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

Where in all of your character write ups will go.
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Tattooedman
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Vamp

Post by Tattooedman » Sat Apr 13, 2019 4:42 am

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Vamp:
PL:
10
Strength 10 (1)
Stamina 10 (1)
Agility 6 (2)
Dexterity 6 (2)
Fighting 4
Intellect 1
Awareness 2
Presence 3

Skills: Deception 8 (+11/+13), Expertise [Pop Culture] 6 (+7), Insight 6 (+8), Perception 6 (+8), Persuasion 8 (+11/+13), Ranged Combat [Thrown Objects] 2 (+8), Stealth 8 (+10)

Advantages: All-Out Attack, Attractive, Close Attack 4, Daze [Deception], Fascinate [Deception], Improved Feint, Improved Initiative, Language [French], Power Attack

Powers: Psychic Vampirism: Weaken Mental Abilities 10 (Extras: Broad, Simultaneous)

Psionically Boosted Abilities: (Flaws: Quirk [Must have used Psychic Vampirism successfully], Uncontrolled)
Enhanced Strength 9
Enhanced Stamina 9
Enhanced Agility 4
Enhanced Dexterity 4
Enhanced Advantages 5 [Diehard, Great Endurance, Evasion 2, Improved Initiative]
Impervious Toughness 10
~Shockwave: Damage 10 (Extra: Area [Burst]); (Flaw: Limited [Vamp & her targets must both be on the same surface])

Offense: Initiative +10
Melee Attack +8
Ranged Attack +6 // Thrown Object Attack +8

Defense: Dodge +8
Parry +8
Toughness +10* [*Impervious]
Fortitude +12
Will +8


Costs: Abilities 32+ Skills 16+ Advantages 12+ Powers 79+ Defenses 14= 153 pts.


Real Name: Angelique Klein
Height: 5’1”
Weight: Unknown
Hair: Blonde
Eye Color: Blue


Complications:
Extended Family Matters: Vamp has a large extended family living overseas who may be aware of her activities and might not approve.

Loyalty: To Cerebrax.

Prejudice: Transhuman criminal.

Psychic Superiority: Vamp believes that those with psionic abilities are the next step in human evolution and should be the ones to control the workings of the world.

Shameless: Vamp tends to become interested in any attractive man she meets and will flirt with him, even if he makes it clear he isn’t interested in her in that way.


Background: Hiram Klein escaped the Nazis but stayed in Allied Europe where he settled down, married and had children. However, he raised his daughter to feel superior over other people as he did, because she possessed psionic abilities just as he did. This tradition was continued in the following generations including Angelique Klein, Hiram’s great-granddaughter whose powers are best described as a psychic vampirism – allowing her to drain the mental vitality of others to boost her physical attributes. She often times makes use of her beauty to manipulate people until she is ready to strike, and when she has fully fed Angelique can reach superhuman levels of strength and durability.

Somehow Cerebrax learned of the Klein family and approached Angelique about joining the Monarchy, it was an offer she happily accepted as she felt it was only right that she aligned herself with other powerful psychics to take what they wanted to live their lives how they wanted since they were, of course, better than the rest of humanity. She understands full well that evolution is not a kind or gentle process and is more than willing to be among those leading the future generations of psychics despite the fact that there are going to be hard choices made, or even blood spilled to achieve their goals.

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

Post by Tattooedman » Sat Apr 13, 2019 4:47 am

EnigmaticOne wrote:
Sat Apr 13, 2019 4:39 am
T-Man, this is all great stuff, but I kind of worry that you're going to be posting all these builds without end, and forget all about starting the game itself. :P
Fair enough, but given this setting is totally separate from the WOF game I've been running I don't want to confuse myself trying to run two different settings. My plan is to start the game for this setting after Force OPs is done.

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Tattooedman
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Gremlin

Post by Tattooedman » Mon Apr 15, 2019 9:17 am

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Gremlin:
PL:
11
Strength 2
Stamina 2
Agility 3
Dexterity 4
Fighting 6
Intellect 4
Awareness 2
Presence 2

Skills: Acrobatics 3 (+6), Athletics 8 (+10), Deception 8 (+10), Expertise [Criminal] 8 (+12), Expertise [Science] 10 (+14), Insight 8 (+10), Investigation 6 (+10), Perception 10 (+12), Ranged Combat [Blasters] 4 (+12), Sleight of Hand 8 (+12), Technology 15 (19)

Advantages: Close Attack 4, Durable Lie, Eidetic Memory, Evasion, Hide In Plain Sight, Hide Tampering, Improved Initiative, Ranged Attack 4, Second Chance [Technology Skill Checks], Skill Mastery [Technology Skill], Ultimate Effort [Technology Skill]

Powers: Gremlin Armor: (Removable –27 pts) [113 pp]
Built-In Blasters: Range Damage 10 (Extra: Penetrating); (Feat: Variable Descriptor [any electromagnetic energy])
-Built-In Blade: Strength-Based Slashing Damage 6 (Feat: Improved Critical 3)
Environmental Seals: Immunity 8 [All Environmental Conditions, Disease, Suffocation]
Flex-Mesh: Protection 8
Jump Jets: Leaping 5 (Feat: Move-By Action)
Radio: Feature 1 [Built-In Communicator]
Sensors: Senses 10 [Vision (Acute, Analytical), Darkvision, Infravision, Low-Light Vision, Detect (Energy [visual]: Acute, Analytical, Ranged)]
Size & Mass Control: Shrinking 20 (Extras: Increased Duration [Continuous], Normal Strength); (Feat: Atomic)
Tool Kit: Variable 1 [mimicking tool effects] (Extra: Action [Move], Increased Duration [Continuous]); (Feat: Subtle)

Offense: Initiative +7
Melee Attack +10
Ranged Attack +8 // Blasters Attack +12

Offense: Dodge +12*/+6 [*Shrinking rank 12]
Parry +12*/+6 [*Shrinking rank 12]
Toughness +10*/+2 [*Gremlin Armor]
Fortitude +8
Will +8


Costs: Abilities 50+ Skills 32+ Advantages 17+ Powers 113+ Defenses 14= 226 pts.


Real Name: Spencer Rhames
Height: 5'10" (varies)
Weight: Unknown
Hair: Black
Eye Color: Blue


Complications:
My Tech Skills Are Better: Gremlin is driven to prove that his technological aptitudes are better than the people whose tech he is sabotaging.

Motivation ~Greed: Gremlin's skills and services can be bought by anyone willing to pay his fee.


Background: Spencer Rhames was a smarter than average teenager who breezed his way through high school and upon graduation he was recruited by representatives of Noxxor Industries as a “Corporate Raider“; as Spencer was pushed to his intellectual and physical limits while being trained in the art of industrial espionage. Once his training was completed, Spencer was sent out on assignments to steal the intellectual property of Noxxor’s rivals, though Spencer would engage in sabotage when his superiors called for it.

Eventually Spencer was assigned to steal the blueprints for a unique power armor being that was rumored to be able to allow its wearer to shrink in stature; this turned out to be the most difficult assignment of his career. But despite the obstacles that were in his way, Spencer managed to achieve his goal and he returned to Noxxor where he was richly rewarded for his efforts which included a long vacation. However, months later once Noxxor scientists finished building their first working model of the armor they learned that the blueprints they had been working from was actually a forgery with several in-depth deceptions that resulted in their armor fusing into a pile of worthless slag.

It seems that Spencer decided to make a new opportunity for himself with his last assignment – stealing a copy of the blueprints for the “Micron Armor”, which he kept for himself while giving his superiors at Noxxor a carefully doctored fake he’d made. Spencer then took the large cash bonus he’d been given and set to building himself a slightly customized version of the Micron Armor. It’s been a few years since Gremlin started working for himself, and so far things seem to be working out just like he planned.

While he has 20 ranks in Shrinking, Gremlin normally only uses a rank 12 (which makes him about 6 inches tall) when fighting and that is what is reflected in his stats here.

