Batgirl III's Character Thread (Tee Hee, Baron Samedi)

Where in all of your character write ups will go.
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Batgirl III
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Re: Batgirl III's Character Thread

Post by Batgirl III » Fri May 04, 2018 1:35 am

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STORMBRINGER
Cape City Character
Power Level 9 ( 135 PP )

Stormbringer wrote:You mafia goons always talk tough... Until you've got a broadhead in your kidney.
ABILITIES
Strength 3
Stamina 3
Agility 5
Dexterity 3
Fighting 8
Intellect 2
Awareness 3
Presence 3

SKILLS
Acrobatics 3 (+8), Athletics 9 (+12), Close Combat [Unarmed] 4 (+13), Expertise [Educator] 6 (+8), Expertise [Mathematics] 3 (+5), Insight 5 (+8), Intimidation 5 (+8), Investigation 3 (+6), Perception 7 (+10), Ranged Combat [Archery] 7 (+13), Stealth 5 (+10), Treatment 3 (+5)

ADVANTAGES
Accurate Attack, Defensive Attack, Defensive Roll (3), Equipment (2), Favored Environment [Urban], Improved Aim, Improved Initiative (1), Improved Trip, Power Attack, Precise Attack [Ranged, Cover and Concealment (2)], Quick Draw, Ranged Attack (3), Takedown (1), Tracking

POWERS
Storm of Arrows Enhanced Extra 5 (Multi-Attack [5]; E: Variable Descriptor [any ranged attack you wield, only up to the attack's rank (1)]) [ 6 PP ]

EQUIPMENT ( 10 EP )
Longbow & Quiver Damage 5 (E: Ranged) [ 10 EP ]

DEFENSE
Dodge (12) Base 7
Parry: (10) Base 2
Fortitude: (8) Base 5
Toughness: (3/6) ——
Will: (8) Base 5

WORKSHEET
Attack: 13 Effect: 3 Total: 16 (Unarmed)
Attack: 13 Effect: 5 Total: 18 (Longbow)
Dodge: 12 Tough: 3/6 Total: 15/18
Parry: 10 Tough: 3/6 Total: 13/16
Fort: 8 Will: 8 Total: 16


ABILITIES [ 60 pp ] +
SKILLS [ 30 pp ] +
ADVANTAGES [ 20 pp ] +
POWERS [ 6 pp ] +
DEFENSES [ 19 pp ] =
135 PP TOTAL

COMPLICATIONS
Duty: Ric Daystrom beleives strongly in setting a positive example for the people of his city, both in his civillian life and as a hero.
Relationships: Amanda Daystrom and her son were estranged for many years, but they've since reconciled.

Real Name: Richard "Ric" Daystrom
Occupation: Adventurer (Math Teacher)
Education: Masters Degree (Mathematics), Stark Institute of Technology
Date of Birth: June 7, 1980 (Age 38)
Base of Operations: West Allen, Cape City, NJ
Height: 6'1"
Weight: 215 lbs.
Eyes: Brown
Hair: Black
Race: Human
Identity: Secret
Religion: Baptist
Relationships: Amanda Daystrom (53, Mother), Mary Daystrom (83, Grandmother; Deceased)
Legal Status: Citizen of the United States with no criminal record.

Background:
Richard "Ric" Daystrom had a hard childhood, his teenage mother was a in and out of rehab (or jail) for most of his formative years. Apart from naming him for a supporting character on old TV show, she pretty much had no contact with him before his teen years. He never knew his father and was essentially raised by his grandmother. Mary Daystrom worked two jobs, sometimes three, but never failed to be home to help Ric with his schoolwork, feed him a home-cooked meal, and made him come to church with her every Sunday.

Ric wasn't the smartest kid in his class, but he was one of the most driven. Athletic skill was the most direct route out of his hardluck neighborhood, but by no means the most certain or stable. So he drove himself to be the best quarterback in New Jersey high school history and maintained a straight 4.0 GPA. He was courted by every college football program east of the Mississippi, but opted to play for the West Point Black Knights... Serving as a quarterback and an officer in the U.S. Army. In his final year at the academy, Daystrom was severely injured during a game, shattering his hip and his career.

