate of the Golden Realm. Confused by the nightly dreams Matt began reading up on Norse mythology. He quickly was able to identify Thor and realized his dreams were about his supposed adventures. Further confused as to why he was having them Matt delved deeper into the subject until discovering his brother's books alluding to a person being able to tap into the godly abilities of various members of the Aseir.

In his next dream communication with Thor, Matthew learned his brother, Harlan, had become the avatar of Loki and was working to free the Norse God from his fate in Ragnarok and bring him to Earth. Fearing what such a thing would do to the cycle of Ragnarok and the ultimate fate of Asgard, Thor sought to stop his half-brother and wanted Matthew to be his avatar on Earth. After considering the offer Matthew accepted the offer and was transformed into a physical powerhouse along with being gifted with an enchanted axe he used as the hero Donar, which would lead to several confrontations between the two siblings. In an effort to overcome his brother, Harlan would empower several people to fight in his place against Matthew, though the young man would repeatedly overcome the challenges they brought to him.

At the close of one adventure, that had drawn in members of the Vanguard, Donar was offered membership in that group and he accepted; realizing that the help they could provide could be of use to him he accepted the offer and while the backing of the Vanguard organization has been very helpful it has expanded the number of foes he faces. However, Matthew feels up to the challenge and has enjoyed many of his exploits, finding the challenges brought against him to be nothing like he's ever experienced before.
Last edited by Tattooedman on Sun May 12, 2019 3:29 am, edited 1 time in total.

User avatar
Tattooedman
Posts: 1292
Joined: Fri Nov 04, 2016 8:09 pm
Location: Ohio

Grendel

Post by Tattooedman » Sun Apr 07, 2019 4:28 pm

Image
Grendel:
PL:
14
Strength 16
Stamina 10
Agility 2
Dexterity 2
Fighting 5
Intellect -2
Awareness 2
Presence 0

Skills: Athletics 3 (+19), Close Combat [Unarmed] 6 (+12), Insight 6 (+8), Intimidation 9 (+11), Perception 6 (+8), Ranged Combat [Thrown Objects] 8 (+10), Stealth 6 (+)

Advantages: All-Out Attack, Chokehold, Close Attack, Fast Grab, Great Endurance, Improved Grab, Improved Hold, Improved Initiative, Improvised Weapon, Power Attack, Takedown 2, Ultimate Effort [Strength Checks], Ultimate Effort [Toughness Checks], Ultimate Effort [Will Checks]

Powers: Adapts To The Environment: Morph 2 (Feat: Metamorph 2)

Large Size: Growth 4 [Strength +4, Stamina +4, Intimidation +2; Dodge/Parry -2, Stealth -4] (Extra: Increased Duration [Continuous]); (Feat: Innate); (Flaw: Permanent)

Invulnerability:
Enhanced Fortitude 3
Immunity 7 [All Environmental Conditions, Disease, Poison]
Protection 6 (Extra: Impervious 12)

Super Senses: Senses 7 [Vision (Extended 2), Darkvision, Hearing (Extended 2), Ultra-Hearing]

Super Strength: (Flaw: Limited [each round Grendel is involved in a prolonged battle, he gains 1 rank to his lifting Strength and Improved Critical, until he reaches all 4 ranks; when the battle ends, these ranks fade at a rate of 1 per round])
Enhanced Advantage 4 [Improved Critical (Unarmed) 4]
Enhanced Strength 4 (Flaw: Limited [Lifting only])
Feature 1 [In any contest or comparison of Strength, he wins against those challenging him]

