Heroes Unlimited: The Catsiverse Role Call

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catsi563
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Re: Heroes Unlimited: The Catsiverse Role Call

Post by catsi563 »

Marissa Hoskins Assistant to Doc Rodent and Gal Friday

Image

PL: 8/135pp

Abilities (32pp)

Str 14 Dex 16 Con 14 Int 16 Wis 16 Cha 16

Skills (35pp)

Acrobatics 7 (+10 ), Bluff 5 (+8 ), Climb 7 (+8 ), Computers 7 (+10 ), Concentration 5 (+8 ), Diplomacy 5 (+8 ), Disable Device 7 (+10 ), Drive 7 (+10 ), Gather Information 9 (+12 ), Knowledge [Current Events] 5 (+8 ), Knowledge [Earth and Life Sciences] 7 (+10 ), Knowledge [Tactics] 5 (+8 ), Knowledge [Streetwise] 5 (+8 ), Languages 4 [English, Russian, Japanese, Latin, Spanish], Medicine 5 (+8 ), Notice 7 (+10 ), Pilot 7 (+10 ), Search 5 (+8 ), Sense Motive 7 (+10 ), Stealth 7 (+10 ), Swim 7 (+8 )

Feats (24pp)

Attack Focus Ranged 3, Attractive, Benefit 2 (Security Clearance, Backing Oracle Inc), Defencive Roll 3, Dodge Focus 3, Equipment 6, Improved Initiative, Luck 1, Power Attack, Precise Shot, Quickdraw [Draw], Well informed

Powers

Equipment 6pp (30ep)

Protective jumpsuit (Protection +2 (Power feats: Subtle) 3ep
Thermaweave Insulation: (Immunity 2 (Heat, cold) 2ep

Oracle model A-5 Stun gun (Blast 7, AE: Stun 7 (Flaw: Limited 10 shots -1) 15ep
Combat Knife, Baton, Multi-Tool, Commlink, Smart Phone, Hand Held Scanner 8ep

+2ep as needed

Combat (24pp)

Attack: +6, +9 (Ranged)

Damage: +2 Unarmed, +7 (Blaster Pistol), +7 (Stun Pistol), +3 (knife), +3 (Baton)

Defence: +6, +9 (Dodge Focus)

Initiative: +7

Tradeoffs

ATT/DAM +1/-1
DEF/Tough +1/-1

Saves (10pp)

Toughness: +2, +5 (Defensive Roll), +7 (Protective Suit)

Fortitude: +5

Reflex: +8

Will: +5

Complications

Responsibility (Doc Rodent) Marissa was assigned to the Doc 2 years ago and has been at his side ever since, she tend to mother hen the Doc being very, sometimes Overly protective of him.

Primus History (Marissa was a trained agent of Primus, and earned some enemies in her past, some of the ones still alive would love to get revenge on her. Marissa also had to do some fairly top secret work in her time and this can weigh on her concience.)

Responsibility (Oracle Incorporated) Marissa has worked for Oracle in general, and Catherine Deveraux in particular for several years now. While she wont reveal the nature of their relationship its clear she owes Catherin big time, and unless it puts the Doc in harms way will do waht Catherine tells her.

================================================================
Abilities 32 + Skill 35 + Feats 24 + Powers 0 + Combat 24 + Saves 10 = Total 135pp
================================================================

Marissa Hoskins is the assistant, den mother, body guard, and alla round Gal Friday to Doc Rodent. She assists the Doc in his experiments and generaly gets things done for him and is one of the few people he trusts implicity.

Marissa was recruited for an Primus early recruitment program fresh out of her freshmen year of college. Wanting to serve her country she volunteered and excelled at the training quicly rising to the top of her class and earning promotion to field status as an undercover operative.

Her first major assignment involved Viper and a group of corrupt politicians, and business men. it was a harrowing and brutal assignment that forced her to commit acts she never dreamed she would do and which to this day she is reluctant to talk about.

She began to sink into drinking and might have gone to worse when she was recrutied by a mysterious woman who introduced herself as Catherine, and offered her a second chance. Drowning in her own misery she quickly accepted and found herself able to breath again.

After 2 years of solid service she was introduced to Doc Rodent and assigned as a sort of assistant and Den mother to the Doc, Marissa fit in immediately due to her past education in Biology, and bio chemistry. The two bonded immediately and have been inseperable ever since getting into all sorts of trouble together.

Their most recent misadventure involves tracking down and neutralizing the troll menace.

:arrow: Marissa is a character designed to help the Doc and act as body guard and assistant as needed.

:arrow: As you can see she is well designed as a low level but highly skilled agent quite capable fo holding her own in a fight, or in an investigation. shes a crack shot and pretty agile and quick on her feet.
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Re: Heroes Unlimited: The Catsiverse Role Call

Post by catsi563 »

DeathStroke

Image

Some Villains are meant for great things like the Megalomaniacal Usurper, or the monstrous Manticore, or the powerhouse Titanothere.

Other are meant for obscurity or laughing stock status and are regularly referred to as Jobbers ((thats for you Jab LOL))

Deathstroke clearly falls under this latter category. They'd almost be considered loveable losers if they weren't so decidedly vicious. Heroes that face them invariably not only feel great about taking them down, but they usualy get a laugh at their expense.

But not any more; for now Deathstroke has a new look, a new member and a ""Master Plan"" that they claim will catapult them to the heights of power. no one seems to know the extent of this Master Plan--some heroes think even Deathstroke doesn't know themselves-- but whatever it is, it has given the members of Deathstroke new life and motivation which they've used to score some small measure of victory.

Now they are endeavoring to engage in a plan most diabolical. they will hold hostages at the Great Mall of the Bay area and demand an enormous ransom for their release. Surely fame and fortune will follow for who can stand up to the combined might of Deathstroke?

Membership: Requiem, Chiller, Stinger, Death Commando, Shockwave, Scatterbrain.

Background: Deathstroke began as a group of two twin brothers who called themselves Chiller and Deathsinger respectively. after a few months of less then successful super villainy they recruited Stinger, and later rescued Shockwave from a number of super powered bounty hunters and assassins. Death Commando soon followed.

The group of 5 began a less then storied career as the supervillan team The Destroyers which was a spectacular bad choice as the only thing they destroyed regularly were their prides and reputations. This cycle of failure continued until one day they were contacted by an old acquaintance of Stingers named Dr. Strangluff Draconis. The team freed the doctor from his house arrest under government supervision with the promise to design weapons for the group, including "The Dagger" a super weapon which would simultaneously meltdown every nuclear reactor in a continental wide area--like the United States for example.

The Destroyers intended to use the weapon to enact a grand scheme against the US government and make themselves it undisputed rulers. But as usual plans went the way they do for them. Down the tubes fast.

Putting on a suit of Powered armor that he claimed hed built for Death Commando, Draconis renamed himself Doctor Draconis and promptly betrayed the team, while simultaneously attempting to destroy the entire world with The Dagger, in order for him to rule the world by rebuilding society from the ashes. While the newly formed Avengers based out of Los Angeles were able to stop the plan and the Doctor seemingly perished in the explosion of the Daggers facility. Deathstroke was beaten and humiliated worse then before.

Recently though they did something a year before the Dagger debacle that they would never have considered.

They hired a publicist and PR rep. Fabian Bartleheimer, an unscrupulous little man who proposed an amazing plan. They would remake themselves entirely. Gone would be the past and only a new future would remain. Redesigning their uniforms and giving them new names Requiem, Chiller, and Shockwave among others. He also renamed the group Deathstroke a more fearsome sounding name.

they also enacted their ""Master Plan"". No matter whether they win or lose everything occurs exactly as their master plan dictates.

tactics: Deathstrokes tactics can be describes in two words "Fight Dirty". They take hostages put people, and property in danger, cheat, lie and do whatever it takes to win. Surprisingly they tend to do fairly well and Death Commando as the teams field leader uses their abilities well.
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Re: Heroes Unlimited: The Catsiverse Role Call

Post by catsi563 »

Requiem (Damian du Morte)

Image

PL: 10/139 pp

Abilities (56 pp)

Str 3 Agi 2 Fight 6 Awe 1
Sta 5 Dex 4 Int 3 Pre 4


]Skills: (14 pp)

Deception 6 (+10), Expertise [Computers] 4 (+7), Expertise [Current Events] 4 (+7), Insight 5 (+6), Intimidation 6 (+10), Perception 7 (+8), Persuasion 6 (+10), Ranged Combat [Sonic Powers] 2 (+10), Vehicles [Land] 4 (+8)


Advantages: (11 pp)

Dedication 2 [Chiller, Deathstroke], Defensive Roll 1, Equipment 1, Improved Critical 1 [Sonic Powers (19-20)], Improved Initiative, Power Attack, Ranged Attack 4


Powers: (36 pp)

Sonic Screamer Array: • 35 pp
Shout: Ranged Sonic Damage 10 & Move Object 8 (Flaws: Limited [Away Only], Limited [Target must be hit by Ranged Sonic Damage])
-Scream: Ranged Sonic Damage 7 (Extra: Penetrating); (Feat: Improved Critical)
-Howl: Sonic Damage 10 (Extra: Area [Cone])
-Dreadful Wail: Sonic Damage 10 (Extra: Area [Burst])
-Deafening Shout: Ranged Affliction 10 [Hearing Impaired, Hearing Disabled, Hearing Unaware; resisted by Dodge/Fortitude] (Extra: Cumulative); (Flaw: Limited [1 Sense only (hearing)])
-Deafening Howl: Affliction 10 [Hearing Impaired, Hearing Disabled, Hearing Unaware; resisted by Dodge/Fortitude] (Extras: Area [Cone], Cumulative); (Flaw: Limited [1 Sense only (hearing)])
-Shriek: Ranged Affliction 8 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Loud Shriek: Affliction 8 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extras: Area [Burst], Cumulative)

Advanced Hearing: Senses 1 [Ultra-Hearing] • 1 pp


Equipment: Kevlar Reinforced Costume [Protection 4] (4 ep)
Mask Radio [Commlink] (1 ep)


Combat: (22 pp)

Toughness +10*/+9**/+5 [*Costume & Defensive Roll/**Costume]

Dodge +10

Parry +10

Fortitude +8

Will +8


Complications:

Unluck: If something can go wrong for Requiem, it will, and usually does so in a rather spectacular fashion.

Weakness: Requiem is vulnerable to Sonic-based attacks, and suffers more damage from them (+50%).


===============================================================

Costs: Abilities 56+ Skills 14+ Advantages 11+ Powers 36+ Defenses 22= 139 pts.

===============================================================



Damian and Adiran were twin brothers and mutants born just as the mutant phenomenon was getting started. The two lived relatively normal lives until the death of their father a nuclear physicist by cancer ((its suspected that his exposure to radiation is what caused the boys mutation)). Their mother married a lumberjack. Aloutish man who took his temper out first on Margaret, and then later on the boys. On the boys 18th birthday party a rendition of Happy birthday ended when Damians Sonic Powers manifested and caused the cake and table to explode. The boys father went off on the two accusing them of humiliating them and the family. Adrian then stood up and shouted back defying their Step-father for the first time. His powers also kicked in and the Brutish amn found himself an ice cube. Running away with their Step-fathers threats to kill the two mutant freaks ringing in their ears. The Boys began a cross country crime spree before finally adopting the identities of Death Singer and Frost respectively. Soon they recruited like minded indivudal and christend a supervillain group The Destroyers.

its been all down hill from there.

