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

Where in all of your character write ups will go.
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Tattooedman
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Falconcrest

Post by Tattooedman » Sun Apr 07, 2019 5:47 pm

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Falconcrest:
PL:
10
Strength 4
Stamina 4
Agility 4
Dexterity 4
Fighting 5
Intellect 2
Awareness 3
Presence 2

Skills: Acrobatics 6 (+10), Athletics 5 (+9), Deception 12 (+14), 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 [Pistols] 8 (+13), Sleight of Hand 4 (+10), Stealth 9 (+15), Vehicles [Land] 3 (+9)

Advantages: All-Out Attack, Assessment, Benefit [Cipher], Close Attack 8, Contacts, Cunning Fighter, Defensive Roll, Equipment 4, Evasion 2, Fast Grab, Great Endurance, Improved Hold, Improved Initiative, Power Attack, Quick Draw, Ranged Attack, Takedown 2, Uncanny Dodge

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

Combat Baton: Strength-Based Damage 5 (Feat: Improved Critical 3, Improved Smash)

Pistols: (Easily Removable -10 pts) [13 pp]
Tangler Rounds: Ranged Affliction 6 [Hindered & Vulnerable, Defenseless & Immobile; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree) 18 pts
-Hard Rubber Rounds: Ranged Ballistic Damage 7 (Extra: Penetrating)
-Explosive Rounds: Ranged Ballistic Damage 6 (Extra: Area [Burst])
-Flash Bang Rounds: Ranged Affliction 6 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extra: Area [Burst])
-Rapid Fire Rounds: Ranged Ballistic Damage 7 (Extra: Muliattack)
-Smoke Bomb Rounds: Concealment 2 [visual; DC 12] (Extras: Area [Cloud] 2, Attack)

Offense: Initiative +8
Melee Attack +13
Ranged Attack +5 // Pistol Attacks +13

Defense: Dodge +13
Parry +13
Toughness +7*/+6**/+4 [*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 56+ Skills 34+ Advantages 31+ Powers 18+ Defenses 26= 164 pts.


Real Name: Jason Faraday
Height: 6'3”
Weight: 207 lbs
Hair: Black
Eye Color: Blue


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

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

Relationship: His wife and crime fighting partner Dovetail.

Secret Identity: Falconcrest is really Jason Faraday.


Background: Jason Faraday met his wife Miranda 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 year was difficult for both of them.

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

As Falconcrest he became well known force of harsh justice in Detroit, matched only by another masked hero known only as Dovetail. It was a year later when Jason discovered the other hero of Detroit's identity - his wife Miranda! 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.

Thorpocalypse
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Joined: Fri Nov 04, 2016 8:52 pm

Re: The T-Verse (Earth 75): Lots of new builds....

Post by Thorpocalypse » Sun Apr 07, 2019 10:06 pm

There is but one Falcon Crest, Tattooed!!! :)
Me fail English? That's unpossible. - Ralph Wiggum

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Tattooedman
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Location: Ohio

Re: The T-Verse (Earth 75): Lots of new builds....

Post by Tattooedman » Mon Apr 08, 2019 9:46 am

Thorpocalypse wrote:
Sun Apr 07, 2019 10:06 pm
There is but one Falcon Crest, Tattooed!!! :)
Sorry, I'm more of a Dallas guy myself.

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Tattooedman
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Cerebrax

Post by Tattooedman » Sat Apr 13, 2019 3:40 am

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Cerebrax:
PL:
11
Strength 1
Stamina 3
Agility 2
Dexterity 4
Fighting 6
Intellect 5
Awareness 4
Presence 4

Skills: Deception 9 (+13), Expertise [Criminal] 9 (+14), Expertise [Current Events] 6 (+11), Expertise [Pop Culture] 3 (+8), Insight 8 (+12), Intimidation 6 (+10), Investigation 3 (+8), Perception 8 (+12), Persuasion 6 (+10), Ranged Combat [Telepathic Mastery Array] 6 (+11), Ranged Combat [Telekinetic Mastery Array] 6 (+11), Sleight of Hand 6 (+10), Stealth 8 (+10)

Advantages: Connected, Contacts, Eidetic Memory, Improved Feint, Inspire 4, Languages [Base: French; English], Leadership, Power Attack, Ranged Attack, Set-Up, Teamwork, Ultimate Effort [Ultimate Will Resistance], Well-Informed

Powers: Telepathic Mastery Array:
Detect Psionics: Senses 6 [Awareness (Psionics; Accurate, Acute, Radius, Ranged)]
Telepathy:
Communication 4 [mental] (Extras: Area, Selective); (Feat: Subtle)
Mind Reading 11 (Feat: Subtle)
-Mental Domination: Ranged Affliction 11 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Cumulative); (Feat: Subtle)
- Mind Wipe: Ranged Affliction 11 [Transformed; resisted by Will] (Extra: Cumulative); (Feats: Insidious, Subtle 2); (Flaw: Limited to the Third Degree)
-Psi-Bolt: Ranged Mental Damage 11 (Extras: Alternate Resistance [Will], Perception)
-Psionic Viewing: Remote Senses 12 [audio & visual] (Feat: Subtle 2) (Flaw: Limited [Physical body left Defenseless])
-Mental Images: Illusion 11 [audio & visual] (Extra: Selective); (Feat: Illusion Area); (Flaw: Resistible [Will])

Telepathic Defenses: (Flaw: Limited [Only works against those with minds])
Enhanced Dodge 7
Enhanced Parry 5

Telekinetic Field:
Immunity 12 [Cold Damage, Environmental Cold, Environmental Heat, Heat Damage] (Flaw: Sustained)
Protection 8 (Extras: Impervious 11); (Flaw: Sustained)

Telekinetic Mastery Array:
Telekinesis: Move Object 11 (Extra: Damaging); (Feat: Precise)
-Telekinetic Burst: Force Damage 11 (Extra: Area [Burst] 2)
-Telekinetic Crush: Ranged Force Damage 11 (Extra: Alternate Resistance [Fortitude])


Offense: Initiative +2
Melee Attack +6
Ranged Attack +5 // Telekinetic Mastery Attack +11

Defense: Dodge +11*/+4 [*Telepathic Defenses]
Parry +11*/+6 [*Telepathic Defenses]
Toughness +11*/+3 [*Telekinetic Field (Impervious 11)]
Fortitude +8
Will +13


Costs: Abilities 58+ Skills 29+ Advantages 16+ Powers 116+ Defenses 15= 234 pts.


Real Name: Henry Du’Bois
Height: 5’11”
Weight: 182 lbs
Hair: Black
Eye Color: Blue


Complications:
Motivation ~Power: Cerebrax lusts for power and will go to great lengths to achieve it.