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Tattooedman
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Uproar

Post by Tattooedman » Mon Apr 15, 2019 9:20 am

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Uproar:
PL:
10
Strength 2
Stamina 3
Agility 2
Dexterity 2
Fighting 5
Intellect 0
Awareness 1
Presence 1

Skills: Athletics 3 (+5), Expertise [Criminal] 6 (+6), Insight 6 (+7), Intimidation 6 (+7), Perception 6 (+7), Ranged Combat [Uproar Array] 6 (+8), Stealth 6 (+8), Vehicles [Land] 3 (+5)

Advantages: Defensive Roll, Equipment, Improved Initiative, Power Attack, Teamwork

Powers: Uproar Array:
Uproar Shot: Ranged Force Damage 12 (Extra: Penetrating)
-Uproar Barrage: Ranged Force Damage 12 (Extra: Multiattack)
-Uproar Burst: Affliction 12 [Vulnerable, Prone; resisted by Dodge/Fortitude] (Extras: Area [Cone], Linked [Damage]); (Flaws: Limited [Ground-Based Targets only], Limited Degree) & Damage 12 (Extra: Area [Cone]); (Flaws: Limited [Ground-Based Targets only])
-Uproar Detonation: Ranged Force Damage 10 (Extra: Area [Burst])
-Uproar Pulse: Ranged Affliction 12 [Impaired, Disabled; resisted by Fortitude] (Extra: Concentration); (Flaw: Limited Degree])


Offense: Initiative +6
Melee Attack +5
Ranged Attack +2 // Uproar Array Attack +8

Defense: Dodge +10
Parry +10
Toughness +8*/+7**/+3 [*Costume & Defensive Roll//**Costume]
Fortitude +8
Will +7

Equipment: Costume: Protection 4 (Feat: Subtle)


Costs: Abilities 32+ Skills 14+ Advantages 5+ Powers 40+ Defenses 24= 115 pts.


Real Name: Joseph “Joey” Lindsey
Height: 6’ 2”
Weight: 193 lbs
Hair: Black
Eye Color: Brown


Complications:
Enemy: Dr. Prometheus.

Prejudice: Alpha Criminal.

Temper: Uproar can get angry with little provocation.


Background: Joey Lindsey was a normal, rambunctious boy growing up in the suburbs of New York City. When he started attending school his teacher worried that he wasn't paying attention well when reading at story time or working on coloring pages and that he seemed more interested in causing "trouble". She suggested he be evaluated by a child psychiatrist, and soon Joey was diagnosed with Attention-Deficit Hyperactivity Disorder (ADHD) and prescribed the usual medicines to help him focus. Joey still struggled in school, but he did calm down some which allowed him to move on to higher grade levels. Over the years much of the same learning issues continued to crop up and school officials recommended to Joey's parents that he be enrolled into the Special Education program the school offered to help with his development.

It didn't take long for the other kids to start picking on Joey for being "Special Ed", which in turn prompted more of Joey's violent behavior, especially because he rode into school with all of the other "normal" kids. On an almost weekly basis Joey's parents would get a call from the school to inform them of another fight in which Joey had gotten into and eventually the school decided that Joey would be best served by working with a private tutor at home to supplement his schooling as well as continued counseling. It didn't help matters any that Joey's older brother was an Honor Roll student that was hardly ever in any kind of trouble, which made for a terrible comparison by many of Joey's teachers.

While the private tutor and counseling helped to ease Joey's in-school outbursts, he ended up shifting his violent tendencies to small animals around his home and Joey took great pleasure in hurting them. Still, the bullying continued to gnaw on him until one morning while awaiting the school bus at the neighborhood bus stop, Joey lashed out, knocking the bully onto the ground, giving him a concussion. Joey, not realizing what had happened quite yet, continued his attack by pummeling the other boy with his fists. The bus driver rolled up at this point, witnessing the last of the fight and reported the incident to the school. As a result, Joey was removed from public schooling altogether and a social worker was assigned the case to help with the psychiatric evaluations.

A few days later, Joey was still thinking about the fight as he walked around a nearby park when the boy he’d attacked friends finally caught up with him. The four older boys proceeded to beat Joey in retaliation for his attack on their “leader” after several blows Joey felt a pressure build up in his head that pushed against the punches connecting, wanting his pain to end Joey simply mentally pushed the pressure away from him. This resulted in a burst of sonic energy to explode just above the heads of his attackers, giving Joey the moment he needed to make his escape.

Later that night Joey was back at home going over had had happened during the fight, trying to cause the explosion to happen again. It took him over an hour but he had a breakthrough – causing a section of the ground to blow up, flinging chunks of dirt over a dozen feet into the air. Joey then pressed hard for another "explosion" which caused another section of the ground to fly into the air, sending bits of dirt all over the young boy. Joey continued to play with this newfound ability, nearly every night, now focusing his attention on causing rabbits, raccoons, snakes, and other small animals to burst under the explosive power of Joey's outbursts. He discovered, however, that these exercises gave him severe migraine headaches with accompanying nosebleeds, so he was forced to back off somewhat in order to ease the pain until he was able to continue his practicing.

By the time Joey reached his late teens, he had been taken off of his meds which actually seemed to eliminate the migraine and nosebleeds his "uproars", as he called them, caused. Now free of those problems Joey started using his powers to commit robberies; wearing a green ski mask, goggles and a leather jacket as his disguise. By this point Joey had dropped out of school, and started skipping his tutoring sessions, frustrating his parents until they decided to have Joey made a ward of the State. Appearing before a judge, who granted the request because of all the suspected criminal acts, had Joey placed into a halfway house which he ran away from in under six months.

It isn’t known how Joey came to associated with the Alpha criminals Big Jack and Hardknox, but Joey named himself Uproar and the trio became a constant headline for newspapers as they worked together as the super villain team known as the Faction. All of the members of the Faction soon became wanted criminals, facing off with various members of the Vanguard over the course of a few years. Sometimes they’d end up in prison, other times not, but one way or another they’d end up back on the street and starting up trouble.

Unfortunately, the Faction came to an sudden end when Hardknox and Big Jack both became victims of Dr. Prometheus experiments in trying to understand Alpha abilities. This left Uproar on his own, and he decided to go underground for a while and consider his options. This lasted only about a year, but when he came back on the scene Uproar displayed a few new applications of his powers as well as a new look. For now, it seems that Uproar is trying things out a solo crook after spending so long as part of a team, though it should be noted that he seems to be doing well as he’s stayed out of New Alcatraz as well as holding his own against notable heroes.
Last edited by Tattooedman on Wed Sep 25, 2019 11:43 am, edited 2 times in total.

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Tattooedman
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V

Post by Tattooedman » Mon Apr 15, 2019 9:22 am

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V:
PL:
8
Strength 2
Stamina 3
Agility 4
Dexterity 4
Fighting 4
Intellect 0
Awareness 2
Presence 1

Skills: Acrobatics 3 (+7), Athletics 6 (+8), Close Combat [Unarmed] 4 (+8), Deception 9 (+10), Expertise [Criminal] 7 (+7), Insight 6 (+8), Intimidation 8 (+9), Perception 6 (+8), Persuasion 6 (+8), Ranged Combat [Thrown Attacks] 6 (+10), Sleight of Hand 2 (+6), Stealth 2 (+6), Vehicles [Land] 2 (+6)

Advantages: Accurate Attack, All-Out Attack, Equipment, Improved Aim, Improved Critical [Boomerangs] 2, Improved Disarm, Improved Feint, Improved Initiative, Power Attack, Precise Attack [ranged; cover], Quick Draw, Takedown 2

Powers: Trick Boomerangs: (Easily Removable -12 pts) [21 pp]
Razorangs: Ranged Strength-Based Damage 6 (Extras: Multiattack 8, Penetrating 8); (Feats: Homing, Indirect 2)
-Bafflerrangs: Ranged Affliction 6 [Impaired, Disabled, Debilitated; resisted by Fortitude] (Extra: Area [Burst]); (Feat: Indirect); (Flaw: Limited [1 sense only (hearing)])
-BOOMerang: Ranged Ballistic Damage 6 (Extra: Area [Burst]); (Feats: Homing, Indirect 2)
-Fragarangs: Ranged Damage 6 (Extra: Area [Burst]); (Feats: Homing, Indirect 2)
-Meltarang: Ranged Damage 6 (Extra: Secondary Effect); (Feats: Homing, Indirect 2)
-Smokerrang: Concealment 4 [all visual senses] (Extras: Area [Cloud], Attack, Ranged); (Feats: Homing, Indirect 2)
-Tanglerrangs: Ranged Affliction 6 [Hindered, Immobile, Paralyzed; resisted by Dodge/Strength/Damage] (Extra: Area [Burst]) (Feats: Homing, Indirect 2)
-Taserrang: Ranged Affliction 6 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative); (Feats: Homing, Indirect 2)
-Weighted Boomerangs: Ranged Strength-Based Damage 6 (Feats: Homing, Indirect, Ricochet 2)

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

Defense: Dodge +10
Parry +10
Toughness +6*/+3
Fortitude +7
Will +7

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


Costs: Abilities 40+ Skills 26+ Advantages 14+ Powers 21+ Defenses 21= 122 pts.