Luckily, Daystrom's determination not to make athletics his sole pursuit in life paid off. He was allowed to finish his final year at West Point, but obviously couldn't serve in active duty due to his injury. Daystrom returned to his hometown and became a math teacher at his old high school. When local street gangs (with cover from corrupt cops) began to aggressively push drugs in his neighborhood, Ric created a costume for himself and took matters into his own hands. After five years of adventure as Stormbringer, the Urban Archer was invited to join the L.A.W. by the Futurist, who felt the team was losing its local connection to their host city.

About a year ago, during a confrontation with Killer Queen, Stormbringer came under the sway of Perfect 10. The mentalist villainess forced him to execute three CMPD Officers on live television... He has not been seen in public since.
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MacynSnow
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Re: Batgirl III's Character Thread

Post by MacynSnow » Fri May 04, 2018 4:48 am

Out of curiosity,say......A new hero wanted to move to Cape City.What would the "Moving" Requirments be?......;)

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Re: Batgirl III's Character Thread

Post by Jabroniville » Fri May 04, 2018 6:56 am

Interesting bios here. The Mafia Super-People seem like REAL scum, especially what Perfect 10 did, never mind the "we kill cuz it's fun" types. The only thing with guys like that is it becomes unacceptable for them to get no major repercussions before too long, or you end up with DC's "Joker Problem" (his accelerating evil makes it WAY too grim for me, especially since he's never gone for long enough to really suffer consequences for his actions).

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Re: Batgirl III's Character Thread

Post by Woodclaw » Fri May 04, 2018 7:54 am

Nice work BGIII. I have to say that Perfect 10 reminds me of her semi-omonimous character from Batman Beyond.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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Re: Batgirl III's Character Thread

Post by Batgirl III » Fri May 04, 2018 3:57 pm

Jabroniville wrote:
Fri May 04, 2018 6:56 am
Interesting bios here. The Mafia Super-People seem like REAL scum, especially what Perfect 10 did, never mind the "we kill cuz it's fun" types. The only thing with guys like that is it becomes unacceptable for them to get no major repercussions before too long, or you end up with DC's "Joker Problem" (his accelerating evil makes it WAY too grim for me, especially since he's never gone for long enough to really suffer consequences for his actions).
Cape City, as a setting, is on the slightly darker side of the four-color spectrum. I’m not trying for a Grimdark tone, but there’s a certain amount of Gotham-ness that I want to inject into the city, especially at the “street level.”

Jackie O’Lantern is probably the darkest it gets, although all six of the Cape Killers are pretty mean in their own way. I want them to have impact enough to be taken seriously, but they are pretty much Jobbers.
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Re: Batgirl III's Character Thread

Post by MacynSnow » Fri May 04, 2018 6:45 pm

Batgirl III wrote:
Fri May 04, 2018 3:57 pm
Jabroniville wrote:
Fri May 04, 2018 6:56 am
Interesting bios here. The Mafia Super-People seem like REAL scum, especially what Perfect 10 did, never mind the "we kill cuz it's fun" types. The only thing with guys like that is it becomes unacceptable for them to get no major repercussions before too long, or you end up with DC's "Joker Problem" (his accelerating evil makes it WAY too grim for me, especially since he's never gone for long enough to really suffer consequences for his actions).
Cape City, as a setting, is on the slightly darker side of the four-color spectrum. I’m not trying for a Grimdark tone, but there’s a certain amount of Gotham-ness that I want to inject into the city, especially at the “street level.”

Jackie O’Lantern is probably the darkest it gets, although all six of the Cape Killers are pretty mean in their own way. I want them to have impact enough to be taken seriously, but they are pretty much Jobbers.
Quick Q;wouldn't perfect 10's mother come looking for her after that rather public debut (especially after what she made Stormbringer do)?

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Batgirl III
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Re: Batgirl III's Character Thread

Post by Batgirl III » Fri May 04, 2018 6:47 pm

MacynSnow wrote:
Fri May 04, 2018 6:45 pm
Quick Q;wouldn't perfect 10's mother come looking for her after that rather public debut (especially after what she made Stormbringer do)?
That’s why they call it a “story hook,” rather than a “story.” 😉
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Batgirl III
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Re: Batgirl III's Character Thread

Post by Batgirl III » Fri May 04, 2018 10:51 pm

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THE GOLEM
Cape City Character
Power Level 10 ( 200 PP )

Babylonian Talmud, Shabbat 31a wrote:דעלך סני לחברך לא תעביד. זו היא כל התורה כולה, ואידך פירושה הוא: זיל גמור
ABILITIES
Strength 12
Stamina --
Agility 2
Dexterity 2
Fighting 4
Intellect 2
Awareness 3
Presence 3

