The T-Verse (Earth 75): Bodycount, Bloodborne

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Tattooedman
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Dead Kennedy

Post by Tattooedman » Thu Oct 10, 2019 6:27 pm

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Dead Kennedy:
PL:
6
Strength 2
Stamina 2
Agility 0
Dexterity 0
Fighting 2
Intellect 1
Awareness 1
Presence 2

Skills: Athletics 4 (+6), Expertise [Criminal] 4 (+5), Expertise [Music] 4 (+5), Expertise [Pop Culture] 4 (+5), Insight 4 (+5), Perception 4 (+5), Persuasion 6 (+8), Stealth 6 (+6)

Advantages: Beginner’s Luck, Close Attack 2, Defensive Roll 4, Equipment 10, Jack-Of-All-Trades, Luck 2, Second Chance [Well-Informed Checks], Well-Informed

Powers: Never Dies:
Immortality 10 [1 hour]
Immunity 2 [Disease, Poison]
Regeneration 2 [1/every 5 rounds] (Extra: Persistent); (Feat: Regrowth); (Flaw: Source [organic material])

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

Defense: Dodge +6
Parry +6
Toughness +6*/+2 [*Defensive Roll]
Fortitude +6
Will +6


Costs: Abilities 20+ Skills 12+ Advantages 22+ Powers 25+ Defenses 21= 100 pts.


Real Name: Kennedy Kincaid
Height: 6’2”
Weight: 186 lbs
Hair: Black
Eye Color: Yellow


Complications:
Gotta Make It!: Dead Kennedy wants to make his fame and fortune in the music industry, however that has not happened yet.

Monkey On His Back: Dead Kennedy enjoys living the life of a maybe-be rock star as it enables him to indulge in several vices.

Prejudice: Obvious Transhuman.

Reputation: Dead Kennedy is known for being a sarcastic asshole.

That HURTS!: More times than not, dying hurts. A LOT! Dead Kennedy vividly remembers the pain of what killed him when he returns to life afterwards.



Background: Kennedy Kincaid lived the life of a struggling musician in New York City, drifting from girlfriend to girlfriend for financial support while his band played the local club scene trying to obtain a record deal. Like so many other members of the scene Kennedy indulged in drug use, mostly any freebies someone was willing to share, but that indulgence was responsible for the biggest change in his life.

It was a night like any other – Kennedy and the rest of his band were at a party following a show and someone was sharing some of their stash and Kennedy took the offered drug and immediately overdosed…then his Alpha powers manifested to save his life. Unfortunately for Kennedy, his power is that he is incapable of dying - he’s already died a record fifteen times in various ways since gaining his powers. None the less, Dead Kennedy, as he is known more commonly known, is still trying to make it in the music business. He had no desire to be a “hero” as he realizes that his powers really aren’t that useful for fighting super villains and in all honesty, Kennedy isn’t the kind of guy who’d be very willing to put his neck on the line even if he does come back.

Instead he continues to pursue his music career, though he seems unable to break out of the club scene. Thanks to his long-time association with the drug scene that’s involved with the life he lives, Kennedy knows a lot of what is going on in the criminal community and is sometimes will to share that knowledge with someone willing to meet the prices he asks for.
Last edited by Tattooedman on Mon Oct 14, 2019 2:47 pm, edited 1 time in total.

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Tattooedman
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Graves

Post by Tattooedman » Fri Oct 11, 2019 2:35 pm

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

Skills: Athletics 3 (+5), Expertise [Life Sciences] 8 (+10), Expertise [Magic] 12 (+14), Insight 9 (+13), Intimidation 11 (+11), Perception 10 (+14), Medicine 8 (+10), Ranged Combat [Nerull’s Eye Array] 8 (+10), Stealth 8 (+10)

Advantages: Close Attack 4, Improved Initiative, Luck [Recovery] 2, Power Attack, Ritualist, Task Focus [Expertise (Magic): Necromancy]

Powers: Sensitive To Magic: Senses 5 [Detect (Mystical: Analytical, Extended, Ranged)]