Real Name: Georgia Anne Fredericks
Height: 5’2”
Weight: 105 lbs
Hair: Auburn
Eye Color: Blue


Complications:
Hello There Good Looking!: V is a sucker for a pretty face, and will even flirt with an attractive bystander during her robberies.

Motivation ~Greed: V wants to get as much money as she possibly can.


Background: The past of Georgia Anne Fredericks isn’t well known, at some point she decided that she wanted to become part of the world of Transhumans; viewing her lack of actual super powers as a challenge. At some point she developed skills in using the boomerang as a weapon and somehow put together enough money to hire the Workshop to design and build a set of custom boomerangs for her to use in her chosen career.

Making her costumed debut in New York City, where her efforts to establish herself as a "respectable" member of super criminal scene often put her at odds against the likes of costumed adventurer Argus and members of both the Alliance and the Vanguard. Often times V's crimes were stopped but she was able to retain her freedom in addition to a much smaller slice of her intended loot; though there have been several times that she's managed to make off with everything she intended to steal and V will go off for a while to live the good life off of her ill-gotten gains only to return once her funds begin to run low.
Last edited by Tattooedman on Sun Apr 21, 2019 12:21 pm, edited 1 time in total.

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El Conquistador

Post by Tattooedman » Thu Apr 18, 2019 10:16 am

Image
El Conquistador:
PL:
13
Strength 6
Stamina 6
Agility 4
Dexterity 4
Fighting 6
Intellect 4
Awareness 4
Presence 4

Skills: Close Combat [Artifact Arsenal] 3 (+13), Expertise [Criminal] 9 (+5), Expertise [Current Events] 6 (+10), Expertise [History] 8 (+12), Expertise [Magic] 6 (+10), Expertise [Politics] 8 (+12), Insight 8 (+12), Intimidation 8 (+12), Investigation 6 (+10), Perception 8 (+12), Persuasion 8 (+12), Ranged Combat [Artifact Arsenal] 5 (+13), Technology 6 (+10), Vehicles [Air] 4 (+8), Vehicles [Exotic] 4 (+8), Vehicles [Land] 4 (+8), Vehicles [Sea] 4 (+8)

Advantages: Assessment, Beginner's Luck, Benefit 5 [Cipher 4, False Identities], Close Attack 4, Equipment 20, Improved Initiative, Jack of all Trades, Ranged Attack 4, Second Chance [Insight Checks], Takedown 2

Powers: Drank From The Fountain of Youth:
Enhanced Advantages 3 [Diehard, Eidetic Memory, Great Endurance]
Immortality 2 [1 week]
Immunity 2 [Aging, Disease]
Immunity 10 [All Environmental Conditions, Poison, Sleep, Starvation & Thirst, Suffocation] (Flaw: Limited [Half Effect])

Golden Armor: (Removable –6 pts) [24 pp]
Golden Protection:
Immunity 10 [Fire Effects]
Protection 7 (Extra: Impervious 12)

Seven-League Boots: (Removable –7 pts) [31 pp]
Traverse Any Surface:
Movement 4 [Air Walking, Wall-Crawling 2, Water Walking]
Teleport 7 (Extras: Accurate, Easy, Extended); (Feats: Change Direction, Change Velocity); (Flaw: Limited [Extended Only])

Artifact Arsenal Array: (Easily Removable –12 pts) [20 pp]
Pasha:
Noose: Ranged Affliction 13 [Fatigued, Exhausted; resisted by Will] (Extras: Concentration, Cumulative); (Flaws: Instant Recovery, Limited Degree)
-Lasso: Move Object 13 (Feat: Tether)
-Tied Up: Ranged Affliction 13 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Strength or Damage]

~Olyndicus’ Silver Spear:
Sky God’s Anger: Ranged Electrical Damage 13 (Extra: Multiattack)
~Tizona:
Blade Of The Firebrand: Strength-Based Fire Slashing Damage (Extra: Penetrating)
~Colada:
Frighten Opponents: Ranged Affliction 10 [Controlled; resisted by Will] (Extra: Area [Burst]); (Flaw: Limited Degree [3rd only], Limited [One command only {run away}])
Purely Forged Blade: Strength-Based Slashing Damage (Feats: Affects Insubstantial 2, Incurable, Improved Smash, Weapon Break)

~Gas Gun:
Paralytic Cloud: Ranged Affliction 11 [Fatigued, Exhausted, Asleep; resisted by Fortitude] (Extras: Area [Cloud] 2, Cumulative); (Flaw: Diminished Range)

Offense: Initiative +8
Melee Attack +10 //Artifact Arsenal Attack +13
Ranged Attack +8 //Artifact Arsenal Attack +13

Defense: Dodge +13
Parry +13
Toughness +13*/+6 [*Golden Armor *Impervious 12]
Fortitude +9
Will +10


Costs: Abilities 76+ Skills 36+ Advantages 40+ Powers 87+ Defenses 26= 265 pts.


Real Name: Guillermo Alejandro Santiago
Known Aliases: Antonio Reyes
Height:
Weight:
Hair: Black
Eye Color: Brown


Complications:
Destined to Rule: El Conquistador is obsessed with power and rulership.

Hubris: El Conquistador is extremely arrogant and believes he is fated to rule over lesser beings; when things do not go his way he tends to make tactical errors which can be exploited by an opponent.

Megalomania: El Conquistador is convinced of his own superiority and eventual success.

Secret: El Conquistador keeps his immortality and abilities secret from the world; currently most of the world believes him to be a mostly benevolent dictator of the small island republic of Santo Árboles and he expends considerable resources keeping up this façade.


Background: Son of an impoverished nobleman in early Sixteenth Century Spain, Guillermo Alejandro Santiago used his family fortune buy himself a commission in the Spanish Army. After earning modest accolades and promotions while fighting for his country, he joined an expedition to explore and conquer the New World. In the Americas, Guillermo quickly became known for his valor and tireless pursuit of glory. He was also renowned by both his men and the natives for his cruelty and uncompromising nature. Over numerous campaigns, Guillermo revealed himself to be a violent, brutal man of limitless ambition who saw no one as his equal. His belief in his own superiority, mixed with a latent fear of his eventual mortality, pushed Guillermo to embark on a quest that would change him forever.

While “pacifying” natives in the West Indies, Guillermo came across a tale of a lost island which supposedly held the fabled Fountain of Youth. Imagining the fame and fortune he would achieve with such a discovery Guillermo led a small force to investigate the island. As their ship neared the location, a thick fog rolled in, cutting visibility to almost nothing. Then something struck Guillermo’s ship, capsizing it and sending the bulk of his crew to the deep. Guillermo and a few survivors managed to pilot the ship’s launch to safety, listening to something very large in the fog drag their ship beneath the waves. Scant hours later, the launch beached on the shore of a small island. As the fog began to lift, Guillermo and his crew found themselves face to face with a party of tall, thin, hairless, tanned, golden-eyed natives.

The islanders, who were called the Encubierto, welcomed Guillermo and his remaining crew, and explained they had lived in peaceful seclusion “since the early days of man”, protected by the “sacred fog” surrounding their home. They revealed there was no magical fountain granting immortality, but that the Encubierto long ago learned how to transcend sickness and extend life through the use of unique formula made of local ingredients which transformed whoever imbued it into an ideal physical specimen. Thus, freed from mortal frailty, the Encubierto had spent millennia contemplating the nature of existence and the true purpose of life in the universe. Beings of infinite compassion, they offered to teach their new guests these secrets.

