Batgirl III's Character Thread (Simon Baz, Lady Shiva)

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Batgirl III
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Re: Batgirl III's Character Thread

Post by Batgirl III »

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THE FUTURIST
Original Character
Power Level 12 ( 250 PP )

Charles Dickens, 'A Christmas Carol' wrote:Before I draw nearer to that stone to which you point, answer me one question. Are these the shadows of the things that will be, or are they shadows of things that may be only?
ABILITIES
Strength 1 (8; Lifting: 12)
Stamina 4
Agility 2
Dexterity 5
Fighting 7
Intellect 8
Awareness 5
Presence 3

SKILLS
Athletics 6 (+8), Close Combat [Unarmed] 4 (+12), Deception 7 (+10), Expertise [Business] 7 (+15), Expertise [History; F: Limited to Cape City] 4 (+12), Expertise [Science] 7 (+15), Expertise [Streetwise] 2 (+10), Insight 5 (+10), Intimidation 2 (+5), Investigation 3 (+8), Perception 3 (+8), Persuasion 5 (+8), Ranged Combat [Power-Armor Weapons] 3 (+10), Technology 12 (+20), Vehicles 2 (+7)

ADVANTAGES
Benefit [Wealth (5)], Connected, Contacts, Equipment (20), Improvised Tools, Interpose, Inventor, Jack-of-All-Trades, Move-By Action, Leadership, Power Attack, Ranged Attack (2), Set-Up, Skill Mastery [Science, Technology (2)], Teamwork (1), Ultimate Skill [Science, Technology (2)], Well-Informed

POWERS
Industrialist Mk.XL Mod. 1 Power-Armor (90 Base; F: Removable [–1 per 5]) [ 72 PP Total ][/b]
Protection 12 (E: Impervious [12])[ 24 PP ]
Enhanced Ability 11 (+11 Strength; F: Limited to Lifting [4 Ranks]) [ 18 PP ]
Quickness 4 (F: Limited to Mental Tasks) [ 2 PP ]
Flight 8 (500 MPH) [ 16 PP ]
Immunity 10 (Life Support; F: Sustained) [ 10 PP ]
Senses 10 (Visual: Extended, Infravision; Auditory: Extended; Radar: Acute, Accurate, Analytical, Extended, Ranged, Detect: Technology); Variable 1 (5 PP Traits; F: Limited to Senses) [ 20 PP ]

Tesla Mk.XXI Mod. 7 Armament Package (25 Base; F: Removable [–1 per 5]) [ 20 PP Total ][/b]
Tesla Gauntlets, Wide Beam Damage 10 (E: Ranged, Split [1]) [ 21 PP ]
Tesla Gauntlets, Tight Beam Damage 8 (E: Accurate [3], Improved Critical [1], Ranged, Precise [1]) [ 1 PP ]
AE: Tesla Field Affliction 7 (Resist/Recover: Fortitude; Conditions: Dazed, Stunned, Incapacitated; E: Area [30' Burst], Cumulative) [ 1 PP ]
AE: Tesla Lance Damage 8 (Strength-based; E: Penetrating [5]); Linked To: Weaken Toughness 8 (E: Affects Objects Only) [ 1 PP ]
AE: Swarming Micro-Missiles Damage 8 (E: Area [30' Burst], Homing [3], Indirect [2], Ranged; F: Unreliable [Five Uses]) [ 1 PP ]

EQUIPMENT ( 100 EP )
Special Note: The Futurist is the equipment character in my Cape City Universe. Although his Power Armor is the most prominent, it’s safe to say Cartwright has all the best toys. Listing individual items of Equipment for him would basically be a waste of time in forum format. One can safely assume he pretty much has any item of mundane Equipment. Indeed, in M&M game terms, the Futurist has plenty of options for breaking out the odd or unusual piece of gear beyond just Equipment Ranks: He's a Billionaire, he's got the Inventor Advantage, and Connections/Contacts in all sorts of places.

DEFENSE
Dodge (8) Base 6
Parry: (8) Base 1
Fortitude: (4) Base 0
Toughness: (4/16) ——
Will: (8) Base 3

WORKSHEET
Attack: 12 Effect: 1 Total: 13 (Unarmed; Out of Armor)
Attack: 12 Effect: 8 Total: 20 (Unarmed; In Armor)
Attack: 10 Effect: 10 Total: 20 (Tesla Gauntlets, Wide Beam)
Attack: 16 Effect: 8 Total: 24 (Tesla Gauntlets, Tight Beam)
Attack: —— Effect: 7 Total: 7 (Tesla Field)
Attack: 8 Effect: 16 Total: 24 (Tesla Lance)
Attack: —— Effect: 8 Total: 8 (Micro-Missiles)
Dodge: 8 Tough: 4/16 Total: 12/24
Parry: 8 Tough: 4/16 Total: 12/24
Fort: 4 Will: 8 Total: 12


ABILITIES [ 70 pp ] +
SKILLS [ 35 pp ] +
ADVANTAGES [ 43 pp ] +
POWERS [ 92 pp ] +
DEFENSES [ 10 pp ] =
250 PP TOTAL

COMPLICATIONS
A Death in the Family: The Futurist is sometimes stunned by traumatic flashbacks to the night his wife and son were murdered, especially in connection to "Pain Hill," where the killings took place.
Duty: The Futurist is the chairman of the Liberty Alliance Worldwide, the commander of the L.A.W.'s West Bureau, and the most prominent hero in Cape City. He's stretched pretty thin these days.
Relationships: Alexander Albright, is a clone of Christopher Cartwright, but the two have a sort of father-son relationship.
Responsibility: Christopher Cartwright consider Cape City to be his city, and his responsibility.

Real Name: Christopher Cartwright
Alias: The Chromed Crusader, The Armored Icon
Occupation: Superhero
Education: All of It
Date of Birth: May 1, 1950 (Age 68)
Base of Operations: Cape City, NJ
Height: 6'2" (1.88 m)
Weight: 210 lbs. (95.3 kg)
Eyes: Blue
Hair: Blonde
Race: Human
Identity: Public
Religion: Religious Society of Friends
Relationships: Alexander Albright (clone)
Legal Status: Citizen of the United States with no criminal record.

Background:
The history of the Cartwright Family is that of their hometown, Cape City. Just as the history of Cape City is that of their first family, the Cartwrights. Most of this is publicly known, indeed the Cartwright Family has been so influential in the history of the city that nearly every schoolchild in New Jersey learns "Cape May Remarks" speech that Josiah Cartwright made upon signing the Declaration of Independence alongside speeches like the "Gettysburg Address" or "I Have A Dream..."

