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

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Tattooedman
Posts: 1233
Joined: Fri Nov 04, 2016 8:09 pm
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Turmoil

Post by Tattooedman » Tue Apr 30, 2019 9:03 pm

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Turmoil:
PL:
10
Strength 10
Stamina 8
Agility 3
Dexterity 3
Fighting 4
Intellect 1
Awareness 3
Presence 3

Skills: Deception 6 (+9), Close Combat [Unarmed] 2 (+10), Expertise [Criminal] 6 (+7), Insight 6 (+9), Intimidation 6 (+9), Perception 6 (+9), Persuasion 6 (+9), Ranged Combat [Transformation Array] 6 (+10)

Advantages: All-Out Attack, Close Attack 4, Improved Demoralize, Improved Initiative, Improved Taunt, Languages [Base: English; French], Power Attack, Ranged Attack

Powers: Chaos Field:
Affliction 8 [Dazed, Stunned, incapacitated; resisted by Will] (Extras: Area [Burst], Cumulative, Reaction [moving into her area of affect])
Flight 8
Immunity 7 [All Environmental Conditions, Disease, Poison]
Protection 2 (Extra: Impervious 10); (Flaw: Noticeable)

Transformation Array:
Transformation: Transform 8 [Anything into anything else] (Extra: Increased Duration [Continuous])
-Transformed Objects: Create 10 (Extra: Continuous, Movable, Precise, Flaw: Diminished Range [10/25/50])
-Transformation Snare: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Transformation Blast: Ranged Damage 10 (Extra: Multiattack); (Feat: Variable Descriptor 3 [Bludgeoning/Piercing/Slashing])
-Transformed Weapons: Strength-Based Damage 0 (Feats: Reach, Variable Descriptor 3 [Bludgeoning, Piercing, Slashing]); (Flaws: Activation [Move Action], Easily Removable [-2 pts])

Offense: Initiative +7
Melee Attack +8
Ranged Attack +4 // Transformation Array Attack +10

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


Costs: Abilities 70+ Skills 16+ Advantages 11+ Powers 134+ Defenses 18= 249 pts.


Real Name: Georgia Fliehr
Height: 5’10”
Weight: 143 lbs
Hair: Red (dyed, naturally Blonde)
Eye Color: Blue


Complications:
Motivation ~Personal Power: Turmoil wants to be able to live her life, on her own terms.

Power Loss: If Turmoil's powers are somehow nullified her stats change as follows; Strength 2, Stamina 2.

Prejudice Criminal Transhuman.

Relationships: While she is close with her teammates, Turmoil is very close with her father.


Background: A result of one of Morgan Fliehr’s many dalliances, Georgia was his first child and he made sure that she never wanted for anything in her life. He even went as far as to marry Georgia’s mother, though their union was never a stable one given Morgan’s lifestyle and after nearly ten years of trying the two divorced. Although Morgan made sure that his daughter received all the financial and emotional support possible.

The majority of her life Georgia never worried about if she'd manifest the powers her father had, as was a strong possibility given how Transhumans powers often pass their powers onto their children, but when members of P.U.R.G.E. kidnapped the children of several super villains in an effort to prevent their family's “foul genes” to “further taint” the DNA of humanity, they caused Georgia's powers to manifest when they murdered her younger brother right in front of her. Luckily Bedlam had decided to go and ask for the aid of the Vanguard, and members of that organization teamed with several of the criminals whose children had been taken.

In the end Georgia and the others were freed and most of the members of that P.U.R.G.E. cell were arrested, although the majority of the super villains escaped with their children; Bedlam and Georgia included. From there Bedlam took his daughter under his wing, teaching her how to control her powers and even taking her along on several theists with the Horsemen.

It didn't take long for Georgia to become enamored with her father's lifestyle and would eventually convince her father and his teammates to make her a permanent member of the Horsemen. In the years since she has proven herself a capable super villain and Bedlam has been grooming her to replace him as the leader of the Horsemen.
Last edited by Tattooedman on Tue Apr 30, 2019 10:54 pm, edited 1 time in total.