Instead, Guillermo drew his pistol and shot their leader through the head, then led his men on a brief one-sided assault on the peace-loving Encubierto, killing most of them and taking the rest prisoner. Guillermo then set to dragging the secrets of extended life from the survivors, securing his men’s enthusiastic cooperation with promises of great fame and eternal youth. Finally, one of the Encubierto could take no more and revealed to Guillermo the method by which they achieved physical perfection. Guillermo forced the natives to prepare the treatment in ample doses and reveal how to leave the island safely, putting those natives not preparing the treatment to work on repairing and provisioning the ship Guillermo and his men had arrived in.

The night before the compound was ready, Guillermo had the remaining Encubierto executed. As Guillermo and his men disposed of the bodies of their victims, he promised them that come next morning, they would be as living gods. He then murdered his crew in their sleep and took the entirety of the compound himself, in the hope of gaining true immortality. This overdose changed Guillermo, pushing his body beyond normal human limits and completely stalling the aging process. He passed out, awaking days later taller, stronger, and bereft of human concerns and frailties.

Returning to the world, Guillermo used his superior abilities and long life to amass power and wealth across several lifetimes using multiple false identities. He has battled both great heroes and other would-be conquerors, outliving or outlasting them all. Over four centuries he has amassed a vast collection of weapons, artifacts, and devices to augment his impressive skills and abilities, making him a truly formidable threat. Since 1993, he has been Antonio Reyes, the “President for Life” of the small island nation of Santo Árboles. This position provides him with both a base of operations and an air of legitimacy in world politics. As the Twenty-first Century begins, El Conquistador has set his sights on an even greater goal—mastery over the entire world!


Compañia:
PL:
6
Strength 5
Stamina --
Agility 0
Dexterity 0
Fighting 0
Intellect --
Awareness 0
Presence --

Skills: Close Combat [Unarmed] 5 (+5), Ranged Combat [Energy Rifles] 1 (+3)

Advantages: Equipment 3

Powers: Artificial Construction:
Immunity 30 [Fortitude Effects]
Protection 5

Offense: Initiative +0
Melee Attack +
Ranged Attack +

Defense: Dodge +4
Parry +5
Toughness +5
Fortitude N/A
Will N/A

Equipment: Blaster Rifle: Ranged Energy Damage 7 (Feat: Accurate) (15 ep)



Costs: Abilities -20+ Skills 3+ Advantages 3+ Powers 35+ Defenses 9= 30 pts.

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Tattooedman
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Bedlam

Post by Tattooedman » Tue Apr 30, 2019 8:51 pm

Image
Bedlam:
PL:
12
Strength 12
Stamina 8
Agility 4
Dexterity 4
Fighting 5
Intellect 3
Awareness 2
Presence 4

Skills: Deception 8 (+12), Expertise [Criminal] 9 (+12), Expertise [Military] 6 (+9), Insight 8 (+10), Intimidation 6 (+8), Perception 6 (+8), Persuasion 8 (+12), Ranged Combat [Chaos Energy Manipulation Array] 8 (+12)

Advantages: All-Out Attack, Close Attack 3, Improved Daze, Improved Demoralize, Improved Feint, Improved Taunt, Languages [Base: English; French], Power Attack

Powers: Chaos Field:
Affliction 10 [Dazed, Stunned, incapacitated; resisted by Will] (Extras: Area [Burst], Cumulative, Reaction [moving into his area of affect])
Flight 8
Immunity 7 [All Environmental Conditions, Disease, Poison]
Protection 4 (Extra: Impervious 12); (Flaw: Noticeable)

Chaos Energy Manipulation Array:
Disintegration Blast: Ranged Weaken Toughness 12 [resisted by Fortitude] (Extra: Linked [Damage]) & Ranged Damage 12
-Corrupt Probability: Luck Control 4 (Extra: Area [Burst])
-Mental Meltdown: Affliction 12 [Entranced, Compelled, Controlled; resisted by Will] (Extras: Area [Burst]); (Feat: Subtle); (Flaw: Limited [Can only induce madness & rage in targets])

Offense: Initiative +4
Melee Attack +8
Ranged Attack +4 //Chaos Energy Manipulation Array Attack +12

Defense: Dodge +10
Parry +10
Toughness +12* [*Impervious]
Fortitude +8
Will +8


Costs: Abilities 84+ Skills 22+ Advantages 10+ Powers 157+ Defenses 17= 290 pts.


Real Name: Morgan Fliehr
Height: 6’1”
Weight: 243 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Motivation ~Respect: Bedlam knows he’s been part of “the game” for several years at this point and is due a certain amount of respect.

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

Prejudice Criminal Alpha.

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

Relationships: Bedlam is very close with his teammate Blockbuster, and has several children he keeps in contact with.

Reputation ~Ladies Man: Bedlam does enjoy the company of women.

Styling & Profiling: Bedlam enjoys the benefits of his crimes; driving the best cars, wearing the best clothes and personal accessories, eating the finest foods, and going to the most trendy places possible.


Background: Born to a young couple who were unable to properly support a child, Morgan Fliehr was given up for adoption by his biological parents and adopted by a well-to-do family in Edmonton, Alberta. During his high school years Fliehr established himself as a sportsman by earning several awards in football, track and wrestling and that brought him to the attention of a military recruiter who convinced the young man to join the Canadian Army upon graduation.

Between his physical conditioning and interpersonal skills Fliehr rose up through the ranks until he was in command of his own unit of troops, where he managed to impress his superiors enough for him to become part of Project: Prometheus; the Canadian Army’s effort to recreate the empowerment of their sole super soldier – Sharpshooter. In Fliehr’s case he was exposed to energy from a portal that opened to another dimension and gained the ability to generate that same energy himself. While his superiors were thrilled with his progress, as well as the progress of the other volunteers, they were ill-prepared to handle what happened to Fliehr and the others after they gained their powers.

Fliehr soon came to question exactly why he and the other three empowered men were taking orders from weaker men, and it didn’t take him very long to have the others questioning that fact as well. In a matter of a few weeks Fliehr had rallied Tony Lunde, Rob Rogowski, and Art Blanchard to his point of view and together they effected a violent escape from the military facility where they’d been living for the last nine months.

When they next appeared, the four men robbed the Canadian Imperial Bank of Commerce in Edmonton without any serious opposition and made off with the majority of what was held in the vault. A few days later the criminals released a video on the internet explaining who they were and why they did the robbery. For the most part it was little more than a simplistic justification mixed in with a healthy dose of Fliehr’s wit and charm that somehow connected with a part of those that watched the video. During the video Lunde coined the group’s name when he commented on the group’s robbery; “The only time this much havoc has been done by this few a number of people, you need to go all the way back to the Four Horsemen of the Apocalypse!” The comparison and the name stuck with the news media and soon the group was known as the Horsemen.

Despite the efforts of the law enforcement community, the Horsemen have been a staple of the criminal underworld in Canada and the United States since their founding. Fliehr continues to lead the group, but their ranks have grown over the years as new members have joined (several of which are the children of the founding members) either to replace retiring, incarcerated, or deceased members.

Fliehr has spent a few years teaching his daughter, fellow Horsemen member Turmoil, how to lead the group so he can retire and fully enjoy all of his ill-gotten gains; although in all truth Fliehr is so addicted to the super villain lifestyle that it is highly likely he will never completely retire – likely taking an “advisory” role to the group.
Last edited by Tattooedman on Tue Sep 17, 2019 3:44 am, edited 1 time in total.