:arrow: The teams leader and a grossly overconfident and arrogant individual, Damian is a blowhard whose only advantage is when he shoots off his mouth he has the potential to blow a building down. This arrogance manifests itself in the belief that he naturaly should lead the world, a position hes grossly underqualified for. Still at least hes motivated.

One note of a semi-positive nature Damian is VERY over protective of his little brother Adrain, who hero worships his older--by a minute-- twin.

:arrow: Powers and tactics: Damian likes to grandstand to get attention by using his powers in as flashy a manner as possible, he does this by singing notes which can shatter walls, break windows,a nd burst eardrums and organs.

Unfortunately he is basicaly tonedeaf and couldnt sing to save his life, this gives his powers the equivalency of a nails on chalkboard sound ((none of the others have dared tell him about this)) But othersise he tends to just stand back and blast away untill his opponent drops.

:arrow: Unluck is a special drawback for villains worth between 1- 3 power points. The general effect is that it acts like a floating hero point agaisnt the villain in question. At any time appropriate a hero or the GM may spend that point like a normal hero point only this point may effect the villain as well.

This can be used Once a scene per villain that has the drawback and may be overruled by the GM as appropriate, however if done so a hero point may be awarded.
Pl: 10/126pp

Abilities (40pp)

Str 16 Dex 18 Con 20 Int 16 Wis 12 Cha 18

Skills (11pp)

Bluff 6 (+10 ), Computers 4 (+7 ), Diplomacy 6 (+10 ), Disguise 4 (+8 ), Drive 4 (+8 ), Intimidate 6 (+10 ), Knowledge [Current Events] 4 (+7 ), Notice 6 (+8 ), Sense Motive 4 (+6 )

Feats (14pp)

Attack Focus [Ranged] 2, Attack Specilization [Sonic Powers] 1, Dedication 2 [Deathstroke, Chiller], Dodge Focus 4, Defencive Roll 1, Equipment 1, Improved Critical [Sonic Powers, 19-20] 1, Power Attack, Swift 1

Powers (30pp)

Sonic Screamer (Array 11) 29pp
@ Shout (Blast 10 (Power Feats: Knockback 2)
AE: Scream (Blast 7 (Extras: Penetrating +1; Power feats: Improved Critical 1 [19-20])
AE: Howl (Blast 10 (Extras: Cone Area of Effect +1; Flaws: Touch Ranged -1)
AE: Dreadful Wail (Blast 10 (Extras: Burst Area of effect; Flaws: Touch ranged -1; Power Feats: Progression 1 [x10 feet])
AE: Defeaning Shout (Dazzle 10)
AE: Deafening Howl (Dazzle 10 (Extras: Cone Area of Effect +1; Flaws: Touch ranged -1)
AE: Shriek (Stun 7 (Extras: Ranged +1)
AE: Loud Shriek (Stun 7 (Extras: Burst Area of Effect +1)

Advanced Hearing (Super Senses 1 (Ultrasonic Hearing) 1pp

Equipment 1pp (5ep)

Kevlar Reinforced Costume (Protection 4) 4ep

Mask Radio (Commlink) 1ep

Combat (24pp)

Attack: +6, +8 [Ranged], +10 [Sonic Powers]

Damage: +3 [uanrmed], +10 [Shout], +7 [Scream], +10 [Howl], +10 [Dreadful wail]

Defence: +6, +10 [Dodge Focus]

Initiative: +4

Saves (13pp)

Toughness: +5, +6 [Defencive roll], +10 [Armor]

Fortitude: +8

Reflex: +8

Will: +8

Drawbacks (-4pp)

Vulnerable [Other Sonic attacks] (Uncommon, Severe) -2pp

Unluck -2pp

==========================================================
Abilties 40 + Skills 11 + Feats 14 + Powers 30pp + Combat 24 + Saves 13 - Drawbacks 4 = Total 128pp
==========================================================
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Re: Heroes Unlimited: The Catsiverse Role Call

Post by catsi563 »

Chiller (Adrian du Morte)

Image

PL: 10/136 pp

Str 3 Agi 2 Fight 6 Awe 1
Sta 5 Dex 4 Int 3 Pre 4


Skills: (14 pp)

Deception 6 (+10), Expertise [Computers] 4 (+7), Expertise [Current Events] 4 (+7), Insight 5 (+6), Intimidation 6 (+10), Perception 7 (+8), Persuasion 6 (+10), Ranged Combat [Ice Powers] 2 (+9), Vehicles [Land] 4 (+8)

Advantages: (7 pp)

Dedication 2 [Requiem, Deathstroke], Defensive Roll 1, Equipment 1, Improved Initiative, Power Attack, Ranged Attack 3

Powers: (48 pp)

Cold Control Array: • 30 pp
Ice Blast: Ranged Cold Bludgeoning Damage 11 (Feats: Improved Critical 2)
-Bitter Ice Blast: Ranged Cold Damage 11 (Extra: Alternate Resistance [Fortitude])
-Frost Blast: Cold Damage 8 (Extra: Area [Cone])
-Ice Block: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Damage] (Extra: Cumulative); (Flaw: Limited Degree)
-Ice Wall: Create 9 (Extra: Increased Duration [Continuous]); (Feat: Innate); (Flaw: Limited [Walls only])
-Icy Fog: Concealment 2 [normal visual senses, infrared/thermal vision] (Extras: Area [Cloud], Independent)
-Cold Control: Environment 9 [Extreme Cold] (Feat: Precise)

Ice Armor: • 8 pp
Enhanced Dodge 2
Enhanced Parry 2
Protection 4

Ice Slide: Flight 4 (Flaw: Platform) • 4 pp

Infrared Vision: Senses 1 [Infravision] • 1 pp

Cold resistant (Immunity 5 [Cold Damage] 5pp

Equipment: Kevlar Reinforced Costume [Protection 2] (2 ep)
Mask Radio [Commlink] (1 ep)

Combat: ( pp)

Toughness +11*/+10**/+7***/+5 [*Costume, Ice Armor & Defensive
Roll/**Costume & Ice Armor/***Costume]

Dodge +9*/+7 [*Ice Armor]

Parry +9*/+7 [*Ice Armor]

Fortitude +8

Will +8


Complications:

Unluck: If something can go wrong for Chiller, it will, and usually does so in a rather spectacular fashion.

Weakness: Chiller is vulnerable to Fire/Heat-based attacks, and suffers more damage from them (+50%).


===============================================================

Costs: Abilities 56 + Skills 14+ Advantages 7 + Powers 48 + Defenses 16= 141 pts.

===============================================================

Adrian and Damian are basically interchangeable as far as characters go. Save that where Damian thinks hes a hero Adiran believes Damian is one, and practices a form of hero worship, and supports Damians plans and such wholeheartedly.

Tactics: Chillers powers revolve around various ice and cold based abilities. He can wrap ice around him like a suit of armor, and ride around on a projected ice slide.

he can project cold and ice in various ways and means making him a semi-dangerous blaster.

In the past he would try to fool heroes by acting as if he were under mind control or the like. this more often then not ended up with him in prison so he doesnt do it anymore.
PL: 10/124pp

Abilties (40pp)

Str 16, Dex 18, Con 20, Int 16, Wis 12. Cha 18

Skills (11pp)

Bluff 6 (+10 ), Computers 4 (+7 ), Diplomacy 6 (+10 ), Disguise 4 (+8 ), Drive 4 (+8 ), Intimidate 6 (+10 ), Knowledge [Current Events] 4 (+7 ), Notice 6 (+8 ), Sense Motive 4 (+6 )

Feats (8pp)

Attack Focus [Ranged] 1, Attack Specilization [Sonic Powers] 1, Dedication 2 [Deathstroke, Requiem], Dodge Focus 1, Equipment 1, Power Attack, Swift 1

Powers (38pp)

Cold Control (Array 11) (27pp)
@ Ice Blast (Blast 11)
AE: Bitter Ice Blast (Blast 7 (Extras: Alt Save Fortitude +1)
AE: Frost Blast (Blast 10 (Extras: Cone Aoe +1; Flaws: Touch ranged -1)
AE: Ice Block (Snare 7 (Extras: Blocks Hearing +1)
AE: Ice Wall (Creat Objects 7 [Ice Objects] (Extra: Continuous +1; Power Feats: innate)
AE: Icy Fog (Concealment 3 [Visual and Infared/Thermal vision] (Extras: Independant +0, Cloud Area of Effect [500 feet] +1; Attack +0)
AE: Cold Control (Environment 9 [Extreme Cold 2]

Ice Armor (Protection 4 and Shield 2) 6pp

Ice Slide ( Flight 4 (Flaws: Limited [Platform] -1) 4pp

Infared vision (Super senses 1 (IR Vision) 1pp

Equipment

Kevlar Reinforced Costume (Protection 2) 2ep

Mask Radio (Commlink) 1ep

Combat (24pp)

Attack: +6, +7 [Ranged], +9 [Ice Powers}

Damage: +3 Unarmed, +11 [Ice Blast], +7 [Bitter Ice Blast], +10 [Frost Blast],

Defence: +6, +7 Dodge Focus, +9 [Ice Shield}

Initiative: +4

Tradeoffs
ATT/ DAM -1/+1
DEF/Tough -0/+0

Saves (13pp)

Toughness: +5, +7 [Suit], +11 [Ice Armor]

Fortitude: +8

Reflex: +8

Will: +8

Drawbacks (-10pp)

Vulnerable: Fire and Heat [Common, Major] -4pp

Weakness: Fire and Heat [Common, Major] -4pp

Unluck -2pp

========================================================
Abilities 40 + Skills 11 + Feats 8 + Powers 38 + Combat 24 + Saves 13 - Drawbacks 10 = Total 124pp
========================================================
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Re: Heroes Unlimited: The Catsiverse Role Call

Post by catsi563 »

Stinger (Farmal C. Trunwall)

Image

PL: 10/169 pp

Abilities (48 pp)

Str 3/8 Agi 2/6 Fight 6 Awe 0
Sta 3/6 Dex 2/4 Int 5 Pre 3


Skills: (14 pp)

Acrobatics 8 (+14), Deception 4 (+7), Expertise [Biology] 8 (+13),
Expertise [Survival] 3 (+8), Intimidation 4 (+7), Investigation 3 (+8),
Perception 8 (+8), Stealth 4 (+10)

Advantages: (13 pp)

Agile Feint, Close Attack 4, Defensive Roll 2, Equipment 1, Evasion,
Improved Initiative, Power Attack, Task Focus [Expertise (Biology):
Entomology], Uncanny Dodge

Powers: (76 pp)

Insect Strength & Speed: • 28 pts
Enhanced Strength 5
Enhanced Agility 4
Enhanced Dexterity 2
Enhanced Stamina 3

Patagia: Flight 5 (Flaws: Gliding, Restrainable) • 5 pts

Proportionate Insect Strength: Enhanced Strength 3 (Flaw: Limited
[Lifting only]) • 3 pts

Insect-Like Movement: • 9 pts
Leaping 3
Movement 2 [Wall-Crawling 2]
Speed 2

Tough Chitin: Impervious Toughness 6 • 6 pts

Carapace Claws & Spines: Strength-Based Piercing Damage 2 (Feats:
Improved Critical 2, Variable Descriptor [Slashing]) • 5 pts

Bug Eyes: Senses 2 [Vision (Extended, Radius)] •2 pts

Bio-Secretions Array: •18 pts
Bio-Venom Spit: Ranged Chemical Damage 8
-Web Spit: Ranged Affliction 8 [Hindered & Vulnerable, Defenseless &
Immobilized; resisted by Dodge/Damage] (Extra: Cumulative); (Flaw: Limited
Degree)
-Web Spray: Affliction 8 [Hindered & Vulnerable, Defenseless &
Immobilized; resisted by Dodge/Damage] (Extras: Area [Cone], Cumulative);
(Flaw: Limited Degree)

Equipment:

Kevlar Reinforced Costume [Protection 2] (2 ep)

Mask Radio [Commlink] (1 ep)

Combat: (18 pp)

Toughness +10*/+8**/+6 [*Kevlar Reinforced Costume & Defensive
Roll/** Kevlar Reinforced Costume]

Dodge +10

Parry +10

Fortitude +10

Will +6

Complications:

Weakness: Stinger is vulnerable to toxins and chemicals because of his altered physiology (Resistance DC increased by +50%).