Prejudice: Transhuman criminal.

Psychic Superiority: Cerebrax feels that those with psionic abilities are the next step in human evolution and should be the ones to control the workings of the world (with him at the lead of course). Thus most of his plots are based upon making this psychic utopia a reality.


Background: Henry Du’Bois knew from an early age that he was going to be a well-known person, but it wasn't due to any impressive amount of physical skill or depth of knowledge - it was because at a young age he could read the minds of those around him. Having learned so many harsh adult truths at a very young age left Henry with contempt for those without powers like his, and he soon learned how he could use his powers to further his own agendas. By the time he graduated from college Henry had developed his psionic abilities to the point that he could not only manipulate the minds of others, but he could manipulate objects with his mind as well and could do it so precisely that he could affect matter on a molecular level as to increase or decrease its temperature as he wanted.

Secure in the knowledge that he was one of the most powerful psychics alive, Henry went on to begin his super villain career as Cerebrax. Though it didn't go exactly as he planned - he'd underestimated the determination of those idealistic super heroes as he was prevented from attaining many of his goals due to the interference of members of the Vanguard, the Alliance as well as some of the solo heroes active across the country.

To deal with that hindrance to his plans Henry decided to assemble a group to shift the odds in his favor. Using his powers, he was able to locate and recruit several psychics to his cause through various means (some were swayed by promises of personal power, while others were convinced by the idea of great personal wealth, with a few forcibly recruited by use of Henry's mental abilities). Now confident that his Monarchy, as he named the group, will ensure his inevitable victory, Henry is enacting his plans.

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Tattooedman
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Ballista

Post by Tattooedman » Sat Apr 13, 2019 3:44 am

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Ballista:
PL:
10
Strength 2
Stamina 3
Agility 5
Dexterity 4
Fighting 10 (4)
Intellect 2
Awareness 4
Presence 2

Skills: Acrobatics 8 (+13), Athletics 8 (+10), Close Combat [Psychic Rapier ] 2 (+10), Deception (+2), Insight 9 (+13), Intimidation (+2), Perception 7 (+11), Persuasion 5 (+7), Ranged Combat [Thrown] 6 (+10), Sleight of Hand 4 (+8), Stealth 10 (+15)

Advantages: Close Attack 4, Defensive Roll 5, Hide In Plain Sight, Improved Initiative, Languages 2 [Base: English; French], Power Attack, Ranged Attack 2, Trance

Powers: Mind Shield: Enhanced Will 4 (Flaw: Limited to Mental Effects)

Psychic Senses: Senses 3 [Danger Sense (Mental; Extended), Telepathic Awareness]

Aura Reading: Senses 4 [Detect (Emotional & Physical State: Visual, Mental), Ranged]

Mental Detection: Senses 4 [Detect (Minds: Accurate, Acute, Ranged] (Feat: Subtle)

Telepathy: Mind Reading 10 (Extra: Cumulative); (Feat: Subtle)
-Mental Communication: Communication 3 [Long Range (statewide or across a small nation)]; (Extra: Area, Selective); (Feat: Subtle)
-Psychic Rapier: Mental Damage 10 (Extra: Alternate Resistance [Will]); (Feat: Improved Critical 2)
-Psychic Crossbow: Mental Damage 8 (Extra: Alternate Resistance [Will]); (Feats: Accurate 2, Improved Critical 2, Reach 6)

Mind Over Matter:
Enhanced Fighting 6
Enhanced Advantages 7 [Agile Feint, Evasion 2, Move-By Action, Takedown 2, Uncanny Dodge]
Enhanced Dodge 5
Leaping 3
-Speed 3

Offense: Initiative +9
Melee Attack +8 // Psychic Rapier Attack +10
Ranged Attack +6 // Psychic Crossbow Attack +10

Defense: Dodge +12*/+ [*Mind Over Matter]
Parry +12
Toughness +8*/+3 [*Defensive Roll]
Fortitude +6
Will + 8 [+12* (Mind Shield)]


Costs: Abilities 48+ Skills 21+ Advantages 17+ Powers 78+ Defenses 18= 182 pts.


Real Name: Hugh Hale
Height: 6’2”
Weight: 207 lbs
Hair: Black
Eye Color: Blue


Complications:
Psychic Superiority: Ballista believes that those with psionic abilities are the next step in human evolution and should be the ones to control the workings of the world.

Prejudice: Transhuman criminal.

Unaware Partner In Crime: Ballista is unaware that Cerebrax has used his telepathic powers to alter his mind to make him a member of the Monarchy.


Background: Hugh Hale was born on October 8, 1980 in Parma, Ohio. His parents divorced when he was nine years old; his mother remarried giving him a step-father and two half-siblings, while his father remained single. In high school he was the captain of basketball team and the cross-country track team, where he learned an impressive amount of self-discipline and earned himself an athletic scholarship to college. Over the next following couple of years, he pursued a degree in business, during which he began to suffer almost crippling headaches.

This forced him to search for a specialist to help him deal with his affliction, and he ended up being put in contact with the Vanguard Academy; there under the guidance of the instructors Hugh discovered how to control his psychic abilities. Because of his age, Hugh wasn’t considered a full-time student of the Academy and did not apply for membership in the Vanguard upon graduation; instead he returned to his former life and tried to live quietly. However, a few months after leaving the Academy, Hugh was confronted by Cerebrax, who had somehow learned about him and had decided that he’d make a good candidate for the Monarchy and used his vast mental powers to force the younger man into becoming a willing member.

Now as Ballista, Hugh uses his powers to further the Monarchy’s goals and has been unwilling to answer any questions posed to him by the members of the Vanguard who knew him back when he was studying alongside them, unaware that he is unable thanks to Cerebrax’s telepathically implanted commands.