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Enforcer

Post by Tattooedman » Tue Apr 30, 2019 8:54 pm

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Enforcer:
PL:
12
Strength 12 (3)
Stamina 9 (3)
Agility 2
Dexterity 2
Fighting 5
Intellect 0
Awareness 4
Presence 2

Skills: Acrobatics 3 (+5), Athletics 3 (+/+15), Close Combat [Unarmed] 2 (+12), Deception 6 (+10), Expertise [Criminal] 8 (+8), Expertise [Current Events] 6 (+6), Insight 8 (+12), Intimidation 8 (+10), Ranged Combat [Thrown Objects] 10 (+12), Stealth 6 (+8), Vehicles [Air] 3 (+5), Vehicles [Land] 3 (+5)

Advantages: All-Out Attack, Chokehold, Close Attack 5, Defensive Strike, Fast Grab, Improved Initiative, Move-By Attack, Power Attack, Startle, Ultimate Effort [Fortitude Checks], Unbalancing Strike

Powers: Stone Body:
Enhanced Strength 12 (Flaw: Limited [3 ranks for lifting only])
Enhanced Stamina 6
Enhanced Feat 1 [Withstand Damage]
Feature 4 [Increased Mass 4 (1,600 lbs)]
Protection 3 (Extra: Impervious 12)

Spinebuster: Damage 12 (Extras: Linked [Move Object], Reaction [being touched]); (Flaw: Limited [Only when charging]) & Move Object 5 (Flaws: Close Range, Limited [Can only knock objects/targets he hits away from him])
-Brain Buster: Affliction 12 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative); (Feat: Improved Critical [Head but] 2)

Invulnerable:
Immunity 15 [Fatigue Effects, Life Support]
Immunity 80 [Toughness Resistance Checks] (Flaws: Limited [Physical Attacks only], Limited [Only Attacks he is aware of], Limited [Half Effect])

Offense: Initiative +6
Melee Attack +10 // Unarmed Attack +12
Ranged Attack +2 // Thrown Objects Attack +12

Defense: Dodge +12
Parry +12
Toughness +12* [*Impervious]
Fortitude +9 (+3)
Will +8


Costs: Abilities 54+ Skills 24+ Advantages 15+ Powers 130+ Defenses 28= 251 pts.


Real Name: Anthony “Tony” Lunde
Height: 6’2”
Weight: 255 lbs
Hair: Brown
Eye Color: Brown


Complications:
Didn’t Feel That: Enforcer has a very reduced sense of touch when he is using his Stone Body power.

Motivation ~Respect: Enforcer knows he’s been part of “the game” for several years at this point and is due a certain amount of respect.

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

Power Loss: If Enforcer’s Stone Body power is not active then he cannot use any of his other powers.

Relationships: Enforcer is very close with his teammate Bedlam, almost brother-like, despite the other man’s eccentricities. Blockbuster is also friends with the other members of the Horsemen.


Background: Anthony “Tony” Lunde become part of Project: Prometheus; the Canadian Army’s effort to recreate the empowerment of their sole super soldier – Sharpshooter. In Lunde's case he was subjugated to a series of injections before being exposed to a specific wavelength of energy that was identical to the one Sharpshooter generated. However instead of gaining the ability to generate that energy himself, Lunde was able to transform his flesh into a stone like substance that bestowed superhuman strength and durability. While this wasn't the results his superiors were hoping for, they nonetheless were happy with the outcome. However, they were ill-prepared to handle what happened to Lunde and the others did after they gained their powers.

After months of testing and training Fliehr had come to question exactly why he and the other three empowered men were taking orders from weaker men, and it didn’t take him very long to have the others questioning that fact as well. In a matter of a few weeks Fliehr had rallied Lunde and the other volunteers to his point of view and together they effected a violent escape from the military facility where they’d been living for the last nine months.

When they next appeared, the four men robbed the Canadian Imperial Bank of Commerce in Edmonton without any serious opposition and made off with the majority of what was held in the vault. A few days later the criminals released a video on the internet explaining who they were and why they did the robbery. For the most part it was little more than a simplistic justification mixed in with a healthy dose of Fliehr’s wit and charm that somehow connected with a part of those that watched the video. During the video Lunde was the one to unintentionally name the group thanks to his comparing them to the Four Horsemen of the Apocalypse. The comparison and the name stuck with the news media and soon the group was known as the Horsemen.

For the early years of his criminal career Lunde called himself Blockbuster, however, thanks to a comment he made during a another after-crime internet video the Horsemen released (something they commonly did), his villainous identity was changed to the Enforcer.

Despite the efforts of the law enforcement community, the Horsemen have been a staple of the criminal underworld in Canada since their founding. Fliehr continues to lead the group, backed by Lunde, but their ranks have grown over the years as new members have joined (several of which are the children of the founding members) either to replace retiring, incarcerated members, or deceased members.

In the last few years Lunde has been debating to himself about retiring; he's been starting to feel the years of a life of crime. He has a sizeable nest egg set aside, and finds he'd rather being enjoying time with his young grandchildren than committing new crimes. So far, he has kept these thoughts to himself, but they nag at him from the back of his mind.
Last edited by Tattooedman on Tue Sep 17, 2019 3:45 am, edited 1 time in total.

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Binary

Post by Tattooedman » Tue Apr 30, 2019 8:55 pm

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Binary:
PL:
11
Strength 2
Stamina 3
Agility 3
Dexterity 3
Fighting 4
Intellect 2
Awareness 2
Presence 0

Skills: Deception 9 (+9), Expertise [Criminal] 6 (+8), Expertise [Military] 6 (+8), Insight 6 (+8), Investigation 6 (+8), Perception 6 (+8), Ranged Combat [Digital Control Array] 8 (+11), Stealth 6 (+9), Technology 6 (+8/+14)

Advantages: Close Attack 4, Improved Feint, Improved Initiative, Online Research, Set-Up 2, Teamwork 2

Powers: Digital Mind:
Enhanced Skill 2 [Technology +6]
Enhanced Advantage 1 [Eidetic Memory]
Comprehend 2 [Speak & Understand all machines]

Machine Awareness: Senses 7 [Detect (Machines: Accurate, Acute, Extended, Radius, Ranged)

Digital Body: (Full Round Action -1 pt)
Enhanced Dodge 6
Enhanced Parry 6
Flight 8 (Flaw: Limited [low ceiling])
Insubstantial 4 [energy; vulnerable to magnetics]
Protection 5

Digital Control Array:
Digital Possession: Affliction 11 [Entranced, Compelled, Controlled; resisted by Will] (Extras: Affects Objects, Cumulative); (Feats: Merge with Target, Subtle); (Flaw: Limited [Technology only]) & Mind Reading 11 (Extras: Cumulative, Effortless); (Feat: Subtle); (Flaw: Limited [Machines/Technology only], Limited [Only those that failed against Affliction])
-Digital Deactivation: Nullify 11 [Technology] (Extras: Area [Burst], Broad [Technological], Simultaneous)
-Digital Disassemble: Transform 11 [1 Thing to 1 Thing - Assembled technology to Disassembled technology] (Extra: Increased Duration [Continuous])
-Digital Eyes & Ears: Remote Sensing 10 [hearing & vision] (Flaw: Limited [Only through electronics])
-Digital Manipulation: Move Object 11 (Extra: Perception Range); (Feats: Precise, Subtle); (Flaw: Limited [Technology])
-Digital Masking: Concealment 10 [All Senses] (Extras: Affects Others, Area [Burst]); (Flaw: Limited [Technology only]

Digital Gate: Teleport 11 (Extra: Accurate, Easy, Extended, Portal); (Feat: Increased Mass 7 [3 tons])

Offense: Initiative +7
Melee Attack +8
Ranged Attack +3 //Digital Control Array Attack +11

Defense: Dodge +14*/+8 [*Digital Body]
Parry +14*/+8 [*Digital Body]
Toughness +8
Fortitude +7
Will +7


Costs: Abilities 38+ Skills 21+ Advantages 11+ Powers 188+ Defenses 18= 285 pts.


Real Name: Robert “Rob” Anderson
Height: 6’2”
Weight: 256 lbs
Hair: Brown
Eye Color: Brown


Complications:
Always On: Binary prefers to stay in his Digital Body form as much as possible, only resuming his flesh and blood form when he has to.

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

Prejudice Criminal Alpha.


Background: One of the Canadian Military’s attempts to recreate the empowerment of their first super-soldier, Rob Anderson became part of Project: Prometheus, the Canadian Army’s effort to recreate the empowerment of their sole super soldier – Sharpshooter. In Anderson’s case he was given an of injection of a custom formula then exposed to a powerful, fluctuating field of electromagnetic energy; which gave Anderson the ability to transform his body from flesh and blood into electromagnetic energy that granted him several unique abilities. While this wasn't the results his superiors were hoping for, they nonetheless were happy with the outcome. However, they were ill-prepared to handle what happened to Anderson and the others did after they gained their powers.