Unluck: If something can go wrong for Stinger, it will, and usually does so in a rather spectacular fashion.

======================================
Abilities 48 + Skill 14 + Feats 13 + Powers 76 + Combat 18 = Total 169pp
======================================

Once a mild mannered Entimologist with hopes of making the discovery of a lifetime, He Dr. Trunwall made a sojourn to the Amazon in search of a fabled insect rumored to have a collective Intelligence he was used to taking extreme risks so this was nothing new. Having to go it alone due to rumors of the area being haunted Farmal went deeper and deeper until he was hopelessly lost. That was until he found what he was looking for, or more specifically they found him. The swarm attacked him enmasse leaving him envenomed and near death. In delirium form the pain and poison he collapsed near an odd smelling stream whose waters sustained him until he wrapped himself into a cocoon. Several days passed as he metamorphed into a human with bug like traits. Once docile and mild mannered the change and the hardships hed suffered pushed him over the edge and caused complete shift in personality. Now he was angrya nd bitter and vicious. after a somewhat innocous career as a super villain he met Death Singer and Chiller and the three became the core of the Destroyers, and Evntualy Deathstroke.

:arrow: Powers and Tactics. The changes wrought by his experience have given Stinger insect like abilities including superhuman strength, speed, agility and stamina. He has a tough chitinous covering, and nasty spines and claws which he uses with a gleeful joy. He can glide through the air on glider like patagia, and lift great weights as well as crawl on walls and ceilings. His eyes are buglike and enable him to see in 360* around him.

His most disgusting ability is the ability to secret various substances from his mouth. A sticky web like substance, and a slightly poisonous Venom blast.

In a fight he likes to immobilize people with his webbing then move in with his claws and strength. He is a big enjoyed of ambush tactics.
PL: 10/177pp

Abilities (40pp)

Str 16/26, Dex 14/22, Con 16/22, Int 20, Wis 10, Cha 16

Skills (11pp)

Acrobatics 8 (+14 ), Bluff 4 (+7 ), Intimidate 4 (+7 ), Knowledge [Life Sciences] 8 (+13 ), Notice 8 (+8 ), Search 4 (+9 ), Stealth 4 (+10 ), Survival 4

Feats (17pp)

Acrobatic Bluff, Attack Focus [Melee] 4, Attack Specilization [Bio-Secretions] 2, Defencive Roll 2, Dodge Focus 4, Equipment 1, Evasion, Improved Initiative, Power Attack, Uncanny Dodge [Visual]

Powers (77pp)

Insect Strength and Speed (Enhanced Abilities 24 (Strength 10, Dexterity 8, Constitution 6) 24pp

Proprotionate Insect Strength (Super Strength 3) 6pp

Patagia (Flight 5 (Flaws: Gliding -1; Drawbacks: Restrainable -1pp) 4pp

Insect like Movment (Speed 2 and Leaping 3 and Super Movment 2 (Wall crawling ) 9pp

Tough Chitn (Impervious toughness 6) 6pp

Carapace Claws and Spines (Strike 2 (Power Feats: mighty , Improved Critical 2 [18-20]) 5pp

Bug Eyes (Super Sense 3 (Radius Vision 1, Extended 2) 3pp

Bio Secretions (Array 9 ) 20pp
Bio-Venom Spit (Blast 8 )
AE: Web Spit (Snare 8 (Power Feat: Tether)
AE: Web Spray (Snare 8 (Extras: Cone Area of Effect +1)

Equipment 1pp (5ep)

Kevlar Reinforced Costume (Protection 2) 2ep

Mask Radio (Commlink) 1ep

Combat (24pp)

Attack: +6, +10 [Melee], +10 [Bio Secretions]

Damage: +8 [Unarmed], +10 [Carapace Claws and Spines], +8 [Bio Blast]

Defence: +6, +10 [Dodge Focus]

Initiative: +10

Saves (14pp)

Toughness: +6, +8 [Defencive Roll], +10 [Suit]

Fortitude: +10

Reflex: +10

Will: +6

Drawbacks (-6pp)

Vulnerable: Toxins and Chemicals [Common, Major] -4pp

Unluck -2pp

========================================================
Abilities 40 + Skills 11 + Feats 17 + Powers 77 + Combat 24 + Saves 14 - Drawbacks 6= Total 177pp
========================================================
Last edited by catsi563 on Sun Dec 03, 2017 4:11 am, edited 2 times in total.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Re: Heroes Unlimited: The Catsiverse Role Call

Post by catsi563 »

Shockwave (Rocky Scaglioni)

Image

PL: 10/133 pp

Abilities (56 pp)

Str 5/12 Agi 4 Fight 4 Awe 0
Sta 5/12 Dex 4 Int 1 Pre 5


Skills: (9 pp)

Expertise [Criminal] 6 (+8), Intimidation 9 (+14), Perception 4 (+4), Technology 4 (+5), Vehicles [Land] 4 (+8)


Advantages: (9 pp)

All-Out Attack, Close Attack 4, Contacts, Equipment 1, Power Attack, Swift

Powers: (49 pp)

Impressive Strength & Stamina: • 28 pts
Enhanced Strength 7
Enhanced Stamina 7

Super Strength: Enhanced Strength 7 • pts

Tough Skin: Protection 2 (Extra: Impervious 10) • 12 pts

Feats Of Super Strength Array: • 2 pts
Groundstomp: Damage 10 (Extra: Area [Line] 2); (Flaws: Limited [Shockwave & his targets must be on the same surface])
-Shockwave: Affliction 10 [Dazed, Stunned; resisted by Fortitude] (Extra: Area [Cone]); (Flaw: Limited Degree)

Equipment:

Commlink (1 ep)

Combat: (10 pp)

Toughness +14* [*Impervious 10]

Dodge +6

Parry +6

Fortitude +12

Will +6


Complications:

Weakness: Shockwave is vulnerable to mental-based attacks, suffering more damage (+50%) from them than he does from other types of attacks.

Unluck: If something can go wrong for Shockwave, it will, and usually does so in a rather spectacular fashion.

===============================================================

Costs: Abilities 56+ Skills 9+ Advantages 9+ Powers 49+ Defenses 10= 133 pts

===============================================================



Rocky Scaglioni was a valued member of the chicago mob. Strong, confident, unafraid of violence and very loyal. A sure shot to become his Dons favorite enforcer and muscle. As Paranormal threats began to eat away at the mob, it began an escalating paranormal arms race of its own in order to just survive. Using a variant of the DNAscent Process they worked rocky over after he volunteered at his Dons request along with a dozen others.. The procedure worked better then they could have expected save that Rocky was the only one to survive the procedure. Rockies bodyw as enhanced to Superhuman levels beyond the normal levels expected.

He was given a costume and debuted as Arrowhead a powered enforcer who helped the Spumoni mob gain a firm control of the Chicago mob scene. As his rep grew and he even thrashed a couple of low powered street heroes. Rocky began to wonder if he might be a better Don then Spumoni was. When he finally confronted Spumoni though he found the Don was shrewder then he thought and was ready for him. Spumoni had hired the mercenary Bullitt and his Raiders to take care of Arrowhead.

Forced to run for his life Arrowhead ran and from the quartet of super powered killers before running into the members of the Destroyers. The other three quickly leapt to his defense and managed to drive off the Raiders who by driving Arrowhead out of Chicago technically had fulfilled their contract of protection.

Rocky has been a loyal member ever since.

:arrow: Powers and Tactics Shockwave is a pretty straightforward fighter. A powerhouse on par with most metahumans he has tremendous strength and durability. In typical bully fashion he likes to pick on those smaller and weaker then him namely Martial Artists and mentalists types.

Using his massive Strength he specializes in the Shockwave and Ground Strikes maneuvers which he uses to throw people off balance.

while rocky appears big dumb and slow hes actually smarter then people give him credit for. While he tends to be quiet, and or grunt a lot, hes actually very shrewd and has a lot of experience in the criminal underworld. He constantly dreams about and plans ways to better Deathstrokes and by extension His fortunes in life.
PL: 10/136pp

Abilities (40pp)

Str 20/34, Dex 18, Con 20/34, Int 12, Wis 10, Cha 20

Skills (8pp)

Craft [Mechanics] 4 (+6 ), Drive 4 (+8 ), Intimidation 9 (+14 ), Knowledge [Streetwise] 6 (+8 ), Notice 4 (+4 ), Profession [Gangster] 5 (+5 )

Feats (9pp)

All-Out Attack, Attack Focus [Melee] 4, Contacts, Equipment 1, Power Attack, Swift

Powers (56pp)

Impressive Strength and Stamina (Enhanced Ability 28 (Str 14, Con 14 ) 28pp

Super Strength 7 (Power Feats: Shockwave, Ground Strike) 16pp

Tough Skin (Protection 2 (Extras: Impervious +10) 12pp

Equipment 1pp (5ep)

Costume 0ep

Commlink 1ep

Combat (20pp)

Attack: +4, +8 [Melee]

Damage: +12 [Unarmed]

Defence: +6

Initiative: +4

Tradeoffs
ATT/DAM -2/+2
DEF/Tough -4/+4

Saves (8pp)

Toughness: +14* (+10 Impervious)

Fortitude: +12

Reflex: +6

Will: +6

Drawbacks (-5pp)

Vulnerable: Mental Attacks [Uncommon, Major] -3pp

Unlucky -2pp

=========================================================
Abilities 40 + Skills 8 + Feats 9 + Powers 56 + Combat 20 +Saves 8 - Drawbacks 5 = Total 136pp
=========================================================
Last edited by catsi563 on Sun Dec 03, 2017 4:11 am, edited 2 times in total.
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Re: Heroes Unlimited: The Catsiverse Role Call

Post by catsi563 »

Death Commando (Henry "Hank" Wadsworth)

Image

PL: 10/162 pp

Abilities (50 pp)

Str 3/5 Agi 3/5 Fight 10 Awe 0
Sta 5 Dex 3/5 Int 1 Pre 0


Skills: (25 pp)