Nerull’s Eye: (Removable –12 pts) [51 pp]
Bound By Blood: Feature 1 [Restricted (only family bloodline can use)]
Death Is Ageless: Feature 1 [Longevity]
Carried By The Dead: Flight 6
Guarded By The Dead: Protection 8
Necromantic Magic Array:
Finding The Places Of Death: Senses 8 [Detect (Death: Accurate, Extended, Radius, Ranged, Tracking 2)]
Hands Of The Dead: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Damage] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Judged By The Dead: Ranged Mystical Necromantic Damage 10 (Extra: Alternate Resistance [Will])
-Necromantic Energy: Ranged Mystical Necromantic Damage 10
-Sacraments Of The Dead: Nullify Possession Effects 10 (Extra: Area [Burst])
-Shroud Of The Dead: Concealment 10 [all visual, all audio, all olfactory, all magical]

Offense: Initiative +6
Melee Attack +8
Ranged Attack +2 // Nerull’s Eye Attack +10

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


Costs: Abilities 36+ Skills 27+ Advantages 10+ Powers 53+ Defenses 24= 150 pts.


Real Name: Unknown
Height: 6’3”
Weight: Unknown
Hair: Black
Eye Color: Blue


Complications:
His Own Code: Graves follows a personal code that follows “the natural way of things”, what that means exactly isn’t clear but in the past he’s not fought against certain villains because of those beliefs.

Power Loss: Graves must have access to Nerull's Eye to use his abilities.

Responsibility ~Sentinel of Magic: Graves works to protect the general public from mystical threats.

Responsibility ~Nerull’s Eye: An artifact of impressive mystical power, Nerull’s Eye has been handed down several generations of Graves’s family to keep it from falling into the hands of someone who might misuse it’s abilities.


Background: There is very little known about the man who answers to the name of Graves, aside from the fact that he uses an artifact that is more commonly known as Nerull’s Eye, which allows him to access necromantic magics. Despite the dark source of his powers, Graves has used them fighting against supernatural and mundane threats.

It has been while pursuing those various confrontations that Graves has had dealings with not only the various bearers of the Aurelius title but the first and second Blackstone as well as the Alliance over the course of past two decades, yet he hasn't seemed to age hardly at all. There have been times that Graves has caused tensions between himself and other heroes, as he way of handling threats has been considered to be "excessive" or not "aggressive enough". Why asked about his reasons, Graves only response has been that "He walks his own path, which sometimes parts from those he is traveling with."

None the less, Graves continues to regularly fights against numerous mystical threats without any thought of his own well being.

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Tattooedman
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Psikosis

Post by Tattooedman » Fri Oct 11, 2019 2:37 pm

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

Skills: Deception 8 (+11), Insight 6 (+11), Intimidation 8 (+11), Perception 6 (+11), Persuasion 4 (+6), Ranged Combat [Psionic Power Array] 10 (+12), Stealth 4 (+6)

Advantages: Daze [Deception], Improved Initiative, Equipment, Luck [Determination], Startle

Powers: Shared Mind: Enhanced Will 6 (Flaw: Limited [Only VS. Mental Effects])

Levitation: Flight 10 (Feat: Subtle)

Psychic Senses: Senses 6 [Detect (Minds; Accurate, Acute, Radius, Ranged), Awareness (Mental)]

Telekinetic Shield: Protection 12 (Extra: Impervious); (Flaw: Sustained)

Psionic Power Array:
Telepathy: Mind Reading 12 (Extras: Cumulative, Effortless)
-Mental Blast: Ranged Mental Damage 12 (Extra: Alternate Resistance [Will])
-Mental Dominance: Ranged Affliction 12 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Cumulative)
-Mental Bolt: Ranged Affliction 12 [Dazed, Stun, Incapacitated; resisted by Will] (Extra: Cumulative)
-Pyrokinesis: Ranged Fire Damage 12 (Extra: Secondary Effect)
-Telekinesis: Move Object 12 (Extra: Damage)

Offense: Initiative +6
Melee Attack +4
Ranged Attack +2

Defense: Dodge +8
Parry +8
Toughness +12*/+2 [*Impervious 12]
Fortitude +7
Will +13*/+7 [*Only vs. Mental Effects]


Costs: Abilities 38+ Skills 17+ Advantages 5+ Powers 95+ Defenses 16= 171 pts.