After months of testing and training Fliehr had come to question exactly why he and the other three empowered men were taking orders from weaker men, and it didn’t take him very long to have the others questioning that fact as well. In a matter of a few weeks Fliehr had rallied Anderson and the other volunteers to his point of view and together they effected a violent escape from the military facility where they’d been living for the last nine months.

When they next appeared, the four men robbed the Canadian Imperial Bank of Commerce in Edmonton without any serious opposition and made off with the majority of what was held in the vault. A few days later the criminals released a video on the internet explaining who they were and why they did the robbery. For the most part it was little more than a simplistic justification mixed in with a healthy dose of Fliehr’s wit and charm that somehow connected with a part of those that watched the video. During the video Lunde coined the group’s name when he commented on the group’s robbery; “The only time this much havoc has been done by this few a number of people, you need to go all the way back to the Four Horsemen of the Apocalypse!” The comparison and the name stuck with the news media and soon the group was known as the Horsemen.

Despite the efforts of the law enforcement community the Horsemen have been a staple of the criminal underworld in Canada and the United States since their founding. Fliehr continues to lead the group, supported by Anderson, but their ranks have grown over the years as new members have joined (several of which are the children of the founding members) either to replace retiring, incarcerated, or deceased members.

Over the years Anderson has become more skilled in the use of his powers as technology has advanced, now considered to be one of the more powerful members of the group he is the one who maintains the group’s multiple headquarters, communications, and most importantly, their stolen teleportation equipment. Confident the group would not be able to function as well as they do without him, Anderson is content to allow Fliehr to think he “runs” the Horsemen when the truth of the matter is that Anderson is really in charge (at least in his mind).
Last edited by Tattooedman on Tue Sep 17, 2019 3:45 am, edited 1 time in total.

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Outlaw

Post by Tattooedman » Tue Apr 30, 2019 8:56 pm

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Outlaw:
PL:
11
Strength 8 (3)
Stamina 8 (3)
Agility 5 (2)
Dexterity 5 (2)
Fighting 11 (5)
Intellect 1
Awareness 3
Presence 2

Skills: Acrobatics 6 (+11), Athletics 6 (+17), Deception 6 (+8), Expertise [Criminal] 9 (+12), Expertise [Military] 6 (+7), Insight 6 (+9), Intimidation 8 (+10), Perception 6 (+9), Stealth 7 (+13)

Advantages: Accurate Attack, Agile Feint, All-Out Attack, Assessment, Cunning Fighter, Defensive Attack, Fast Grab, Improved Disarm, Improved Initiative 3, Power Attack, Quick Draw, Uncanny Dodge

Powers: Combat Awareness: Senses 1 [Danger Sense]

Combat Ready:
Enhanced Strength 5
Enhanced Stamina 5
Enhanced Agility 3
Enhanced Dexterity 3
Enhanced Fighting 6
Protection 3

Mithral Sword: (Easily Removable –8 pts) [12 pp]
Unbreakable: Feature 1 [Indestructible]
Laser Etched Blade: Strength-Based Slashing Damage 3 (Extra: Penetrating 11); (Feats: Improved Critical 3, Improved Smash, Variable Descriptor [Piercing])

Offense: Initiative +17
Melee Attack +11
Ranged Attack +5

Defense: Dodge +14
Parry +14
Toughness +8
Fortitude +8
Will +8


Costs: Abilities 42+ Skills 20+ Advantages 14+ Powers 60+ Defenses 17= 153 pts.


Real Name: Arthur “Art” Blanchard
Height: 5’10”
Weight: 225 lbs
Hair: Black
Eye Color: Brown


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

Prejudice Criminal Alpha.


Background: One of the Canadian Military’s attempts to recreate the empowerment of their first super-soldier, Art Blanchard came the closest – developing powers very similar to the ones Sharpshooter manifested. Unfortunately, Blanchard did not have the same mental discipline that the other man did and soon he was swayed by the personal charisma of Morgan Fliehr; who wanted Blanchard and the other two men the Canadian Military were experimenting on to go out on their own. Blanchard liked what he heard, and readily agreed to be part of the group.

Soon, the group effected a violent escape from the military facility where they’d been living for the last nine months. When they next appeared, the four men robbed the Canadian Imperial Bank of Commerce in Edmonton without any serious opposition and made off with the majority of what was held in the vault. A few days later the criminals released a video on the internet explaining who they were and why they did the robbery. For the most part it was little more than a simplistic justification mixed in with a healthy dose of Fliehr’s wit and charm that somehow connected with a part of those that watched the video. During the video Lunde coined the group’s name when he commented on the group’s robbery; “The only time this much havoc has been done by this few a number of people, you need to go all the way back to the Four Horsemen of the Apocalypse!” The comparison and the name stuck with the news media and soon the group was known as the Horsemen.

While Blanchard did enjoy the money the group made he often times went off on his own, preferring working by himself and maintaining his independence. This resulted in his being the member of the Horsemen to see the inside of New Alcatraz, which made him the one broken out more than any other member of the group. Although it did allow him to have more criminal contacts than the rest of the Horsemen.

In the end Blanchard’s criminal career came to an end thanks to Orion, the Transhuman hunter, who laid a trap for the criminal after kidnapping his infant daughter. While Orion was able to kill Blanchard, his daughter was saved by members of the Vanguard and returned to her mother.
Last edited by Tattooedman on Tue Sep 17, 2019 3:45 am, edited 1 time in total.

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Spectrum

Post by Tattooedman » Tue Apr 30, 2019 8:58 pm

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Spectrum:
PL:
11
Strength 2 (11)
Stamina 3
Agility 2
Dexterity 2
Fighting 5
Intellect 0
Awareness 2
Presence 0

Skills: Athletics 3 (+5), Expertise [Criminal] 6 (+6), Expertise [Military] 6 (+6), Insight 6 (+8), Perception 6 (+8), Stealth 6 (+8)

Advantages: Close Attack 6, Improved Initiative, Power Attack, Ranged Attack 3

Powers: Energy Auras Array:
Protective Aura:
Enhanced Dodge 4
Enhanced Parry 4
Flight 8
Protection 8
Black Aura: Weaken Toughness 11 (Extra: Affects Objects, Linked [Damage]) & Damage 11
-Blue Aura: Cold Damage 11
-Brown Aura: Affliction 11 [Dazed, Stunned, Incapacitated; resisted by Will]
-Green Aura: Affliction 10 [Dazed, Immobilized, Paralyzed; resisted by Will]
-Indigo Aura: Insubstantial 4 [incorporeal] (Feats: Precise, Subtle)
-Orange Aura: Damage 10 (Extra: Penetrating)
-Red Aura:: Enhanced Strength 9
-Yellow Aura:
Enhanced Advantages [Improved Initiative 4]
Speed 8
-White Aura: Healing 10 (Feat: Stabilize)

Offense: Initiative +6
Melee Attack +11
Ranged Attack +5

Defense: Dodge +11*/+7 [*Protective Aura]
Parry +11*/+6 [*Protective Aura]
Toughness +11* [*Protective Aura]
Fortitude +8
Will +8


Costs: Abilities 32+ Skills 11+ Advantages 11+ Powers 86+ Defenses 17= 157 pts.


Real Name: Barry Clinton
Height: 6’4”
Weight:240 lbs
Hair: Brown (dyed Blonde)
Eye Color: Brown


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

Prejudice Criminal Alpha.


Background: Barry Clinton grew up always moving from one run down apartment to another run down apartment in his youth as his parents slid from one excuse for a job to another. When he had turned eighteen and had to make his own way Barry couldn’t keep a place of his own and ended up crashing at one friend or another’s house. During this time, he joined a street gang and began dealing drugs until he was busted and put into prison for a few years. While doing his time Barry learned how to be a better criminal and quickly put his improved skills to use upon his release. It was while breaking into a custom jewelry store in Capital City that he manifested his powers when security stumbled upon his criminal efforts and he tried to fight them off. Using his powers crudely, Barry subdued the guards and made his escape.