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Tattooedman
Posts: 1233
Joined: Fri Nov 04, 2016 8:09 pm
Location: Ohio

Fortune

Post by Tattooedman » Tue Apr 30, 2019 9:03 pm

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

Skills: Athletics 3 (+7), Deception 6 (+8), Expertise [Criminal] 6 (+8), Expertise [Pop Culture] 3 (+5), Insight 6 (+9), Perception 6 (+9), Stealth 6 (+10), Treatment 3 (+5)

Advantages: Equipment, Improved Feint, Set-Up 3, Teamwork 3

Powers: Probability Alteration Array:
Weird, That Happened: Ranged Damage 10 (Extra: Perception Ranged); (Feats: Indirect 4, Subtle 2, Variable Descriptor [Accidents])
-Watch Out For That Thing: Ranged Affliction 10 [Impaired & Vulnerable, Defenseless & Disabled; resisted by Will] (Extras: Extra Condition, Perception Ranged); (Feats: Indirect 4, Insidious, Subtle 2); (Flaw: Limited Degree)

Just A Face In The Crowd:
Feature 1 [Facial Features obscured]
Concealment 10 [All Senses] (Flaw: Passive)

Lucky Dodge:
Enhanced Advantage 1 [Uncanny Dodge]
Enhanced Dodge 7
Enhanced Parry 7

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

Defense: Dodge +13*/+6 [* Lucky Dodge]
Parry +13*/+6 [*Lucky Dodge]
Toughness +7*/+4 [*Armored Costume]
Fortitude +7
Will +7


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


Costs: Abilities 54+ Skills 13+ Advantages 8+ Powers 64+ Defenses 11= 150 pts.


Real Name: Richard David Fliehr
Height: 6’3”
Weight: 227 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Motivation ~Personal Power: Fortune wants to be able to live his life, on his own terms.

Prejudice Criminal Transhuman.

Relationships: While he is close with his teammates, Fortune is closer with his father.


Background: Rich Fliehr is another child of Morgan Fliehr, better known as the super villain Bedlam, but is a half sibling to Turmoil. His powers manifested subtly early in his life, granting him impressive probability manipulation abilities. It wasn't until Rich was in his early 20s that he discovered the truth of his charmed life and immediately decided to follow in his father's footsteps by becoming a super villain.

It did not take long for the senior Fliehr to realize what his son was doing and bring him into the ranks of the Horsemen, where he could keep an eye on him and teach him how to be a “proper” super villain. Rich didn’t mind, his powers allowed him to nearly walk in and out of any place with whatever loot he could carry but having the backing of his father and his team meant that Rich could take much larger, and much more valuable loot. While Rich's half-sister is being groomed to eventually replace their father as leader of the group, he is perfectly content to simply be part of the group and enjoy the perks of his chosen lifestyle.

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Tattooedman
Posts: 1233
Joined: Fri Nov 04, 2016 8:09 pm
Location: Ohio

Pegasus

Post by Tattooedman » Tue Apr 30, 2019 9:04 pm

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Pegasus:
PL:
10
Strength 4
Stamina 5
Agility 6
Dexterity 3
Fighting 5
Intellect 1
Awareness 3
Presence 4

Skills: Acrobatics 3 (+9 /+15 ), Athletes 3 (+7/+10), Close Combat [Fighting Sticks] 4 (+12), Close Combat [Unarmed] 2 (+10), Expertise [Criminal] 6 (+7), Insight 6 (+9), Perception 6 (+9), Stealth 6 (+12)

Advantages: Close Attack 3, Equipment, Favored Environment [Airborne], Improved Defense, Power Attack, Set-Up, Teamwork

Powers: Avian Physiology:
Immunity 1 [Environmental Pressure]
Movement 1 [Environmental Adaptation (High Altitude)]
Regeneration 3 [1/every 3 rounds]
Senses 1 [Normal Vision (Extended)]

Winged Flight: Flight 6 (Flaw: Winged)

Feather Wings:
Wing Wind: Affliction 8 [Hindered, Prone; resisted by Strength/Agility] (Extra: Area [Cone] 2); (Flaw: Limited Degree)
-Flying Headbutt: Strength-Based Damage 4 (Feat: Improved Critical 4)
-Wing Bash: Strength-Based Damage 4 (Feats: Reach, Split)

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 9 [Agile Feint, Defensive Roll 2, Improved Defense, Improved Initiative, Move-By Action, Redirect, Takedown 2] (Flaw: Limited [when flying only])

Fight Sticks: (Easily Removable –4 pts) [7 pp]
Tazing Strike: Affliction 5 [Dazed, Stun, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Blunt Strike: Strength-Based Damage 4 (Feat: Improved Critical 2)

Offense: Initiative +10*/+6 [*Aerial Mastery]
Melee Attack +8 // Unarmed Attack +10 // Fight Sticks Attack +12
Ranged Attack +3 //

Defense: Dodge +12*/+9 [*Aerial Mastery]
Parry +12*/+9 [*Aerial Mastery]
Toughness +8*/+5 [*Armored Costume]
Fortitude +8
Will +8

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


Costs: Abilities 72+ Skills 13+ Advantages 9+ Powers 50+ Defenses 15= 159 pts.