Real Name: Danielle, Diana, & Denise Waller
Height: 5' 6"
Weight: 153 lbs
Hair: Red
Eye Color: Green


Complications:
Loyalty: Psikosis does as she is told by Ghostworks.

Motivation ~Destruction: Psikosis kills and destroys for the pleasure she finds in doing it.

Sadist: Psikosis loves exerting her power over others and can get too involved in it to notice what’s happening around her.

Temper: Psikosis has a short fuse, she can go from calm to murderous in the blink of an eye.

Three-In-One: Psikosis was a set of identical triplicates who have merged together, but each one still retains their individual personalities (Danielle, Diana, & Denise) within their shared body.


Background: When the Waller triplicates first manifested their psionic gifts they were quickly picked up by Ghostworks and taken to one of their many labs for study. During the years of testing and painful experiments, somehow the three young psychics merged their bodies together while maintaining their individual personalities and powers, though each personality must be in control of their shared body to use their particular set of psionic abilities. Regardless, all three of them were twisted by their experiences and at some point, they eventually became a willing operative of Ghostworks.

She enjoys the missions and assignments she's given and would be a chaotic super villain if left to her own devices. Something that her Ghostworks handlers are well aware of and often send Psikosis out on smaller missions just to keep her occupied and out of worse trouble she would get herself into.

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Tattooedman
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Caliber

Post by Tattooedman » Fri Oct 11, 2019 2:41 pm

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Caliber:
PL:
10
Strength 3
Stamina 4
Agility 6
Dexterity 6
Fighting 7
Intellect 3
Awareness 4
Presence 3

Skills: Acrobatics 6 (+12), Athletics 6 (+9), Close Combat [Savate] 2 (+11), Expertise [Current Events] 3 (+6), Expertise [Military] 6 (+9), Ranged Combat [Firearms] 2 (+8), Sleight of Hand 6 (+12), Stealth 6 (+12), Technology 2 (+5), Treatment 2 (+5), Vehicles 2 (+8)

Advantages: Agile Feint, Benefit [Alternate Identity], Close Attack 2, Connected, Contacts, Defensive Attack, Equipment 7, Grabbing Finesse, Improved Grab, Improved Initiative, Improved Trip, Languages 3 [Base: English; Croatian, French, Italian, Serbian], Power Attack, Prone Fighting, Second Chance [Acrobatics checks], Skill Mastery [Acrobatics], Taunt

Powers: Physical Prowness:
Enhanced Advantages 4 [Diehard, Great Endurance, Evasion 2]
Immunity 2 [Disease, Poison]
Speed 2
-Leaping 2

Parkour: Movement 5 [Environmental Adaptation (Urban), Safe Fall, Sure-Footed 2, Wall-Crawling] (Flaw: Limited [when moving in urban environments])

Savate:
Leaping 1
Strength-Based Damage 5 (Feat: Improved Critical 2)

Offense: Initiative +10
Melee Attack +9 // Savate Attack +11
Ranged Attack +6 // Firearms Attack +8

Defense: Dodge +13
Parry +13
Toughness +7*/+4 [Body Armor]
Fortitude +8
Will +8

Equipment: Twin Blaster Pistols: Ranged Energy Damage 5 [10 ep]

Body Armor: Protection 3 (Feat: Subtle) [4 ep]

Helmet: Immunity 5 [Sensory-based Afflictions] (Flaw: Half Effective) [5 ep]

Sword: Strength-Based Slashing Damage 3 (Feat: Improved Critical) [4 ep]

Taser Boots: Affliction 6 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative) [12 ep]


Costs: Abilities 68+ Skills 16+ Advantages 26+ Powers 22+ Defenses 21= 153 pts.


Real Name: Joseph Hawkins
Aliases: Philippe Orléans
Height: 6’3”
Weight: 226 lbs
Hair: Black
Eye Color: Brown


Complications:
Honor: Caliber will always finish a job he has been paid to do.