Acrobatics 5 (+8/+10), Athletics 5 (+3/+10), Deception 5 (+5), Expertise [Computers] 4 (+5), Expertise [Criminal] 7 (+8), Expertise [Soldier] 7 (+8), Expertise [Tactics] 7 (+8), Insight 5 (+5), Intimidation 5 (+5), Investigation 4 (+5), Perception 5 (+5), Stealth 7 (+10/+12), Treatment 4 (+5), Vehicles [Land] 5 (+8/+10)

Advantages: (18 pp)

Contacts, Cunning Fighter, Equipment 5, Improved Initiative, Lionheart, Precise Attack [ranged; cover], Swift, Taunt

CQB/Commando Training:

Chokehold, Improved Critical 1 [Unarmed – 19-20], Improved Disarm, Improved Hold, Improved Throw, Power Attack

Powers: (55 pp)

Martial Strike: Strength-Based Bludgeoning Damage 1 (Feat: Innate) • 2 pts

Death Commando Suit: (Removable –7 pts) [31 pp]
Armor: Protection 5 (Extra: Impervious)
Impact Plating: Immunity 2 [Critical Hits]
Thermaweave Insulation: Immunity 3 [Environmental Cold, Environmental Heat, Environmental Radiation]
Psi-Scramblers: Enhanced Will 2
Neuro-Muscular Weaving:
Enhanced Strength 2
Enhanced Strength 1 (Flaw: Limited [Lifting Only])
Enhanced Agility 2
Enhanced Dexterity 2
Leaping 1
Hemet Sensor Suite: Senses 7 [Vision (Extended 2), Darkvision, Low-Light Vision, Infravision, Ultravision]

Modular Jet Pack: (Removable –3 pts) [7 pp]
Micro-Jet Thrust: Flight 5 (Feat: Subtle)

Blaster Carbine: (Easily Removable –6 pts) [10 pp]
Blaster Shots Array:
Single Shot: Ranged Energy Damage 7 (Feat: Accurate)
-Pulse Shot: Ranged Energy Damage 5 (Extra: Multiattack)

Equipment:

SMG, Heavy Pistol, Knife, Pepper Spray, Baton, Taser, Caltrops, Grenades (Smoke, Concussion, Fragmentation)

Combat: (14 pp)

Toughness +10*/+5 [*Death Commando Suit (Impervious 5)]

Dodge +10

Parry +10

Fortitude +8

Will +8*/+6 [*Death Commando Suit]


Complications:

Unluck: If something can go wrong for Death Commando, it will, and usually does so in a rather spectacular fashion.


===============================================================

Costs: Abilities 50+ Skills 25+ Advantages 18+ Powers 55+ Defenses 14= 162 pts.

===============================================================



Henry Wadsworth was an agressive and nasty person from the start. A shoe in for either military service, or Prison. When War came the Bully signed up for the chance to travel to foregin lands, meet new and interesting people... and Kill them. Where in civilian life agressive behavior might have ended badly, in the army it earned him praise and rewards when he killed. He earned lots of rewards.

Still agressiveness only takes you so far and after the war he was quietly discharged lest he go to far the brass decided. Still Itching for action Hank joined Primus and again quickly rose through the ranks until the Primus admins discoverd that all they ahd was a bully with hi-tech weapons on their hands. Finally losing their patience Primus booted him fast.

Furious Hank broke back in to the Primus facility hed been guarding and after hospitalizing several of the security made off with a prototype Man Amplification Combat suit, and expermential Blaster Rifle and Jet Pack. Which he promptly used to level the facility, He would have gone further but the jet pack ran out of fuel and he crashed.

Still he managed to escape and began to bedevil Primus agents and facilities. Including Selling some of their secrets to the Likes of Viper, and Arachnos. EVntually He was recruited by Death Singer who wanted him for the Destroyers. Named Death Commando he became a fixture on the team and evntualy its field leader in charge of tactics.

:arrow: Powers and tactics. hank is a trained commando and former Primus agent, driven by an aggressive personality. Hes a no nonsense fighter with a do anything to win mentality. While he prefers hand to hand, he has armed himself with advanced weapons that are more then capable of doing damage to supers.

His primary weapon is the prototype Blaster Rifle (Primus has since Upgraded to a better model) hell use the SMG for crowds of hostages if needed, and the grenades for similar.

If he can hell engage in hand to hand until pressed after which hell shoot it out.
PL: 10/165pp

Abilities (24pp)

Str 16/20, Dex 16/20, Con 20, Int 12, Wis 10, Cha 10

Skills (23pp)

Acrobatics 5 (+8/+10), Bluff 5 (+5 ), Climb 5 (+8/+10), Computers 4 (+5 ), Disable Device (+5 ), Drive 5 (+8/+10), Gather Information 5 (+5 ), Investigate 4 (+5 ), Intimidation 5 (+5 ), Knowledge [Streetwise] 7 (+8 ), Knowledge [Tactics] 7 (+8 ), Medicine 5 (+5 ), Notice 5 (+5 ), Search 4 (+5 ), Sense Motive 5 (+5 ), Stealth 7 (+10/+12), Survival 5 (+5 ), Swim 5 (+8/+10)

Feats (23pp)

Contacts, Cunning Fighter, Equipment 5, Improved Initiative, Lion hearted, Precise Shot, Sniper, Swift, Taunt

CQB/Commando Training

Chokehold, Dirty Fighting 1, Dodge Focus 2, Improved Block, Improved Critical [Unarmed, 19-20] 1, Improved Pin, Improved Throw, Power Attack, Martial Strike 1

Powers (45pp)

Death Commando Suit (Device 7 (Drawback: Vulnerable Magnetic Attacks (Uncommon, Severe -3pp) 25pp
Armor (Protection 5 (Extras: impervious +5) 10pp
Impact Plating (Immunity 2 (Critical Hits) 2pp
Thermaweave Insulation (Immunity 3 (Heat, Cold, Rad) 3pp
Psi-Scramblers (Enhanced Save Will 2) 2pp
Neuro-Muscular Weaving (Enhanced abilities 8 (Str 4, Dex 4) and Syper Strength 1, and Leaping 1) 11pp
Helmet Sensor Suite (Super Sense 7 (UV Vision, IR vision, Low-Light vision, Dark Vision, , Extended vision x2) 7pp

Modular Jet Pack (Device 2) 8pp
Flight 5 10pp

Blaster Carbine (Device 4) 12pp
Blaster Shots (Array 8 )
Single Shot (Blast 7 (Power Feats: Accurate)
Pulse Shot (Blast 5 (Autofire +1)

Equipment 5pp (25ep)

SMG, Heavy Pistol, Knife, Pepper Spray, Baton, Taser, Caltrops, Grenades (Smoke, Concussion, Fragmentation)

Combat (36pp)

Attack: +10, +12 (Blaster Shot)

Damage: +4 (unarmed), +6 (Unarmed Suit), +7 (Blaster Rifle), +5 (Pulse Shot)

Defence: +8, +10 (Dodge Focus)

Initiative: +9

Tradeoffs
ATT/DAM +2/-2
DEF/Tough -0/+0

Saves (14pp)

Toughness: +5, +10 (Armor) +5 Impervious

Fortitude: +8

Reflex: +6, +8 (Armor)

Will: +6, +8 (Armor)

Drawbacks (-2pp)

Unluck -2pp

=========================================================
Abiltiies 24 + Skills 23 + Feats 23 + Powers 45 + Combat 36 + Saves 14 - Drawbacks 2 = Total 163pp
=========================================================
Last edited by catsi563 on Sun Dec 03, 2017 4:12 am, edited 2 times in total.
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Re: Heroes Unlimited: The Catsiverse Role Call

Post by catsi563 »

Scatterbrain

Image

Image

PL: 10/137 pp

Abilities (46 pp)

Str 0 Agi 3 Fight 4 Awe 5
Sta 3 Dex 3 Int 3 Pre 2


Skills: (14 pp)

Deception 8 (+10), Expertise [Actress] 9 (+11), Expertise [Current Events] 4 (+7), Expertise [Pop Culture] 4 (+7), Insight 5 (+10), Perception 4 (+8), Persuasion 8 (+10)

Advantages: (8 pp)

Daze [Deception], Defensive Roll 1, Disarming 5, Equipment 1

Powers: (50 pp)

Telepathic Power Array: • 36 pts
Telepath:
Communication 2 [mental] (Extras: Area, Selective)
Mind Reading 10
-Illusion: Ranged Affliction 10 [Figment, Phantasm, Immersion; resisted by Will]
-Mind Control: Ranged Affliction 10 [Dazed, Compelled, Controlled; resisted by Will] (Feats: Mental Link, Subtle)
-Mental Blast: Ranged Mental Damage 10 (Extra: Alternate Resistance [Will])
-Telekinesis: Move Object 10

Mental Senses: Senses 5 [Detect (Psychics: Ranged), Mental Awareness (Acute, Radius)] • 5 pts

Telekinetic Force Field: Protection 9 (Extras: Impervious 12, Sustained); (Flaw: Tiring) • 9 pts

Equipment:

Protective Costume [Protection 4] (4 ep)

Combat: (19 pp)

Toughness (w/out Force Field) +12*/+3 [*Force Field (Impervious 12)]

Toughness (w/ Force Field) +7*/+3 [*Protective Costume]

Dodge +8

Parry +8

Fortitude +6

Will +12

Complications:

Weakness: Scatterbrain is vulnerable to physical hits (+25% to Resistance DC), possibly due to her not having any kind of physical training.

Unluck: If something can go wrong for Scatterbrain, it will, and usually does so in a rather spectacular fashion.

===============================================================

Costs: Abilities 46+ Skills 14+ Advantages 8+ Powers 50+ Defenses 19= 137 pts.

===============================================================




Melissa Bartleheimer was a relatively normal child with a relatively normal family and upbringing. Things might have remained this way save that her mutant telepathic powers manifested. for some people a mutant child was a abomination, for others--the majority-- they were their child and were loved. For Fabian Bartleheimer Melissa's father she was an opportunity and a cash cow waiting to happen. Turning away all comers such as the Arcadian Academy. quietly he studied her powers and helped her develop them in a limited but still effective fashion. He also used a ruse to divorce her mother Anette, and deny her custody. he also subtly manipulated his daughter to hate her mother, which broke Anettes heart before she died in a car accident a year later. while Melissa's abilities proved capable of stealing enough money to live off of, Fabian had bigger plans, he made contact through intermediaries with the failed villain group The Destroyers, and with a couple of quick meetings rechristened them Deathstroke and added Melissa to the ranks.

:arrow: Powers and Tactics: A semi Accomplished Mentalist going more by instinct and some limited instruction. If scatterbrain ever got actual training from Viper or the Arcadian Academy her telepathic potential would be incredible.

She can read minds, send thoughts, and use a mind numbing mental blast. She can create illusions, and move objects with a fairly strong telekinesis. In general fights she will protect herself with a telekinetically built barricade, and snipe with her mind blast. If she is attacked directly she will mind control the hero to attack one of her teammates --something which would drive them nuts if they weren't so enamored of her--. Or she will put up a powerful force field which is tiring for her to keep up while she will make a run for it.