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Tattooedman
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Confusion

Post by Tattooedman » Sat Apr 13, 2019 3:48 am

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Confusion:
PL:
11
Strength 1
Stamina 1
Agility 4
Dexterity 4
Fighting 5
Intellect 3
Awareness 4
Presence 5

Skills: Acrobatics 4 (+8), Athletics 2 (+3), Close Combat [Canne De Combat Training] 5 (+10), Deception 7 (+12/+14), Expertise [Computers] 9 (+12), Expertise [Criminal] 6 (+9), Expertise [Current Events] 6 (+9), Expertise [Pop Culture] 6 (+9), Insight 6 (+10), Perception 6 (+10), Persuasion 7 (+12/+14), Sleight of Hand 9 (+13), Stealth 9 (+13)

Advantages: Attractive, Close Attack, Equipment 3, Hide In Plain Sight, Improved Defense, Improved Feint, Online Research, Task Focus [Expertise (Computers): Hacking]

Powers: Babble Infection: Ranged Affliction 11 [Transformed (unintelligible speech); resisted by Will] (Extras: Area [Burst], Contagious, Increased Duration 2 [Continuous], Selective); (Feats: Insidious, Reversible); (Flaw: Limited Degree [3rd Condition Only])
-Befuddle Infection: Ranged Affliction 11 [Impaired, Disabled; resisted by Will] (Extras: Area [Burst], Contagious, Increased Duration 2 [Continuous], Selective); (Feats: Insidious, Reversible); (Flaw: Limited Degree)

Psychic Linguist: Comprehend Languages 2 [speak, understand]

Psionic Resistance: Immunity 5 [Psionic-Based Afflictions] (Extras: Affects Others, Perception, Selective)

Force Field Belt: (Removable –4 pts) [16 pp]
Protective Aura: Protection 10 (Extra: Impervious)

Canne De Combat Training: Strength-Based Damage 2 (Feat: Innate)

Offense: Initiative +4
Melee Attack +5 // Canne De Combat Training Attack +8
Ranged Attack +4

Defense: Dodge +10
Parry +10
Toughness +11*/+1 [*Force Field Belt (Impervious 10)]
Fortitude +7
Will +13

Equipment: Handheld Electronic Code Breaker: Enhanced Skills 2 [Technology +6] (Flaw: Limited [Only to breaking security]) (1 ep)
Smoke Bombs: Ranged Cloud Area Visual Concealment 4 (12 ep)
Collapsible Club: Strength-Based Damage 2 (2 ep)


Costs: Abilities 54+ Skills 28+ Advantages 10+ Powers 101+ Defenses 26= 219 pts.


Real Name: Alanna Mullins
Height: 5'3"
Weight: 119 lbs
Hair: Red
Eye Color: Green


Complications:
Motivation ~Chaos: Confusion enjoys flouting the laws of society, though it is more of a desire to break the law and get away with it and not caring about societal law.

Prejudice: Transhuman criminal.

Psychic Superiority: Confusion believes that those with psionic abilities are the next step in human evolution and should be the ones to control the workings of the world.

Unwilling Partner In Crime: Confusion isn't aware that Cerebrax has used his telepathic powers to alter her mind to make her a willing assistant to his goals.



Background: Alanna Mullins past doesn't have any kind of hardship that go beyond anything that the daughter of a typical middle-class family would endure. Although she would argue that the manifestation of her psionic abilities would certainly qualify, but she did manage to self-teach herself control, as she didn't see any practical use for being able to make others unable to speak understandably and had no desire to become part of the world of superheroes.

Instead Alanna earned herself a degree in computer programming and was well on her way to continuing her mundane life when she unfortunately had a chance encounter with Cerebrax, who realized Alanna possessed psionic abilities of her own and used his telepathic gift to force her to reveal it to him. Seeing the potential she held hidden within her mind, Cerebrax wasted no time in telepathically influencing Alanna into becoming a super villainess who enjoys using her powers to cause chaos for his sake. Over the years he has subtly reinforced those changes as well as implanting a select set of skills that allow Allana to be a better criminal and supplying her with a force field generator belt that would allow her to survive encounters with self-appointed super heroes.

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Tattooedman
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Figment

Post by Tattooedman » Sat Apr 13, 2019 3:57 am

Image
Figment:
PL:
8
Strength 0
Stamina 1
Agility 2
Dexterity 0
Fighting 4
Intellect 1
Awareness 2
Presence 2

Skills: Acrobatics 2 (+4), Athletics 2 (+2), Close Combat [Ectoplasmic Weapons] 4 (+8), Close Combat [Unarmed] 1 (+5), Deception 2 (+4), Insight 3 (+5), Perception 3 (+5), Persuasion 3 (+5), Stealth 3 (+5)

Advantages: Cunning Fighter, Improved Disarm, Improved Feint, Ranged Attack 3, Set-Up, Teamwork

Powers: Ectoplasmic Creature: Summon 10 (Extras: Active, Controlled, Heroic, Responsive); (Feat: Sacrifice)

Ectoplasmic Creations Array:
Ectoplasmic Shield: Protection 7 (Flaws: Noticeable, Sustained)
Ectoplasmic Objects: Create 10 (Extras: Movable, Stationary); (Feat: Tether)
-Ectoplasmic Melee Weapons: Damage 8 (Feat: Variable Descriptor 3 [Bludgeoning, Piercing, Slashing])

Offense: Initiative +2
Melee Attack +4 // Unarmed Attacks + 5 // Ectoplasmic Weapons Attack +8
Ranged Attack +0

Defense: Dodge +8
Parry +8
Toughness +8*/+1 [*Ectoplasmic Shield]
Fortitude +7
Will +7


Costs: Abilities 24+ Skills 12+ Advantages 8+ Powers 108+ Defenses 22= 174 pts.


Real Name: Melanie Scheer
Height: 5‘4”
Weight: 122 lbs.
Hair: Brown
Eye Color: Blue


Complications:
Prejudice: Transhuman criminal.

Psychic Superiority: Figment believes that those with psionic abilities are the next step in human evolution and should be the ones to control the workings of the world.


Background: Orphaned after her parents died in a car wreck, Melanie Scheer was sent to live with her mother’s older brother, Norman (as he was her only living relative) at his dairy farm. He begrudgingly took on his niece only because he felt he was duty-bound to do so, but he made it clear that he wasn’t fond of children, not even the ones related to him. Life was hard for Melanie, with farm work, household chores, and schooling filling her every day from before sunrise to after sunset. What snippets of time she had left over were spent writing and painting pictures. However, unlike other children her age that painted bright landscapes or wrote cheerful short stories, Melanie’s work was a bit darker; consisting of monsters living in bleak landscapes. When questioned by teachers about her work, Melanie would explain them as just being things seen in dreams she’d had while sleeping. In reality, though, it expressed the way she felt; for while she lived under her uncle’s thumb, she couldn’t have friends or any kind of social life. Life was all about work, sleep, then repeat.

Despite the meetings the teachers had with Norman, nothing was ever done to really help Melanie until he discovered her talking to nothing while in her room early one morning and devised a plan - catching the young girl on film while she was having a “discussion” with her imaginary friend, Norman made it seem that the girl had become mental unbalanced due to the grief of losing her parents at an early age, and that allowed him to send Melanie to an asylum.