The world was stunned in 1995 when at the funeral for the fallen Exemplar, his longtime teammate and friend, the mysterious Futurist unmasked before delivering the eulogy. The armored icon was none other than Christopher Cartwright! In follow-up interviews with the Daily Navigator Cartwright explained that his family had a long history of leading the city as businessmen and charity work, but also defending it in secret as masked "Mystery Men." In 1776, Joshiah Cartwright had aided the Revolutionary War as the masked Citizen Tomorrow; In the 1940s, it had been Kenneth Cartwright Jr. wearing the armor if the invincible Industrialist; and since the late 1960s, Christopher Cartwright had been the chromed crusader, the Futurist.

There was one important detail that Christopher Cartwright never revealed to the media or even his closest allies in the Liberty Alliance. The Cartwright Family has been living with a curse since the late 15th Century. The firstborn male of every generation has been able to see the future, the curse always manifests around puberty, and with utter clarity they suddenly know everything that will happen to them. Their ability to extends right up until the day their own firstborn son is born. The Cartwright Family used this knowledge to gain a technological and financial edge, building their empire, but as anyone familiar with Greek theater knows, prophecy is a fickle gift. Christopher Cartwright lost his precognitive abilities when his son, Clark, was born. But Clark had not yet reached the age when his own precognition would begin... So no one knew the tragedy that awaited them down that alley.
Alexander Albright wrote:
ALEXANDER ALBRIGHT
Cape City Character ( PL 4 / 60 PP )

ABILITIES
STR 0 STA 0 AGI 0 DEX 0
FTR 0 INT 8 AWA 5 PRE 3

POWERS
Cartwright Curse Senses 4 (Mental: Precognition) [ 4 PP ]

ADVANTAGES
Benefit [Wealth (5)], Contacts, Connected

SKILLS
Deception 1 (+4), Expertise [Business] 6 (+14), Insight 3 (+8), Perception 3 (+8), Persuasion 5 (+8), Technology 2 (+10)

DEFENSES
Dodge 2, Parry 2, Toughness 0, Fortitude 3, Will 5

Alexander Albright was originally created to take over from Christopher Cartwright as CEO of the Cartwight business empire to help mend some of the damage that Christopher Cartwright had foreseen as an inevitable consequence of his neglect of the business (Christopher thought this would be due to his activities as the Futurist, in fact, it would be because of his grief after his wife and son were murdered). Since then, Albright has refused various lucrative offers to work for other companies, given the considerable freedom he enjoys in running both Albright Enterprises and the Cartwright empire. Christopher Cartwright trusts him absolutely and the pair have something between a father/son or mentor/protege relationship.
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Ken
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Re: Batgirl III's Character Thread

Post by Ken »

Batgirl III wrote: Fri Apr 27, 2018 6:53 pm The Cartwright Family has been living with a curse since the late 15th Century. The firstborn male of every generation has been able to see the future, the curse always manifests around puberty, and with utter clarity they suddenly know everything that will happen to them. Their ability to extends right up until the day their own firstborn son is born.
So, Ben lost the ability when Adam was born? Or did not affect the family who moved to Nevada?
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Batgirl III
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Re: Batgirl III's Character Thread

Post by Batgirl III »

Ken wrote: Fri Apr 27, 2018 9:28 pm
Batgirl III wrote: Fri Apr 27, 2018 6:53 pm The Cartwright Family has been living with a curse since the late 15th Century. The firstborn male of every generation has been able to see the future, the curse always manifests around puberty, and with utter clarity they suddenly know everything that will happen to them. Their ability to extends right up until the day their own firstborn son is born.
So, Ben lost the ability when Adam was born? Or did not affect the family who moved to Nevada?
Obviously, that part of the family was descended from a different branch, probably from a second- or third-born son somewhere along the line. Besides, they had their own curse to deal with!
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Re: Batgirl III's Character Thread

Post by Batgirl III »

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AQUA-MARINE
Cape City Character
Power Level 12 ( 180 PP )


ABILITIES
Strength 5
Stamina 6
Agility 6
Dexterity 5
Fighting 9
Intellect 2
Awareness 4
Presence 3

SKILLS
Acrobatics 6 (+12), Close Combat [Archaic Melee Weapons] 6 (+15), Close Combat [Unarmed] 6 (+15), Deception 5 (+8), Expertise [History] 3 (+5), Expertise [Magic] 10 (+12), Expertise [Oceanography] 6 (+8), Insight 4 (+8), Intimidation 9 (+12), Investigation 3 (+5), Perception 6 (+10), Ranged Combat [Thrown] 2 (+8), Stealth 4 (+10)

ADVANTAGES
Agile Feint, All-Out Attack, Artificer, Benefit [Atlantean Priestess (2)] Defensive Roll (2), Equipment (2), Evasion, Favored Environment [Aquatic], Improved Critical [Spear (1)], Improved Initiative (2), Instant Up, Languages [Atlantean, English, German (2)], Move-By Action, Power Attack, Ritualist, Takedown (2), Teamwork, Uncanny Dodge

POWERS
Mermaid Physiology Immunity 3 (Environmental Cold, Drowning, Pressure); Movement 1 (Environmental Adaptation [Aquatic]); Senses 3 (Auditory: Ultra-Hearing; Visual: Darkvision); Swimming 7 (60 MPH) [ 15 PP ]

EQUIPMENT ( 15 EP )
Atlantean Scale Mail Protection 2 [ 2 EP ]

Atlantean Arsenal Array [ 8 EP Total ]
Spear Damage 4 (Strength-based; E: Reach [1]) [ 5 EP ]
Cutlass Damage 3 (Strength-based; E: Improved Critical [1], Improved Disarm) [ 1 EP ]
Paired Knives Damage 2 (Strength-based; E: Accurate [1], Improved Critical [1], Split [1]) [ 1 EP ]
Net Affliction 5 (Resist: Dodge; Recover: Strength; Conditions: Hindered and Impaired, Immobile and Defenseless E: Extra Condition; F: Limited to Two Degrees [ 1 EP ]

DEFENSE
Dodge (14) Base 8
Parry: (14) Base 5
Fortitude: (12) Base 6
Toughness: (6/8/10) ——
Will: (12) Base 8

WORKSHEET
Attack: 15 Effect: 5 Total: 20 (Unarmed)
Attack: 15 Effect: 9 Total: 24 (Spear)
Attack: 15 Effect: 8 Total: 23 (Cutlass)
Attack: 15 Effect: 7 Total: 22 (Knives)
Attack: 8 Effect: 5 Total: 13 (Net)
Dodge: 14 Tough: 6/8/10 Total: 20/22/24
Parry: 14 Tough: 6/8/10 Total: 20/22/24
Fort: 12 Will: 12 Total: 24


ABILITIES [ 80 pp ] +
SKILLS [ 35 pp ] +
ADVANTAGES [ 23 pp ] +
POWERS [ 15 pp ] +
DEFENSES [ 27 pp ] =
180 PP TOTAL

COMPLICATIONS
Relationships: Aqua-Marine has a husband and companion, Ultra-Marine.
Responsibility: As Warrior-Priestess of Atlantis, Aqua-Marine must attend to the needs of her people, which can occasionally come into conflict with her responsibilities to the Libery Alliance Worldwide.
Temper: Aqua-Marine is known for her fierce temper.
Weakness: Aqua-Marine dehydrates when away from water for an extended period of time, becoming impaired, disabled, and finally incapacitated before her condition becomes life threatening. Immersion in water immediately removes all accumulated conditions.