Melissa tends to be a bit of a flirt and has been known to make passes at handsome heroes.
PL: 10/123pp

Abilities (32pp)

Str 10, Dex 16, Con 16, Int 16, Wis 20, Cha 14

Skills (10pp)

Bluff 8 (+10 ), Diplomacy 8 (+10 ), Knowledge [Current Events] 4 (+7 ), Knowledge [Pop culture] 4 (+7 ), Notice 3 (+8 ), Perform [Acting] 8 (+10), Sense Motive 5 (+8 )

Feats (10pp)

Defencive Roll 1, Distract [Bluff], Disarming 5, Dodge Focus 2, Equipment 1

Powers (45pp)

Telepathic Powers (Array 12) 28pp
Telepathy 12
Telekinesis 10
MInd Control 9 (Power feats: Mental Link, Subtle)
Mental Illusion (Illusion 6 [All Senses] (Flaws: Phantasms -1; Progression 4 [100feet])
Mental Blast 6

Mental Senses (Super Senses 4 (Ranged Detect [Mental], Mental Awareness [acute]) (Power Feats: Uncanny Dodge [Mental]) 5pp

Telekinetic Force Field (Force Field 8 (Extras: Impervious 12, Flaws: Limited [Fatiguing]-1; And Shield 2) 12pp


Equipment 1pp 5ep

Protective Costume (Protection 4) 4ep

Commlink 1ep

Combat (16pp)

Attack: +4

Damage: +0 [unarmed], +6 [Mental Blast]

Defence: +4, +6 [Dodge Focus], +8 [Telekinetic Shield]

Saves (15pp)

Toughness: +3, +4 [Defencive Roll], +12 [Telekinetic Shield] (+10 Impervious)

Fortitude: +6

Reflex: +8

Will: +12

Drawbacks (-5pp)

Vulnerable [Physical Strikes] (Common, moderate) -3pp

Unluck -2pp

==================================================
Abilities 32 + Skills 10 + Feats 10 + Powers 45 + Combat 16 + Saves 15 - Drawbacks 5 = Total 123pp
==================================================
Last edited by catsi563 on Sun Dec 03, 2017 4:12 am, edited 3 times in total.
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Re: Heroes Unlimited: The Catsiverse Role Call

Post by catsi563 »

Trollkin

Image

Image

PL: 5/51 pp

Abilities (24 pp)

Str 4 Agi 1 Fight 3 Awe 0
Sta 4 Dex 1 Int -1 Pre 0


Skills: (3 pp)

Expertise [Streetwise] 4 (+3), Intimidation 5 (+9)

Advantages: (7 pp)

Benefit [Bruiser (use Str instead of Pre for Intimidation checks)], Close
Attack 1, Equipment 3, Power Attack, Startle, Tough Minion 1

Powers: (8 pp)

Tough Skin: Protection 2 • 2 pts

Dyne Enhanced Healing: Regeneration 2 [1/5 rounds] (Feat: Regrowth) • 3 pts

Me Got Body By Superdyne: Enhanced Strength 1 (Flaw: Limited
[Lifting Only]) • 1 pt

Hyper Aggression: [Move Action -1 pt] • 2 pts
Enhanced Strength 2
Enhanced Fortitude 2
Impaired Dodge -2
Impaired Parry -2

Equipment:

Leather Jacket/Vest [Protection 1; Subtle]

Pistol (+4 damage)/SMG (+5 damage)/Shotgun (+5 damage)

Baseball Bat/Big Wrench/Sledgehammer (treat as Club +2 damage)

Combat: ( pp)

Toughness +7*/+6 [*Leather Jacket/Vest]

Dodge +1*/+3 [*Hyper Aggression]

Parry +1*/+3 [*Hyper Aggression]

Fortitude +7*/+5 [*Hyper Aggression]

Will +4


Complications:

Power Loss: A Trollkin’s Hyper Aggression power is taxing on their
body despite their enhancements, and they can only use it for short periods
of time (5 rounds).

===============================================================
Costs: Abilities 24+ Skills 3+ Advantages 8+ Powers 8+ Defenses 8= 51 pts.
===============================================================

Godvord

Image

PL: 7/75 pp

Abilities (38 pp)

Str 6 Agi 1 Fight 6 Awe 0
Sta 5 Dex 1 Int -1 Pre 1


Skills: (9 pp)

Expertise [Streetwise] 6 (+5), Intimidation 6 (+12), Perception 4 (+4),
Ranged Combat [Thrown Object] 7 (+8)

Advantages: (8 pp)

Benefit [Bruiser (use Str instead of Pre for Intimidation checks)],
Equipment 3, Power Attack, Startle, Tough Minion 2

Powers: (9 pp)

Tough Skin: Protection 2 • 2 pts

Dyne Enhanced Healing: Regeneration 2 [1/5 rounds] (Feat: Regrowth) • 3 pts

Me Got Body By Superdyne: Enhanced Strength 2 (Flaw: Limited
[Lifting Only]) • 2 pts

Hyper Aggression: [Move Action -1 pt] • 2 pts
Enhanced Strength 2
Enhanced Fortitude 2
Impaired Dodge -2
Impaired Parry -2

Equipment:

Leather Jacket/Vest [Protection 1; Subtle]

Pistol (+4 damage)/SMG (+5 damage)/Shotgun (+5 damage)

Baseball Bat/Big Wrench/Sledgehammer (treat as Club +2 damage)

Combat: ( pp)

Toughness +8*/+7 [*Leather Jacket/Vest]

Dodge +4*/+6 [*Hyper Aggression]

Parry +4*/+6 [*Hyper Aggression]

Fortitude +9*/+7 [*Hyper Aggression]

Will +5


Complications:

Power Loss: A Godvord’s Hyper Aggression power is taxing on their
body despite their enhancements, and while they can only use it for short
periods of time (10 rounds) it is longer than what the Trollkin is able to
do (a result of their having gotten a stronger does of Dyne).


===============================================================
Costs: Abilities 38+ Skills 9+ Advantages 8+ Powers 9+ Defenses 11= 75 pts.
===============================================================

Supa Trolls

Image

PL: 8/ pp

Abilities (50 pp)

Str 10 Agi 1 Fight 6 Awe -1
Sta 10 Dex 1 Int -4 Pre 2


Skills: (7 pp)

Intimidation 8 (+18), Perception 4 (+3), Ranged Combat [Thrown Object] 6
(+8)

Advantages: (4 pp)

Benefit [Bruiser (use Str instead of Pre for Intimidation checks)], Power
Attack, Ranged Attack 1, Startle

Powers: (22 pp)

Tough Skin: Impervious Toughness 8 • 8 pts

Hyper Dyne Enhanced Healing: Regeneration 5 [1/ every other round]
(Feat: Regrowth) • 6 pts

Me Got Body By Superdyne: Enhanced Strength 6 (Flaw: Limited
[Lifting Only]) • 6 pts

Hyper Aggression: [Move Action -1 pt] • 2 pts
Enhanced Strength 2
Enhanced Fortitude 2
Impaired Dodge -2
Impaired Parry -2

Equipment:

Combat: ( pp)

Toughness +10* [*Impervious 8]

Dodge +6*/+8 [*Hyper Aggression]

Parry +6*/+8 [*Hyper Aggression]

Fortitude +14*/+12 [*Hyper Aggression]

Will +4


Complications:

Burn Out: Supa Troll’s

Power Loss: A Supa Troll’s Hyper Aggression power is taxing on their
body despite their enhancements, and while they can only use it for short
periods of time (10 rounds) it is longer than what the Trollkin or
Godvord’s are able to do (a result of their having gotten a stronger does
of Dyne).

===============================================================
Costs: Abilities 50+ Skills 7+ Advantages 4+ Powers 22+ Defenses 13= 96 pts.
===============================================================


Trollkin are the end result of a Viper Super Soldier Experiment gone wild. An attempt to use a synthesized Ultra Steroid named Hyperanetholedyne. The Drug was considered a failure due to its drastic side effects which included hyper agressive tendancies, A loss of intelligence, and drastic unstable mutations.

The end results were named Trolls derisively by the Viper scientists. However an unknown factor caused one subject code named Atta to retain most of his intelligence and show massive strength, a mistake on the scientists part caused them to under estimate "Attas" intelligence and they paid for it with their lives, as well as the destruction of the facility. What was discovered later though by both Viper intelligence agents, and by Oracle agents was that the notes on how to produce Dyne were taken.

Now a new drug has appeared on the streets of Bay City and is threatenign an epidemic of hyper agression worse then PCP. EVen worse then that is that authorites are trying to stop it from spreading outside of Bay City before it can become an epidemic worse then Crack Cocaine.

Secretly below the streets of Bay City the Trolls move through underground tunnels and prepare for war at the orders of Atta.

:arrow: Trollkin are basicaly mooks with a lot more POP to them. Theyre tougher and stronger then most body builders or Power lifters, and hit harder then most heavy weight boxers.

Add in their enhanced regenerative abiltiies and you have a dangerous adversary even for a superhuman.

:arrow: One aspect of the trollkin is the Tough Minion rule. In short A tough minion of rank 1 is a minion in every other sense of the rules save one. They can withstand bruised and injured conditions as normal with out falling. A staggered or disabled result will render them unconcious like a normal failed save.

A rank 2 minion must be rendered unconcious like a normal character but follows all other minion rules.

:arrow: Godvords are bigger stronger trollkin who act as sergeants or lieutenants for the trollkin. Trolls respect strength and toughness and Godvords are as tough and savage as they come.

:arrow: Theyre are rumors of trolls who have undergone even more intense and massive doses of Superdyne as the Trolls have street named the drug. If the rumors are true these so called "Supatrolls" may be capable of tearing tanks apart and be real monsters.