Life at the asylum was pretty bland; her average day was spent taking medicine to suppress her “imaginary” friend and wandering around the building unsupervised. But there were several unusual occurrences; one night a patient got loose and tried to harm Melanie only to discover that her “invisible friend” was anything but imaginary; the next day his body was discovered folded in half and hanging over the large hanging light fixture in the main observation room. Another night, a pair of orderlies bet one another that they could trap Melanie in a basement cell for their own amusement. They were found by members of the staff in that very same cell, ripped into pieces. It became obvious to her doctor that the girl was somehow dangerous even though he couldn’t directly prove it. So rather than keep her about, some lab results were forged and made to seem that Melanie needed to be seen by a specialist due to her developing a rare blood disorder. Getting her in the car, her doctor drove for hours until they were a lake far enough away from the asylum where he intended to drown the teenager. Just as he approached the lake, however, the car shuddered violently and came to a stop. Melanie was carefully lifted out of the vehicle by some unseen force, leaving the doctor filled with dread. He moved to get out of the car before Melanie could get away, but the vehicle quickly crushed in all around him like a wad of paper before being summarily tossed into the lake.

As the last bits of the wreckage sank into the water, Melanie felt an odd buzzing in the back of her mind and noticed a man nearby the lakeshore waiting for her. Introducing himself as Cerebrax, he explained that Melanie and her invisible friend were special and that he would like to help train them both, alongside others who were like her. Finding no reason not to go with him, Melanie agreed, and they left the scene. Arriving at the Monarchy’s headquarters, an abandoned mental hospital in upstate New York, she was introduced to the rest of his allies and began to train with them. With Cerebrax’s help, she has learned how to completely summon a psionic construct to perform any deeds she needs done.

Image
Ectoplasmic Creature:
PL:
10
Strength 10
Stamina --
Agility 2
Dexterity 2
Fighting 10
Intellect 0
Awareness 2
Presence 0

Skills: Insight 6 (+8), Perception 6 (+8)

Advantages: Fast Grab, Fearless, Improved Grab, Power Attack

Powers: Large Size: Growth 5 [Strength +5, Stamina +5, Intimidate +2, Mass +5; Stealth -5, Dodge Parry -2] (Extra: Increased Duration [Continuous]); (Feat: Innate); (Flaw: Permanent)

Psionic Construct:
Immunity 62 [Critical Hits, Fortitude Effects, Will Effects]
Protection 10 (Extra: Impervious)

Semi-Invisible Monster: Concealment 6 [All Olfactory Senses, All Visual Senses] (Extra: Increased Duration [Continuous]); (Feat: Innate); (Flaws: Blending, Permanent)

Offense: Initiative +2
Melee Attack +10
Ranged Attack +3

Defense: Dodge +8
Parry +8
Toughness +10
Fortitude N/A
Will N/A

Costs: Abilities 32+ Skills 4+ Advantages 4+ Powers 100+ Defenses 10= 150 pts.

Complications:
Motivation ~Obligation: The Ectoplasmic Creature is bound by their summoning to carry out Figment’s commands.

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Tattooedman
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Location: Ohio

Force

Post by Tattooedman » Sat Apr 13, 2019 4:09 am

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Force:
PL:
11
Strength 4
Stamina 4
Agility 2
Dexterity 4
Fighting 8
Intellect 1
Awareness 4
Presence 2

Skills: Athletics 6 (+14), Deception 6 (+8), Expertise [Criminal] 9 (+10), Insight 7 (+11), Intimidation 8 (+10), Perception 7 (+11), Ranged Combat [Sonic Control & Manipulation Array] 2 (+10), Stealth 8 (+10)

Advantages: All-Out Attack, Close Combat 4, Connected, Contacts, Cunning Fighter, Improved Critical [Unarmed] 3, Improved Feint, Improved Initiative, Languages 2 [Base: Gaelic; English, French], Move-By Action, Power Attack, Ranged Attack 4

Powers: Focused Telekinetic Field:
Immunity 5 [Entrapment Effects]
Protection 7 (Extra: Impervious 11)
Speed 12

Focused Telekinetic Control Array:
Mass Telekinetic Hold: Ranged Affliction 11 [Hindered & Vulnerable, Defenseless & Immobile; resisted by Dodge] (Extras: Area [Burst] 2, Cumulative, Extra Condition, Selective); (Flaw: Limited Degree)
-Telekinetic Block: Ranged Affliction 11 [Impaired & Dazed, Disabled & Stunned, Transformed (Unable to use Hand-to-Hand Attacks); resisted by Strength/Attack Rank] (Extras: Perception Range, Extra Condition); (Feat: Subtle 2); (Flaw: Instant Recovery)
-Telekinetic Fist: Force Damage 11 (Feat: Improved Critical 4)
-Telekinetic Hold: Ranged Affliction 11 [Hindered and Vulnerable, Defenseless and Immobile; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Stop In Place: Ranged Affliction 11 [Hindered, Immobile; resisted by Strength] (Extra: Perception Range); (Flaw: Limited Degree)

Offense: Initiative +6
Melee Attack +12
Ranged Attack +8 // Focused Telekinetic Control Array Attack +10

Defense: Dodge +11
Parry +11
Toughness +11*/+4 [*Focused Telekinetic Field (Impervious)]
Fortitude +12
Will +10

Equipment: Metal Mask


Costs: Abilities 58+ Skills 18+ Advantages 21+ Powers 105+ Defenses 18= 220 pts.


Real Name: Unknown
Height: 6’4”
Weight: 227 lbs
Hair: Black
Eye Color: Blue


Complications:
Honor: Force fancies himself an honorable man, answering to a moral code he alone seems to understand; such as an unwillingness to harm children and will not attack an opponent from surprise.

Prejudice: Transhuman criminal.

Psychic Superiority: Force believes that those with psionic abilities are the next step in human evolution and should be the ones to control the workings of the world.


Background: The past of the man who calls himself Force isn't known, although, the fact he speaks with a slight European accent is something that C.A.S.T.L.E. has taken note of but have been unable to use that to help in identifying him as of yet. He first appeared several years ago when trying to rob an art gallery but ran afoul of members of the Alliance who were able to prevent him from making off with his intended loot and in the years that followed, he continued trying to pull of similarly themed heists. Several years ago, Cerebrax approached Force about joining a group he was putting together, intrigued by the idea Force agreed and upon seeing how well the group worked together he remained with them and has become known as a steadfast member.

Force has shown himself to be something of a cultured criminal in that he tends to steal what would be considered "high class" items, such as classic paintings, first edition printings of famous books, or even fine wines for example when operating on his own. Though when compared to his actions as part of the Monarchy it demonstrates an interesting duality to the crimes that Force is willing to commit since many of the Monarchy’s crimes are efforts in trying to take over large part of the country as a beginning step to eventually rulership of the United States, followed possibly by expanding their new empires borders.