Real Name: Aigua, Daughter of Ikcilap
Occupation: Priestess
Education: Non-Applicable
Date of Birth: Unknown (Age 218)
Base of Operations: Mobile
Height: 6'0" (1.80 m)
Weight: 139 lbs. (63 kg)
Measurments: 36-25-34 (34B)
Eyes: Black
Hair: Red
Race: Merfolk (Atlantic)
Identity: Public
Religion: Atlantean Pantheon
Relationships: Oltraa (Husband)
Legal Status: Non-Applicable

ULTRA-MARINE
Cape City Character
Power Level 12 ( 180 PP )


ABILITIES
Strength 5
Stamina 5
Agility 6
Dexterity 7
Fighting 9
Intellect 1
Awareness 4
Presence 3

SKILLS
Acrobatics 2 (+8), Athletics 3 (+8), Close Combat [Archaic Melee Weapons] 2 (+14), Close Combat [Unarmed] 6 (+18), Expertise [Oceanography] 4 (+5), Expertise [Tactics] 12 (+13), Insight 4 (+8), Intimidation 5 (+8), Investigation 4 (+5), Perception 8 (+12), Ranged Combat [Firearms] 8 (+15), Ranged Combat [Thrown] 1 (+8), Stealth 6 (+12), Technology 4 (+5), Vehicles 3 (+10)

ADVANTAGES
All-Out Attack, Assessment, Close Attack (3), Defensive Roll (3), Diehard, Favored Environment [Aquatic], Equipment (4), Improved Critical [Spear (1)], Improved Initiative (1), Languages [Atlantean, English, German, Latin (2)], Precise Attack [Ranged, Cover and Concealment], Quick Draw, Takedown (1), Teamwork

POWERS
Merman Physiology Immunity 3 (Environmental Cold, Drowning, Pressure); Movement 1 (Environmental Adaptation [Aquatic]); Senses 3 (Auditory: Ultra-Hearing; Visual: Darkvision); Swimming 7 (60 MPH) [ 15 PP ]

EQUIPMENT ( 20 EP )
Atlantean Scale Mail Protection 2 [ 2 EP ]

Atlantean Arsenal Array [ 18 EP Total ]
Assault Rifle (Automatic) Damage 5 (E: Multiattack, Ranged) [ 15 EP ]
Assault Rifle (Semi-Auto) Damage 5 (E: Accurate [2], Improved Critical [1], Ranged) [ 1 EP ]
Spear Damage 4 (Strength-based; E: Reach [1]) [ 5 EP ]
Paired Knives Damage 2 (Strength-based; E: Accurate [1], Improved Critical [1], Split [1]) [ 1 EP ]

DEFENSE
Dodge (14) Base 8
Parry: (14) Base 5
Fortitude: (12) Base 7
Toughness: (5/8/10) ——
Will: (12) Base 8

WORKSHEET
Attack: 18 Effect: 5 Total: 23 (Unarmed)
Attack: 15 Effect: 5 Total: 20 (Rifle, Auto)
Attack: 19 Effect: 5 Total: 24 (Rifle, Semi)
Attack: 14 Effect: 9 Total: 23 (Cutlass)
Attack: 16 Effect: 7 Total: 23 (Knives)
Dodge: 14 Tough: 5/8/10 Total: 19/22/24
Parry: 14 Tough: 5/8/10 Total: 19/22/24
Fort: 12 Will: 12 Total: 24


ABILITIES [ 80 pp ] +
SKILLS [ 36 pp ] +
ADVANTAGES [ 21 pp ] +
POWERS [ 15 pp ] +
DEFENSES [ 28 pp ] =
180 PP TOTAL

COMPLICATIONS
Relationships: Ultra-Marine has a wife and companion, Aqua-Marine.
Responsibility: As Warrior-Prince of Atlantis, Ultra-Marine must attend to the needs of his people, which can occasionally come into conflict with his responsibilities to the Libery Alliance Worldwide.
Melancholy: Ultra-Marine is known for his brooding, introverted nature.
Weakness: Ultra-Marine dehydrates when away from water for an extended period of time, becoming impaired, disabled, and finally incapacitated before his condition becomes life threatening. Immersion in water immediately removes all accumulated conditions.

Real Name: Oltraa, Son of Anec
Occupation: Prince
Education: Non-Applicable
Date of Birth: Unknown (Age 198)
Base of Operations: Mobile
Height: 6'0" (1.80 m)
Weight: 251 lbs. (113.9 kg)
Eyes: Black
Hair: Black
Race: Merfolk (Atlantic)
Identity: Public
Religion: Atlantean Pantheon
Relationships: Aigua (Wife)
Legal Status: Non-Applicable

Background
Legends and myth of underwater civilizations or ocean-dwelling spirits have existed since time immemorial: Atlantis, Lemuria, mermaids, sirens, and so forth. Although the tales of sunken cities and palaces beneath the waves are quite false, there is intelligent life far beneath the surface.

The Merfolk are a distant offshoot of humanity, with their exact origins shrouded by millennia of mythology, religious tradition, and conflict. Never very numerous, they live a nomadic, tribal existence, not too dissimilar to that of primitive humanity. Any individual tribe might only number from a few dozen to a few hundred members, as the long lived Merfolk have both a low birth-rate and a high mortality rate. Each tribe has it's own customs and traditions, but tribes in close geographic vicinity tend to have similarities. For example, the Merfolk of the Indian Ocean are strictly monotheistic, fiercely territorial, and patriarchal; Pacific Ocean Merfolk dwell deeper than any others, very few in number, and rumored to practice cannibalism and dark magic; the Merfolk of the Arctic and Antarctic Oceans are most commonly polytheistic and agrarian, and have built the only permanent settlements of any Merfolk, they are also incredibly isolationist; the Merfolk of the Atlantic have the largest tribes, roaming the ocean depths in great clans which constantly war upon one another in a manner reminiscent of Genghis Khan.