It didn’t take him long to sort out the basics of how his powers worked and Barry didn’t hesitate to put to them to use in doing larger scale crimes, quickly becoming a well-known super villain. In fact his reputation grew to the point that he was recruited into the Horsemen, a long running collection of super villains who were always on the lookout for “the right people, and they would deem Barry as such a person then offer him membership in their group.

For several years Barry would enjoy his membership in the Horsemen, however he has been imprisoned for several years now due to his being one of the few prisoners of New Alcatraz subjected to a new kind of “Solitary Confinement” – where inmates are put into a medical coma while their minds are connected to a virtual reality program that allows them to experience prison as a non-powered person (although the inmates think they have been injected with power nullifying nanites). So far, Barry has managed to complete a GED program and is considering some kind of trade school class in “prison”, which is what those in charge of the program want – proof their theory of mentally rehabilitating inmates can work.

How much of Barry’s efforts so far are just him playing along until he finds the right opportunity to try and escape or are actually a serious effort on his part to turn his life around is really anyone’s guess.
Last edited by Tattooedman on Tue Sep 17, 2019 3:46 am, edited 1 time in total.

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Scraper

Post by Tattooedman » Tue Apr 30, 2019 8:59 pm

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Scraper:
PL:
10
Strength 14
Stamina 8
Agility 4
Dexterity 0
Fighting 6
Intellect 0
Awareness 2
Presence 2

Skills: Athletics 3 (+17), Expertise [Criminal] 6 (+6), Insight 6 (+8), Intimidation 9 (+11), Perception 6 (+8), Ranged Combat [Thrown Objects] 6 (+6)

Advantages: All-Out Attack, Assessment, Chokehold, Fast Grab, Improved Critical [Unarmed] 2, Improved Grab, Improved Hold, Improved Initiative, Move-By Action, Startle, Takedown 2

Powers:
Almost Invulnerable: Protection 4 (Extra: Impervious 12)

Feats Of Superhuman Strength:
~Groundstrike: Affliction 10 [Hindered, Prone; resisted by Dodge] (Extras: Area [Burst] 2); (Flaws: Limited Degree, Limited [victims must be on same surface as Scraper])
~Shockwave: Kinetic Damage 10 (Extras: Area [Burst] 2); (Flaw: Limited [victims must be on same surface as Scraper])

Strong Legs: Leaping 5

Superhuman Size & Strength:
Enhanced Strength 6
Growth 4 (Extra: Increased Duration [Continuous]); Feat: Innate); (Flaw: Permanent)

Unstoppable: Burrowing 10 (Extra: Penetrating)

Offense: Initiative +4
Melee Attack +6
Ranged Attack +0 // Thrown Objects Attack +6

Defenses: Dodge +6
Parry +6
Toughness +12* [*Impervious]
Fortitude +8
Will +8


Costs: Abilities 28+ Skills 12+ Advantages 13+ Powers 72+ Defenses 8= 132 pts.


Real Name: Sidney Raymond
Height: 6’9”
Weight: 317 lbs
Hair: Blonde
Eye Color: Pale Blue


Complications:
Motivation ~Independence: Scraper is driven by a need to “be his own man”.

Prejudice Criminal Alpha.

Smasher: Scraper likes fighting heroes.


Background: A released convict paid by Noxxor Industries to take part in a series of tests to develop an empowerment package to create super agents they would secretly sell on the black market, Ray Sidney went rogue as soon as he manifested enhanced strength with nearly impervious skin and increased physical size. Calling himself Scraper, Ray embarked on a career as a super villain who quickly gained a reputation as incredibly difficult to stop.

This led to the Horsemen seeking to recruit him to increase their membership. Unfortunately, Scrapers overly aggressive personality was a poor fit with the Horsemen; he would get so wrapped up in a fight with heroes who might try to stop the group, forgetting the already agreed upon plan. Add to that was the fact that Scraper chafed under Bedlam's hard “rules of conduct” which often led to several intense arguments that sometimes came to blows. It did not take long for the Horsemen to concluded that they had made a mistake in admitting Scrapper. Their problem was that if they kicked Scraper out of the group he would likely try to avenge the slight either directly (by interfering in their heists) or indirectly (perhaps by informing law enforcement on the Horsemen’s various hideouts and next few planned heists). Thus, they tried to work with Scraper, in the hope that he “would straighten out”, but that did not end up happening.

Eventually Scraper’s association with the Horsemen became extremely strenuous following his killing of several bystanders during a fight with members of the West Coast Vanguard; this crossed a line that the Horsemen were unwilling to overlook. Bedlam decided to take a drastic measure and devised a plan - when the Horsemen pulled their next job Bedlam made sure the majority of the New York branch of the Vanguard’s membership were in town and during the ensuing fight had Fortune secretly use his powers to help the heroes defeat Scraper before calling for the Horsemen’s retreat. Then they simply didn't bother trying to break him out and proceeded to abandon their old hidden bases for new ones Scraper was not aware of.

Currently Scraper is still imprisoned in New Alcatraz, another subject of the prison’s new “Solitary Confinement” program. Although, he isn’t doing as well as his former teammate Spectrum and there is talk amongst the staff about simply removing him from the program altogether but finishing out his sentence in a medically induced coma due to his overly aggressive behavior.
Last edited by Tattooedman on Tue Sep 17, 2019 3:46 am, edited 1 time in total.

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Wavelength

Post by Tattooedman » Tue Apr 30, 2019 9:00 pm

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Wavelength:
PL:
11
Strength 1
Stamina 3
Agility 6 (3)
Dexterity 3
Fighting 5
Intellect 1
Awareness 1
Presence 1

Skills: Acrobatics 6 (+12), Close Attack [Slam Attacks] 6 (+11), Deception 6 (+7), Expertise [Criminal] 6 (+7), Insight 6 (+7), Perception 6 (+7)

Advantages: Agile Feint, Close Attack, Improved Critical [Slam Attacks] 2, Improved Defense, Redirect, Set-Up 3, Teamwork 3

Powers: Internal Compass: Senses 1 [Direction Sense]

Living Light Form:
Enhanced Agility 3
Enhanced Advantage 7 [Improved Initiative 4, Evasion 2, Seize Initiative]
Flight 14 (Feat: Move-By Action)
Immunity 30 [Fortitude Effects]
Immunity 5 [Impact Damage] (Flaw: Limited [Half Effective])
Protection 8 (Extra: Impervious 11)

Offense: Initiative +20
Melee Attack +5 // Slam Attacks +11
Ranged Attack +6

Defense: Dodge +11
Parry +11
Toughness +11 [*Impervious]
Fortitude N/A
Will +8


Costs: Abilities 36+ Skills 13+ Advantages 11+ Powers 94+ Defenses 14= 165 pts.


Real Name: Brian King
Height: 6’
Weight: 170 lbs
Hair: Dark Blonde
Eye Color: Blue


Complications:
Motivation ~Respect: Wavelength seeks to gain the respect of his peers.

Prejudice Criminal Alpha.


Background: As a child, Brian King developed multiple throat polyps and had to undergo multiple operations to tend to them, many before the age of five. Due to his medical issues King spent a large part of his early childhood in a hospital, only going home for major holidays. Because of this King's mother chose to send him to a public school so that he could spend more time with his friends. As a child King played many sports including basketball and hockey but was often made fun of by other children because of his voice, which was altered by the many operations to husky tone, which prompted him to learn how to box to defend himself.

This led to him becoming something of a loner, keeping to himself for the most part. His social situation made him a fan of the super villain group the Horsemen; whose online videos greatly appealed to him for their take life by the throat attitude and he sought to emulate their lifestyle as best he could by becoming a mundane criminal.

It was during a planned robbery of Odyssey Technologies that King's life took an interesting turn; his crew had been hired to steal a new energy generator Odyssey had recently built. Unfortunately, the labs security staff caught the crew in mid-theft and a gun fight happened and the generator Brian was holding and caused it to explode, bathing him in the energy it had built up. As a result, Brian gained the ability to turn his body into energy, and he used those abilities to escape the scene.