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Tattooedman
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Harbinger

Post by Tattooedman » Sat Apr 13, 2019 4:14 am

Image
Harbinger:
PL:
11
Strength 0
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 4
Awareness 4
Presence 4

Skills: Deception 12 (+16), Expertise [Criminal] 12 (+16), Expertise [Current Events] 9 (+13), Expertise [Pop Culture] 6 (+10), Insight 10 (+14), Investigation 6 (+12), Perception 10 (+14), Persuasion 10 (+14), Stealth 6 (+8)

Advantages: Contacts, Defensive Roll 3, Equipment, Fascinate 2 [Deception, Persuasion], Improved Initiative, Luck [Determination] 2, Ranged Attack 2, Set-Up, Speed of Thought, Teamwork, Well-Informed

Powers: Clairvoyance: Senses 10 [Postcognition, Precognition, Object Read]

Predictive Defenses: (Flaw: Quirk [not against opponents Immune to Mental Powers] –2 points)
Enhanced Dodge 8
Enhanced Parry 5

Telepathic Might Array:
Psi-Link:
Communication 3 [mental] (Extras: Area, Selective)
Mind Reading 11
Disable Senses: Ranged Affliction 11 [Sense Impaired, Sense Disabled, Sense Unaware; resisted by Will] (Extras: Cumulative, Extra Condition 2 [hearing, olfactory, vision], Perception); (Feat: Subtle)
-Alter Memories: Ranged Affliction 11 [Dazed, Compelled, Transformed Mentally; resisted by Will] (Extras: Cumulative, Perception); (Feat: Subtle)
-Mental Duplication: Variable 6 [30 pt pool] (Feat: Subtle); (Flaw: Limited [Skills & Advantages of others only])
-Psionic Domination: Ranged Affliction 11 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Cumulative, Perception, Progressive); (Feat: Subtle)
-Psionic Images: Illusion 11 [all senses] (Feat: Subtle)

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

Defense: Dodge +13*/+5 [*Predictive Defenses]
Parry +10*/+5 [*Predictive Defenses]
Toughness +8*/+5**/+2 [*Costume & Defensive Roll/**Costume]
Fortitude +6
Will +14

Equipment: Costume: Protection 3 (Feats: Feature [Hidden Pockets], Subtle)


Costs: Abilities 44+ Skills 27+ Advantages 16+ Powers 110+ Defenses 15= 212 pts.


Real Name: Dennis Carter
Height: 5'9"
Weight: 161 lbs
Hair: Blonde
Eye Color: Hazel


Complications:
Prejudice: Transhuman criminal.

Psychic Superiority: Harbinger believes that those with psionic abilities are the next step in human evolution and should be the ones to control the workings of the world.

Secret ~More Powerful: Harbinger hasn't revealed any of his more aggressive mental powers (Alter Memories, Mental Duplication, Psionic Domination & Psionic Images).

Secret ~Wants To Run The Show: Harbinger has been subtly using his powers on the other members of the Monarchy to manipulate them for his own purposes.


Background: Dennis Carter started off his criminal career with only a few minor psionic gifts, but he used them well. As Dennis’ powers grew so did his crimes, however, instead of pulling off his own jobs Dennis offered his services to other criminals – performing interrogation via psychic probes to find out information held in a snitch’s mind or using his ability to see into the future with uncommon accuracy to plan some of the most organized robberies done in the last thirty years.

This third-party approach allowed Dennis to become highly connected in the criminal underworld and made him a lot of money. Eventually though certain criminals, who’d strayed from one of Dennis’ plans and were arrested who were then looking to reduce their sentence, turned informant against Dennis; testifying to many of Dennis’ services performed over the years, and to make matters worse they made him out to be some kind of criminal mastermind who’d organized all the crimes he was tied to for his own profit. While he was convicted of many crimes, they were all lesser felonies for aiding and abetting others, as the prosecutors were unable to connect Dennis directly to many of the robberies he’d planned for others, but he was convicted on one count of larceny from one of the robberies he’d done himself very early in his criminal career.

The media’s coverage of Dennis’ court case brought him to Cerebrax’s attention, and after a telepathic conversation between the two men an agreement was made and the Monarchy freed Dennis during his transport to New Alcatraz. Since then his underworld connections have been very useful to the Monarchy, though he’s still playing the long game - Dennis’ powers have continued to grow and have gotten to the point that he has developed mind controlling and memory altering powers that he is now using to advance his own wants and desires among the ranks of the Monarchy so that he can remove Cerebrax as their leader.

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

Mindgame

Post by Tattooedman » Sat Apr 13, 2019 4:17 am

Image
Mindgame:
PL:
10
Strength 2
Stamina 3
Agility 2
Dexterity 2
Fighting 4
Intellect 3
Awareness 3
Presence 2

Skills: Deception 10 (+12), Expertise [Criminal] 6 (+9), Insight 6 (+9), Intimidation 6 (+8), Persuasion 8 (+10), Perception 6 (+9), Stealth 6 (+8)

Advantages: Defensive Roll 3, Eidetic Memory, Equipment, Jack-Of-All-Trades, Improved Feint, Improved Initiative, Set-Up 2, Teamwork 2

Powers: Psionic Disruption Array:
Anxiety Attack: Affliction 10 [Hindered & Vulnerable, Immobile & Defenseless; resisted by Will] (Extras: Cumulative, Extra Condition); (Feats: Accurate 4, Reach 8); (Flaw: Limited Degree)
-Confusion: Affliction 10 [Senses Impaired, Senses Disabled, Senses Unaware; resisted by Will] (Extras: Cumulative); (Feat: Accurate 4, Reach 8)
-Forget The Game: Affliction 10 [Intellect Impaired, Intellect Disabled, Transformed [subject’s memories altered to forget Mindgame]; resisted by Will] (Extras: Cumulative, Increased Duration 2 [Continuous]); (Feats: Accurate 4, Reach 8); (Flaw: Limited [Increased Duration only applies to 3rd Degree])
-Memory Loss: Ranged Affliction 10 [Dazed, Stunned, Transformed (one particular set of memories lost); resisted by Will] (Extra: Cumulative); (Feats: Accurate 4, Insidious, Reach 8); (Flaw: Quirk [lost memories return when subject is reminded of what’s been lost])
-Memory Theft: Variable 2 [stolen memories from victims of Induce Memory Loss] (Extra: Free Action)
-Narcoleptic Attack: Affliction 12 [Fatigued, Exhausted, Asleep; resisted by Will] (Extra: Cumulative); (Feats: Accurate 4, Reach 8)
-Neural Pain: Affliction 10 [Daze, Stun, Incapacitated] (Extra: Cumulative); (Feats: Accurate 4, Reach 8)

Offense: Initiative +6
Melee Attack +4
Ranged Attack +2 // Psionic Disruption Array Attacks +10

Defense: Dodge +10
Parry +10
Toughness +10*/+7**/+3 [*Armored Costume & Defensive Roll/**Armored Costume]
Fortitude +7
Will +9

Equipment: Armored Costume: Protection 4 (Feat: Subtle)


Costs: Abilities 42+ Skills 16+ Advantages 14+ Powers 56+ Defenses 24= 150 pts.