Motivation ~Personal Pride: Caliber wants to prove he is the best there is at what he does.

Rivalry: As a Alpha mercenary, he has a rivalry with Battalion, Carnifex, and Gunslinger.


Background: Joseph Hawkins was raised by in France where he joined the French Foreign Legion when he was of the proper age. It was while on assignment in 2002 as part of Opération Licorne, France’s peacekeeping operation in support of the United Nations Operation in Côte d'Ivoire, that Joseph was injured when the Ivorian governmental air force carried out an attack on a French held position.

Something about the trauma his body suffered caused Joseph to manifest abilities that allowed him to recover faster than what was humanly possible and during his physical rehab it was discovered that he possessed an uncanny hand-eye coordination as well as a heightened level of athleticism. Seeing something they could use to their advantage, the French Government created a cover story that Joseph had been too badly injured to return to active duty and he was medically discharged from service, where a person that was paid very well played the part of the now crippled Joseph living a quiet life in the French countryside.

Meanwhile Joseph was given a new identity, that of Philippe Orléans, and was brought into the world of espionage where he expanded many of his already impressive skills as well as learning new ones. For several years thereafter, he performed numerous black ops missions for the good of the French people until he defied orders and rescued a comrade who had been sent on a suicide mission and had been captured. Disgusted with his superiors response to the situation, they heavily fined him and stripped him of rank while discharging his friend, Joseph left the government’s employ and became a mercenary.

Now selling his deadly skills to the highest bidder, Caliber travels all over the world doing the work that nobody else wants to.
Last edited by Tattooedman on Mon Nov 04, 2019 8:38 pm, edited 2 times in total.

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Tattooedman
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Electra

Post by Tattooedman » Sat Oct 12, 2019 4:01 pm

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Electra:
PL:
11
Strength 0
Stamina 6 (1)
Agility 7 (2)
Dexterity 3
Fighting 1
Intellect 3
Awareness 3
Presence 2

Skills: Close Combat [Shock Field] 10 (+11), Deception 9 (+11), Insight 6 (+9), Intimidation 9 (+11), Perception 6 (+9), Persuasion 6 (+8), Ranged Combat [Electrical Arc] 10 (+11)

Advantages: Improved Demoralize, Improved Feint, Power Attack, Taunt

Powers: Living Lightning: (Standard Action)
Enhanced Stamina 5
Enhanced Agility 5
Enhanced Advantages 3 [Evasion 2, Move-By Action]
Enhanced Dodge 8
Enhanced Parry 10
Enhanced Fortitude 4
Insubstantial 3 [electrical energy]
Electric Propulsion: Flight 8
Electrical Field: Protection 5 (Flaw: Sustained) 3
Electrical Arc: Electrical Damage 11 (Extras: Area [Burst], Linked [Affliction]) & Affliction 11 [Visually Impaired, Visually Disabled, Visually Unaware; resisted by Fortitude] (Extra: Area [Burst]); (Flaw: Limited [1 sense only (vision)])
-Shock Field: Affliction 11 [Dazed, Stunned, Incapacitated; Resisted by Fortitude] (Extra: Reaction [being touched])
-Networking: Teleport 10 (Extras: Accurate, Extended); (Flaw: Medium [electronic/electrical systems])

Offense: Initiative +7
Melee Attack +1 // Shock Field Attack +11
Ranged Attack +3 // Electrical Arc Attack +11

Defense: Dodge +11*/+3 [*Living Lightning]
Parry +11*/+1 [*Living Lightning]
Toughness +11*/+1 [*Living Lightning]
Fortitude +10*/+4 [*Living Lightning]
Will +9


Costs: Abilities 30+ Skills 23+ Advantages 4+ Powers 124+ Defenses 10= 190 pts.


Real Name: Cynthia "Cindy" Blake
Host Name: Kathryn Krantz
Height: 5’2”
Weight: Unknown
Hair: Blonde
Eye Color: Blue


Complications:
Crossed Wires: Electra is now more of a electrical being in possession of another person’s body, there are times that the unwilling(?) host regains control.

Enemy: Arc.

Power Loss: Water based attacks can short out Electra's powers.