SKILLS
Close Combat [Unarmed] 4 (+8), Diplomacy 2 (+5), Expertise [History] 3 (+5), Expertise [Theology] 10 (+12), Expertise [Magic] 4 (+6), Expertise [Streetwise] 3 (+5), Intimidation 7 (+10), Insight 5 (+8), Ranged Combat [Thrown] 6 (+8)

ADVANTAGES
Accurate Attack, Chokehold, Defensive Attack, Great Endurance, Fast Grab, Favored Environment [Urban], Favored Foe [Nazis], Improved Defense, Improved Grab, Improved Hold, Interpose, Languages [English, Hebrew, German], Lionhearted, Ritualist, Set-Up, Takedown (2), Teamwork

POWERS
Living Clay Feature 1 (+1 Mass Rank); Immunity 32 (Critical Hits, Fortitude Effects); Impervious Toughness 12 (F: Limited to Piercing/Ballistic); Protection 12 [ 51 PP ]

Mystic Senses Senses 8 (Visual: Darkvision; Mental: Detect Magic: Acute, Extended, Radius, Ranged; Magical Awareness) [ 8 PP ]

Level-6 Telepath Array [ 8 PP Total ][/b]
Telepathy Communication 1 (Mental, Close Range; E: Area, Selective, Subtle [1]) [ 7 PP ]
AE: Mind Reading 6 (E: Subtle [1]; F: Feedback) [ 1 PP ]

DEFENSE
Dodge (8) Base 6
Parry: (8) Base 4
Fortitude: ——— ——
Toughness: (12) ——
Will: (10) Base 7

WORKSHEET
Attack: 8 Effect: 12 Total: 20 (Unarmed)
Dodge: 8 Tough: 12 Total: 20
Parry: 8 Tough: 12 Total: 20
Fort:Will: 10 Total: 10


ABILITIES [ 76 pp ] +
SKILLS [ 22 pp ] +
ADVANTAGES [ 18 pp ] +
POWERS [ 67 pp ] +
DEFENSES [ 17 pp ] =
200 PP TOTAL

COMPLICATIONS
Mitzvot: The word mitzvah (plural mitzvot) means "commandment" or "command," and used in rabbinical Judaism to refer to the 613 commandments given in the Torah at Mount Sinai and the seven rabbinic commandments instituted later for a total of 620, they serve as the basis for Jewish law, or halakha. Like any creature of free-will, the Golem is capable of breaking these commandments, but he goes to great lengths to observe them whenever possible.
Mute: The Golem is incapable of speech.
Pacifism: The Golem will always try to resolve things without entering combat.

Real Name: The Golem
Occupation: Protector
Education: Non-Applicable
Date of Birth: July 27, 1947 (Age 71)
Base of Operations: Cape City, NJ
Height: 7'0" (2.12 m)
Weight: 300 lbs. (136 kg)
Eyes: Non-Applicable
Hair: Non-Applicable
Race: Non-Applicable
Identity: Non-Applicable
Religion: Orthodox Judaism
Relationships: Non-Applicable
Legal Status: Honorary Citizen of the United States with no criminal record.
Babylonian Talmud, Shabbat 31a wrote:That which is hateful to you, do not do to your neighbor. That is the whole Torah; the rest is commentary. Go and study it.
Background:
The most famous golem was the creation of Judah Löwe ben Bezalel, the late 16th century rabbi of Prague, who reportedly created a figure of clay from the banks of the Vltava River and brought it to life through rituals and incantations to defend the Jews of Prague ghetto from anti-Semitic pogroms. It was said that the golem could make himself invisible, walk through walls, and communicate with the spirits of the recently dead. Rabbi Loew deactivated the Golem on Friday evenings by removing the shem before sundown on Fridays, so as to let it rest on Sabbath. One Friday evening Rabbi Loew forgot to remove the shem, the source of the golem's animate life, and feared that the golem would desecrate the Sabbath... To everyone's shock and amazement, the golem not only rested on the Sabbath, but participated in services. The golem came to be called "Josef" and, for the next two centuries, he defended the people of Prague, Jew and Gentile. Tragedy struck in the mid 20th Century.