Aigua, Daughter of Ikcilap, is the Warrior-Priestess of one of the largest tribes of the North Atlantic Merfolk; She has been married for nearly a century to Oltraa, Son of Anec, the Warrior-Prince of their people. Aigua and Oltraa first became known to the surface world during the early days of the Second World War.

The rise of submarine warfare among the surface-dwellers during the First World War was shocking to Merfolk society. After decades of debate and inter-clan negotiation, two brave Merfolk were selected to journey to the human realm to act as ambassadors. The pair first journeyed to the largest human empire there people knew much about... But Fascist Italy was a far cry from the Ancient Rome their people once knew. Caught up by the events of history, the merfolk ambassadors became the great heroes of the day: Aqua-Marine and Ultra-Marine!

Where Ultra-Marine was a better tactician and adapted to human technology with ease, Aqua-Marine preferred her traditional methods. A warrior-priestess, Aqua-Marine makes great use her races' magical lore, physical might, and martial skill to great effect. Ultra-Marine is a natural tactician and incorporates advanced weaponry and modern technology into his combat tactics.

Aqua-Marine or Aigua, Daughter of Ikcilap as she is known to her people, is the eldest daughter of the High Priest of the Orca Blood, the largest and most powerful clan in the North Atlantic. Accepting the easier to pronounce nickname of "Aqua" from the sailors she fought alongside, the "Barbarian Beauty from Below" was immensely popular with the troops. (The lack of any nudity taboo among Merfolk may have had some small part in this.)

Ultra-Marine or Oltraa, Son of Anec, is the second-born son of the High Chief of the Octopus Blood, the largest and most powerful clan in the Indian Ocean. Accepting the easier to pronounce nickname of "Ultra" from the sailors he fought alongside, the "Barbarian Beast from Below" was immensely popular with the troops, forming a special bond with the Royal Marines during the invasion of Italy and the US Marine Corps during the final days of the Pacific campaign and later in Korea. He holds an honorary rank of Sergeant Major in both services. To this day, however, there is no more sure fire way to provoke a bar brawl than to tell a Marine that their hero's rank is "only honorary."
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Batgirl III
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Re: Batgirl III's Character Thread

Post by Batgirl III »

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TOWER OF LONDON
Cape City Character
Power Level 8 ( 150 PP )


ABILITIES
Strength 3
Stamina 4
Agility 4
Dexterity 3
Fighting 10
Intellect 3
Awareness 3
Presence 5

SKILLS
Acrobatics 1 (+5), Athletics 7 (+10), Close Combat [Unarmed] 2 (+12), Deception 3 (+8), Expertise [History F: Limited to England] 4 (+7), Expertise [Streetwise] 9 (+12), Expertise [Tactics] 7 (+10), Insight 2 (+5), Intimidation 10 (+15), Investigation 2 (+5), Perception 5 (+8), Sleight of Hand 2 (+5), Stealth 2 (+6), Technology 2 (+5), Treatment 2 (+5), Vehicles 2 (+5)

ADVANTAGES
Accurate Attack, All-Out Attack, Assessment, Chokehold, Contacts, Daze [Intimidation], Diehard, Equipment (1), Extraordinary Effort, Favored Environment [Urban], Favored Foe [Soldiers], Great Endurance, Improved Critical [Swords (1)], Improved Disarm, Improvised Weapon, Jack-of-All-Trades, Languages [English, French, Italian, German; (2)]Power Attack, Precise Attack [Close, Cover and Concealment (2)], Quick Draw, Ranged Attack (2), Second Chance [Detect Ambush], Startle, Tracking, Well-Informed

POWERS
The Swords of Arthur (15 Base; F: Easily Removable [–2 per 5]) [ 9 PP Total ][/b]
Excalibur, The Sword of Kings Damage 3 (Strength-based; E: Improved Critical [1], Penetrating [8]) [ 12 PP ]
AE: Caliburn, The Sword in the Stone Damage 3 (Strength-based; E: Improved Critical [1]) Linked to: Weaken Toughness 4 (E: Continuous; F: Affects Only Objects) [ 1 PP ]
AE: Carnwennan, The Sword of Shadow Damage 3 (Strength-based; E: Improved Critical [1], Penetrating [4]) Linked to: Concealment 4 (All Visual Senses; F: Partial) [ 1 PP ]
AE: Clarent, The Sword of Sorrow Damage 3 (Strength-based; E: Improved Critical [1]) Linked to: Weaken Will 4 (E: Continuous) [ 1 PP ]

EQUIPMENT ( 5 EP )
Armored Costume Protection 2 [ 2 EP ]

DEFENSE
Dodge (10) Base 6
Parry: (10) Base 0
Fortitude: (6) Base 2
Toughness: (4/6) ——
Will: (10) Base 5

WORKSHEET
Attack: 12 Effect: 3 Total: 15 (Unarmed)
Attack: 10 Effect: 6 Total: 16 (Sword)
Dodge: 10 Tough: 4/6 Total: 14/16
Parry: 10 Tough: 4/6 Total: 14/16
Fort: 6 Will: 10 Total: 16


ABILITIES [ 70 pp ] +
SKILLS [ 30 pp ] +
ADVANTAGES [ 28 pp ] +
POWERS [ 9 pp ] +
DEFENSES [ 13 pp ] =
150 PP TOTAL

Real Name: Francis Arthur Augustus Charles Emmanuel Tower
Alias: Arthur Tower
Occupation: Arrogant Braggart
Education: Expelled from All the Best Schools
Date of Birth: March 21, 1946 (Age 72)
Base of Operations: London, England
Height: 6'2"
Weight: 180 lbs.
Eyes: Brown
Hair: Brown
Race: Human
Identity: Public
Religion: Church of England
Relationships: Numerous
Legal Status: Citizen of the United Kingdom with no criminal record.

Background:
Arthur Tower is the fourth generation of his family to become one of the premier heroes in all of the United Kingdom. In the early Victorian Era, Police Constable Charles Tower was the toughest, meanest, and most incorruptibly upright patrolman to ever work for Scotland Yard, the name "Tower of London" became synonymous with justice... delivered by two-fists and a stout oak. His son, Sir Augustus Tower, would carry the family tradition from the cobblestones of London to the trenches of Ypres, earning the Victorian Cross and a knighthood. His son, Lord Emmanuel Tower, became an adventurer archaeologist, battling the Nazi and even recovering the fabled Sword in the Stone.