Weakness: Electra takes an extra degree of damage against water based attacks.



Backgrounds: Cindy Blake always felt like her older brother Danny got more of their parents’ attention. In an effort to get some of that attention Cindy started to act out; doing things like drinking, dating the local "bad boys", staying out all night, arguing with her parents and so on.

Unfortunately, the elder Blakes decided it would be easier to send their wayward daughter to a scared straight boot camp program to solve her problems. While there Cindy was exposed to girls who had real problems and they showed their dislike for her immediately and severely; Cindy was beaten repeatedly and abused by her peers until she became like them - angry at the world and ready to lash out at anyone.

Once Cindy "graduated" from the boot camp and returned home her parents quickly learned that their daughter was beyond their control anymore and they kicked her out of the family home. Cindy's life on the streets was harder than her boot camp had been, there she at least had a roof over her head and 3 meals a day. On the streets she had to provide everything for herself since nobody else would, and to be able to afford the basics of life she ended up becoming a prostitute.

Cindy managed to support herself fairly well for a year and a half until one night a customer wanted more than she was willing to give. The man began to beat her, during that time all Cindy could think of was how her life would have been different if she had the power to protect herself from the other people who had hurt her in her life and that if she could just get him to stop then no else would ever make her do things she didn't want to or do these kinds of things to her ever again. Then Cindy felt a surging of energy inside her begin to build, and then suddenly she felt it leave her, and there was a crashing noise that sounded like thunder.

When Cindy opened her eyes, she saw the man who had been beating her lying on the floor dead, his skin burnt and almost melted looking - he had been electrocuted! Knowing that even in the dump motel she was in someone would come to check out the thunderous crash she had unleashed Cindy quickly gathered her things and left. Over the next few weeks she played with her powers to learn what she could do; she even went to the library to read all she could about lightning and its effects to better understand her powers.

Within a month Cindy had made herself a costume and began using her new powers to steal anything she wanted. Within five months she was living how she wanted, in the best hotels that money could buy and wearing all the designer clothing she could fit into her closet. She had even been considering visiting her folks and showing them how good she had ended up doing for herself without them and finally proving that she was the one they should have paid all the attention to, that she was the one that was special, not her brother Danny.

Then it happened, Cindy went to rob a bank in her criminal identity of Electra, and she ended up facing a man who was wearing a costume and wielding electrical powers similar to hers. Then when the man told her that she needed to drop the money and surrender Cindy couldn't believe it!!!! It was the voice of her brother, Danny!!! She knew it was him!!! How did he manage to have powers!!! Powers like hers!!! Cindy flew into a rage as she attacked her brother, not that it did her much good. Cindy hadn't had any resistance until that point in her crimes, and her theories of how some of her abilities would work didn't against a man with powers so similar to her own.

Cindy ended up getting arrested after that fight, revealing her identity which was a huge shock to her brother. Cindy decided that day that she would show her brother who was the most powerful between them without a doubt; vowing to one day drain all of his energy from his body and then she would have all of the power. That set the tone for almost all of the future fights between Electra and Arc - love, hate, tragedy and family sorrow.

That is until finally at one-point Electra was threatening a bus load of children and Arc was left with no other option but too completely overload her control of her powers. That blast left Electra in a coma from the seizure that was caused by that overload. For three years Electra was left in a private care hospital in that coma, until a young doctor decided to experiment with a theory she had about the body's own natural bioelectricity; draining large amounts of electricity from Electra and was able to endow herself with similar powers. Unfortunately, though along with that energy came Electra's personality and soon a new Electra was causing chaos around the city, even more deadly now that she had gained all of that doctor's knowledge of science and a far more detailed understanding of how her powers actually worked.

She learned that during her downtime that Arc had become a member of the Alliance, something she'd not expected from him. That led to Electra to ally herself with various foes of the Alliance members that mostly ended up going wrong and she was forced to flee the scene to keep her freedom. After several failures Electra decided to take things to a new level to make her brother pay for every wrong he’d done to her over the years; she stalked him to learn about his private life. After months of learning about her brother’s life Electra made her move – killing Arc’s girlfriend, Jenny, then leaving the body for brother with a handwritten note taking credit for the deed. Arc went after Electra in retaliation and during that fateful encounter he was forced to stop her from killing a bus full of children by overloading her with electrical energy that put her into a coma.