Real Name: Christopher “Chris” Michaels
[Height:[/b] 5'9”
Weight: Unknown
Hair: Brown
Eye Color: Hazel


Complications:
Motivation ~Personal Power: Pegasus wants to be able to live his life, on his own terms.

Power Loss: Flight powers if wings are restrained.

Prejudice Criminal Transhuman.

Won’t Back Down: Pegasus enjoys the challenge of combat, often times putting the heist currently going on at risk. Also anyone who openly challenges him will find him very willing to accept, even if it is clear that Pegasus will likely lose.


Background: Chris Michaels grew up always feeling something of an outsider amongst his peers, which resulted in his being withdrawn for most of his early years. Of course, this led to his being bullied, to which he applied himself to a workout regime and amateur wrestling that would allow him to deal with those who tormented him. During his early teen years, the criminal group the Horsemen rose to prominence and Chris became enamored with their carefree attitudes and desire to take care of their needs despite the fact they supported themselves through crime.

All the while Chris continued to develop his fighting skills planning on a mercenary career once you graduate high school. Luckily for him, an injury triggered his manifestation of transhuman powers. Granted, it was only a set of fully-formed wings but he was determined to make the most of them. This led to more in-depth personal training on his part, developing a unique aggressive fighting style.

Upon his graduation from high school Chris put together a costume and began his career as a super villain. It took a few years but eventually he was able to develop a reputation as a skilled super criminal, enough so that he gained the attention of members of the Horsemen who were always on the lookout for fresh new talent to bolster their ranks. After being approached and offered a tryout, Chris performed a few minor robberies with the group. Liking what they saw they decided to offer him membership, making his childhood fantasy a reality. For several years Chris, as the criminal Pegasus, was a steadfast and reliable member of the Horsemen who developed a well-earned reputation as a skilled fighter and professional super villain.

Then the Ahriman War happened.

The threat that the supernatural being represented was so great that several super villains teamed with the Vanguard to fight against Ahriman and his Harbingers. In the end they were successful in defeating their opponents, but that victory came with a price as everyone on the island were killed in the fallout of the magical energy Ahriman’s ritual had been gathering and was left unchecked without his willpower holding it in check.

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Tattooedman
Posts: 1233
Joined: Fri Nov 04, 2016 8:09 pm
Location: Ohio

Mendron

Post by Tattooedman » Sun May 05, 2019 7:16 pm

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Mendron, the Black Mage:
PL:
15
Strength 5 (15)
Stamina 5
Agility 2
Dexterity 4
Fighting 5
Intellect 5
Awareness 5
Presence 5

Skills: Close Combat [Unarmed] 10 (+15), Expertise [Magic] 16 (+21), Insight 8 (+13), Intimidation 8 (+13), Perception 8 (+13), Persuasion 9 (+11), Ranged Combat [Sorcery Array] 11 (+15)

Advantages: Eidetic Memory, Improved Initiative, Power Attack, Ritualist, Skill Mastery [Expertise (Magic)]

Powers: Mystic Senses: Senses 5 [Detect (Magic: Acute, Analytical, Radius, Ranged)]

Sorcery Array:
Mystic Gate: Teleport 15 (Extras: Accurate, Portal); (Feats: Change Direction, Change Velocity, Increased Mass 6 [3,200 lbs]); (Flaw: Standard Action)
-Eldritch Bolt: Ranged Magic Force Damage 15
-Eldritch Wave: Magic Force Damage 15 (Extra: Area [Cone] 2)
-Ghost Hands: Move Object 15 (Extra: Perception)
-Mental Illusions: Ranged Affliction 15 [Figment, Phantasm, Immersion; resisted by Will] (Extra: Independent); (Flaw: Limited [Not useable against machines])
-Mental Stun: Ranged Affliction 15 [Dazed, Stunned, Incapacitated; resisted by Will] (Extra: Cumulative)
-Mind Bolt: Ranged Mental Damage 15 (Extra: Alternate Resistance [Will])
-Regrow Limbs: Regeneration 10 (Extra: Persistent)
-Telepathy: Mind Reading 12 & Communication 5 [mental]
-Transmutation: Transform 11 [anything into anything] (Extra: Independent)