After testing what his could now do Brian soon made his debut as the super villain Wavelength, performing numerous robberies across the U.S. and making a good living in doing so. He also followed the example of the Horsemen, Brian posted online videos where he bragged about his exploits. This quickly brought him to the attention of the Horsemen, who paid him a visit about his stealing their “gimmick” and their unhappiness about his doing so. However, within a few minutes Brian had explained that it was his way of paying tribute to his idols in crime and that he was very sorry for any offense he had unintentionally done, an act which impressed the collection of criminals and they parted ways with Brian promising he would no longer do the videos.

Though Bedlam liked how Brian had handled himself in the situation and started keeping tabs on Brian's exploits over the following years and once he had gained some more experience the Horsemen contacted him again, this time with a trail membership in the group. Within six months he had impressed the other members enough that they agreed to make him a full member. Brian lived the “good life” for nearly five years until he joined in the effort to stop the corrupt wizard Ahriam from remaking the world in his own, broken, image, where Brain perished fighting the wizard’s Daevas.
Last edited by Tattooedman on Tue Sep 17, 2019 3:46 am, edited 2 times in total.

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Tattooedman
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Black Nova

Post by Tattooedman » Tue Apr 30, 2019 9:01 pm

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Black Nova:
PL:
10
Strength 12 (4)
Stamina 8 (4)
Agility 4
Dexterity 4
Fighting 4
Intellect 0
Awareness 0
Presence 0

Skills: Athletics 6 (+18), Close Combat [Unarmed] 4 (+8), Deception 4 (+4), Expertise [Body Builder] 6 (+6), Expertise [Criminal] 6 (+6), Insight 4 (+4), Perception 4 (+4), Persuasion 3 (+3), Ranged Combat [Thrown Objects] 8 (+8)

Advantages: All-Out Attack, Improved Initiative, Interpose, Power Attack

Powers: Invulnerability:
Enhanced Advantage 1 [Withstand Damage]
Immunity 30 [Fortitude Effects]
Protection 2 (Extra: Impervious 10)

Superhuman Strength & Stamina:
Enhanced Strength 8
Enhanced Stamina 4

Offense: Initiative +8
Melee Attack +4 // Unarmed Attack +8
Ranged Attack +0 // Thrown Objects Attack +8

Defense: Dodge +10
Parry +10
Toughness +10* [*Impervious]
Fortitude +9
Will +6


Costs: Abilities 40+ Skills 16+ Advantages 4+ Powers 67+ Defenses 19= 146 pts.


Real Name: Wendell "Dell" Lawrence
Height: 6'6"
Weight: 275 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Motivation ~Greed: Black Nova just wants to make enough money to live extremely comfortably.

Prejudice Criminal Alpha.

Not a Criminal Mastermind: Black Nova is not known for being overly creative in his criminal endeavors.



Background: Dell Lawrence's ambition in life was to become a professional bodybuilder from a young age. By the time he was in his mid-twenties he was well on his way, having won several championships. However, his progress began to be halted as he struggled to compete against bodybuilders who used steroids.

Deciding to copy his rivals’ methods, Dell reached out the right kind of people in the bodybuilding circuit and soon he was back on track. The problem was that he had to constantly change his drug mix to stay ahead of the tests used by those that regulate bodybuilding events. It was a lot of work as well as highly expensive. This motivated Dell began looking for a drug regime that would be easier, and cheaper, to maintain. Eventually he was approached secretly by representatives of Noxxor Industries with a possible solution to his problem. Dell quickly agreed and was soon being injected with a series of formulas and was exposed to an unknown wavelength of radiation that was supposed to "activate" the chemical cocktail that he now had running through his veins.

Amazingly enough, Dell not only survived the process, but it worked! Dell won his next three competitions easily. So easily in fact that it raised questions in the bodybuilding community, and he was subtly blackmailed from competing. Adding to his lack of funds, as he paid a hefty amount for Noxxor's process, they were blackmailing him to keep his secret. When Dell finally refused to pay Noxxor hired Gunslinger to make an example of Dell. During the assassination attempt Dell manifested superhuman strength and resistance to being harmed so much that Gunslinger gave up.

Deciding to use his abilities to support himself, Dell became a super villain. His straightforward manner to his crimes, simple robberies basically, brought him to the attention of the Horsemen. Seeking to replace the recently ejected Scraper, the group vetted Dell and after a long trail membership, they gave him a full-time member. Thankfully, Dell's unimaginative mindset and lack of any real social skills have allowed him to maintain his membership, as Bedlam likes having what amounts to a Transhuman mook under his thumb.
Last edited by Tattooedman on Tue Sep 17, 2019 3:47 am, edited 1 time in total.

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Delilah

Post by Tattooedman » Tue Apr 30, 2019 9:02 pm

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Delilah:
PL:
10
Strength 6 (2)
Stamina 6 (2)
Agility 2
Dexterity 2
Fighting 2
Intellect 2
Awareness 3
Presence 6 (2)

Skills: Athletics 6 (+8/+12), Close Combat [Unarmed] 12 (+14), Deception 6 (+8/+12), Expertise [Current Events] 6 (+8), Expertise [Criminal] 6 (+8), Insight 6 (+9), Intimidation 6 (+8/+14), Investigation 6 (+8), Perception 6 (+9), Stealth 6 (+8)

Advantages: Accurate Attack, Connected, Contacts, Fascinate [Deception], Fascinate [Persuasion], Fast Grab, Improved Grab, Improved Hold, Improved Initiative 2, Improved Taunt, Taunt

Powers: Lifeforce Absorption: Affliction 12 [Impaired & Hindered, Disabled & Defenseless, Dying; resisted by Fortitude] (Extra: Extra Condition); (Flaw: Grab-Based)

Lifeforce-Empowerment:
Enhanced Strength 10 (Flaw: Limited [6 Ranks for Grapples only])
Enhanced Stamina 4
Enhanced Presence 4
Enhanced Advantages 4 [Attractive 2, Daze (Deception), Fascinate (Deception)]
Regeneration 12 (Flaw: Fades)

Offense: Initiative +10
Melee Attack +14
Ranged Attack +2

Defense: Dodge +14
Parry +14
Toughness +6
Fortitude +8
Will +8


Costs: Abilities 34+ Skills 22+ Advantages 11+ Powers 52+ Defenses 31= 150 pts.


Real Name: Jennifer Marlin
Height: 5’5”
Weight: 117 lbs
Hair: Black
Eye Color: Grey


Complications:
Power Loss: Without regular use of her Lifeforce Absorption power, Delilah cannot use her Lifeforce-Empowerment power.

Prejudice Criminal Alpha.

Vulnerable: Delilah has to make an additional Resistance check against Affliction 8 [Dazed, Stunned, Incapacitated; resisted by Fortitude] when attacked with items made of “cold iron”.


Background: Jennifer Marlin was a quiet and introverted young woman working at an insurance company and while it wasn’t a great job, it allowed her to entertain herself with various worlds of fantasy created by her and friends in their private time. Then one day Jennifer found herself being forced to live out a twisted version of her dreams when members of the Winter Court invaded the office from a magical portal and forced everyone back with them.

Luckily for Jennifer, the magical energies of the rift transformed the meek young woman into something else, more akin to a succubus. Something Lady Titania decided was something she could use in her never-ending war with the Summer Court, and Jennifer quickly became one of Titania’s champions and was slowly shifting the balance in the ongoing battle between the Winter and Summer Courts. So much so that the Summer Court sought the aid of the Aurelius to deal with Jennifer, realizing she was from Earth and thus fell into his realm of responsibility. After a series of fights the Aurelius emerged as the victor, defeating not only Jennifer but the small group she was leading in the name of the Winter Court.

Returning Jennifer back to Earth, the mage spent months trying to reverse the transformation she’d undergone without success. During an attack by Duke Mandar on the Maze, the Aurelius’ hidden base of operations, Jennifer made her escape and wasted no time in using her powers in the pursuit of sating her lust for fun, food, and companionship. This would bring her to the attention of the Horsemen, who would recruit her into their number. Now she’s beginning to question if she should stay with them as things are getting “boring” in her opinion and Delilah, as Jennifer decided to name herself, is wondering if it perhaps time for her to strike out on her own.
Last edited by Tattooedman on Tue Sep 17, 2019 3:47 am, edited 2 times in total.

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