In the 1960s, Arthur Tower took up his family's legacy. He served the Crown as a Secret Service agent, no code-name required, residing in London but active internationally. Tower of London was beloved by the British, admired by most of the world, and held in healthy respect by his enemies. One newspaper, announcing his arrival at a gala in Cape City, summarized him thusly: "Women want him, men want to be him."

But that was forty-odd years ago.

Today, Tower is mostly coasting on his past glories. He's not as fast as he once was, not as strong as he once was, and not nearly as handsome as he still thinks he is. But there are few people in the world who do what he does with as much experience and as much cunning.

Tower lives in a flat off the King's Road in Chelsea. His flat is looked after by an elderly Scottish housekeeper named Mavis. Although he has a sizable family fortune to his name, its all locked up in various trusts and the family attorneys offer him an allowance of some £48,000 per yer. Although when he was on regular assignment for the Crown, he worked on an unlimited expense account. Tower's daily routine consists of training from around ten to six; lunch, generally in the pub; evenings spent playing cards in the company of a few close friends, or at the Drones gentleman's club; or making love, with rather cold passion, to one of three similarly disposed married women; weekends playing golf for high stakes at one of the clubs near London.

Tower is the ultimate consumer of the finer things in life: cuisine, clothing, drugs, alcohol... Whatever it is, if Tower buys it, it's always the most expensive and elite form of whatever it is. The one notable exception to this seems to be cologne, Tower seems to use the cheapest, most pungent available and by the bucketful.
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Batgirl III
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Re: Batgirl III's Character Thread

Post by Batgirl III »

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ACE ASSASSIN
Cape City Character
Power Level 10 ( 165 PP )

CIA Training Manual, 'A Study of Assassination' (1954) wrote:No assassination instruction should ever be written or recorded. Ideally, only one person will be involved. No report may be made, though the act will usually be properly covered by news services. The simplest local tools are often the most efficient means of assassination. A hammer, axe, wrench, screw driver, fire poker, kitchen knife, lamp stand, or anything hard, heavy and handy will suffice... The most efficient accident is a fall of 75 feet or more onto a hard surface. Falls before trains and subway cars are usually effective, but require exact timing. Assassinations can seldom be employed with a clear conscience. Persons who are morally squeamish should not attempt it.
ABILITIES
Strength 2
Stamina 3
Agility 4
Dexterity 4
Fighting 4
Intellect 2
Awareness 2
Presence 1

SKILLS
Athletics 6 (+8), Close Combat [Unarmed] 8 (+12), Deception 7 (+8), Insight 6 (+8), Intimidation 7 (+8), Investigation 3 (+5), Perception 8 (+10), Ranged Combat [Firearms] 7 (+15), Stealth 8 (+12), Technology 3 (+5), Treatment 3 (+5), Vehicles 2 (+6)

ADVANTAGES
Accurate Attack, Assessment, Benefit [Cipher], Connected, Defensive Attack, Defensive Roll (3), Equipment (9), Improved Aim, Improved Initiative (1), Improvised Weapon, Luck (1), Power Attack, Quick Draw, Ranged Attack (4), Well-Informed

POWERS
Even The Odds Affliction 10 (Resist/Recover: Will; Conditions: Metahuman Powers Impaired, Metahuman Powers Disabled, Transformed [cannot use metahuman powers]; E: Insidious [1], Ranged [Perception], Subtle [1]) [ 32 PP ]

EQUIPMENT ( 45 EP )
Other Equipment [ 14 EP Total ]
Armored Vest Protection 4 [ 4 EP ]
Motorcycle [ 10 EP ]

Utility Belt Array [ 12 EP Total ]
Cutting Torch Damage 2 linked to Weaken Toughness 2 (E: Affects Only Objects) [ 4 EP ]
Deck of Cards [ 1 EP ]
Flashlight [ 1 EP ]
Handcuffs [ 1 EP ]
Medical Kit [ 1 EP ]
Binoculars Senses 2 (Visual: Extended [1], Infravision) [ 1 EP ]
Rebreather [ 1 EP ]
Smartphone [ 1 EP ]
Swiss Army Knife [ 1 EP ]

Ace's Arsenal Array [ 19 EP Total ]
Assault Rifle (Auto) Damage 5 (E: Multiattack, Ranged) [ 15 EP ]
Assault Rifle (Semi) Damage 5 (E: Accurate [1], Extended Range [1], Improved Critical [1], Penetrating [2], Ranged) [ 1 EP ]
Combat Knife Damage 2 (Strength-based; E: Improved Critical [1]) [ 1 EP ]
Magnum Revolver Damage 5 (E: Accurate [1], Improved Critical [2], Penetrating [2], Ranged) [ 1 EP ]
Taser Affliction 5 (Resist/Recover: Fortitude; Conditions: Dazed, Stunned, Incapacitated; E: Accurate [3], Ranged; F: Diminished Ranged [10'/25'/50'; 3]) [ 1 EP ]

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

WORKSHEET
Attack: 12 Effect: 2 Total: 14 (Unarmed)
Attack: —— Effect: 10 Total: 15 (Even the Odds)
Attack: 15 Effect: 5 Total: 20 (Assault Rifle, Auto)
Attack: 17 Effect: 5 Total: 22 (Assault Rifle, Semi)
Attack: 17 Effect: 5 Total: 22 (Magnum)
Attack: 4 Effect: 4 Total: 8 (Knife)
Attack: 10 Effect: 5 Total: 15 (Taser)
Dodge: 10 Tough: 7/10 Total: 17/20
Parry: 10 Tough: 7/10 Total: 17/20
Fort: 8 Will: 12 Total: 20


ABILITIES [ 44 pp ] +
SKILLS [ 34 pp ] +
ADVANTAGES [ 28 pp ] +
POWERS [ 32 pp ] +
DEFENSES [ 27 pp ] =
165 PP TOTAL

COMPLICATIONS
Consumate Professional: Ace Assassin absolutely will not kill anyone who isn't the target of his current contract.
Enemy: Ace Assassin has personal vendettas against Vesper and Eventide.
Motivation: Being the best there is at what he does.

Real Name: Unknown
Occupation: Assassin
Education: Unknown
Date of Birth: Unknown (Assumed Age 40-50)
Base of Operations: Mobile
Height: 5'7" (1.70 m)
Weight: 165 lbs. (74.8 kg)
Eyes: Brown
Hair: Black
Race: Human
Identity: Secret
Religion: Unknown
Relationships: Unknown
Legal Status: Unknown

Background:
The hitman known to international law enforcement as Ace Assassin is one of the most feared contract killers operating today. Little is known about his origins, only his methods. Ace Assassin earned his name for his habit of marking his kills with a playing card, the higher the value of the target the higher the value of the card he left behind.