Golem Charm: (Removable –8 pts) [34 pp]
Iron Body:
Enhanced Strength 10
Protection 10 (Extra: Impervious 12)

Warding Bracers: (Removable -2 pts) [8 pp]
Mystic Wards:
Enhanced Dodge 5
Enhanced Parry 5

Offense: Initiative +6
Melee Attack +5 // Unarmed Attack +15
Ranged Attack +4 // Sorcery Array Attack +15

Defense: Dodge +15*/+10 [*Mystic Wards]
Parry +15*/+10 [*Mystic Wards]
Toughness +15*/+5 [*Iron Body (Impervious 12)]
Fortitude +10
Will +10


Costs: Abilities 72+ Skills 27+ Advantages 5+ Powers 124+ Defenses 23= 251 pts.


Real Name: Unknown
Height: 6’2"
Weight: Unknown
Hair: Dark Brown
Eye Color: Green


Complications:
Enemy: The Aurelius.

Motivation ~Power: Mendron craves power, be it magical or otherwise, and is willing to cross virtually any line to gain it.

Motivation ~Domination: Mendron also seeks to take control of the world, seeing himself as the most suited person to do so.


Background: The man known as Mendron, the Black Mage claims to be a member of the ancient Magi Clans, though the truth behind this statement is questionable given Mendron lies about so many other things about his past. However, the fact that he is able to cast spells from any of the seven schools of magic does seem to support that claim. None the less, Mendron has always tried to increase his magical abilities in one way or another; from stealing ancient tomes and scrolls to hoarding a trove of magical artifacts, there is little Mendron will not do to gain more power for himself. During his gathering quests Mendron was opposed several times by the mages respectively known as Blackstone and the Aurelius, both of whom were committed to protecting society from people exactly like Mendron, though the first few times the two mystics were not used to working together and got in each other’s way while trying to deal with Mendron. It wasn't until Mendron had imprisoned the two of them in a dimension he called the Hell of Mirrors that they began to develop a resemblance of teamwork that would allow them to defeat Mendron.

Mendron planned to summon the demons known as the Seven Sins, who were responsible for much of the misery and cruelty of the Dark Ages until they were captured and imprisoned by that eras Aurelius. Mendron wanted to release the Sins so he could manipulate them into destroying certain key mystic locations that served as safeguards to other mystic energies he wanted access to. He was defeated when Blackstone challenged him to a duel of power, one which Mendron lost, while the Aurelius faced off against the avatars of the Seven Sins using charms he’d made to break the connection between the Sins and their avatars. Following that defeat Mendron disappeared for several years, though he would occasionally act through other agents to cause problems for the Aurelius and Blackstone; The reasons why Mendron did these things are not known, it is thought that he did some of them simply to cause problems for Blackstone and the Aurelius while other deeds were done to repay some unknown debt.

Mendron finally resurfaced with several allies from his past: the summoner Cybelle and the demon Cynder, plus a relatively unknown mystic at the time that is known as Tetra along with her demonic servant Azmuth. Together they called themselves the Crimson Coven, their goal being the gathering of the artifacts that were connected to some old legend that was called the Coming of the Four. After collecting the artifacts known as the Bone Slicing Axe from Stonehenge, the Chalice of Never Ending Thirst from a temple lost under the Atlantic Ocean, the Red Sword of Rage from a catacomb in Scotland, and the Pale Horse from a museum in New York City, all the while dealing with the interference of Blackstone, his niece Alexis and the Aurelius. Finally, the Crimson Coven was able to bring the artifacts together in Salem to perform the summoning ceremony that brought forth the Four Horsemen of the Apocalypse to the Earthly plane. What the Coven hadn't realized was that the Four Horsemen were like a primordial force of nature that wasn’t controllable, and when the Horsemen turned on them, they quickly teamed up with the heroic mystics to stop the Horsemen from bringing about the end of the world. And while Mendron wasn’t the only member of the Crimson Coven to escape capture and he has never tried since to reform the group.