Feats Of Super Strength:
~Big Jumps: Leaping 16
~Bracing: Immunity 10 [Being Moved] (Flaw: Sustained)
~Cracking The Whip: Affliction 14 [Dazed & Vulnerable, Prone & Stunned; resisted by Dodge/Fortitude] (Extras: Area [Line], Extra Condition); (Flaws: Limited Degree, Limited [Only targets on an same surface as Grendel])
~Groundstrike: Damage 14 (Extras: Area [Burst] 2); (Flaws: Distracting, Limited [Grendel must be on same surface as targets])
~Makeshift Handholds: Movement 2 [Wall-Crawling 2] (Flaw: Limited [Only surfaces with a material Toughness that is lesser than his Strength modifier])
~Massive Knockback: Move Object 14 (Flaws: Close Range, Limited [Away Only])
~Shockwave: Affliction 14 [Dazed & Vulnerable, Stunned & Prone; resisted by Dodge/Fortitude] (Extras: Area [Cone] 2, Extra Condition); (Flaws: Limited Degree, Limited [Only targets on same surface as Grendel])
~Stonewall: Damage 14 (Extra: Reaction [Being hit]); (Flaw: Limited [Effect rank or attack’s Damage rank, whichever is less])
~Sonic Slam: Move Object 12 (Extra: Area [Cone]); (Flaw: Close Range, Limited Direction [Away only])
~Thunderclap: Affliction 14 [Dazed & Vulnerable, Defenseless & Stunned; resisted by Fortitude] (Extras: Area [Burst], Extra Condition); (Flaw: Limited Degree)
~Unstoppable: Burrowing 14 (Extra: Penetrating)

Offense: Initiative +6
Melee Attack +6 // Unarmed Attack +12
Ranged Attack +2 // Thrown Objects Attack +10

Defense: Dodge +10
Parry +10
Toughness +16* [*Impervious 12]
Fortitude +13
Will +10


Costs: Abilities 70+ Skills 17+ Advantages 15+ Powers 75+ Defenses 19= 196 pts.


Real Name: William “Bill” Bannion
Height: 8’5” (as Grendel) 5’10” (as Bannion)
Weight: Unknown (as Grendel) lbs (as Bannion)
Hair: Black (as Grendel) (as Bannion)
Eye Color: White (as Grendel) (as Bannion)
Unusual Features: Blue skin (as Grendel)


Compilations:
Disability: Grendel can barely speak.

Normal Identity: When calm, or he is drained of his alpha radiation, Grendel reverts to his non-powered for of Bill Bannion.

Temper: Not surprisingly Grendel can get very angry, causing him to do lots of damage to his surroundings.


Background: William “ Bill” Bannion M.D., Ph.D., was a physician and scientist employed by the American Government to study the effects of radiation on the human body and create a treatment to counter it. The years of hard work had finally payed off as he and his team were waiting for final approval to move onto human testing. Unfortunately for Bannion his second on the project, Dr. Steven Samuels, had been secretly working out a deal with Ghostworks. to sell them the finalized formula. True to their venomous nature, the High Command did not want to wait the years that human testing would require and deployed a strike team to Bannion’s lab.

When the strike team arrived where the project was based, there was a scuffle that resulted in Bannion getting injected with the serum and knocked unconscious before he and the rest of the research team were locked in the lab where alpha radiation tests were done. The Ghostworks agents tied up all of the scientists except for Bannion and turned on the radiation generator to expose the team to a lethal dose that would result in their deaths within a few hours. While the generator built up its energy Bannion woke up and quickly assessed the situation, realizing his options were few he still acted – he focused the generator’s energy into a modified spectrometer that Bannion had to physically hold it away from his team, which exposed him to a massive amount of alpha radiation.

As his body absorbed massive amounts of alpha radiation Bannion’s adrenaline spiked, causing an unexpected reaction with the serum; his body began transforming into a massive, hulking beast that began to tear the lab apart in an effort to flee the scene. That led the transformed Bannion directly to Ghostworks’ strike team, who he easily defeated thanks to his now superhuman strength and resistance to injury. While he confronted the terrorists, his team managed to make their escape thanks to the damage, although, to the world, it appeared that the facility suffered some kind of mishap that caused its explosive destruction. In the aftermath a blue skinned creature was seen fleeing the scene, leaving many to question if it was responsible for the destruction of the facility and perhaps the death of Billy Bannion as he went missing that same night.

Over the following weeks reports were made about the sudden appearances of the same blue skinned creature engaging in small rampages all across the country as he fought against mutated creatures, reports that ended up becoming the business of C.A.S.T.L.E. who were worried that they had a newly empowered Transhuman that could create others on a rampage. They answered with an armed response and while the recently mutated creatures were easier to deal with, nothing seemed to be able to stop the beast they named Grendel. In fact, every attack only seemed to make it stronger! What made the issue worse was the fact that Grendel also possessed the ability to change his body into an avian form as well as an aquatic one. It seemed that no matter what plan they came up with Grendel was able to not only meet their challenge but was able to overcome them. C.A.S.T.L.E. only caught a break when they realized that Grendel was slowly making his way towards Odyssey Technologies in New York.