:arrow: Very little is known about the mysterious Atta, save that his blood appears to have been used to infect rats, dogs, and cats and possibly large Crocodiles that he uses to guard the Troll lair. Hes rumored to be incredibly tough and Strong. A truly Dangerous adversary, a real monster.
Trollkin

PL: 5/65pp

Abilties (16pp)

Str 18 Dex 12 Con 18 Int 8 Wis 10 Cha 10

Skills (2pp)

Intimidate 4 (+8 ), Knowledge (Streetwise) 4 (+3 )

Feats(7pp)

Bruiser, Equipment 3, Power Attack, Startle, Tough Minion 1

Power (14pp)

Tough Skin (Protection 2) 2pp

Dyne enhanced Healing (Regeneration x (Recovery bonus +3, Bruised 1 round, Injured 1 Round (Power Feats: Regrowth) 9pp

Me Got body by Superdyne (Super Strength 1) 2pp

Hyper Agression (Rage 1 (5 rounds; +4 Str, +2 Fort, +2 Ref, -2 Def) 1pp

Equipment 3pp (15ep)

Leather Jacket or Vest (Protection +1)

PIstol, or SMG, or Shotgun

Baseball Bat, Club, Big Wrench, Sledgehammer

Combat (16pp)

Attack: +4

Damage: +4 Unarmed, +4 (Pistol), +5 (Shotgun), +5 (Submachine Gun), +6 (Club)

Defence: +4

Initiative: +1

Tradeoffs
ATT/DAM -1/+1
DEF/Tough -1/+1

Saves (10pp)

Toughness: +6, +7 (Leather Jacket)

Fortitude: +7

Reflex: +4

Will: +4

============================================================
Abilities 16 + Skills 2 + Feats 7 + Powers 14 + Combat 16 + Saves 10 = Total 65pp
============================================================

Godvords

PL: 7/91pp

Abilties (26pp)

Str 22 Dex 12 Con 22 Int 8 Wis 10 Cha 12

Skills (4pp)

Intimidate 6 (+12 ), Knowledge (Streetwise) 6 (+5 ), Notice 4

Feats(10pp)

Attack Specilization 1 [Thrown Object], Bruiser, Equipment 3, Power Attack, Startle, Tough Minion 2

Power (17pp)

Tough Skin (Protection 2) 2pp

Dyne enhanced Healing (Regeneration x (Recovery bonus +3, Bruised 1 round, Injured 1 Round (Power Feats: Regrowth) 9pp

Me Got body by Superdyne (Super Strength 2) 4pp

Hyper Agression (Rage 2 (10 rounds; +4 Str, +2 Fort, +2 Ref, -2 Def) 2pp

Equipment 3pp (15ep)

Leather Jacket or Vest (Protection +1)

PIstol, or SMG, or Shotgun

Baseball Bat, Club, Big Wrench, Sledgehammer

Combat (24pp)

Attack: +6, +8 (Thrown object)

Damage: +6 Unarmed, +4 (Pistol), +5 (Shotgun), +5 (Submachine Gun), +8 (Club)

Defence: +6

Initiative: +1

Tradeoffs
ATT/DAM -1/+1
DEF/Tough -1/+1

Saves (10pp)

Toughness: +7, +8 (Leather Jacket)

Fortitude: +9

Reflex: +4

Will: +4

============================================================
Abilities 26 + Skills 4 + Feats 10 + Powers 17 + Combat 24 + Saves 10 = Total 91pp
============================================================

Supatrolls

PL: 8/107pp

Abilties (40pp)

Str 30 Dex 12 Con 30 Int 6 Wis 8 Cha 14

Skills (3pp)

Intimidate 8 (+18 ), Notice 4 (+3 )

Feats(4pp)

Attack Specilization 1 [Thrown Object], Bruiser, Power Attack, Startle

Power (32pp)

Tough Skin (Impervious Toughness 8 ) 8pp

Hyper Dyne enhanced Healing (Regeneration 9 ( Bruised No Action, Injured No action (Power Feats: Regrowth) 10pp

Me Got body by Superdyne (Super Strength 6) 12pp

Hyper Agression (Rage 2 (10 rounds; +4 Str, +2 Fort, +2 Ref, -2 Def) 2pp


Combat (24pp)

Attack: +6, +8 (Thrown object)

Damage: +10 Unarmed, +12 (Raged)

Defence: +6 , +4 (Raged)

Initiative: +1

Tradeoffs
ATT/DAM -2/+2
DEF/Tough -2/+2

Saves (10pp)

Toughness: +10 (+8 Impervious*)

Fortitude: +12

Reflex: +4

Will: +4

Drawbacks (-6pp)

Burnout (Weakness -1 Con Every Round Rage used; Common; Does Kill) -6pp

============================================================
Abilities 40 + Skills 3 + Feats 4 + Powers 32 + Combat 24 + Saves 10 - Drawbacks 6 = Total 107pp
============================================================


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Re: Heroes Unlimited: The Catsiverse Role Call

Post by catsi563 »

Atta (Harripul "Harry" Atta)

Image

PL: 11/153pp


Abilities: (56pp)

Str 5/12/+14 Agi 2 Fight 8 Awe 1

Sta 5/12 Dex 2 Int 1 Pre 4


Skills: (12pp)

Expertise: [Streetwise] 5 (+6 ), Expertise: [Survival] 7 (+8 ), Expertise [Tactics] 4 (+5 ), Intimidation 8 (+12, +20 bruiser*), Insight 5 (+6 ), Perception 7 (+8 )


Advantages: (8pp)

All-Out Attack, Benefit [Troll Lord], Bruiser, Inspire, Leadership, Power Attack, Startle, Takedown Attack


Powers:(64pp)

Dyne enhanced Physique (Enhanced Abilties 14 (Strength 7, Con 7) 28pp

Troll Hide ( Impervious Toughness 8 ) 8pp

Dyne Enhanced system (Immunites: 5 (Heat, Cold, Critical hits, High Pressure) 5pp

Troll legs ( Leaping 5) 5pp

Me got Body by Supa Dyne (Power Lifting 4) 4pp

Dyne Enhanced Regeneration (Regneration 5 (Persistent) 6pp

Dyne Rage (Boost Strength 2; Enhanced Saves: +2 Toughness, +4 Fort and +4 Will (Quirk: -2 Def, Limited to 5 round Duration-1) 6pp

Feats Of Super Strength Array: • 2 pts
-Groundstomp: Damage 11 (Extra: Area [Line] 2); (Flaws: Limited [Atta & his targets must be on the same surface])
-Shockwave: Affliction 11 [Dazed, Stunned; resisted by Fortitude] (Extra: Area [Cone]); (Flaw: Limited Degree)


Combat: (13pp)

Toughness: +12/ +14 *rage

Dodge: +8

Parry: +8

Fortitude: +12/+16 *rage

Will: +8/+12 *rage

Complications

Berserker: Atta has a wee but of a temper problem when berserk he cant tell friend form foe--and doesn't care quite frankly

Power and Greed: Atta wants all the finer things in life, things denied him as a young punk growing up on the tough streets.

Enemies: Aegis, The Protectors, Viper.

Troll: Atta is a near 8 foot tall green skinned brute, he has trouble passing for human.

========================================================
Abilities 56 + Skills 12 + Advantages 8 + Powers 64 + Combat 13 = Total 153 pp
========================================================
PL: 11/174pp

Abilities (36pp)

Str 20/34/38* rage Dex 14 Con 20/34 Int 12 Wis 12 Cha 18

Skills (10pp)

Intimidation 12 (+16, +24 Bruiser), Knowledge [Streetwise] 5 (+6 ), Knowledge [Tactics] 4 (+5 ), Notice 7 (+8 ), Sense Motive 5 (+6 ), Survival 7 (+8 )

Feats (8pp)

All-Out Attack, Bruiser, Inspire, Leadership, Power Attack, Startle, Takedown Attack, Troll Lord*

Powers (76pp)

Dyne enhanced Physique (Enhanced Abilties 28 (Strength 14, Con 14) 28pp

Troll Hide ( Impervious Toughness 8 ) 8pp

Dyne Enhanced system (Immunites: 5 (Heat, Cold, Critical hits, High Pressure) 5pp

Troll legs ( Leaping 5) 5pp

Me got Body by Supa Dyne (Super Strength 8 (Power Feats: Shockwave, Thunder Clap) 18pp

Dyne Enhanced Regeneration (Regneration 7 (Bruised 1 round, Injured 1 Round, Staggered 5 Minutes , Disabled 1 hour (Power feats: Regrowth, Persistent) 9pp

Dyne Rage ( Rage 3 (+4 Str, +2 Fort and Will, -2 Def, 15 round Duration) 3pp

Combat (32pp)

Attack +8

Damage: +12 (unarmed), +14 (Rage)

Defence: +8, +6 (Rage)

Initiative: +2

Tradeoffs
ATT/DAM -2/+2
DEF/Tough -2/+2

Saves (12pp)

Toughness: +12 (Impervious +8)

Fortitude: +12

Reflex: +6

Will: +8

=========================================================
Attack 36 + Skills 10 + Feats 8 + Powers 76 + Combat 32 + Saves 12 = Total 174pp
=========================================================
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Re: Heroes Unlimited: The Catsiverse Role Call

Post by catsi563 »

Gretchen

Image

PL: 7/137 pp

Abilities (54 pp)

Str 2 Agi 4 Fight 5 Awe 3
Sta 3 Dex 4 Int 5 Pre 1


Skills: (20 pp)

Athletics 8 (+10/+12 – Climb Checks), Close Combat [Power Tool] 2 (+7), Expertise [Science] 7 (+12), Expertise [Structural] 7 (+12), Expertise [Survival] 7 (+10), Perception 7 (+10), Sleight of Hand 8 (+12), Stealth 8 (+12), Technology 5 (+10/+16)

Advantages: (10 pp)

Benefit [Nimble Climber (use Agility instead of Strength for Climb Checks)], Benefit [Improved Escape], Benefit [Internal Compass], Defensive Roll 2, Evasion, Improved Initiative, Improvised Tools, Inventor, Uncanny Dodge

Powers: (40 pp)

Goblin Senses: Senses 6 [Hearing (Extended), Darkvision, Low-Light Vision, Ultra-Hearing, Olfactory (Acute)] • 6 pts

Goblin Size: Shrinking 4 (Extras: Increased Duration [Continuous], Normal Strength); (Feat: Innate); (Flaw: Permanent) • 13 pts

Quick Scamper: Speed 2 • 2 pts

Rapid Healer: Regeneration 2 [1/5 rounds] (Feat: Regrowth) • 3 pts

Sharp Mind:
Enhanced Skill 2 [Technology +6] (Flaw: Limited [Security Checks only]) • 1 pt
Quickness 5 (Flaw: Limited [Mental Tasks only]) • 4 pts

Tough & Wiry: Protection 1 • 1 pt

Power Tool: (Easily Removable –6 pts) [10 pp] (Flaw: Check Required [Technology DC 12])
Gretchen Can Make It: Variable 2 [technological descriptor] •14 pts
-Extender Arm: Elongation 1 [15 ft] • 1 pt
-Strong Arm: Enhanced Strength 1 (Flaw: Limited [Lifting only]) • 1 pt
-This Is The Right Tool: Enhanced Advantage 1 [Equipment 1 (Multi-Tool, Flashlight, Laser Torch, Pry Bar, Lockpick Gun)] • 1 pt
-Thumpin’ Stick: Strength-Based Damage 2 • 1 pt

Combat: (13 pp)

Toughness +6*/+4 [*Defensive Roll]

Dodge +8

Parry +8

Fortitude +6

Will +6


Complications:

Coward: Gretchen simply isn’t a fighter – he’s skittish and fear filled. Atta has him absolutely terrified almost as much as he is that VIPER scientists will find him again.

Curious George: Gretchen has a remarkable curiosity about new technology and sciences, often with humorous or not so humorous results.

Sweet Tooth: Gretchen likes honey and other sweet things – except cake. Cake is a lie.

Scavenger: Gretchen is always on the lookout for shiny new things and new stuff that looks interesting and he can actually be a bit greedy about acquiring it.

===============================================================

Costs: Abilities 54+ Skills 20+ Advantages 10+ Powers 40+ Defenses 13= 137 pts.