Following that Mendron kept a very low profile for several years while rebuilding his resources until he felt he was ready to strike again. This time he targeted Blackstone with a plot to destroy the source of his powers - the Obsidian Sapphire. Mendron was able to gain access to Blackstone's home without his knowledge and would randomly attack him and then hide from the shadow mystic only to attack him again the moment he started to drop his guard. Through these means Mendron was actually able to defeat his hated foe and even managed to shatter the Obsidian Sapphire insuring that no other would be able to carry on Blackstone's work. Though Blackstone was still able to inflict a rare curse upon Mendron that forced him to seek a cure and thus unable to truly enjoy his success as several weeks later Blackstone's niece, Alexis, discovered that because her body had been riddled with so many of the Obsidian Sapphire's fragments that she was now able to channel the Sapphire's energies from within her own body and was able to carry on her family legacy.

Mendron has not been heard from since; it is possible that he is still trying to deal with the repercussions from the curse that the original Blackstone placed upon him at the time of his death. Though it can be assumed that he will return at some point with a new plan to take control of the world and that he will take his revenge on the new Blackstone and the Aurelius for all of their interferences in his past schemes.

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Tattooedman
Posts: 1233
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Location: Ohio

Maverick

Post by Tattooedman » Sun May 05, 2019 7:18 pm

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

Skills: Acrobatics 3 (+6), Athletics 3 (+6), Expertise [Criminal] 12 (+12), Insight 6 (+8), Perception 6 (+8), Sleight of Hand 6 (+6), Stealth 6 (+8)

Advantages: All-Out Attack, Close Attack 7, Equipment, Fast Grab, Improved Initiative, Power Attack, Ranged Attack 7, Takedown 2

Powers: Genetic Synching: Variable 16 [80 pts worth of powers of targets] (Extra: Increased Duration [Continuous]); (Flaw: Limited [5 power sets max], Limited [Loses one power set by copying new power set], Limited [must make physical contact with target])

Offense: Initiative +8
Melee Attack +11
Ranged Attack +11

Defense: Dodge +11
Parry +11
Toughness +7*/+4
Fortitude +8
Will +8

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


Costs: Abilities 48+ Skills 14+ Advantages 21+ Powers 80+ Defenses 24= 187 pts.


Real Name: Christopher “Chris” Michaels
Height: 6’2”
Weight: 220 lbs
Hair: Black w/white streak
Eye Color: Green


Complications:
Cult Of Personality: Maverick sometimes pick up the personality traits of his victims when taking on their powers.

Enemy: Ghostworks.

Prejudice: Criminal Transhuman.

Sometimes On The Side Of Angels: There are some crimes that Maverick won’t do, due to his own personal code, and has even allied himself with heroes to prevent them from happening.

Weakness: Maverick takes on the vulnerabilities and complications of his victim’s powers that he copies with his Genetic Synching.


Background: Chris Michaels was captured by Ghostworks when they realized he was a Transhuman whose powers hadn’t fully manifested. Intrigued by the idea of creating a “super-agent” of their own, the organization kidnapped him and quickly worked out what his powers were - he can copy and retain the abilities, of a maximum of five, Transhumans at a time. Thrilled with the possibilities that offered them, Chris’ handlers wasted no time in brainwashing him, to make him loyal to Ghostworks, then began an intensive combat training program that would enable to him to maximize any set of superhuman powers he might possess at any given moment.

For several years Chris did as Ghostworks instructed, using the name of Maverick, fighting several members of the Vanguard as well as the Alliance. Most times he was able to escape, and despite being defeated and captured a handful of time Ghostworks were able to free him from custody before he could be processed into New Alcatraz. At some unknown point Chris managed to overcome the brainwashing Ghostworks had done to him and carefully planned his escape from the group, becoming a “free agent” as he called it.

Now he works just for himself, sometimes selling his criminal skills and willingness to use his powers to the highest bidder. Although he has limits on the kinds of crimes he is willing to commit – such as those involving children. That is a line he will not cross no matter what, and it is thought that is due to his own past and treatment at the hands of Ghostworks. Also due to his past dealings with Ghostworks, Maverick will interfere with any operation of theirs that he learns about.

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