The German Army entered Prague on 15 March 1939, and from Prague Castle, Adolf Hitler himself proclaimed Bohemia and Moravia a German protectorate. For most of its history, Prague had been a multi-ethnic city with important Czech, German and (mostly native German-speaking) Jewish populations. From 1939, when the country was occupied by Nazi Germany, and during the Second World War, most Jews were deported and killed by the National Socialists.

Yisrael Löwe, a distant descendant of Judah Löwe ben Bezalel, took the smuggled his ancestors writings out of Bohemia soon after the Nazis arrived. Eventually he found himself in America, specifically Cape City. After the devastation caused by the "Romeo Riots" of 1945, Yisrael began to fear that his new home might soon descend into the cycles of pogroms and political violence that had consumed Europe. So he began to study the mystic writings he had been safeguarding... and in 1947 he recreated his ancestor's great work bringing life to a new golem. The Golem of Cape City, who has been nicknamed "Ben," and like the old golem of Prague, he's been a staunch defender of the good and fearsome foe of evil.
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Batgirl III
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Re: Batgirl III's Character Thread

Post by Batgirl III » Sat May 05, 2018 4:06 am

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CHLOROFOE
Cape City Character
Power Level 12 ( 150 PP )

Thomas Malthus, 'An Essay on The Principle of Population,' Ch. 1 (1798) wrote:Population, when unchecked, increases in a geometrical ratio, Subsistence, increases only in an arithmetical ratio.
ABILITIES
Strength 0
Stamina 3
Agility 3
Dexterity 2
Fighting 4
Intellect 5
Awareness 4
Presence 2

SKILLS
Acrobatics 2 (+5), Athletics 4 (+4), Close Combat [Unarmed] 7 (+11), Deception 10 (+12), Expertise [Botany] 10 (+15), Persuasion 9 (+11), Stealth 5 (+8), Treatment 3 (+8)

ADVANTAGES
Defensive Roll (5), Diehard, Inventor

POWERS
Acquired Resistances Immunity 5 (Starvation and Thirst; Chemical Descriptor, Plant Descriptor) [ 5 PP ]

Botanical Bombs (46 PP Base; F: Easily Removable [-2]) [ 27 PP Total ]
Tangle Vines Affliction 12 (Resist: Dodge; Recovery: Damage; Conditions: Hindered and Vulnerable, Defenseless and Immobile; E: Area [30' Burst], Cumulative, Extra Condition, Ranged; F: Diminished Ranged [24'/60'/120'; 3], Limited to Two Degrees) [ 45 PP ]
AE: Hypnotic Pollen Affliction 11 (Resist/Recovery: Will; Conditions: Dazed, Compelled, Controlled; E: Area [15' Cloud], Insidious [1], Progressive) [ 1 PP ]

Poisonous Extracts (12 PP Base; F: Removable [-1]) [ 10 PP Total ]
Affliction 10 (Resist/Recovery: Will; Conditions: Fatigued, Exhausted, Incapacitated; E: Variable Descriptor [any plant-based toxin; 1], Variable Descriptor [linked to any physical slashing or piercing attack you wield]) [ 12 PP ]

DEFENSE
Dodge (12) Base 9
Parry: (12) Base 8
Fortitude: (8) Base 5
Toughness: (3/8) ——
Will: (12) Base 8

WORKSHEET
Attack: 11 Effect: 0 Total: 11 (Unarmed)
Attack: —— Effect: 12 Total: 12 (Tangle Vines)
Attack: —— Effect: 11 Total: 12 (Hypnotic Pollen)
Dodge: 12 Tough: 3/8 Total: 15/20
Parry: 12 Tough: 3/8 Total: 15/20
Fort: 8 Will: 12 Total: 20


ABILITIES [ 46 pp ] +
SKILLS [ 25 pp ] +
ADVANTAGES [ 7 pp ] +
POWERS [ 42 pp ] +
DEFENSES [ 30 pp ] =
150 PP TOTAL

COMPLICATIONS
Insane Environmentalist: Chlorofoe’s mission is to "protect" plant life and purify the Earth.

Real Name: Oliva Abigail Keller
Occupation: Mad Scientist
Education: Ph.D. (Botany and Plant Pathology), Pym University
Date of Birth: May 1, 1978 (Age 40)
Base of Operations: Mobile
Height: 5'6" (1.68 m)
Weight: 125 lbs. (57 kg)
Measurments: 34-26-35 (34C)
Eyes: Green
Hair: Red
Race: Human
Identity: Public
Religion: New Age
Relationships: Unknown
Legal Status: Citizen of the United States with criminal record.