When Grendel found his way to Vera Warden, Bannion’s fiancé, the rampage came to a halt. Vera saw the soul of Bannion in the monster’s eyes, that moment of connection calmed the creature and Bannion was able to assume his normal human form; revealing to all the onlookers that he was the monster that had been terrorizing the country. There were high ranking members of the military who demanded that Bannion be taken prisoner. Fearful of being transformed into some sort of living weapon, Bannion fled from the scene and became a fugitive; hunted by C.A.S.T.L.E. Agent Leonard Harper. During the next decade, Bannion avoided Agent Harper at every turn. Unfortunately, he was less successful at avoiding the machinations of Samuels, who sent numerous radiation mutants after Bannion to test the limits of his strength and power. When Agent Harper finally discovered the twisted doctor’s plans, he attempted to apprehend him only to learn that Samuels had injected himself into a super intelligent monstrosity that called himself Erudite that required the physically-unstoppable Grendel to overcome him.

In the aftermath of that confrontation Grendel managed to disappear, transforming back into Bannion and disappearing from the public eye. Months later Bannion has somehow made his way to Alaska, living on Chichagof Island where instead of trying to figure out a means to suppress his transformations, he is instead working to develop a way to transform in a controlled manner with positive results. Several years later Grendel reappears fighting against the mutated beasts under the control of Erudite who had escaped custody and resumed his efforts to “improve” humanity in his own twisted image. Now it seems that Bannion has more influence on Grendel’s actions, keeping his alter ego more focused on his opponents and limiting the amount of collateral damages done.

Image
Grendel:
PL:
14
Strength 12
Stamina 10
Agility 2
Dexterity 2
Fighting 5
Intellect -2
Awareness 2
Presence 0

Skills: Acrobatics 0 (+11), Athletics 3 (+19), Close Combat [Unarmed] 6 (+14), Insight 6 (+8), Intimidation 9 (+11), Perception 6 (+8), Ranged Combat [Thrown Objects] 8 (+10), Stealth 6 (+)

Advantages: All-Out Attack, Chokehold, Close Attack 3, Favored Environment [Airborne], Great Endurance, Improved Initiative, Power Attack, Takedown 2, Ultimate Effort [Dodge Checks], Ultimate Effort [Will Checks]

Powers: Adapts To The Environment: Morph 2 (Feat: Metamorph 2)

Beast Of The Skies:
Enhanced Skill 3 [Acrobatics +9] (Flaws: Limited to While Flying)
Enhanced Advantages 4 [Agile Feint, Evasion 2, Improved Initiative] (Flaws: Limited to While Flying)
Enhanced Dodge 6 (Flaws: Limited to While Flying)
Enhanced Parry 6 (Flaws: Limited to While Flying)
Flight 10 (Feat: Move-By Action); Flaw: Winged)
Movement 1 [Environmental Adaptation (High Altitudes)]

Large Size: Growth 4 [Strength +4, Stamina +4, Intimidation +2; Dodge/Parry -2, Stealth -4] (Extra: Increased Duration [Continuous]); (Feat: Innate); (Flaw: Permanent) 9

Invulnerability:
Immunity 7 [All Environmental Conditions, Disease, Poison]
Protection 2 (Extra: Impervious 10)

Super Senses: Senses 5 [Vision (Extended 2), Darkvision, Infravision]

Talons: Slashing Damage 2 (Extra: Penetrating 12)

Wing Attacks:
Wing Wind: Affliction 8 [Hindered, Prone; resisted by Strength/Agility] (Extra: Area [Cone] 2); (Flaw: Limited Degree)
-Wing Bash: Bludgeoning Strength-Based Damage 4 (Feat: Split)

Offense: Initiative +6
Melee Attack +5 // Unarmed Attacks +14
Ranged Attack +2 // Thrown Objects Attacks +10

Defense: Dodge +16*/+10 [Beast Of The Skies]
Parry +16*/+10 [Beast Of The Skies]
Toughness +12* [*Impervious 10]
Fortitude +13
Will +10


Costs: Abilities 62+ Skills 17+ Advantages 13+ Powers 87+ Defenses 24= 207 pts.


Real Name: Robert Bannion
Height: 7’5”
Weight: Unknown
Hair: None
Eye Color: Brown
Unusual Features: Body covered in brown feathers, bird-like head


Compilations:
Disability: Grendel can barely speak.