Real Name: Joseph “Joe” Custer
Height: 6’
Weight: 176 lbs
Hair: Blonde
Eye Color: Brown


Complications:
Prejudice: Transhuman criminal.

Psychic Superiority: Mindgame believes that those with psionic abilities are the next step in human evolution and should be the ones to control the workings of the world.

Watch Out For Number 1: Mindgame is always keeping an eye out for himself, even if it would screw over one of his teammates.


Background: Joe Custer was always a bad kid, always getting himself and into various legally questionable situations so it was no surprise when he manifested his psionic abilities in his mid-teens that he used them for more criminal means. Bullying his foster parents, teachers, and classmates until he was finally arrested for breaking-and-entering into the house of someone he was intimidating only to be shot by his target’s father. Following his arrest, hospital recovery, and trial, Joe was convicted then sent to a juvenile detention center. However, he ended up running his ward thanks to his powers and upon his eighteenth birthday he was released back into society. All during his time in the center Joe had watched news coverage of various Transhumans battles and, at some point, decided he wanted to join in on “the fun”.

Putting together a costume and calling himself Mindgame, Joe broke into the world of supervillainy with an impressive enthusiasm. The only problem he faced was the fact that the heroes he faced off against were just as equally enthusiastic and were more motivated to win their conflicts than he was. As a result, Joe has seen the inside of New Alcatraz Prison several times although his psionic abilities are difficult for the staff to counter and he is one of the more prominent escapees of that institution. Despite his less than perfect win/loss record, Cerebrax was interested in recruiting Joe into the group he was forming and after a several telepathic talks the two came to an agreement and the Monarchy freed Joe from prison while he was being transported to court for an appeal he’d filed.

For Joe, joining the Monarchy was the best choice he’s ever made. They help him to stay out of prison and he gets to carry on however he wants as long as he doesn’t make himself a burden to any of the other members. Though his self-serving nature has been noted by Harbinger and he is considering approaching Mindgame to determine if he would be a partner in the plot to take over the Monarchy.

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

Nomad:

Post by Tattooedman » Sat Apr 13, 2019 4:27 am

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Nomad:
PL:
10
Strength 2
Stamina 3
Agility 3
Dexterity 4
Fighting 4
Intellect 2
Awareness 2
Presence 0

Skills: Deception 9 (+9), Perception 6 (+8), Persuasion 6 (+6), Ranged Combat [Psychoportation Array] 4 (+8), Stealth 6 (+9)

Advantages: Accurate Attack, Leadership, Power Attack, Ranged Attack 4, Redirect, Set-Up 3, Taunt, Teamwork 3, Ultimate Effort [Dodge Checks]

Powers: Psychoportation Field:
Enhanced Dodge 7
Enhanced Parry 7
Protection 5 (Flaw: Sustained)
Scorn Earth: Feature 1 [Hovers 1ft off the ground]

Tracking Teleport: Senses 2 [Teleport Awareness, Tracking]

Psychoportation Array:
Mass Portal: Teleport 8 (Extras: Accurate, Portal); (Feat: Change Direction, Increased Mass 6 [3,200 lbs])
-Long-Range Portal: Teleport 12 (Extras: Accurate, Extended); (Feats: Change Direction, Increased Mass 2 [200 lbs]); (Flaw: Limited [Extended only])
-Peephole Portal: Remote Sensing 10 [audio & visual] (Extra: Simultaneous); (Flaws: Feedback, Noticeable)
-Personal Portal: Teleport 12 (Extra: Accurate); (Feats: Change Direction, Increased Mass 2 [200 lbs])
-Projection Portal: Ranged Damage 12 (Feat: Variable Descriptor [Any environmental descriptor])
-Wide-Angle Portal: Damage 10 (Extra: Area [Cone]); (Feat: Variable Descriptor [Any Environmental Descriptor])

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

Defense: Dodge +12*/+5 [*Psychoportation Field]
Parry +12*/+5 [*Psychoportation Field]
Toughness +8
Fortitude +8
Will +8


Costs: Abilities 40+ Skills 11+ Advantages 16+ Powers 73+ Defenses 12= 152 pts.


Real Name: Ross Riley
Height: 6’1”
Weight: Unknown
Hair: Brown
Eye Color: Green


Complications:
Loyalty: To Cerebrax.

Motivation ~Freedom: Nomad refuses to be stifled by anyone ever again.

Psychic Superiority: Nomad believes that those with psionic abilities are the next step in human evolution and should be the ones to control the workings of the world.


Background: Barely surviving his birth, Ross Riley was considered a pariah by his father, who blamed him not only for the death of his wife and the boy’s twin brother at childbirth. Unable to take care of him without feeling anger, Ross’ father disowned him and sent him to live in an orphanage. Life in the home was tough and forced Ross to grow up fast over the years; he learned that, to survive, he’d have to have a quick wit and be creative in his thinking. Because of this, he managed to stay out of everyone’s way and became almost invisible to those around him, including any adults. It got to the point where Ross easily snuck out during the days when he wasn’t needed, allowing him the freedom to explore the city and its surrounding area, so long as he was back for meals, meetings, or bedtime. It was during one of these excursions that he managed to “find” a digital music player loaded with a variety of music and sneak it back into the orphanage to listen to. However, with this shiny, new toy, his ability to stay unnoticed faded away for many of the other kids became jealous and wanted to claim the item as their own. Fortunately for Ross, that’s also when his psychic abilities manifested; within a blink of an eye, his fellow orphans were gone. Confused, he looked around and found himself back in his favorite park, with his music player still in hand. Keeping his secret to himself, Ross spent more of his time away from the facility practicing his newfound abilities both to hone his skills in them and for amusement:

Then one day, during yet another self-imposed exercise, he felt a strange buzzing in his head, almost as if someone was tickling his brain. Feeling a bit odd from it, he returned to the orphanage in time to meet Henry Du’Bois, who took a shine to the youth and offered his domicile as a foster home for him. Surprisingly, the administration had already drawn up all the necessary paperwork by the time Byron entered the room and he was quickly moved out with Du’Bois.