===============================================================

PL: 7/148pp

Abilties (36pp)

Str: 14 Dex: 18 Con: 16 Int: 20 Wis: 16 Cha: 12

Skills (20pp)

Climb 8 (+12* ), Craft [Electronics] 7 (+12 ), Craft [Mechanics] 7 (+12 ), Craft [Structural] 7 (+12 ), Disable Device 11 (+16 ), Escape Artist 8 (+12 ), Knowledge [Phsyical Sciences] 5 (+10 ), Knowledge [Technology] 5 (+10 ), Notice 7 (+10 ), Survival 7 (+10 ), Stealth 8 (+12 )

*Up the wall

Feats (14pp)

Attack Specilization [Power Tool] 1, Defencive Roll 2, Dodge Focus 2, Elusive Target, Evasion, Improved Escape, Improved Initiative, Improvised Tools, Internal Compass, Inventor, Nimble Climber, Uncanny Dodge (Audio)

Powers (42pp)

Goblin Size (Shrinking 4 (Extras: continuous +1, Normal Strength +1; Flaws: permanent -1; Power Feats: innate) 9pp

Quick Scamper (Speed 1) 1pp

Goblin Senses (Super Senses 6 (Low Light vision, Dark Vision, Extended hearing x1, Ultra hearing, Scent) 6pp

Sharp Mind (Quickness 2 [x5 speed] (Flaws: mental tasks only -1) 1pp

Tough and wiry (Protection 1) 1pp

Rapid healer (Regneration 10 (Recovery +6, Bruised 1, Injured 1, Staggered 1, Disabled 1 (Power Feats: Regrowth) 11pp

Gretchens Power Tool [Device 4 (Power Feats: Restrcited [KS tech 6 or better]) 13pp
*Extender arm (Elongnation 2 [10 Feet] 2pp
*Strong Arm (Super Strength 1) 2pp
*Thumpin Stick (Strike 2 (Power Feats: Mighty) 3pp
*This is right tool (Equipment 1 (Multi tool, Flashlight, Laser Torch, Pry Bar, Lockpick gun) 1pp
*Gretchen can make it: (Gadgets 2 [Tech descriptor] 12pp

Combat (24pp)

Attack: +6, +8 (Power Tool)

Damage: +2 (unarmed), +4 (Power tool)

Defence: +6, +8 (Dodge Focus)

Initiative: +8

Tradeoffs
ATT/DAM -0/+0
DEF/Tough +1/-1

Saves (12pp)

Toughness: +4, +6 (Defencive Roll)

Fortitude: +6

Reflex: +10

Will: +6

Complications:

Coward: Gretchen simply isnt a fighter hes skitish and fear filled. Atta has him absolutley terrified. gretchen is also terrified that the Viper Scientists will find him again.

Curious George: Gretchen has a remarkable curiosity about new technology and sciences, often with humerous or not so humerous results.

Sweet tooth: Gretchen likes honey, and other sweet things--except cake, cake is a lie *nod nod*

Scavenger: Gretchen is always on the look out for shiney things and new stuff. he can be a bit greedy actually.

=============================================================
Abilities 36 + Skills 20 + Feats 14 + Powers 42 + Combat 24 + Saves 12 = Total 148pp
=============================================================

Gretchen Background to come.
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Re: Heroes Unlimited: The Catsiverse Role Call

Post by catsi563 »

Viper

Image

Viper is an international terrorist organization whose primary goal is the utter domination of the world. To this end they have engaged over the years in plots ranging from robbery, and money laundering, to out right acts of military conquest, to legitimate business deals which help the organization in its primary goal.

Vipers history goes back as far as the earl 1900s when a group of powerful business men and crime figures formed a council and alliance of mutual interest. while scattered and divided initially, two events united them in purpose. WW 1, and the arrival of the Goddess Athena on Earth as she took up a role as heroine to oppose her brother Ares during the Great war.

These events convinced the men in question that they could take advantage financially of the conflict and unite versus the almost inevitable rise of such mystery men and woman, so called superheroes though the term had not yet been coined publically. Still inspite of their agreement on the issue they still could not overcome old grudges or prejudices and could not agree on a course of action. The group remained static and fallen into stagnation as some of its members drifted and others argued.

This would all change when the Duchess Henrietta Van Drotte the wife of a notorious Nazi and a social climber of ill repute but also a skilled manipulator, and highly ambitious discovered the councils manipulations and saw great potential in their infrastructure they had laid out. She also foresaw that the Axis would lose WW II due to circumstances beyond their control. She escaped Germany before D-Day using her families connections and billions of dollars in stolen Nazi treasure even taking advantage of the United States need for intelligence on the Axis defenses by giving them vital intelligence on the locations of various Axis defenses and leadership that could hinder her should they escape.

Then after escaping to America she established Duchess Industries as a legitimate enterprise and used her funds to help with German rebuilding as well as establish itself in the arms industry and the Military industrial complex. Then she found the group through her contacts and through a series of blackmail, murder and manipulations took control of the council and set it on a new path one that would take decades to come to fruition.

First she combined their monetary efforts and infrastructure into a single organization with a focused goal of acquiring power through any means necessary. Then she took to recruiting mercenaries and soldiers who were left with little or no employment in the wake of WW II and, would continue this in the wake of Korea and Vietnam, and the gulf war. She would begin training these soldiers into a unified fighting force and equipping them with state of the art weaponry. Lastly she knew the world would need a distraction, namely a colorful organization that would draw the worlds attention to it and away from the Council. The rise of the Villainous group Arachnos would give her the key.

Using the fallen WWII organization Hydra as a model she adopted the core principles of the Snake theme, and coopted many of Hydras old troops and technology and infrastructure that had survived the war, and in a whirlwind of chaos Viper made its debut in the early 80s. The group was very successful until it ran into the returned to life Captain America who recognized elements of his old enemy in Vipers Motifs and actions and began to root them out.

With the help of other superheroes, most especially those created by Viper accidentally or intentionally by Vipers murder or assault on their loved ones. Vipers momentum was stopped and the organization fell on hard times. This was hard but the Duchess was prepared and she allowed the organization to go underground leaving a comically inept though lethal organization called Cobra in its place.

Cobra and its car salesman of a commander while dangerous were for the most part inept and or corrupt and were rapidly hunted to near extinction as the 90s came to a close thanks to the more violent superheroes of the 90s and a newly reorganized Strike team of the US military GI Joe. Both Viper and Cobra became memories and people and law enforcement began to relax.

In the 2000s though Viper proved that it had merely shed its skin and it remerged in the 2000s as a leaner and meaner group with a tighter focus and a more ruthless bent. However Heroes had not been idle either and the group swiftly found itself in a game of chess as heroes had learned their lessons dealing with Viper and surprisingly enough Cobra as well.

Still even with the heightened resistance Viper remains a formidable threat to world security; as instead of focusing its efforts on the US Viper has now spread its tendrils throughout the world, and through means both legitimate and criminal continues to be a lethal threat to the world.
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Re: Heroes Unlimited: The Catsiverse Role Call

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Viper agents (Vipers)

Image

Image

PL: 5/45pp (minions)

Abilities (6pp)

Str 12 Dex 12Con 12 Int 10 Wis 10 Cha 10

Skills (9pp)

Climb 4 (+5 ). Craft Structural 2 (+2 ), Drive 4 (+5 ), Intimidate 4 (+4 ), KS [Tactics] 4 (+4 ), Medicine 2 (+2 ), Notice 4 (+4 ) , Profession [Mercenary/Agent] 4 (+4 ) , Sense motive 2 (+2 ), Survival 3 (+3 ), Stealth 3 (+4 )

Feats (7pp)

Attack Focus [Ranged] 1, Equipment 5, Teamwork

Powers

None

Equipment 5pp (25ep)

Viper Armored suit (Protection 4) 4ep
Helmet visor (Flash Goggles, Nightvision lenses) 2ep
Helmet Comms (Commlink) 1ep
Gasmask 1ep

Viper Mk 3 Blaster Rifle (Blast 5) 10ep
Viper Mk 2-B holdout pistol (Blast 3) 6ep
Viper Fang Combat knife 3ep
Snap baton 1ep
Pepper spray 1ep
Frag Grenades 13p
*smoke grenades
*flashbangs

Combat (18pp)

Attack: +4 , 5 [ranged]

Damage: +1 unarmed, +2 Knife, +5 Blaster rifle, +3 Pistol, +3 Snap baton, +5 grenades

Defence: +5

Initiative: +1

Saves (+5pp)

Toughness: +1, +5 (armor)

Fortitude: +3

Reflex: +2

Will: +2

===================================================
Abiltiies 6 + Skills 9 + Feats 7 + Powers 0 + Combat 18 + Saves 5 = Total 45pp
===================================================

The meat of Vipers forces are the lowly Vipers. These guys are mooks for the most part who either sued to be former military or Police or were wannabes, most of them are undisciplined and sloppy but still dangerous in numbers which is their advantage.

They are taught to balance ambition and cutthroat ruthlessness with the need to watch out for their buddies and protect them. This has lead to Vipers showing surprising loyalty at times.

For the most part they have basic gear and armor, and work in units of 5 as required they form the bulk of Vipers basic forces. Easily replaceable and entirely expendable. A rare few show the drive, skill and determination as well as the survivability tog et promoted to the next step up Adders.

:arrow: Viper main mooks, expendable and designed to go down in droves to heroes, but dangerous if underestimated and to street level heroes in not careful

Viper agents (Adders)

Image

PL: 6/65pp (minions)

Abilities (16pp)

Str 14 Dex 12 Con 14 Int 12 Wis 12 Cha 12

Skills (10pp)

Climb 4 (+6 ). Craft Structural 2 (+3 ), Disable Device 4 (+5 ), Drive 4 (+5 ), Intimidate 4 (+5 ), KS [Tactics] 4 (+5 ), Medicine 2 (+3 ), Notice 4 (+5 ) , Profession [Mercenary/Agent] 4 (+5 ) , Sense motive 2 (+3 ), Survival 3 (+4 ), Stealth 3 (+4 )

Feats (8pp)

Attack Focus [Ranged] 1, Equipment 5, Leadership, Teamwork

*Special operations package as needed

Powers

None

Equipment 5pp (25ep)

Viper Armored suit (Protection 4) 4ep
Helmet visor (Flash Goggles, Nightvision lenses) 2ep
Helmet Comms (Commlink) 1ep
Gasmask 1ep

Viper Mk 3 Blaster Rifle (Blast 5) 10ep
Viper Mk 2-B holdout pistol (Blast 3) 6ep
Viper Fang Combat knife 3ep
Snap baton 1ep
Pepper spray 1ep
Frag Grenades 13p
*smoke grenades
*flashbangs

Combat (22pp)

Attack: +5 , 6 [ranged]

Damage: +2 unarmed, +3 Knife, +5 Blaster rifle, +3 Pistol, +4 Snap baton, +5 grenades

Defence: +6

Initiative: +1

Saves (+7pp)

Toughness: +2, +6 (armor)

Fortitude: +4

Reflex: +3

Will: +4

===================================================
Abiltiies 16 + Skills 10 + Feats 8 + Powers 0 + Combat 22 + Saves 7 = Total 64pp
===================================================

If Vipers are the meat, then Adders are the Potatoes. The Adders are the toughest and meanest Vipers around these guys have fought and scraped and scrapped and bit and clawed their way up the ladder and survived everything from super heroes to super villains to Aegis and its agents.

These guys are more experienced better trained and tend to be placed in charge of 5 teams or make up the whole team in some cases. They are the second most numerous of vipers soldiers and more dangerous then their Viper subordinates.

:arrow: Slightly tougher though still mooks Adders are the sergeants to, the Cobras lieutenants and Captains.

:arrow: A second note Adders are also the base for the Special operaitons units in VIPER such as the Sea serpents, Snow Vipers, Tech Vipers and Ariel Vipers, and pythons.