Background:
Chlorofoe is a nihilistic madwoman on a personal crusade to drive the human race into extinction. A master of botany and the genetic engineering of plants, she utilizes custom-grown plants as weapons and tools to commit criminal acts to fund her other acts of terror, mass murder, or continued research.

Dr. Oliva A. Keller, is the second criminal to use the name Chlorofoe. The first Chlorofoe, Professor Simon E.E. Duncan, utilized the same powers and modus operandi. Duncan didn't have the same nihilistic worldview as Keller, although a complete misanthrope his motive was financial extortion not human extinction.

Prof. Duncan has not been seen in public since the late 1980s and is presumed dead. Dr. Keller is presently confined to the Meta-Security Ward of Castle Valley Penitentiary.

Dr. Keller is usually accompanied by a small handful of loyal followers, diehard believers in her eco-terrorist cause. She also delights in using her hypnotic pollen or other control techniques to force bystanders into working for her against their will. Any heroes coming into conflict with should be cautious when dealing with her apparent "underlings," they may be an innocent victim or a fanatical suicide-bomber.
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Re: Batgirl III's Character Thread

Post by slade the sniper » Sat May 05, 2018 5:50 am

Batgirl III wrote:
Fri May 04, 2018 1:35 am
The mentalist villainess forced him to execute three CMPD Officers on live television... He has not been seen in public since.
Rough day :(
Also, what sort of consequences would be likely for him to suffer for that? Things like that have a tendency to make good heroes go grey, since taking a 20+ year sentence in prison would have some pretty negative repercussions all around, for the rest of the capes, the family, the neighborhood, the cops, the criminals both in and out of prison. Going to prison as a redemptive story might be a bit harsh when a few more criminal types get roughed up by the local hero-turned-prisoner. Parole boards are not really into that sort of thing...strangely enough.

-STS

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Batgirl III
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Re: Batgirl III's Character Thread

Post by Batgirl III » Sat May 05, 2018 6:29 am

I assume that in a world where telepathic mind control is a proven fact, that one could raise it as a defense at trial. However, being found not guilty (or never changed) of a crime doesn’t mean you don’t feel guilty. Trauma does terrible things to a person’s psyche, which is why Stormbringer isn’t active anymore.
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Batgirl III
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Re: Batgirl III's Character Thread

Post by Batgirl III » Sat May 05, 2018 9:46 pm

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EXPRESS
Original Character (Advanced)
Power Level 8 ( 120 PP )

Pink Floyd wrote:The sun is the same in a relative way but you're older...
ABILITIES
Strength 2
Stamina 2
Agility 4
Dexterity 4
Fighting 4
Intellect 4
Awareness 3
Presence 3

SKILLS
Acrobatics 8 (+12), Athletics 4 (+6), Close Combat [Unarmed] 6 (+10), Expertise [Gymnastics] 2 (+6), Investigation 4 (+8), Perception 5 (+8), Persuasion 2 (+5), Treatment 1 (+5)

ADVANTAGES
Agile Fient, Defensive Roll (2), Equipment (2), Evasion, Improved Smash, Languages [English, Vietnamese], Power Attack, Seize Initiative

POWERS
Stop Time Array [ 17 PP Total ]
Time Stop Travel Teleport 8 (One Mile, 200 lbs.; E: Accurate, Change Direction, Change Velocity, Increased Mass [2], Subtle [2]; F: Limited [to places you can physically reach]) [ 14 PP ]
AE: Time Stop Dodge Deflect 12 (E: Subtle [2]) [ 1 PP ]
AE: Time Stop Manipulation Teleport 2 (120', 200 lbs.; E: Area [60' Burst], Increased Mass [2], Ranged [Perception], Subtle [2]; F: Limited [to things you can physically move]) [ 1 PP ]
AE: Time Stop Multitasking Quickness 12 (Eight Hours in Six Seconds; E: Subtle [2]) [ 1 PP ]

Time Sensitive Senses 2 (Mental: Time Sense, Temporal Awareness) [ 2 PP ]

EQUIPMENT [ 10 EP Total ]
Commlink [ 1 EP ]
Wrist-Mounted Grappling Claw Movement 2 (Safe-Fall, Swinging) [ 4 EP ]
AE: Move Object 3 (300 lbs.; E: Tether; E: Limited Direction [Attraction]) [ 1 EP ]
AE: Slash with Claw Damage 2 (Strength-based; E: Accurate, Feature [counts as unarmed]) [ 1 EP ]
X-Men Uniform Protection 2 (E: Subtle [1]) [ 3 EP ]