Cindy remained in that condition for years, kept under observation at Odyssey Technologies until a doctor came up with a theory that her bodies bioelectrical energy could be tapped into and used to awaken vegetative state coma patients. The first use of the procedure was a success - Kathryn Krantz had been in a non-responsive condition for almost five years, and after a few infusions of bioelectrical energy from Cindy she woke up. After weeks of testing it was determined that Kathryn had suffered no loss of memory or mental alertness she was released from care.

But all was not well as within a few days of returning home Kathryn began to have nightmares about being chased by a woman with an electric glowing face who wanted to be “let in”. Doctors told her it was just her mind adjusting from being in the vegetative state for so long and prescribed Hypnocil to suppress her dreams while she adjusted to the changes in her life. While the dreams stopped Kathryn’s personality began to slowly change – with her becoming more aggressive, outspoken, and confrontational which caused her family to become worried about their daughter and tried to stage an intervention only for the situation to quickly turn ugly. During the argument Kathryn manifested electrical manipulation abilities that were identical to Cindy’s and she used them to attack the Krantz family then make her escape.

Soon Electra made her return to the world, which brought her into conflict with Arc and he discovered that Cindy’s personality had overwritten Kathryn’s, allowing the villain to return. Once again the two siblings fought one another and Electra nearly won as she’d figured out several new applications of her powers that gave her an edge over her brother, but thankfully other members of the Alliance appeared on the scene to help their friend and together they were able to defeat the “new” Electra.

The biggest problem that this version of Electra brings is the fact that the Krantz family keeps filing legal motions to try separate their daughter from the electrical criminal; as Kathryn is another victim of Electra, though there are some people in law enforcement that consider her more of a semi-willing accomplice.

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Tattooedman
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Jack O’ Knives

Post by Tattooedman » Sat Oct 12, 2019 4:05 pm

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Jack O’ Knives:
PL:
10
Strength 5 (2)
Stamina 5 (2)
Agility 6 (2)
Dexterity 7 (2)
Fighting 4
Intellect 1
Awareness 2
Presence 0

Skills: Acrobatics 3 (+5/+15), Athletics 3 (+5/+8), Close Combat [Knives] 6 (+15), Close Combat [Unarmed] 6 (+15), Expertise [Criminal] 6 (+7), Insight 9 (+11), Intimidation 6 (+6), Perception 9 (11), Ranged Combat [Thrown Objects] 6 (+13), Sleight of Hand 3 (+5/+14), Stealth 3 (+5/+15)

Advantages: Accurate Attack, Agile Feint, Chokehold, Defensive Roll 2, Equipment, Fearless, Grab Finesse, Improved Aim, Improved Critical [Thrown Weapons] 2, Improved Critical [Unarmed] 2, Improved Disarm, Power Attack, Precise Attack [Concealment; Close], Power Attack, Prone Fighting, Takedown 2, Uncanny Dodge

Powers: Body Contortion:
Enhanced Strength 3
Enhanced Stamina 3
Enhanced Agility 4
Enhanced Dexterity 5
Enhanced Skills 9 [Acrobatics +9, Sleight of Hand +9, Stealth +9]
Enhanced Advantages 12 [Close Attack 3, Evasion 2, Improved Defense, Improved Grab, Improved Hold, Improved Initiative, Instant Up, Ultimate Effort (Escape Checks), Withstand Damage]
Feature 1 [May Fit Into Tiny Spaces]
Immunity 30 [Bludgeoning Damage, Ballistic Damage, Entanglement Effects]

Healing Factor: Regeneration 10 [1/every round] (Extra: Persistent); (Feat: Regrowth)

Costume: (Removable –1 pt) [5 pp]
Finger & Toe Blades: Enhanced Advantages 6 [Improved Critical 4 (Unarmed), Variable Descriptor 2 (Slashing, Piercing)]

Offense: Initiative +10
Melee Attack +9 // Unarmed Attack +13
Ranged Attack +7 // Thrown Objects Attack +13

Defense: Dodge +13
Parry +13
Toughness +7*/+5 [*Defensive Roll]
Fortitude +8
Will +8

Equipment: Knives: Strength-Based Damage 3 (Feat: Improved Critical)
-Throwing Knives: Ranged Strength-Based Damage 3 (Feat: Improved Critical); (Flaw: Diminished Range)


Costs: Abilities 30+ Skills 22+ Advantages 21+ Powers 108+ Defenses 25= 206 pts.