Since the mid-1980s, he has been considered the senior-most member of the mafia's Cape Killers. His talent for eliminating metahuman is unparalleled. The mafia's anti-superhero experts, the "Cape Killers" are nominally answerable to Cape Commission and Mario "The Godfather" Bianchi, Sr.; In actual practice Ace Assassin, the Suicide Kings, Killer Queen, Jackie O'Lantern, and Perfect X almost always operate independently. But on a few rare occasions when all five (or six) Cape Killers have worked together the team was known as the Deadman's Hand.

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Re: Batgirl III's Character Thread

Post by Spectrum »

You know I'm born to lose, and gambling's for fools
But that's the way I like it baby
I don't wanna live for ever
And don't forget the joker!
Pushing up the ante, I know you gotta see me
Read 'em and weep, the dead man's hand again
I see it in your eyes, take one look and die
The only thing you see, you know it's gonna be the Ace of Spades
The Ace of Spades
We rise from the ashes so that new legends can be born.
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Re: Batgirl III's Character Thread

Post by Batgirl III »

Image
THE SUICIDE KINGS
Cape City Character
Power Level 8 ( 120 PP )

CIA Training Manual, 'A Study of Assassination' (1954) wrote:The techniques employed will vary depending on whether or not the assassin himself is to be killed with the subject. If the assassin is to die with the subject, the act will be called "lost." If the assassin is to escape, the act will be called "safe." It should be noted that no compromise should exist here. The assassin must not fall alive into enemy hands.
ABILITIES
Strength 2
Stamina 2
Agility 4
Dexterity 4
Fighting 4
Intellect 3
Awareness 3
Presence 3

SKILLS
Acrobatics 6 (+10), Athletics 6 (+8), Close Combat [Blades] 4 (+8), Close Combat [Unarmed] 8 (+12), Deception 7 (+8), Expertise [Criminal] 2 (+8), Perception 9 (+12), Ranged Combat [Firearms] 6 (+11), Stealth 8 (+12), Treatment 2 (+5)

ADVANTAGES
Accurate Attack, All-Out Attack, Benefit [Wealth (1)], Contacts, Connected, Defensive Roll (4), Equipment (6), Improved Aim, Power Attack, Precise Attack [Ranged; Cover and Concealment (2)], Quick Draw, Ranged Attack (1), Startle, Teamwork (1)

POWERS
Immortality 2 (One Week; F: Limited [other twin must be alive]) [ 2 PP ]
Senses 1 (Mental: Communication Link [other twin]) [ 1 PP ]

EQUIPMENT ( 30 EP )
Deadman's Device Damage 2 (E: Area [15' Burst], Reaction [Wearer is Killed]; F: Diminished Area) [ 12 EP ]
Undercover Vest Protection 2 (E: Subtle [1]; F: Limited to Ballistic) [ 2 EP ]
Combat Knife Damage 2 (Strength-based) [ 2 EP ]

Arsenal Array [ 14 EP Total ]
Dual Suppressed Heavy Pistols Damage 5 (E: Ranged, Subtle [1], Split [1]) [ 12 EP ]
AE: Sawn-Off Shotgun Damage 5 (E: Improved Critical [2], Ranged; F: Quirk [no improved critical against targets with Protection]) [ 1 EP ]
AE: Submachine Gun Damage 4 (E: Multiattack, Ranged) [ 1 EP ]

DEFENSE
Dodge (6) Base 2
Parry: (6) Base 2
Fortitude: (8) Base 6
Toughness: (4/8/10) ——
Will: (8) Base 5

WORKSHEET
Attack: 12 Effect: 2 Total: 14 (Unarmed)
Attack: 8 Effect: 4 Total: 12 (Combat Knife)
Attack: 11 Effect: 5 Total: 16 (Pistols)
Attack: 11 Effect: 5 Total: 16 (Shotgun)
Attack: 11 Effect: 4 Total: 15 (Submachine Gun)
Dodge: 6 Tough: 4/8/10 Total: 10/14/16
Parry: 6 Tough: 4/8/10 Total: 10/14/16
Fort: 8 Will: 8 Total: 16


ABILITIES [ 50 pp ] +
SKILLS [ 29 pp ] +
ADVANTAGES [ 23 pp ] +
POWERS [ 3 pp ] +
DEFENSES [ 15 pp ] =
120 PP TOTAL

Real Name: Konstantine and Bianca Graff
Occupation: Contract Killers
Education: Unknown
Date of Birth: Unknown (Assumed Age 30)
Base of Operations: Mobile
Height: 5'10" (Konstantine) 5'7" (Bianca)
Weight: 175 lbs. (Konstantine) 135 lbs. (Bianca)
Eyes: Green
Hair: Blonde
Race: Human
Identity: Public
Religion: Russian Orthodox
Relationships: None
Legal Status: Citizen of the United States with criminal record.

Background:
The Suicide Kings are a pair of depraved sociopaths who work as contract killers. Although their reputation and record allows them to command an extremely high-price for elite targets, they've been known to accept contracts for a few hundred dollars to kill folks with minor gambling debts or whom have somehow earned the ire of the mafia but are otherwise ordinary civilians. The Suicide Kings seem far more interested in the killing than in payment.

Konstantine Graff and Bianca Graff are fraternal twins of Russian origin. The exact source of their powers are unknown, although rumors persist that they are the product of some long-forgotten Soviet super-soldier program. The twins first made a name for themselves as Russian mob enforcers in New York City. Their penchant for over-the-top violence and reputation for collateral damage earned them a mixed reputation. They never failed to complete a contract, but they also never failed to attract a lot of attention.

After a change in leadership of the Russian organization led to the twins being held in disfavor by the new bosses, the pair extricated —messily— themselves from the Russian mob. A few years latter, the pair re-emerged as part of the so called Cape Killers, the mafia's anti-superhero experts.

When fulfilling a contract, it is extremely rare for both Konstantine and Bianca to be in the field together. Due to the nature of their metahuman powers, one will usually stay far away to act as an observer/look-out for the other. If the mission results in the death of the twin on the offensive, the other can escape and go into hiding for the next few days before the other's inevitable resurrection. After their first few escapes-via-suicide, the authorities have learned to imprison the "remains" of the Graff twins. In response, the Suicide Kings have begun wearing explosive vests equipped with sophisticated deadman's switches. Upon the death of the wearer, a powerful explosive ensures that no viable corpse remains behind to be captured... And usually adds to the twin's body-count by taking a few bystanders with them.