Viper agents (Cobras)

Image

PL: 6/76pp (Tough Minions)

Abilities (20pp)

Str 14 Dex 12 Con 14 Int 12 Wis 14 Cha 14

Skills (14pp)

Climb 4 (+6 ). Craft Structural 2 (+3 ), Disable Device 4 (+5 ), Drive 4 (+5 ), Intimidate 4 (+6 ), KS [Tactics] 7 (+8 ), Medicine 4 (+6 ), Notice 6 (+8 ) , Pilot 4 (+5 ), Profession [Mercenary/Agent] 6 (+8 ) , Sense motive 4 (+6 ), Stealth 4 (+5 ), Survival 3 (+5 )

Feats (11pp)

Attack Focus [Ranged] 1, Equipment 5, Leadership, Precise shot, Power Attack, Teamwork, Tough Minion 1

*Special Operations package as desired

Powers

None

Equipment 5pp (25ep)

Viper Armored suit (Protection 4) 4ep
Helmet visor (Flash Goggles, Nightvision lenses) 2ep
Helmet Comms (Commlink) 1ep
Gasmask 1ep

Viper Mk 3 Blaster Rifle (Blast 5) 10ep
Viper Mk 2-B holdout pistol (Blast 3) 6ep
Viper Fang Combat knife 3ep
Snap baton 1ep
Pepper spray 1ep
Frag Grenades 13p
*smoke grenades
*flashbangs

Combat (22pp)

Attack: +5, 5 [ranged]

Damage: +1 unarmed, +2 Knife, +5 Blaster rifle, +3 Pistol, +3 Snap baton, +5 grenades

Defence: +6

Initiative: +1

Saves (+9pp)

Toughness: +2, +6 (armor) * tough minion 1

Fortitude: +5

Reflex: +4

Will: +5

===================================================
Abiltiies 20 + Skills 14 + Feats 11 + Powers 0 + Combat 22 + Saves 9 = Total 76pp
===================================================

Cobras are the top of the heap, best of Vipers best, and a dangerous lot to get involved with. These guys have like their adder subordiantes fought tooth and nail to get where they are and they are well aware how precarious their position is.

So that makes them all the more ruthless and danagerous in their desperation, just as VIPER wants them to be.

Cobras are the the third largest group of agents and they are the bulk of its officer Corps these guys are often in charge of most field ops and unless stated otherwise will have control over even supervillain mercs or agents.

:arrow: A dangerous adversary Cobras have the worst combo for superheroes, Skill, ruthlessness, and worse experience, these guys have survived Captain Superman kicking in their doors and came back stronger for it.

:arrow: As tough minions per house rules, these guys are treated as minions in all respects save one. They do not drop on the first failed toughness save, but on the second or only on a fail by 10 or more. Also unlike normal minions, a tough minion can score a critical hit on a hero.

:arrow: Cobras can also be given the Special Operations package to make them a special Operations Viper leader, and that would be an even more dangerous foe for out heroes.

Special operations packges

Sea Serpents PL 6 (minions)

+2 Str, +2 Con
Disable Device 8, Swim 6
Fortitude save: +2 to save
Toughness: +3/+7 (armor)

Sea Serpent Suit (Protection 4) 4ep
Underwater lifesupport (Immunity 3 Cold, pressure, drowning)3ep

Tech Vipers + Comm Vipers, Med Vipers PL 6 (minions)

Dex +2, Int +4
Computers 6, Craft Electronics 6, Craft Mechanics 6, Disable device 6, Medicine 6, KS (one science) 6, KS Technology 6, Languages 3
+4 Reflex save

Sky Vipers, Steel Vipers PL 7 (minions)
+2 Str, +4 Dex, +2 Con, +2 Int
+4 Acrobatics, +4 Drive, +4 Pilot
Toughness: +3/+7
Fortitutde: +5, Reflex: +5
Add Jetpack (flight 4) and Rapid Fire blasters (blast 5 (autofire+1) to equipment
or
Add Steel Serpent armor

Legal, Forensic Vipers PL 6 (minions)
+2 Int, +2 Wis, +2 Cha
Bluff 6, Diplomacy 6, KS (Business) 6, KS (Civics) 6, KS (Forensics) 6, Investigate 6, Search 6, Sense Motive 6, Languages 3, Notice 6, Profession (lawyer) 6
Equipment: Add Investigation Kit, Silenced Pistol (blast 3 subtle)

Pythons (Heavy Weapons and Ordinance) PL 8 (minions)
+4 Strength, +4 Con
Replace normal Armor with:
Viper Heavy troop armor (Armor 6, Exoskeleton (Strength +2, Super strength 2)
Fortitude: 8
Toughness: +4, +10
Add Heavy Weapon of Choice (blaster cannon, Assault cannon, Missile launcher, Brute Chem Cannon, etc

A-T (all terrain) Assault Vipers PL: 7
+2 Str, +2 Dex, +2 Sta, +2 Wis
KS (Street) 6, Survival +4, Stealth +4, Notice +4,
Add tracking feat
Toughness: +3/+7
Fortitude: 6
Will: 6
Reflex: 4
Add to equipment Assault shield (+2 defence)

Night Vipers
Str 2, Dex 6,Con 2
Attack +6 (+8 melee)
Defense +6 (+8 dodge focus)
Toughness: +3, +6 (armor), +8 defensive Roll
Feats: Improved Critical (unarmed 1 19-20), tough minion 1, Defensive Roll 2, Dodge Focus 2 (martial arts style of choice usually Karate, or Ninjutsu, or Taekwondo)
Night viper light stealth (Armor +3), Swords, Crossbows, Daggers, Shuriken, other martial Arts or ancient weapons of choice, Silenced pistols and smgs
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Re: Heroes Unlimited: The Catsiverse Role Call

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Steel Serpent Armor (Viper MK 1B X (Experimental Heavy Assault Armor)

Image

Device: 17 (85pp)

Berillium steel Armor plating (Protection 8 (Extras: impervious +8) 16pp
Moto-enhanced exoskeleton (Strength 12 and Super Strength 3, and leaping 2, Speed 1) 21pp
Sealed systems (Immunity 9 (life supprt) 9pp
Secured Comm Systems (Communication 5 [radio] 5pp
Sensor Suite (night vision, Extended sight x2) 3pp
Combat Accelerator systems (enhanced feats: Attack Focus [Melee] 2) 2pp
Arm Mounted Weapons array (array 9) 20pp
Heavy Plasma Cannons (Blast 8 (accurate)
AE: Grenade Launcher
AE: Chemical Sprayer

Optional Jet pak (Flight 4) 8pp
Steel Serpent Agent

PL 8/161pp

Abilities (26pp)

Str 16/+28 Dex 16 Con 16 Int 14 Wis 12 Cha 12

Skills (13pp)

Acrobatics 4 (+7 ), Climb 4 (+7 ). Craft Structural 2 (+4 ), Disable Device 4 (+7 ), Drive 8 (+11 ), Intimidate 4 (+5 ), KS [Tactics] 4 (+6 ), Medicine 2 (+3 ), Notice 4 (+5 ) , Pilot 4 (+7 ), Profession [Mercenary/Agent] 4 (+5 ) , Sense motive 2 (+3 ), Survival 3 (+4 ), Stealth 3 (+6 )

Feats (8pp)

Attack Focus [Ranged] 1, Equipment 5, Leadership, Teamwork

Powers (85pp)

Steel Serpent Armor (Viper MK 1B X (Experimental Heavy Assault Armor)

Device:17 (85pp)

Berillium steel Armor plating (Protection 8 (Extras: impervious +8) 16pp

Moto-enhanced exoskeleton (Strength 12 and Super Strength 3, and leaping 2, Speed 1) 21pp

Sealed systems (Immunity 9 (life supprt) 9pp

Secured Comm Systems (Communication 5 [radio] 5pp

Sensor Suite (night vision, Extended sight x2) 3pp

Combat Accelerator systems (enhanced feats: Attack Focus [Melee] 2) 2pp

Arm Mounted Weapons array (array 9) 20pp
Heavy Plasma Cannons (Blast 8 (accurate)
AE: Grenade Launcher
AE: Chemical Sprayer

Optional Jet pak (Flight 4) 8pp


Equipment 5pp (25ep)

Viper Armored suit (Protection 4) 4ep
Helmet visor (Flash Goggles, Nightvision lenses) 2ep
Helmet Comms (Commlink) 1ep
Gasmask 1ep

Viper Mk 3 Blaster Rifle (Blast 5) 10ep
Viper Mk 2-B holdout pistol (Blast 3) 6ep
Viper Fang Combat knife 3ep
Snap baton 1ep
Pepper spray 1ep
Frag Grenades 13p
*smoke grenades
*flashbangs

Combat (22pp)

Attack: +5 , 6 [ranged], +8 (Arm Cannons), +7 (melee)

Damage: +2 unarmed, +3 Knife, +5 Blaster rifle, +3 Pistol, +4 Snap baton, +5 grenades
+8 Arm Cannons, +9 (Strength)

Defence: +5

Initiative: +3

Saves (+7pp)

Toughness: +3, +7 (armor), +11 (+8 Impervious)

Fortitude: +5

Reflex: +5

Will: +4

================================================== =
Abiltiies 26 + Skills 13 + Feats 8 + Powers 85 + Combat 22 + Saves 7 = Total 161pp
==================================================
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catsi563
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Re: Heroes Unlimited: The Catsiverse Role Call

Post by catsi563 »

Mech-Viper construct, Heavy Weapons War Machine

Image

PL: 9/117pp

Abilities (-16 pp)

Str 30 Dex 12 Con -- Int -- Wis 10 Cha --

Skills (2pp)

Notice 8 (+8 )

Feats (1pp)

Power Attack

Powers (106pp)

Heavy Berillium armor (Protection 10 (Impervious +10) 20pp

Large Size (Growth 4 (permanent +0, Flaw: No Con -1; innate) 9pp

Powered Boosters (Booster jets (Flight 3) 7pp
AE: Speed 4, Leap 2

Construct (immunity 40 (Fortitude, Mental Effects) 40pp

Self Destruct (Feature 1 May explode ) 1pp

Exterimnation Array (array 12) 29pp
Ion Cannons (Blast 10 (Knockback 4)
AE: Missile Launcher (variable payloads)
AE: Stun Cannon (Stun 8 (Ranged)
AE: Grenade Launcher (Variable rounds)
AE: Gatling Gun (Blast 6 (autofire 2)
AE: Charge Plating (Blast 7 (Burst AOE Touch ranged)

Equipment

Combat (32pp)

Attack: +8

Damage: +10 Robot fists, +10 Ion cannons, +8 Stun, +7 Charged Plating, variable missile/grenades

Defence: +8

Initiative: +1

Saves (+0pp)

Toughness: +10 (Impervious)

Fortitude: --

Reflex: +0

Will: --

Drawbacks:

Vulnerable [Electricity] 2x Damage (common, severe) -4pp

Vulnerbale [Magnetism] 2x Damage (common, severe) -4pp

===================================================
Abiltiies -16 + Skills 2 + Feats 1 + Powers 106 + Combat 32 + Saves 0 - Drawbacks 8 = Total 117pp
===================================================
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

Showdown at the Litterbox

Catsi stories
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