Normal Identity: When calm, Grendel reverts to the form of William Bannion.

Temper: Grendel is well known for his anger, which has led to him doing lots of damage to his surroundings.
Image
Grendel:
PL:
14
Strength 12
Stamina 10
Agility 2
Dexterity 2
Fighting 5
Intellect -2
Awareness 2
Presence 0

Skills: Athletics 3 (+19), Close Combat [Unarmed] 6 (+11), Insight 6 (+8), Intimidation 9 (+11), Perception 6 (+8), Ranged Combat [Thrown Objects] 8 (+10), Stealth 6 (+8)

Advantages: All-Out Attack, Chokehold, Close Attack, Fast Grab, Favored Environment (Underwater)] Great Endurance, Improved Grab, Improved Initiative, Improvised Weapon, Power Attack, Takedown 2, Ultimate Effort [Toughness Checks], Ultimate Effort [Will Checks]

Powers: Adapts To The Environment: Morph 2 (Feat: Metamorph 2)

Beast Of The Water:
Enhanced Skills 4 [Acrobatics +6, Athletics +6] (Flaw: Limited [Underwater Only])
Enhanced Advantage 1 [Improved Initiative] (Flaw: Limited [Underwater Only])
Enhanced Advantage 2 [Variable Descriptor 2 (Slashing, Piercing ~ Unarmed Attacks)]
Enhanced Dodge 6 (Flaw: Limited [Underwater Only])
Enhanced Parry 6 (Flaw: Limited [Underwater Only])
Immunity 3 [Environmental Cold, Drowning, Pressure]
Movement 1 [Environmental Adaptation (Aquatic)]
Swimming 8

Claws: Strength-Based Damage 2 (Feats: Improved Critical 3, Improved Smash)

Large Size: Growth 4 [Strength +4, Stamina +4, Intimidation +2; Dodge/Parry -2, Stealth -4] (Extra: Increased Duration [Continuous]); (Feat: Innate); (Flaw: Permanent)

Invulnerability:
Immunity 7 [All Environmental Conditions, Disease, Poison]
Protection 2 (Extra: Impervious 12)

Super Senses: Senses 7 [Darkvision, Hearing (Accurate, Extended 2), Ultra-Hearing]

[Offense:[/u] Initiative +10*/+6 [*Beast Of The Water]
Melee Attack +5 // Unarmed Attack +11
Ranged Attack +2 // Thrown Objects Attack +10

Defense: Dodge +16*/+10 [*Beast Of The Water]
Parry +16*/+10 [*Beast Of The Water]
Toughness +12* [*Impervious]
Fortitude +13
Will +10


Costs: Abilities 46+ Skills 17+ Advantages 14+ Powers 77+ Defenses 24= 178 pts.


Real Name: Robert Bannion
Height: 7’8”
Weight: Unknown
Hair: Black
Eye Color: Yellow
Unusual Features: Light blue, scaly skin


Compilations:
Cold-Blooded: In his aquatic form, Grendel’s body produces relatively little heat internally and he relies on external sources to raise his body temperature.

Disability: Grendel can barely speak.

Normal Identity: When calm Grendel reverts to his non-powered for of Robert Bannion.

Temper: Not surprisingly Grendel can get very angry, causing him to do lots of damage to his surroundings.
Image
William Bannion:
PL:
7
Strength 2
Stamina 2
Agility 2
Dexterity 2
Fighting 1
Intellect 6
Awareness 3
Presence 2

Skills: Athletics 4 (+6), Deception 6 (+8), Expertise [Biology] 6 (+12), Expertise [Physics] 6 (+12), Expertise [Radiation] 6 (+12), Insight 5 (+8), Perception 5 (+8), Persuasion 6 (+8), Stealth 6 (+8), Technology 6 (+12), Treatment 4 (+10)

Advantages: Beginner’s Luck, Jack of all Trades, Trance

Offense: Initiative +2
Melee Attack + 1
Ranged Attack +2

Defense: Dodge +4
Parry +3
Toughness +2
Fortitude +4
Will +9


Costs: Abilities 40+ Skills 20+ Advantages 3+ Defenses 12= 75 pts.