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Last edited by Batgirl III on Fri May 04, 2018 4:01 pm, edited 1 time in total.
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Norddeutschland über alles

Post by Batgirl III »

Image
KOMMANDANT ÜBERMENSCH
Original Character
Power Level 10 ( 185 PP )

Adolf Hitler (1931 Interview) wrote:I intend to set up a Thousand-Year Reich and anyone who supports me in this battle is a fellow-fighter for a unique, divine creation...
ABILITIES
Strength 5 (Lifting: 9)
Stamina 5
Agility 5
Dexterity 5
Fighting 5
Intellect 5
Awareness 5
Presence 5

SKILLS
Athletics 3 (+8), Close Combat [Unarmed] 7 (+15), Deception 7 (+12), Expertise [Medicine] 7 (+12), Expertise [Politics] 7 (+12), Expertise [Tactics] 10 (+15), Insight 5 (+10), Intimidation 3 (+8), Investigation 3 (+8), Perception 5 (+10), Persuasion 7 (+12), Ranged Combat [Firearms] 5 (+10), Stealth 3 (+8), Treatment 5 (+10), Vehicles 3 (+8)

ADVANTAGES
Assessment, Benefit [Diplomatic Immunity; 1], Close Attack (3), Defensive Attack, Diehard, Equipment (2), Great Endurance, Improved Defense, Inspire (2), Interpose, Leadership, Move-By Action, Power Attack, Takedown (2), Ultimate Effort [Will Defense], Well Informed

POWERS
Superior Human Specimen Enhanced Ability 4 (+4 Strength; F: Limited to Lifting); Immunity 2 (Aging, Fatigue; F: Limited to Half-Effect); Leaping 1 (15'); Movement 3 (Safe-Fall, Sure Footed [2]; F: Check Required [Athletics, DC13]); Speed 2 (8 MPH) [ 10 PP ]
Bulletproof Protection 5 (E: Impervious Toughness [9]) [ 14 PP]

EQUIPMENT ( 10 EP )
Mauser C96 M1896 Officer's Model Pistol Damage 4 (E: Accurate [1], Improved Critical [1], Ranged) [ 10 EP ]

DEFENSE
Dodge (10) Base 5
Parry: (10) Base 5
Fortitude: (10) Base 5
Toughness: (10) ——
Will: (10) Base 5

WORKSHEET
Attack: 15 Effect: 5 Total: 20 (Unarmed)
Attack: 12 Effect: 4 Total: 16 (Pistol)
Dodge: 10 Tough: 10 Total: 10
Parry: 10 Tough: 10 Total: 20
Fort: 10 Will: 10 Total: 20


ABILITIES [ 40 pp ] +
SKILLS [ 80 pp ] +
ADVANTAGES [ 21 pp ] +
POWERS [ 24 pp ] +
DEFENSES [ 20 pp ] =
185 PP TOTAL

Real Name: Adam Adolfson
Occupation: Dictator
Education: Non-Applicable
Date of Birth: 14 July 1936 (Age 82)
Base of Operations: Reichsstadt, Norddeutschland
Height: 6'2" (1.90 m)
Weight: 187 lbs. (85.0 kg)
Eyes: Blue
Hair: Grey
Race: Clonned Human
Identity: Public
Religion: Atheist
Relationships: None
Legal Status: Citizen of the North Germany with no criminal record.

Background:
Kommandant Übermensch was the most feared Nazi super-soldier of the Second World War. Not only did he poses superhuman abilities far beyond those of mortal men, he was also a genius tactician, a skilled field commander, and a gifted scientist. It wasn't until long after the war when the horrible truth of the so-called "Aryan Idol" was discovered.

Übermensch was a composite clone: the genetics of Nazi Germany's best Olympians and Hitler himself created his body. The Gestapo's telepaths and hypnotists created his personality, a gestalt psyche combining the charisma of Goering, the scientific acumen of Mengele, the strategic insight of Rommel, and the willpower of Hitler. Übermensch was literally born to be the perfect Nazi.

Despite his repeated efforts to destroy them, the Allies' mystery men of the Liberty Alliance were able to thwart Übermensch's every scheme. The World War II of the Cape City universe largely played out the same way it did in our own universe. Übermensch eluded capture for months after the fall of Berlin, three weeks after V-J Day Übermensch and the surviving members of his personal battalion staged a daring raid on the POW camp where Wülfpack and the crew of his Super-Sub were being held. The Nazi supermen fled to a hidden base in the Norwegian Sea from where they continue to plague the free world.

At the height of Cold War tensions between the US and USSR, Übermensch somehow convinced the Soviets, Chinese, Iranians, and various Soviet client states to recognize the National Socialist Empire of North Germany (Nationalsozialistisches Reich von Norddeutschland) as an official member of the United Nations. The tiny, artificial island located roughly halfway between Iceland and Norway, is slightly larger than Manhattan and extremely poor in resources and low in population. But it is the number one safe-haven for international crime and terrorism, Übermensch controls much of the international shadow economy and commands a vast personal fortune.

Übermensch still holds closely to the Nazi ideals, the laws of "North Germany" are essential identical to those of the Third Reich, and most of the senior officials are true-believers in the cause. Yet Übermensch himself is actually a much more pragmatic man than Hitler ever was. He's not terribly interested in world-conquest, genocide, or even Aryan purity. Übermensch is quite willing to play the enemies of his enemies against each other. Hence his double dealings with the US and USSR during the Cold War, his continued backing of anti-Israel Muslim extremists, and other shadowy schemes.

Although 82 years of age, Übermensch has the physical appearance and apparent health of a man in his mid-fifties. The cloned body he was given ages at a much slower rate than a baseline human, but there have been persistent rumors that his longevity may be beginning to fade... If the Last Nazi finally dies, no one is quite sure what will become of North Germany.
Last edited by Batgirl III on Mon Apr 30, 2018 5:21 am, edited 1 time in total.
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Re: Batgirl III's Character Thread

Post by Jack of Spades »

Looking forward to the rest of the Cape Killers and stealing the Suicide Kings idea.
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Re: Batgirl III's Character Thread

Post by Batgirl III »

Jack of Spades wrote: Mon Apr 30, 2018 2:05 am Looking forward to the rest of the Cape Killers and stealing the Suicide Kings idea.
The next member of the Cape Killers is guaranteed to blow your mind.
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Extraordinarily Nice

Post by Batgirl III »

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KILLER QUEEN
Cape City Character
Power Level 8 ( 135 PP )

Freddie Mercury wrote:Can you imagine how terrible it is when you've got everything and you're still desperately lonely? That is awful beyond words.
ABILITIES
Strength 2
Stamina 2
Agility 3
Dexterity 3
Fighting 5
Intellect 1
Awareness 2
Presence 2