DEFENSE
Dodge (10) Base 6
Parry: (10) Base 6
Fortitude: (6) Base 4
Toughness: (4/6) ——
Will: (10) Base 7

COMPLICATIONS
Motivation (Xavier's Dream): Express believes deeply in Professor X's mission of protecting a world that hates and fears mutant kind. Hoping, one day, to see humans and mutants living in peaceful coexistence.
Prejudice (Mutant): Although she has no obvious physical mutations, Express is still a mutant, and must face the hatred and fear that this can cause when others learn about her status.
Quirk (Subjective Time): Express's powers involve stopping time while she continues to be active. For example, she doesn't "teleport" when she uses Time Stop Travel, she stops time and actually walks to her new destination. She can "overexert herself" if she uses her powers recklessly, as she will still grow hungry, become sleep deprived, or otherwise exhausted based on her subjective time. Using Time Stop Travel to walk a mile down the road is just as taxing as walking there in "real time," using Time Stop Multitasking to study for eight hours in an instant is just as tiring (and just as boring) as doing eight hours of work "for real."

WORKSHEET
Attack: 10 Effect: 2 Total: 12 (Unarmed)
Attack: 12 Effect: 4 Total: 16 (Grappling Claw)
Dodge: 10 Tough: 4/6 Total: 14/16
Parry: 10 Tough: 4/6 Total: 14/16
Deflect: 12 Tough: 4 Total: 16
Fort: 6 Will: 10 Total: 16


ABILITIES [ 52 pp ] +
SKILLS [ 16 pp ] +
ADVANTAGES [ 10 pp ] +
POWERS [ 19 pp ] +
DEFENSES [ 23 pp ] =
120 PP TOTAL

Real Name: Phan Thi Trinh
Occupation: Student
Date of Birth: Age 17
Height: 4'8" (1.42 m)
Weight: 95 lbs. (43.0 kg)
Eyes: Brown
Hair: Black
Race: Human Mutant
Identity: Secret
Religion: Athiest
Relationships: Family Status Unknown
Legal Status: Naturalized Citizen of the United States with no criminal record.

Background:
Trinh has gained a lot more confidence in her abilities and learned to supplement her already impressive gymnastics skills with mixed martial arts. Since becoming a full-member of the X-Men, she's begun to wear a lightly armored costume (although she still relies mostly on avoiding incoming attacks) and added to her maneuverability with the use of a wrist-mounted grappling hook... Much to her teammates' surprise during a sparring session, she's learned to use it as an offensive weapon too.

Notes:
So my group's X-Men Academy game has had our "Two Years Later" time-skip: Trinh's powers haven't changed a great deal, but she's gotten a lot better in a fight. Time Stop Manipulation continues to play merry havoc with any weapon-dependent Minions.
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Batgirl III
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Re: Batgirl III's Character Thread

Post by Batgirl III » Sun May 06, 2018 1:07 am

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SUNDOWN
Cape City Character
Power Level 8 ( 140 PP )

The Liberty Club Creed wrote:That all things change but truth, and that truth alone, lives on forever.
ABILITIES
Strength 2
Stamina 2
Agility 4
Dexterity 4
Fighting 8
Intellect 3
Awareness 3
Presence 5

SKILLS
Acrobatics 4 (+8), Athletics 6 (+8), Close Combat [Unarmed] 4 (+12), Deception 5 (+10), Insight 5 (+8), Intimidation 3 (+8),
Investigation 9 (+12), Perception 5 (+8), Persuasion 7 (+12), Ranged Combat [Firearms] 8 (+12), Stealth 4 (+8), Vehicles 6 (+10)

ADVANTAGES
Attractive (1), Choke Hold, Defensive Roll (4), Equipment (7), Evasion, Improved Aim, Improved Initiative (3), Leadership, Power Attack, Quick-Draw, Set-Up, Takedown (2), Teamwork, Well-Informed

EQUIPMENT ( 35 EP )
Twin Colt SAA Revolvers Damage 4 (E: Improved Critical [1], Ranged, Split [1]) [ 10 EP ]
"Sally," Custom 1965 Ford Mustang Vehicle [ 25 EP ]