User avatar
Tattooedman
Posts: 1292
Joined: Fri Nov 04, 2016 8:09 pm
Location: Ohio

Dovetail

Post by Tattooedman » Sun Apr 07, 2019 5:44 pm

Image
Dovetail:
PL:
10
Strength 2
Stamina 3
Agility 6
Dexterity 6
Fighting 5
Intellect 2
Awareness 3
Presence 2

Skills: Acrobatics 6 (+12), Athletics 4 (+6), Deception 13 (+15), Expertise [Black Ops] 9 (+11), Expertise [Security Consultant] 6 (+8), Expertise [Streetwise] 8 (+10), Insight 7 (+10), Intimidation 10 (+12), Investigation 8 (+10), Perception 9 (+12), Ranged Combat [Thrown Weapons] 7 (+13), Sleight of Hand 4 (+10), Stealth 9 (+15), Vehicles [Land] 3 (+9)

Advantages: Accurate Attack, Agile Feint, Assessment, Benefit [Cipher], Close Attack 8, Contacts, Defensive Attack, Defensive Roll, Equipment 4, Evasion 2, Fast Grab, Grabbing Finesse, Great Endurance, Improved Initiative, Power Attack, Quick Draw, Takedown 2, Uncanny Dodge

Powers: Grappling Talons:
Sharpened Edges: Strength-Based Damage 4
-Swingline: Movement 2 [Swinging, Wall-Crawling]

Weapons Array: (Easily Removable -10 pts) [13 pp]
Bolos: Ranged Affliction 6 [Hindered & Vulnerable, Defenseless & Immobile; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree) 18 pts
-Combat Baton: Strength-Based Damage 5 (Feat: Improved Critical 3, Improved Smash)
-Dove Feather: Ranged Strength-Based Damage 5 (Extra: Multiattack 7)
-Explosive Feather: Ranged Ballistic Damage 6 (Extra: Area [Burst])
-Flash Bang: Ranged Affliction 6 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extra: Area [Burst])
-Smoke Bombs: Concealment 2 [visual; DC 12] (Extras: Area [Cloud] 2, Attack)

Offense: Initiative +10
Melee Attack +13
Ranged Attack +6 // Thrown Weapons Attack +13

Defense: Dodge +14
Parry +14
Toughness +6*/+5**/+3 [*Costume & Defensive Roll/**Costume]
Fortitude +8
Will +8

Equipment: Communicator, Thieves Tools, Motorcycle


Cape: Flight 2 (Flaw: Limited [Gliding])

Costume: Protection 2

Helmet: Senses 2 [Infravision, Radio]


Costs: Abilities 58+ Skills 35+ Advantages 29+ Powers 18+ Defenses 27= 167 pts.


Real Name: Miranda North
Height: 5’7”
Weight: 127 lbs
Hair: Dark Brown
Eye Color: Blue



Complications:
A Redacted Past: There things that Dovetail did when part of the military that could come back to haunt her.

Motivation ~Seeking Justice: Dovetail strives to see justice done for everyone.

Relationship: Her husband and crime fighting partner Falconcrest.

Secret Identity: Dovetail is really Miranda North.


Background: Miranda North met her husband Jason in basic training when they both joined the Marines and were married just over a year later. They both did multiple tours in the Middle East before hanging up their fatigues after ten years of service and moved to Detroit. There they tried to move on with their lives making a family and security consulting company, but quickly grew bored, as being married when you had to actually see each other every day instead of only a few weeks out of the month was difficult for both of them.

Looking for something to fill the void the rush of combat had provided Miranda took note of the rampant corruption and crime of her hometown and decided to use her skills to do something about it. James never questioned the various bruises and cuts on her body as they both maintained both their combat skills and physical conditioning after leaving the military. Her “hidden headquarters” was paid for in cash payments to eliminate a paper trail as well as providing a place for her to keep her custom adventuring equipment.

As Dovetail she became well known force of harsh justice in Detroit, matched only by another masked hero known only as Falconcrest. It was a year later when Miranda discovered the other hero of Detroit's identity - her husband Jason! When confronted with their situation neither one was willing to hang up their respective capes, leaving the only option for them being to work together. Thanks to their tactical training it took little time for the pair to quickly develop a style of working together that was comfortable to them and very uncomfortable to the criminals they dealt with.

Original idea of Dovetail by ClassDunce, tweaked a good bit by me.

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