Arriving at Du’Bois’ estate, the young man was given the run of the house along with the promise of others that would soon join him. Picking out a room for himself, Ross unloaded what little possessions he had and used his abilities to explore his new home until he was ready to go to sleep. During the night, he felt that odd feeling in his brain once again, giving him an impulse to get up and investigate the basement. Opening up the door to the lower level, he quietly crept down the stairs as the hum and glow of technology echoed out of an open doorway. Moving closer to investigate, he saw Mr. Du’Bois standing near a computer console on the other side of the room watching several monitors that were displaying fights between members of the Vanguard and several unknown Transhumans. Too afraid to run and too curious not to keep looking, he could hear Mr. Du’Bois’ voice in his head; Du’Bois explained that he was a scientist that was very interested in Ross’ abilities, so much so that he wanted to help him learn how to use them. Though a bit weirded out at first, the youth quickly came to respect his mentor, as Du’Bois gave him more attention and encouragement than he’d ever received in his life.

Unfortunately, Du’Bois motives were anything but altruistic, and he soon revealed his hand when he began inducting new members into the Monarchy. Taking on the name Nomad, Ross trained with the other members of the Monarchy and at this point has no problem carrying out Du'Bois' plans for a world where psychics rule the world.

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

Paragon

Post by Tattooedman » Sat Apr 13, 2019 4:30 am

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Paragon:
PL:
10
Strength 12 (2)
Stamina 2
Agility 0
Dexterity 0
Fighting 4
Intellect 0
Awareness 1
Presence 1

Skills: Athletes 3 (+5), Close Combat [Unarmed] 4 (+8), Expertise [Pop Culture] 6 (+6), Insight 6 (+7), Intimidation 9 (+10), Perception 6 (+7),
Ranged Combat [Thrown Objects] 8 (+8),

Advantages: All-Out Attack, Improved Feint, Improved Initiative 2, Power Attack, Startle

Powers: Telekinetic Powerhouse:
Telekinetic Teardown: Transform 10 [Working objects into non-working objects]
-Telekinetic Overpower: Feature 1 [Wins any Strength Challenges automatically]
-Telekinetic Shove: Move Object 10 (Extra: Area [Cone]); (Flaw: Close Range, Limited [Away only])
-Telekinetic Strength: Enhanced Strength 10
-Telekinetic Wave: Kinetic Damage 10 (Extra: Area [Line] 2); (Flaw: Limited [Must have surface to transmit])

Telekinetic Flight: Flight 10 (Feat Subtle)

Telekinetic Field: Protection 12 (Extra: Impervious); (Feat: Subtle); (Flaw: Sustained)

Psionic Defenses: Enhanced Will 3 (Flaw: Limited [Only VS Mental Effects])

Offense: Initiative +8
Melee Attack +4 // Unarmed Attack +8
Ranged Attack +0 // Thrown Attack +8

Defense: Dodge +10
Parry +10
Toughness +14* [*Impervious 12]
Fortitude +8
Will +10*/+7 [*Psionic Defenses]



Costs: Abilities 20+ Skills 17+ Advantages 6+ Powers 62+ Defenses 29= 134 pts.


Real Name: Ken Connors
Height: 6’3”
Weight: 204 lbs
Hair: Black
Eye Color: Blue


Complications:
Loyalty: The Monarchy saved him from prison, because of this Paragon is unwavering in his dedication to their cause.

Motivation ~Make Them Pay: Paragon is simply an angry young man lashing out at the world that has done many wrongs to him.

Temper: Paragon has some anger issues.


Background: Ken Connors started his teenager years as a 5'7”, 115 lb. boy, which made him a target for the bullies of his high school. For the following two years he suffered all manner of cruel pranks one could imagine, but during the summer following his sophomore year he began a workout regime that saw him develop a respectful amount of muscle that was accompanied with a serious growth spurt that put him just over 6’, and his fellow students hardly recognized him when his junior year began.

Unfortunately, Ken still possessed the mentality of a victim and still was the butt of several pranks. That was until he decided he'd had enough and finally stood up to the members of the football team tormenting him. At first Ken did well, tapping into the years’ worth of frustrations he felt but then the bully's friend stepped in and all of Ken's anger couldn't overcome the numbers against him. As he laid on the ground being pummeled, he felt a pressure welling up from deep inside himself that he mentally pushed away - resulting in a wave of invisible force that violently threw his attackers several feet away from him. Not understanding exactly what had happened to him but very willing to use it, Ken tapped more into his newly found power to avenge himself on his tormentors. When he was done the four boys would require months of hospital care to recover from the injuries he inflicted upon them.

While this granted Ken a major reprieve from anymore bullying efforts he soon found himself in trouble with the law as the bully's parents pressed charges on him for his actions. Sitting in a jail cell in high-tech restraints he feared what would happen to him since his own parents had basically abandoned him to his fate over the fear that their son was a Transhuman.

That was when members of the Monarchy came crashing through the wall of his cell with an offer of freedom from the persecution he'd suffered. Deciding that anywhere was better than where he was, Ken accepted the offer and hasn't looked back. Now as a member of the Monarchy, he uses his Telekinetic strength as Paragon; looking to make the world pay for the harsh treatment it dumped upon him.

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

Rampart

Post by Tattooedman » Sat Apr 13, 2019 4:37 am

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Rampart:
PL:
10
Strength 10 (2)
Stamina 3
Agility 1
Dexterity 1
Fighting 4
Intellect 0
Awareness 2
Presence 2

Skills: Deception 6 (+8), Expertise [Criminal] 6 (+6), Insight 8 (+10), Intimidation 8 (+10), Perception 7 (+9), Ranged Combat [Thrown] 6 (+10), Stealth 7 (+8)

Advantages: All-Out Attack, Close Attack 6, Daze [Intimidation], Equipment, Improved Feint, Improved Initiative, Language [Base: Spanish; English], Power Attack, Ranged Attack 3, Startle

Powers: Psionic Exoskeleton:
Enhanced Strength 8 (Feat: Affects Insubstantial 2)
Enhanced Strength 6 (Flaw: Limited [Lifting Only])
Enhanced Advantages 6 [Fast Grab, Improved Critical (Unarmed) 2, Improved Grab, Improved Pin, Ultimate Effort (Ultimate Toughness)]
Enhanced Will 4 (Flaw: Limited [Only vs Psionic-Based Effects])
Immunity 5 [All Environmental Conditions]
Protection 7 (Extra: Impervious 10)
Feats Of Psionic Strength:
Shockwave: Damage 10 (Extra: Area [Burst]); (Flaw: Limited [Rampart & his targets both must be on the same surface])
-Groundstrike: Affliction 10 [Vulnerable, Defenseless; resisted by Fortitude] (Extra: Area [Burst]); (Flaws: Instant Recovery, Limited Degree, Quirk [Rampart & his targets both must be in on the same surface])

Offense: Initiative +5
Melee Attack +10
Ranged Attack +4 // Thrown Attacks +10

Defense: Dodge +10
Parry +10
Toughness +10*/+3 [*Impervious]
Fortitude +8
Will +8 (+12 only vs. Psionic-based Effects)



Costs: Abilities 30+ Skills 17+ Advantages 17+ Powers 65+ Defenses 26= 155 pts.