DEFENSE
Dodge (10) Base 6
Parry: (10) Base 2
Fortitude: (8) Base 6
Toughness: (2/6) ——
Will: (8) Base 5

WORKSHEET
Attack: 12 Effect: 2 Total: 14 (Unarmed)
Attack: 12 Effect: 4 Total: 16 (Revolvers)
Dodge: 10 Tough: 2/6 Total: 12/16
Parry: 10 Tough: 2/6 Total: 12/16
Fort: 8 Will: 8 Total: 16


ABILITIES [ 62 pp ] +
SKILLS [ 33 pp ] +
ADVANTAGES [ 26 pp ] +
POWERS [ 0 pp ] +
DEFENSES [ 19 pp ] =
140 PP TOTAL

COMPLICATIONS
Relationships: Xiu Ying Moon, Vesper, was the love of his life. He was equally devoted to his young daughter, "Suzie Q."
Responsibility: Sundown felt a strong sense of responsibility to use his skills for the benefit of all.
Secret Identity: George Striker, retired Marine and mild-mannered school teacher.

Real Name: George Washington Striker
Occupation: Adventurer
Education: B.A. (English), Banner University
Date of Birth: Noveber 27, 1919
Base of Operations: Cape City, NJ
Height: 6'4" (1.93 m)
Weight: 200 lbs. (90.7 kg)
Eyes: Blue
Hair: Blonde
Race: Human
Identity: Secret
Religion: Baptist
Relationships: Xiu Ying Moon (Wife), Susan Qing Striker (Daughter)
Legal Status: Citizen of the United States with no criminal record.

Background:
Gunnery Sergeant George W. Striker was a leader in the 4th Marine Regiment, the famed "China Marines," assigned to the American Embassy in the 1940s. When Imperial Japan attacked declared war on the United States, the Marine Embassy guards, plus some US Navy support personnel, a total of 204 men, were captured and held until the war's end in 1945. However, GySgt. Striker and a half-dozen men where able to escape capture. Disappearing into the Chinese countryside, the "Striker Squad" waged a four-year campaign of military sabotage, guerrilla warfare, and raids against the occupying Japs.

As is often the case, war makes for strange bedfellows, as the Striker Squad found themselves being aided by the notorious Chinese criminal kingpin, Eclipser. Eclipser was a criminal mastermind and a remorseless killer, but in his own twisted way, he was a patriot. To help the Striker Squad, he sent them his most loyal and skilled assassin, his own daughter: Xiu Ying Moon. During the long years of the war, Xiu Ying and Striker grew close and eventually fell in love. Betraying her own father to the authorities at war's end, Xiu Ying returned to Striker in America.

The two lived quietly and happily for a few years, just another returnning G.I. and his war bride. But, in the wake of the Romeo Riots, the dissolution of the Libery Alliance, the `57 Clarkston Fire, and the rising power of the Cape City mafia... Striker decided something needed to be done. Cape City needed a new generation of heroes.

Donning a domino mask and a stetson hat, he became Sundown, the Cowboy Crusader. His shining six-guns and devil-may-care smile rekindled a sense of hope that the city had lost. A whole new generation of "super heroes" arose to replace the "mystery men" of the Pre-War Era. Sundown gathered them as The Liberty Club: Sundown, Doctor Aquarius, Freedom Rider, Golem, Hustler, Mary Prankster, and Vesper.

Although the Liberty Club was active for a decade, 1959 to 1969, nothing they did seemed to make a real dent in the corruption plaguing the city. They did inspire the public, they just never seemed to stamp out crime. That all ended in a tragedy when Sundown was murdered in his own Wayne Heights home by the Eclipser. This was the first of a series of murders targeting Sundown and the Liberty Club — in their civilian identities. Eclipser had never forgiven Sundown for the "corruption" of his daughter. Eclipser would go on to murder five of the seven members of the Liberty Club, with only Golem and Vesper escaping the massacre dubbed the Twilight of the Superheroes.
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MacynSnow
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Re: Batgirl III's Character Thread

Post by MacynSnow » Sun May 06, 2018 1:15 am

Did Sundown's daughter live?

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Davies
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Re: Batgirl III's Character Thread

Post by Davies » Sun May 06, 2018 1:33 am

Batgirl III wrote:
Sun May 06, 2018 1:07 am
Secret Identity: George Striker, retired Marine and mild-mannered school teacher.
Considering this, I'd suggest a few ranks of (PRE-based) Expertise: Teacher.

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