Real Name: Unknown
Height: 6’3”
Weight: 194 lbs
Hair: Unknown
Eye Color: Unknown


Complications:
Motivation ~Mayhem & Murder: Jack O’ Knives greatly enjoys committing crimes, even killing.

Power Loss: If his Healing Factor is somehow nullified then Jack O’ Knives loses his Body Contortion power.


Background: The past of the man who calls himself Jack O’ Knives hasn’t been confirmed by C.A.S.T.L.E., but he has revealed parts of it to various heroes over the course of his criminal career; years ago he was a deeply religious teenager who saw his family die when their church bus collided with a tanker truck that was carrying some kind of chemical compound. Everyone aboard the bus was killed, even the boy who would become Jack O’ Knives, except he did not stay that way. Either the mental trauma of the event or the direct exposure to the chemical compound triggered the manifestation of his healing factor, and he soon walked away from the crash site without a scratch on him despite his being crushed, snapped, and broken only a short time before.

None the less, the wreck destroyed the boy’s belief in a rational universe and replaced it with the philosophy that life was meaningless and futile, that laws were lies. In the months that followed the future Jack O’ Knives learned how to his powers improved his body and how to best use it in his new endeavor as a criminal Alpha who indulged every whim and want, he has. He isn’t worried about putting other people in dangerous situations and often times make use of the fact that heroes are to gain a momentary advantage or to cover his escape.

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

Bodycount

Post by Tattooedman » Sun Nov 03, 2019 9:11 pm

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

Skills: Athletics 3 (+7), Insight 6 (+8), Intimidation 9 (+9/+12/+16 or +18), Perception 6 (+8), Ranged Combat [Thrown Objects] 6 (+8), Stealth 9 (+13)

Advantages: Close Attack 6, Daze [Intimidation], Improved Feint, Improved Initiative, Power Attack, Startle

Powers: Strength Of Many:
Enhanced Strength 4
Protection 6
Summon Duplicates 11 [165 pts dupes] (Extras: Heroic, Horde); (Feats: Multiple Minions 9 [512 total], Sacrifice)
-Strength Of One:
Growth 9 [30 ft tall; Strength +9, Protection +9, Intimidation +4; Dodge/Parry -4 , Stealth -9] (Extra: Increased Duration [Continuous])
Growth 4 [60 ft tall; Intimidation +6; Dodge/Parry -6, Stealth -13] (Extra: Increased Duration [Continuous]); (Flaw: Limited [No increase to Strength & Stamina])
Bird's Eye View: Senses 1 [Vision (Extended)]
Big Hands & Feet: Damage 10 (Extra: Area [Burst]); (Flaw: Limited [Half Area])
Long Legs: Speed 4

Skull Mask: (Removable -1 pt) [2 pp]
Frightening Appearance: Enhanced Skill 1 [Intimidation +3]

Offense: Initiative +8
Melee Attack +10
Ranged Attack +4 // Thrown Objects Attack +10

Defense: Dodge+10/+6 [Strength Of One]
Parry +10/+6 [Strength Of One]
Toughness +4 /+10 [Strength Of Many]/+13 [Strength Of One]
Fortitude +8
Will +8


Costs: Abilities 44+ Skills 14+ Advantages 11+ Powers 82+ Defenses 22= 173 pts.


Real Name: Brandon Cederick
Height: 6'3" (normal size)
Weight: 211 lbs (normal size)
Hair: Brown
Eye Color: Blue


Complications:
Disability: Bodycount suffers from mental illness.

Motivation ~Power: Bodycount believes that for every person he kills he is able to increase the effects his powers have.