Real Name: Julian Cruz
Height: 5’ 8"
Weight: 136 lbs
Hair: Black
Eye Color: Brown


Complications:
Prejudice: Transhuman criminal.

Psychic Superiority: Rampart believes that those with psionic abilities are the next step in human evolution and should be the ones to control the workings of the world.

Reputation: Rampart is known for being a bully.


Background: Very little of Julian Cruz’s life before he joined the Monarchy is known, though he has made mention of being part of a street gang and being a very active member. He also does seem to enjoy being a part of the Monarchy and working to further their efforts even though he is the most rebellious member, though it should be noted that this has not yet resulted in Cerebrax telepathically “correcting” this on-going problem.

In his public appearances as part of the group, Julian, or rather Rampart as he was named by Cerebrax, does a lot of trash talking as a “man’s man” and views it as just a normal part of fighting. Luckily for him, Rampart’s Psionic Exoskeleton allows him to back up much of that trash talk, and he is often one of the front-line fighters of the Monarchy.

EnigmaticOne
Posts: 786
Joined: Sat Nov 05, 2016 5:02 am
Location: Massachusetts

Re: The T-Verse (Earth 75): Lots of new builds....

Post by EnigmaticOne » Sat Apr 13, 2019 4:39 am

T-Man, this is all great stuff, but I kind of worry that you're going to be posting all these builds without end, and forget all about starting the game itself. :P
Games
Imago in New Vindicators Academy of Europe
Vortex in Force OPs
Evan Roadbound in The Golden Wheel Turns
Peter Ezima in In the Shadow of Imperator

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

Tide

Post by Tattooedman » Sat Apr 13, 2019 4:41 am

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Tide:
PL:
10
Strength 6 (2)
Stamina 8 (2)
Agility 3
Dexterity 3
Fighting 3
Intellect 0
Awareness 3
Presence 2

Skills: Close Combat [Hydrokinesis Array] 6 (+10), Deception 3 (+5), Expertise [Criminal] 6 (+6), Intimidation 6 (+8), Perception 3 (+6), Persuasion 6 (+8), Ranged Combat [Hydrokinesis Array] 6 (+10), Stealth 6 (+9)

Advantages: Close Attack, Fast Grab, Improved Grab, Improved Hold, Improved Initiative, Language [Base: English; Spanish], Power Attack, Ranged Attack

Powers: Water Body:
Enhanced Stamina 6
Concealment 4 [Visual] (Flaw: Limited [Underwater only])
Elongation 3
Immunity 5 [Environmental Cold, Critical Hits, Drowning, High Pressure]
Impervious Toughness 10 (Flaw: Limited [Physical Attacks only])
Insubstantial 1
Movement 1 [Environmental Adaptation (aquatic)]
Protection 3
Swimming 8

Hydrokinesis Array:
Dehydrate: Affliction 10 [Fatigued, Exhausted, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Drown: Affliction 10 [Fatigued, Exhausted, Incapacitated; resisted by Fortitude] (Extras: Cumulative, Increased Duration [Concentration]); (Flaw: Grab-Based)
-High Pressure Hose: Move Object 10 (Flaw: Limited [Away Only])
-Pressurized Strength: Enhanced Strength 4
-Water Absorption: Healing 6 (Extras: Energizing, Restorative); (Flaws: Self Only, Source [water])
-Water Jet: Ranged Water Damage 10

Offense: Initiative +7
Melee Attack +4 // Hydrokinesis Array Attack +10
Ranged Attack +4 // Hydrokinesis Array Attack +10

Defense: Dodge +9
Parry +9
Toughness +11
Fortitude +8
Will +7


Costs: Abilities 41+ Skills 16+ Advantages 8+ Powers 71+ Defenses 16= 153 pts.


Real Name: John O’Neil
Height: 6’
Weight: Unknown
Hair: Blue
Eye Color: Blue


Complications:
Motivation ~Greed: Tide is a career criminal.

Psychic Superiority: Tide believes that those with psionic abilities are the next step in human evolution and should be the ones to control the workings of the world.

Prejudice: Transhuman criminal.

Unaware Partner In Crime: Tide is unaware that Cerebrax has used his telepathic powers to alter his mind to make him a member of the Monarchy.

Vulnerable: Tide is Toughness Disabled vs. Electrical Effects while in his water form.

Weakness: Being made from water, Tide has a number of disadvantages; exposure to extreme cold temperatures can freeze him (Immobilize), while alternatively extreme heat can evaporate him (Incapacitated), and dirt and sand can absorb him, making him slow-moving (Dazed and Hindered).


Background: John O’Neil grew up in one of the rougher neighborhoods of Detroit, getting into a variety of trouble running the streets with other young thugs. Unfortunately, none of them managed to escape that life of crime as they became adults and John became known as being “one of those guys” who was known by everyone in the neighborhood as a thug who worked for the “made guys” and wasn’t anyone to mess with.

It was while working a job on the Detroit International Riverfront, John found himself in a shootout with the Detroit Police Department and forced to take to the water to escape alongside several of his criminal cohorts. It was a plan that that the police expected and were prepared for with waiting watercraft, and the firefight continued on the water. During the exchange John ended up falling overboard and struggled to keep his head above the water while trying to avoid stray bullets, but something in his fear unlocked some hidden section of his mind that allowed John to save himself by pushing himself through the water at speeds the police boats were unable to keep up with. Within a short time, John had gone from the Detroit International Riverfront to the far side of Lake Erie in Cleveland.

Quickly working out what had happened to him, John used his underworld contacts to hide himself away while he worked out exactly how his powers worked, although it wasn’t until Cerebrax contacted him that John learned he was actually a psychic. While John had not been very active as a super villain when he was approached about joining the Monarchy he was not very interested in joining a team, more content to try his luck on his own as a solo villain. Unfortunately for him, that was not something that Cerebrax was interested in hearing; using his telepathic power, the older psychic brainwashed John into joining the group.

If this was ever revealed it is very likely that Tide, as John named himself, would be extremely unhappy and would share that feeling with Cerebrax in a very direct manner at best. At worst, he might wait for a more opportune moment to strike at Cerebrax when the more powerful psychic was distracted with something else.

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