SKILLS
Acrobatics 2 (+5), Athletics 3 (+5), Close Combat [Unarmed] 6 (+11), Deception 3 (+5), Expertise [Streetwise] 4 (+5), Insight 3 (+5), Intimidation 6 (+8), Investigation 4 (+5), Perception 3 (+5), Persuasion 3 (+5), Ranged Combat [Laser Pistol] 2 (+11), Stealth 5 (+8)

ADVANTAGES
Attractive (1), Benefit [Wealth (2)], Connected, Contacts, Defensive Attack, Defensive Roll (4), Evasion (2), Improved Aim, Improved Defense, Languages [English, Italian, Greek (2)], Precise Attack [Ranged, Cover], Quick Draw, Ranged Attack (6), Second Chance [etiquette/socializing], Takedown (1), Uncanny Dodge

POWERS
Mirrored Shades (10 PP Base; F: Removable) [ 8 PP Total ][/b]
Immunity 10 (Dazzle Effects, Visual Sense Dependent Effects)[ 10 PP ]

Laser Pistol (18 PP Base; F: Easily Removable [–2]) [ 14 PP Total ]
Laser Beam Damage 5 (E: Improved Critical [1], Penetrating [3], Ranged, Precise [1]) [ 15 PP ]
AE: Sniper Shot Damage 5 (E: Extended Range [2], Penetrating [3], Ranged) [ 1 PP ]
AE: Snap Shots Damage 5 (E: Multiattack, Ranged) [ 1 PP ]
AE: Stun Shot Affliction 8 (Resist/Recover: Fortitude; Conditions: Dazed, Stunned, Incapacitated; E: Area [Cone, 30']; F: Diminished Area [1]) [ 1 PP ]

DEFENSE
Dodge (10) Base 7
Parry: (10) Base 5
Fortitude: (6) Base 4
Toughness: (2/6) ——
Will: (10) Base 8

WORKSHEET
Attack: 11 Effect: 2 Total: 13 (Unarmed)
Attack: 11 Effect: 5 Total: 16 (Laser Beam)
Attack: 11 Effect: 5 Total: 16 (Sniper Shot)
Attack: 11 Effect: 5 Total: 16 (Snap Shots)
Attack:Effect: 8 Total: 8 (Stun Shot)
Dodge: 10 Tough: 2/6 Total: 12/16
Parry: 10 Tough: 2/6 Total: 12/16
Fort: 6 Will: 10 Total: 16


ABILITIES [ 40 pp ] +
SKILLS [ 22 pp ] +
ADVANTAGES [ 27 pp ] +
POWERS [ 22 pp ] +
DEFENSES [ 24 pp ] =
135 PP TOTAL

COMPLICATIONS
Obsession: Cassie has a difficult time resisting a thrilling challenge, especially if it involves risk or thrills.
Quirk: Haughty sense of superiority to those of lower classes.
Rivalry: Must prove herself the better of other criminals, especially "made men."

Real Name: Cassiopeia Sangiovese
Occupation: Criminal
Education: Homeschooled (High School Equivalent)
Date of Birth: June 5, 1990 (Age 28)
Base of Operations: Cape City
Height: 5'3" (1.60 m)
Weight: 119 lbs. (54 kg)
Measurments: 36-25-34 (34B)
Eyes: Brown
Hair: Brown
Race: Human
Identity: Secret
Religion: Roman Catholic
Relationships: Raffaele "The Priest" Sangiovese (father), Tula Assyrtiko-Sangiovese (mother), five older half-brothers
Legal Status: Citizen of the United States with no criminal record.

Background:
Cassiopeia Sangiovese is the only daughter of Raffaele Sangiovese – boss of the Sangiovese crime family – and his second wife, Tula Assyrtiko-Sangiovese, a Greek immigrant and former swimsuit model. All of Cassie's half-brothers eventually joined their father in "this thing of ours," but Cassie was shut out due to her sex and mixed heritage.

Ten years ago when her eldest brother, Antonio Sangiovese took a bullet while knocking over a transport belonging to Lantern Labs, Cassie's life changed drastically. Seriously injured and with the cops and Stormbringer in hot pursuit, Tony came crashing into his little sister's suburban home in Prince's Landing. While his guys patched him up in Cassie's living room, she drove the transport van into her garage. Peaking inside one of the cases, she discovered the advanced laser pistol that would become the centerpiece of her criminal career.

Cassie hid that one case away, and in the morning her brother and his crew cleared out none the wiser. She threw together her first costume quickly, a basic black body stocking made from a wet-suit, a left over Halloween mask, the laser pistol and the protective lenses that were in the case with it.

Laying in wait near the warehouse where she knew her brother was stashing the transport van, she didn't have to wait long before Stormbringer showed up. When the heroic archer attacked Tony and his buddies, Cassie leapt into action. Her sudden ambush caught the Urban Archer totally unprepared and her first outing was a success.

Since that day, the Killer Queen has been something akin to a "superhero for the mob." The spoiled daughter of one of the wealthiest mafia bosses on the east coast, Cassie Sangiovese is quite well-off. Thus as Killer Queen she almost never initiates criminal acts on her own and has little interest in monetary gain; instead she seeks thrills and excitement. Using her family connections and criminal contacts, she keeps alert of any family business that is attracting too much heat from the police or undue interest from the capes. Then she dons her (extensively redesigned) costume and races "to the rescue."

Background:
Originally intended as a "jobber" for Cape City, Killer Queen has the potential to seriously "punch above her weight," making her a rare case of a dangerous jobber. Her personality and demeanor are purposefully open-ended enough that with the right set if circumstances during a campaign she could develop into a "Dating Catwoman" situation with one of the heroes which is what actually happened in my original Cape City campaign.

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Last edited by Batgirl III on Fri May 04, 2018 4:06 pm, edited 1 time in total.
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Re: Batgirl III's Character Thread

Post by Jack of Spades »

Absolutely drives me wild!
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Re: Batgirl III's Character Thread

Post by MacynSnow »

Really?So who was the unlucky sap.....er,Heroic champion that pulled her eye?
It'd have to be somebody who'd start off in the Rivalry complication.....

PS: please tell us your gonna do a Cape City campaign here.... :D
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Re: Batgirl III's Character Thread

Post by Batgirl III »

MacynSnow wrote: Mon Apr 30, 2018 3:03 am PS: please tell us your gonna do a Cape City campaign here.... :D
As much fun as it would no doubt be to run a game with you lot, it’s been my hard won experience over he years that I am terrible at GMing anything other than a face-to-face group. I’ve tried PBeM, PBP, Skype, and even paid-for virtual tabletops... I have fun playing in them, but running the just isn’t in my skillset.
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