Background: One of the many people to be caught in Black Sun’s Silver Storm, Brandon Cederick gained superhuman powers. As with most of the other Stormers, as those empowered by the Silver Storm are being called now, he was driven nearly out of his mind due to the pain of his empowerment and proceeded to go on a rampage until he was stopped by members of the Vanguard and the Alliance.

Unlike a few of the Stormers who were able to get away from the scene, Brandon was turned over to the custody of C.A.S.T.L.E. in order to understand how the Silver Storm empowered so many people in such drastic and different ways. Unfortunately, Black Sun raided the facility to free their newly empowered “brethren” to find their destiny in the world.

Brandon was among those who declined that group's offer of membership in order to pursue his own agenda - increasing his personal power. As a result, Bodycount, as Brandon was named by the media has become one of the most feared criminal Alphas known. Luckily for society, he has been incarcerated at New Alcatraz for several years now following his last rampage, kept docile with regular injections of sedative medicines.

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Tattooedman
Posts: 1331
Joined: Fri Nov 04, 2016 8:09 pm
Location: Ohio

Bloodborne

Post by Tattooedman » Sun Nov 03, 2019 9:43 pm

Image
Bloodborne:
PL:
10
Strength 3
Stamina 4
Agility 3
Dexterity 3
Fighting 4
Intellect 1
Awareness 2
Presence 2

Skills: Acrobatics 9 (+12), Athletics 3 (+6), Deception 9 (+11), Expertise [Criminal] 8 (+9), Insight 8 (+10), Intimidation 6 (+8), Perception 8 (+10), Ranged Combat [Blood Control Array] 6 (+10), Stealth 9 (+12)

Advantages: All-Out Attack, Close Attack 4, Equipment, Improved Initiative, Power Attack, Ranged Attack

Powers: Blood Control Array:
Pure Blooded: Immunity 7 [Disease (limited - blood based), Fatigue, Poison]
Disrupt Blood Flow: Ranged Affliction 10 [Hindered & Vulnerable, Disabled & Defenseless; resisted by Dodge/Fortitude] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Blood Puppet: Ranged Affliction 10 [Entranced, Compelled, Controlled; resisted by Dodge/Fortitude] (Extra: Cumulative); (Flaw: Quirk [Target is Conscious])
-Blood Thinning: Ranged Affliction 10 [Fatigued, Exhausted, Incapacitated; resisted by Dodge/Fortitude] (Extra: Cumulative)
-Drain Blood From Eyes: Ranged Affliction 10 [Visually Impaired, Visually Disabled, Visually Unaware; resisted by Dodge/Fortitude] (Extra: Cumulative)
-Embolism: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Dodge/Fortitude] (Extra: Cumulative)

Offense: Initiative +7
Melee Attack +8
Ranged Attack +3 // Blood Control Array Attack +10

Defense: Dodge +12
Parry +12
Toughness +8*/+4 [*Costume]
Fortitude +7
Will +9

Equipment: Costume: Protection 4 (Feat: Subtle) [5 ep]


Costs: Abilities 44+ Skills 20+ Advantages 9+ Powers 41+ Defenses 27= 140 pts.


Real Name: Rebecca Knight
Height: 5’1”
Weight: 111 lbs
Hair: Black
Eye Color: Brown


Complications:
Motivation ~Money: Bloodborne uses her powers to earn money to support herself.

Prejudice: Criminal Alpha.


Background: How Rebecca Knight manifested her powers isn’t known, but her choice to use them for criminal ends isn’t – making her first appearance as the criminal Bloodborne, she used her powers to kill people for hire. This brought her into conflict with the masked crime fighter Argus, who struggled to cope against her unique powers though he would become accustomed to her style of fighting.

Bloodborne operated for several years, breaking out of prison several times before becoming part of the first group of Alpha criminals to be incarcerated in New Alcatraz. At some point Rebecca decided to retire from her lifestyle, likely due to the fact she’d become pregnant, and she quietly assumed a new identity upon her release from New Alcatraz. What she’s done since then isn’t known, but clearly she has settled into a mundane life.

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